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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 1.71 by root, Tue Apr 15 03:16:02 2008 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.17 2006/09/12 18:15:34 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29
30#define ALLOWED_COMBINATION
31 23
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
35 * left on 27 * left on
36 */ 28 */
37#define TREASURE_DEBUG 29#define TREASURE_DEBUG
38 30
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
40 32
41/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
42 34
43#include <global.h> 35#include <global.h>
44#include <treasure.h> 36#include <treasure.h>
45#include <funcpoint.h> 37#include <funcpoint.h>
46#include <loader.h> 38#include <loader.h>
47 39
40extern char *spell_mapping[];
41
42static treasurelist *first_treasurelist;
48 43
49static void change_treasure (treasure *t, object *op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
50extern char *spell_mapping[];
51 45
52/* 46typedef std::tr1::unordered_map<
53 * Initialize global archtype pointers: 47 const char *,
54 */ 48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53> tl_map_t;
55 54
55static tl_map_t tl_map;
56
57/*
58 * Searches for the given treasurelist
59 */
60treasurelist *
61treasurelist::find (const char *name)
62{
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72}
73
74/*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78treasurelist *
79treasurelist::get (const char *name)
80{
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95}
96
97//TODO: class method
56void 98void
57init_archetype_pointers () 99clear (treasurelist *tl)
58{ 100{
59 int prev_warn = warn_archetypes; 101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
60 106
61 warn_archetypes = 1;
62 if (ring_arch == NULL)
63 ring_arch = find_archetype ("ring");
64 if (amulet_arch == NULL)
65 amulet_arch = find_archetype ("amulet");
66 if (staff_arch == NULL)
67 staff_arch = find_archetype ("staff");
68 if (crown_arch == NULL)
69 crown_arch = find_archetype ("crown");
70 warn_archetypes = prev_warn;
71}
72
73/*
74 * Allocate and return the pointer to an empty treasurelist structure.
75 */
76
77static treasurelist *
78get_empty_treasurelist (void)
79{
80 return new treasurelist;
81}
82
83/*
84 * Allocate and return the pointer to an empty treasure structure.
85 */
86//TODO: make this a constructor
87static treasure *
88get_empty_treasure (void)
89{
90 treasure *t = new treasure;
91
92 t->chance = 100; 107 tl->total_chance = 0;
93
94 return t;
95} 108}
109
110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128}
129#endif
96 130
97/* 131/*
98 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
99 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
100 */ 134 */
101
102static treasure * 135static treasure *
103load_treasure (FILE * fp, int *line) 136read_treasure (object_thawer &f)
104{ 137{
105 char buf[MAX_BUF], *cp, variable[MAX_BUF];
106 treasure *t = get_empty_treasure (); 138 treasure *t = new treasure;
107 int value;
108 139
109 nroftreasures++; 140 f.next ();
110 while (fgets (buf, MAX_BUF, fp) != NULL)
111 {
112 (*line)++;
113 141
114 if (*buf == '#') 142 for (;;)
115 continue; 143 {
116 if ((cp = strchr (buf, '\n')) != NULL) 144 coroapi::cede_to_tick ();
117 *cp = '\0';
118 cp = buf;
119 while (isspace (*cp)) /* Skip blanks */
120 cp++;
121 145
122 if (sscanf (cp, "arch %s", variable)) 146 switch (f.kw)
123 {
124 if ((t->item = find_archetype (variable)) == NULL)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 147 {
127 else if (sscanf (cp, "list %s", variable)) 148 case KW_arch:
128 t->name = variable; 149 t->item = archetype::get (f.get_str ());
129 else if (sscanf (cp, "change_name %s", variable)) 150 break;
130 t->change_arch.name = variable; 151
131 else if (sscanf (cp, "change_title %s", variable)) 152 case KW_list: f.get (t->name); break;
132 t->change_arch.title = variable; 153 case KW_change_name: f.get (t->change_arch.name); break;
133 else if (sscanf (cp, "change_slaying %s", variable)) 154 case KW_change_title: f.get (t->change_arch.title); break;
134 t->change_arch.slaying = variable; 155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
135 else if (sscanf (cp, "chance %d", &value)) 156 case KW_chance: f.get (t->chance); break;
136 t->chance = (uint8) value; 157 case KW_nrof: f.get (t->nrof); break;
137 else if (sscanf (cp, "nrof %d", &value)) 158 case KW_magic: f.get (t->magic); break;
138 t->nrof = (uint16) value; 159
139 else if (sscanf (cp, "magic %d", &value)) 160 case KW_yes: t->next_yes = read_treasure (f); continue;
140 t->magic = (uint8) value; 161 case KW_no: t->next_no = read_treasure (f); continue;
141 else if (!strcmp (cp, "yes")) 162
142 t->next_yes = load_treasure (fp, line); 163 case KW_end:
143 else if (!strcmp (cp, "no")) 164 f.next ();
144 t->next_no = load_treasure (fp, line);
145 else if (!strcmp (cp, "end"))
146 return t;
147 else if (!strcmp (cp, "more"))
148 {
149 t->next = load_treasure (fp, line);
150 return t; 165 return t;
151 }
152 else
153 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
154 }
155 LOG (llevError, "treasure lacks 'end'.\n");
156 return t;
157}
158 166
159#ifdef TREASURE_DEBUG 167 case KW_more:
168 t->next = read_treasure (f);
169 return t;
160 170
161/* recursived checks the linked list. Treasurelist is passed only 171 default:
162 * so that the treasure name can be printed out 172 if (!f.parse_error ("treasurelist", t->name))
163 */ 173 return 0;
164static void
165check_treasurelist (const treasure *t, const treasurelist * tl)
166{
167 if (t->item == NULL && t->name == NULL)
168 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
169 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
170 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
171 /* find_treasurelist will print out its own error message */
172 if (t->name && *t->name)
173 (void) find_treasurelist (t->name);
174 if (t->next)
175 check_treasurelist (t->next, tl);
176 if (t->next_yes)
177 check_treasurelist (t->next_yes, tl);
178 if (t->next_no)
179 check_treasurelist (t->next_no, tl);
180}
181#endif
182 174
175 return t;
176 }
177
178 f.next ();
179 }
180}
181
183/* 182/*
184 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
185 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
186 */ 184 */
187 185treasurelist *
188void 186treasurelist::read (object_thawer &f)
189load_treasures (void)
190{ 187{
191 FILE *fp; 188 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
192 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
193 treasurelist *previous = NULL;
194 treasure *t;
195 int comp, line = 0;
196 189
197 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 190 bool one = f.kw == KW_treasureone;
198 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 191 treasurelist *tl = treasurelist::get (f.get_str ());
199 { 192 clear (tl);
200 LOG (llevError, "Can't open treasure file.\n"); 193 tl->items = read_treasure (f);
194 if (!tl->items)
201 return; 195 return 0;
202 }
203 while (fgets (buf, MAX_BUF, fp) != NULL)
204 {
205 line++;
206 if (*buf == '#')
207 continue;
208 196
209 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
210 {
211 treasurelist *tl = get_empty_treasurelist ();
212
213 tl->name = name;
214 if (previous == NULL)
215 first_treasurelist = tl;
216 else
217 previous->next = tl;
218 previous = tl;
219 tl->items = load_treasure (fp, &line);
220
221 /* This is a one of the many items on the list should be generated. 197 /* 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 198 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
224 */ 200 */
225 if (!strncmp (buf, "treasureone", 11)) 201 if (one)
202 {
203 for (treasure *t = tl->items; t; t = t->next)
204 {
205 if (t->next_yes || t->next_no)
226 { 206 {
227 for (t = tl->items; t != NULL; t = t->next)
228 {
229#ifdef TREASURE_DEBUG
230 if (t->next_yes || t->next_no)
231 {
232 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
233 LOG (llevError, " the next_yes or next_no field is set\n"); 208 LOG (llevError, " the next_yes or next_no field is set\n");
234 }
235#endif
236 tl->total_chance += t->chance;
237 }
238 } 209 }
239 }
240 else
241 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
242 }
243 close_and_delete (fp, comp);
244 210
245#ifdef TREASURE_DEBUG 211 tl->total_chance += t->chance;
246 /* Perform some checks on how valid the treasure data actually is. 212 }
247 * verify that list transitions work (ie, the list that it is supposed 213 }
248 * to transition to exists). Also, verify that at least the name
249 * or archetype is set for each treasure element.
250 */
251 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
252 check_treasurelist (previous->items, previous);
253#endif
254}
255 214
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;
272
273 if (first_treasurelist)
274 LOG (llevError, "Couldn't find treasurelist %s\n", name);
275
276 return 0; 215 return tl;
277} 216}
278
279 217
280/* 218/*
281 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
282 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
283 * If there is a certain percental chance for a treasure to be generated, 221 * If there is a certain percental chance for a treasure to be generated,
286 * being generated. 224 * being generated.
287 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 225 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
288 * abilities. This is used by summon spells, thus no summoned monsters 226 * abilities. This is used by summon spells, thus no summoned monsters
289 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
290 */ 228 */
291
292
293static void 229static void
294put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
295{ 231{
296 object *tmp; 232 if (flags & GT_ENVIRONMENT)
297 233 {
298 /* Bit of a hack - spells should never be put onto the map. The entire 234 /* Bit of a hack - spells should never be put onto the map. The entire
299 * treasure stuff is a problem - there is no clear idea of knowing 235 * treasure stuff is a problem - there is no clear idea of knowing
300 * this is the original object, or if this is an object that should be created 236 * this is the original object, or if this is an object that should be created
301 * by another object. 237 * by another object.
302 */ 238 */
303 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
304 { 240 if (op->type == SPELL)
305 op->x = creator->x; 241 {
306 op->y = creator->y; 242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (op->blocked (creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
307 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
308 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
309 } 255 }
310 else 256 else
311 { 257 {
312 op = insert_ob_in_ob (op, creator); 258 op = creator->insert (op);
259
313 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
314 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
315 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
316 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
317 } 266 }
318} 267}
319 268
320/* if there are change_xxx commands in the treasure, we include the changes 269/* if there are change_xxx commands in the treasure, we include the changes
321 * in the generated object 270 * in the generated object
335 284
336 if (t->change_arch.slaying) 285 if (t->change_arch.slaying)
337 op->slaying = t->change_arch.slaying; 286 op->slaying = t->change_arch.slaying;
338} 287}
339 288
340void 289static void
341create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 290create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
342{ 291{
343 object *tmp;
344
345 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
346 { 293 {
347 if (t->name) 294 if (t->name)
348 { 295 {
349 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 296 if (difficulty >= t->magic)
297 if (treasurelist *tl = treasurelist::find (t->name))
350 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 298 create_treasure (tl, op, flag, difficulty, tries);
299 else
300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
351 } 301 }
352 else 302 else
353 { 303 {
354 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
355 { 305 {
356 tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
307
357 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
358 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
310
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 311 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 312 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 313 put_treasure (tmp, op, flag);
362 } 314 }
363 } 315 }
364 316
365 if (t->next_yes != NULL) 317 if (t->next_yes)
366 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 318 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
367 } 319 }
368 else if (t->next_no != NULL) 320 else if (t->next_no)
369 create_all_treasures (t->next_no, op, flag, difficulty, tries); 321 create_all_treasures (t->next_no, op, flag, difficulty, tries);
370 322
371 if (t->next != NULL) 323 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 324 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 325}
374 326
375void 327static void
376create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 328create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 329{
378 int value = RANDOM () % tl->total_chance; 330 int value = rndm (tl->total_chance);
379 treasure *t; 331 treasure *t;
380 332
381 if (tries++ > 100) 333 if (tries++ > 100)
382 { 334 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 335 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 336 return;
385 } 337 }
386 338
387 for (t = tl->items; t != NULL; t = t->next) 339 for (t = tl->items; t; t = t->next)
388 { 340 {
389 value -= t->chance; 341 value -= t->chance;
390 342
391 if (value < 0) 343 if (value < 0)
392 break; 344 break;
393 } 345 }
394 346
395 if (!t || value >= 0) 347 if (!t || value >= 0)
396 {
397 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 348 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
398 abort ();
399 return;
400 }
401 349
402 if (t->name) 350 if (t->name)
403 { 351 {
404 if (!strcmp (t->name, "NONE"))
405 return;
406
407 if (difficulty >= t->magic) 352 if (difficulty >= t->magic)
353 {
354 treasurelist *tl = treasurelist::find (t->name);
355 if (tl)
408 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
357 }
409 else if (t->nrof) 358 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
411
412 return;
413 } 360 }
414
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
416 { 362 {
417 object *tmp = arch_to_object (t->item); 363 if (object *tmp = arch_to_object (t->item))
418 364 {
419 if (!tmp)
420 return;
421
422 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
424 367
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 369 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
371 }
428 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
429} 379}
430 380
431/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
432 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
433 * have been made. It is really in place to prevent infinite loops with 383 * have been made. It is really in place to prevent infinite loops with
434 * list transitions, or so that excessively good treasure will not be 384 * 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 385 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 386 * to do that.
437 */ 387 */
438void 388void
439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 389create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 390{
391 // empty treasurelists are legal
392 if (!tl->items)
393 return;
441 394
442 if (tries++ > 100) 395 if (tries++ > 100)
443 { 396 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 398 return;
446 } 399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
408 }
409
447 if (t->total_chance) 410 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 412 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 414}
452 415
453/* This is similar to the old generate treasure function. However, 416/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 417 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 418 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 419 * inserted into, and then return that treausre
457 */ 420 */
458object * 421object *
459generate_treasure (treasurelist * t, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
460{ 423{
461 object *ob = get_object (), *tmp; 424 difficulty = clamp (difficulty, 1, settings.max_level);
462 425
426 object *ob = object::create ();
427
463 create_treasure (t, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
464 429
465 /* Don't want to free the object we are about to return */ 430 /* Don't want to free the object we are about to return */
466 tmp = ob->inv; 431 object *tmp = ob->inv;
467 if (tmp != NULL) 432 if (tmp)
468 remove_ob (tmp); 433 tmp->remove ();
434
469 if (ob->inv) 435 if (ob->inv)
470 {
471 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
472 } 437
473 free_object (ob); 438 ob->destroy ();
474 return tmp; 439 return tmp;
475} 440}
476 441
477/* 442/*
478 * This is a new way of calculating the chance for an item to have 443 * This is a new way of calculating the chance for an item to have
480 * The array has two arguments, the difficulty of the level, and the 445 * The array has two arguments, the difficulty of the level, and the
481 * magical bonus "wanted". 446 * magical bonus "wanted".
482 */ 447 */
483 448
484static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
485
486/*chance of magic difficulty*/ 450// chance of magic difficulty
487
488/* +0 +1 +2 +3 +4 */ 451// +0 +1 +2 +3 +4
489 {95, 2, 2, 1, 0}, /*1 */ 452 {95, 2, 2, 1, 0}, // 1
490 {92, 5, 2, 1, 0}, /*2 */ 453 {92, 5, 2, 1, 0}, // 2
491 {85, 10, 4, 1, 0}, /*3 */ 454 {85, 10, 4, 1, 0}, // 3
492 {80, 14, 4, 2, 0}, /*4 */ 455 {80, 14, 4, 2, 0}, // 4
493 {75, 17, 5, 2, 1}, /*5 */ 456 {75, 17, 5, 2, 1}, // 5
494 {70, 18, 8, 3, 1}, /*6 */ 457 {70, 18, 8, 3, 1}, // 6
495 {65, 21, 10, 3, 1}, /*7 */ 458 {65, 21, 10, 3, 1}, // 7
496 {60, 22, 12, 4, 2}, /*8 */ 459 {60, 22, 12, 4, 2}, // 8
497 {55, 25, 14, 4, 2}, /*9 */ 460 {55, 25, 14, 4, 2}, // 9
498 {50, 27, 16, 5, 2}, /*10 */ 461 {50, 27, 16, 5, 2}, // 10
499 {45, 28, 18, 6, 3}, /*11 */ 462 {45, 28, 18, 6, 3}, // 11
500 {42, 28, 20, 7, 3}, /*12 */ 463 {42, 28, 20, 7, 3}, // 12
501 {40, 27, 21, 8, 4}, /*13 */ 464 {40, 27, 21, 8, 4}, // 13
502 {38, 25, 22, 10, 5}, /*14 */ 465 {38, 25, 22, 10, 5}, // 14
503 {36, 23, 23, 12, 6}, /*15 */ 466 {36, 23, 23, 12, 6}, // 15
504 {33, 21, 24, 14, 8}, /*16 */ 467 {33, 21, 24, 14, 8}, // 16
505 {31, 19, 25, 16, 9}, /*17 */ 468 {31, 19, 25, 16, 9}, // 17
506 {27, 15, 30, 18, 10}, /*18 */ 469 {27, 15, 30, 18, 10}, // 18
507 {20, 12, 30, 25, 13}, /*19 */ 470 {20, 12, 30, 25, 13}, // 19
508 {15, 10, 28, 30, 17}, /*20 */ 471 {15, 10, 28, 30, 17}, // 20
509 {13, 9, 27, 28, 23}, /*21 */ 472 {13, 9, 27, 28, 23}, // 21
510 {10, 8, 25, 28, 29}, /*22 */ 473 {10, 8, 25, 28, 29}, // 22
511 {8, 7, 23, 26, 36}, /*23 */ 474 { 8, 7, 23, 26, 36}, // 23
512 {6, 6, 20, 22, 46}, /*24 */ 475 { 6, 6, 20, 22, 46}, // 24
513 {4, 5, 17, 18, 56}, /*25 */ 476 { 4, 5, 17, 18, 56}, // 25
514 {2, 4, 12, 14, 68}, /*26 */ 477 { 2, 4, 12, 14, 68}, // 26
515 {0, 3, 7, 10, 80}, /*27 */ 478 { 0, 3, 7, 10, 80}, // 27
516 {0, 0, 3, 7, 90}, /*28 */ 479 { 0, 0, 3, 7, 90}, // 28
517 {0, 0, 0, 3, 97}, /*29 */ 480 { 0, 0, 0, 3, 97}, // 29
518 {0, 0, 0, 0, 100}, /*30 */ 481 { 0, 0, 0, 0, 100}, // 30
519 {0, 0, 0, 0, 100}, /*31 */ 482 { 0, 0, 0, 0, 100}, // 31
520}; 483};
521
522 484
523/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
524 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
525 * 487 *
526 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
527 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
528 */ 490 */
529
530int 491int
531level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
532{ 493{
533 int olevel = 0;
534
535 if (!op->inv) 494 if (!op->inv)
536 { 495 {
537 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 496 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
538 return 0; 497 return 0;
539 } 498 }
540 499
541 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
542 501
543 if (olevel <= 0) 502 if (olevel <= 0)
544 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
545 504
546 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
547 olevel = MAXLEVEL;
548
549 return olevel;
550} 506}
551 507
552/* 508/*
553 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
554 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
557 * elmex Thu Aug 10 18:45:44 CEST 2006: 513 * elmex Thu Aug 10 18:45:44 CEST 2006:
558 * Scaling difficulty by max_level, as difficulty is a level and not some 514 * Scaling difficulty by max_level, as difficulty is a level and not some
559 * weird integer between 1-31. 515 * weird integer between 1-31.
560 * 516 *
561 */ 517 */
562
563int 518int
564magic_from_difficulty (int difficulty) 519magic_from_difficulty (int difficulty)
565{ 520{
566 int percent = 0, magic = 0; 521 int percent = 0, magic = 0;
567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
572 scaled_diff = 0; 527 scaled_diff = 0;
573 528
574 if (scaled_diff >= DIFFLEVELS) 529 if (scaled_diff >= DIFFLEVELS)
575 scaled_diff = DIFFLEVELS - 1; 530 scaled_diff = DIFFLEVELS - 1;
576 531
577 percent = RANDOM () % 100; 532 percent = rndm (100);
578 533
579 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 534 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
580 { 535 {
581 percent -= difftomagic_list[scaled_diff][magic]; 536 percent -= difftomagic_list[scaled_diff][magic];
582 537
588 { 543 {
589 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 544 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
590 magic = 0; 545 magic = 0;
591 } 546 }
592 547
593 magic = (RANDOM () % 3) ? magic : -magic; 548 magic = (rndm (3)) ? magic : -magic;
594 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 549 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
595 550
596 return magic; 551 return magic;
597} 552}
598 553
611 566
612 op->magic = magic; 567 op->magic = magic;
613 if (op->arch) 568 if (op->arch)
614 { 569 {
615 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
617 572
618 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
619 magic = (-magic); 574 magic = (-magic);
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
621 } 576 }
622 else 577 else
623 { 578 {
624 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
626 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
627 magic = (-magic); 582 magic = (-magic);
628 op->weight = (op->weight * (100 - magic * 10)) / 100; 583 op->weight = (op->weight * (100 - magic * 10)) / 100;
629 } 584 }
630} 585}
631 586
655 * 1) Since rings can have multiple bonuses, if the same bonus 610 * 1) Since rings can have multiple bonuses, if the same bonus
656 * is rolled again, increase it - the bonuses now stack with 611 * is rolled again, increase it - the bonuses now stack with
657 * other bonuses previously rolled and ones the item might natively have. 612 * other bonuses previously rolled and ones the item might natively have.
658 * 2) Add code to deal with new PR method. 613 * 2) Add code to deal with new PR method.
659 */ 614 */
660
661void 615void
662set_ring_bonus (object *op, int bonus) 616set_ring_bonus (object *op, int bonus)
663{ 617{
664 618
665 int r = RANDOM () % (bonus > 0 ? 25 : 11); 619 int r = rndm (bonus > 0 ? 25 : 11);
666 620
667 if (op->type == AMULET) 621 if (op->type == AMULET)
668 { 622 {
669 if (!(RANDOM () % 21)) 623 if (!(rndm (21)))
670 r = 20 + RANDOM () % 2; 624 r = 20 + rndm (2);
671 else 625 else
672 { 626 {
673 if (RANDOM () & 2) 627 if (rndm (2))
674 r = 10; 628 r = 10;
675 else 629 else
676 r = 11 + RANDOM () % 9; 630 r = 11 + rndm (9);
677 } 631 }
678 } 632 }
679 633
680 switch (r) 634 switch (r)
681 { 635 {
688 case 2: 642 case 2:
689 case 3: 643 case 3:
690 case 4: 644 case 4:
691 case 5: 645 case 5:
692 case 6: 646 case 6:
693 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 647 op->stats.stat (r) += bonus;
694 break; 648 break;
695 649
696 case 7: 650 case 7:
697 op->stats.dam += bonus; 651 op->stats.dam += bonus;
698 break; 652 break;
718 case 16: 672 case 16:
719 case 17: 673 case 17:
720 case 18: 674 case 18:
721 case 19: 675 case 19:
722 { 676 {
723 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 677 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
724 678
725 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 679 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
726 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 680 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
727 681
728 /* Cursed items need to have higher negative values to equal out with 682 /* Cursed items need to have higher negative values to equal out with
729 * positive values for how protections work out. Put another 683 * positive values for how protections work out. Put another
730 * little random element in since that they don't always end up with 684 * little random element in since that they don't always end up with
731 * even values. 685 * even values.
732 */ 686 */
733 if (bonus < 0) 687 if (bonus < 0)
734 val = 2 * -val - RANDOM () % b; 688 val = 2 * -val - rndm (b);
735 if (val > 35) 689 if (val > 35)
736 val = 35; /* Upper limit */ 690 val = 35; /* Upper limit */
737 b = 0; 691 b = 0;
692
738 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
739 {
740 resist = RANDOM () % num_resist_table; 694 resist = rndm (num_resist_table);
741 } 695
742 if (b == 4) 696 if (b == 4)
743 return; /* Not able to find a free resistance */ 697 return; /* Not able to find a free resistance */
698
744 op->resist[resist_table[resist]] = val; 699 op->resist[resist_table[resist]] = val;
745 /* We should probably do something more clever here to adjust value 700 /* We should probably do something more clever here to adjust value
746 * based on how good a resistance we gave. 701 * based on how good a resistance we gave.
747 */ 702 */
748 break; 703 break;
776 case 22: 731 case 22:
777 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
778 op->value = (op->value * 2) / 3; 733 op->value = (op->value * 2) / 3;
779 break; 734 break;
780 } 735 }
736
781 if (bonus > 0) 737 if (bonus > 0)
782 op->value *= 2 * bonus; 738 op->value *= 2 * bonus;
783 else 739 else
784 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -(op->value * 2 * bonus) / 3;
785} 741}
790 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
791 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
792 * rings and amulets. 748 * rings and amulets.
793 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
794 */ 750 */
795
796int 751int
797get_magic (int diff) 752get_magic (int diff)
798{ 753{
799 int i; 754 int i;
800 755
801 if (diff < 3) 756 if (diff < 3)
802 diff = 3; 757 diff = 3;
758
803 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
804 if (RANDOM () % diff) 760 if (rndm (diff))
805 return i; 761 return i;
762
806 return 4; 763 return 4;
807} 764}
808 765
809#define DICE2 (get_magic(2)==2?2:1) 766#define DICE2 (get_magic(2)==2?2:1)
810#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 767#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
811 768
812/* 769/*
813 * fix_generated_item(): This is called after an item is generated, in 770 * 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 771 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 772 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
829 * value. 786 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 787 * 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 788 * 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 789 * type as appropriate, for objects that need spell objects, set those, etc
833 */ 790 */
834
835void 791void
836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 792fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837{ 793{
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 794 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839 795
844 save_item_power = op->item_power; 800 save_item_power = op->item_power;
845 op->item_power = 0; 801 op->item_power = 0;
846 802
847 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
848 { 804 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
850 if (!op->inv)
851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
852
853 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
854 op->randomitems = NULL; 807 op->randomitems = 0;
855 } 808 }
856 809
857 if (difficulty < 1) 810 if (difficulty < 1)
858 difficulty = 1; 811 difficulty = 1;
812
813 if (INVOKE_OBJECT (ADD_BONUS, op,
814 ARG_OBJECT (creator != op ? creator : 0),
815 ARG_INT (difficulty), ARG_INT (max_magic),
816 ARG_INT (flags)))
817 return;
859 818
860 if (!(flags & GT_MINIMAL)) 819 if (!(flags & GT_MINIMAL))
861 { 820 {
862 if (op->arch == crown_arch) 821 if (op->arch == crown_arch)
863 { 822 {
870 if (!op->magic && max_magic) 829 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags); 830 set_magic (difficulty, op, max_magic, flags);
872 831
873 num_enchantments = calc_item_power (op, 1); 832 num_enchantments = calc_item_power (op, 1);
874 833
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
876 * used for shop_floors or treasures */ 837 * used for shop_floors or treasures */
877 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
878 } 839 }
879 840
880 /* Object was made an artifact. Calculate its item_power rating. 841 /* Object was made an artifact. Calculate its item_power rating.
938 case WEAPON: 899 case WEAPON:
939 case ARMOUR: 900 case ARMOUR:
940 case SHIELD: 901 case SHIELD:
941 case HELMET: 902 case HELMET:
942 case CLOAK: 903 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 904 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 905 set_ring_bonus (op, -DICE2);
945 break; 906 break;
946 907
947 case BRACERS: 908 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 909 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
949 { 910 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 911 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED)) 912 if (!QUERY_FLAG (op, FLAG_CURSED))
952 op->value *= 3; 913 op->value *= 3;
953 } 914 }
979 */ 940 */
980 if (op->inv && op->randomitems) 941 if (op->inv && op->randomitems)
981 { 942 {
982 /* value multiplier is same as for scrolls */ 943 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value); 944 op->value = (op->value * op->inv->value);
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
985 } 946 }
986 else 947 else
987 { 948 {
988 op->name = "potion"; 949 op->name = "potion";
989 op->name_pl = "potions"; 950 op->name_pl = "potions";
990 } 951 }
991 952
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 953 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 954 SET_FLAG (op, FLAG_CURSED);
994 break; 955 break;
995 } 956 }
996 957
997 case AMULET: 958 case AMULET:
999 op->value *= 5; /* Since it's not just decoration */ 960 op->value *= 5; /* Since it's not just decoration */
1000 961
1001 case RING: 962 case RING:
1002 if (op->arch == NULL) 963 if (op->arch == NULL)
1003 { 964 {
1004 remove_ob (op); 965 op->destroy ();
1005 free_object (op);
1006 op = NULL; 966 op = 0;
1007 break; 967 break;
1008 } 968 }
1009 969
1010 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 970 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1011 break; 971 break;
1012 972
1013 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1014 SET_FLAG (op, FLAG_CURSED); 974 SET_FLAG (op, FLAG_CURSED);
1015 975
1016 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 976 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1017 977
1018 if (op->type != RING) /* Amulets have only one ability */ 978 if (op->type != RING) /* Amulets have only one ability */
1019 break; 979 break;
1020 980
1021 if (!(RANDOM () % 4)) 981 if (!(rndm (4)))
1022 { 982 {
1023 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 983 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1024 984
1025 if (d > 0) 985 if (d > 0)
1026 op->value *= 3; 986 op->value *= 3;
1027 987
1028 set_ring_bonus (op, d); 988 set_ring_bonus (op, d);
1029 989
1030 if (!(RANDOM () % 4)) 990 if (!(rndm (4)))
1031 { 991 {
1032 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 992 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 993
1034 if (d > 0) 994 if (d > 0)
1035 op->value *= 5; 995 op->value *= 5;
1036 set_ring_bonus (op, d); 996 set_ring_bonus (op, d);
1037 } 997 }
1038 } 998 }
1039 999
1040 if (GET_ANIM_ID (op)) 1000 if (GET_ANIM_ID (op))
1041 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1042 1002
1043 break; 1003 break;
1044 1004
1045 case BOOK: 1005 case BOOK:
1046 /* Is it an empty book?, if yes lets make a special· 1006 /* Is it an empty book?, if yes lets make a special·
1047 * msg for it, and tailor its properties based on the· 1007 * msg for it, and tailor its properties based on the·
1048 * creator and/or map level we found it on. 1008 * creator and/or map level we found it on.
1049 */ 1009 */
1050 if (!op->msg && RANDOM () % 10) 1010 if (!op->msg && rndm (10))
1051 { 1011 {
1052 /* set the book level properly */ 1012 /* set the book level properly */
1053 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1013 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1054 { 1014 {
1055 if (op->map && op->map->difficulty) 1015 if (op->map && op->map->difficulty)
1056 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1016 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1057 else 1017 else
1058 op->level = RANDOM () % 20 + 1; 1018 op->level = rndm (20) + 1;
1059 } 1019 }
1060 else 1020 else
1061 op->level = RANDOM () % creator->level; 1021 op->level = rndm (creator->level);
1062 1022
1063 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1064 /* books w/ info are worth more! */ 1024 /* books w/ info are worth more! */
1065 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1066 /* creator related stuff */ 1026 /* creator related stuff */
1165 */ 1125 */
1166 1126
1167/* 1127/*
1168 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1169 */ 1129 */
1170
1171static artifactlist * 1130static artifactlist *
1172get_empty_artifactlist (void) 1131get_empty_artifactlist (void)
1173{ 1132{
1174 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1133 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} 1134}
1183 1135
1184/* 1136/*
1185 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1138 */
1187
1188static artifact * 1139static artifact *
1189get_empty_artifact (void) 1140get_empty_artifact (void)
1190{ 1141{
1191 artifact *t = (artifact *) malloc (sizeof (artifact)); 1142 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} 1143}
1202 1144
1203/* 1145/*
1204 * Searches the artifact lists and returns one that has the same type 1146 * Searches the artifact lists and returns one that has the same type
1205 * of objects on it. 1147 * of objects on it.
1206 */ 1148 */
1207
1208artifactlist * 1149artifactlist *
1209find_artifactlist (int type) 1150find_artifactlist (int type)
1210{ 1151{
1211 artifactlist *al;
1212
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1214 if (al->type == type) 1153 if (al->type == type)
1215 return al; 1154 return al;
1216 return NULL;
1217}
1218 1155
1219/*
1220 * For debugging purposes. Dumps all tables.
1221 */
1222
1223void
1224dump_artifacts (void)
1225{
1226 artifactlist *al;
1227 artifact *art;
1228 linked_char *next;
1229
1230 fprintf (logfile, "\n");
1231 for (al = first_artifactlist; al != NULL; al = al->next)
1232 {
1233 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1234 for (art = al->items; art != NULL; art = art->next)
1235 {
1236 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1237 if (art->allowed != NULL)
1238 {
1239 fprintf (logfile, "\tAllowed combinations:");
1240 for (next = art->allowed; next != NULL; next = next->next)
1241 fprintf (logfile, "%s,", &next->name);
1242 fprintf (logfile, "\n");
1243 }
1244 }
1245 }
1246 fprintf (logfile, "\n");
1247}
1248
1249/*
1250 * For debugging purposes. Dumps all treasures recursively (see below).
1251 */
1252void
1253dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1254{
1255 treasurelist *tl;
1256 int i;
1257
1258 if (depth > 100)
1259 return; 1156 return 0;
1260 while (t != NULL)
1261 {
1262 if (t->name != NULL)
1263 {
1264 for (i = 0; i < depth; i++)
1265 fprintf (logfile, " ");
1266 fprintf (logfile, "{ (list: %s)\n", &t->name);
1267 tl = find_treasurelist (t->name);
1268 dump_monster_treasure_rec (name, tl->items, depth + 2);
1269 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " ");
1271 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1272 }
1273 else
1274 {
1275 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " ");
1277 if (t->item->clone.type == FLESH)
1278 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1279 else
1280 fprintf (logfile, "%s\n", &t->item->clone.name);
1281 }
1282 if (t->next_yes != NULL)
1283 {
1284 for (i = 0; i < depth; i++)
1285 fprintf (logfile, " ");
1286 fprintf (logfile, " (if yes)\n");
1287 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1288 }
1289 if (t->next_no != NULL)
1290 {
1291 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " ");
1293 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 }
1296 t = t->next;
1297 }
1298}
1299
1300/*
1301 * For debugging purposes. Dumps all treasures for a given monster.
1302 * Created originally by Raphael Quinet for debugging the alchemy code.
1303 */
1304
1305void
1306dump_monster_treasure (const char *name)
1307{
1308 archetype *at;
1309 int found;
1310
1311 found = 0;
1312 fprintf (logfile, "\n");
1313 for (at = first_archetype; at != NULL; at = at->next)
1314 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1315 {
1316 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1317 if (at->clone.randomitems != NULL)
1318 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1319 else
1320 fprintf (logfile, "(nothing)\n");
1321 fprintf (logfile, "\n");
1322 found++;
1323 }
1324 if (found == 0)
1325 fprintf (logfile, "No objects have the name %s!\n\n", name);
1326} 1157}
1327 1158
1328/* 1159/*
1329 * Builds up the lists of artifacts from the file in the libdir. 1160 * Builds up the lists of artifacts from the file in the libdir.
1330 */ 1161 */
1331
1332void 1162void
1333init_artifacts (void) 1163init_artifacts (void)
1334{ 1164{
1335 static int has_been_inited = 0; 1165 static int has_been_inited = 0;
1336 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1166 char filename[MAX_BUF];
1337 artifact *art = NULL; 1167 artifact *art = NULL;
1338 linked_char *tmp;
1339 int value;
1340 artifactlist *al; 1168 artifactlist *al;
1341 1169
1342 if (has_been_inited) 1170 if (has_been_inited)
1343 return; 1171 return;
1344 else 1172 else
1345 has_been_inited = 1; 1173 has_been_inited = 1;
1346 1174
1347 sprintf (filename, "%s/artifacts", settings.datadir); 1175 sprintf (filename, "%s/artifacts", settings.datadir);
1348 object_thawer thawer (filename); 1176 object_thawer f (filename);
1349 1177
1350 if (!thawer) 1178 if (!f)
1351 return; 1179 return;
1352 1180
1353 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1181 for (;;)
1354 { 1182 {
1355 if (*buf == '#') 1183 switch (f.kw)
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
1365 if (!strncmp (cp, "Allowed", 7))
1366 { 1184 {
1185 case KW_allowed:
1367 if (art == NULL) 1186 if (!art)
1187 art = get_empty_artifact ();
1188
1368 { 1189 {
1369 art = get_empty_artifact (); 1190 if (!strcmp (f.get_str (), "all"))
1370 nrofartifacts++; 1191 break;
1192
1193 char *next, *cp = f.get_str ();
1194
1195 do
1196 {
1197 if ((next = strchr (cp, ',')))
1198 *next++ = '\0';
1199
1200 linked_char *tmp = new linked_char;
1201
1202 tmp->name = cp;
1203 tmp->next = art->allowed;
1204 art->allowed = tmp;
1205 }
1206 while ((cp = next));
1371 } 1207 }
1372 cp = strchr (cp, ' ') + 1; 1208 break;
1373 if (!strcmp (cp, "all")) 1209
1210 case KW_chance:
1211 f.get (art->chance);
1212 break;
1213
1214 case KW_difficulty:
1215 f.get (art->difficulty);
1216 break;
1217
1218 case KW_object:
1219 {
1220 art->item = object::create ();
1221 f.get (art->item->name);
1222 f.next ();
1223
1224 if (!art->item->parse_kv (f))
1225 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1226
1227 al = find_artifactlist (art->item->type);
1228
1229 if (!al)
1230 {
1231 al = get_empty_artifactlist ();
1232 al->type = art->item->type;
1233 al->next = first_artifactlist;
1234 first_artifactlist = al;
1235 }
1236
1237 art->next = al->items;
1238 al->items = art;
1239 art = 0;
1240 }
1374 continue; 1241 continue;
1375 1242
1376 do 1243 case KW_EOF:
1244 goto done;
1245
1246 default:
1247 if (!f.parse_error ("artifacts file"))
1248 cleanup ("artifacts file required");
1377 { 1249 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 { 1250 }
1395 art->item = get_object ();
1396 1251
1397 if (!load_object (thawer, art->item, 0)) 1252 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 } 1253 }
1416 1254
1255done:
1417 for (al = first_artifactlist; al != NULL; al = al->next) 1256 for (al = first_artifactlist; al; al = al->next)
1418 { 1257 {
1258 al->total_chance = 0;
1259
1419 for (art = al->items; art != NULL; art = art->next) 1260 for (art = al->items; art; art = art->next)
1420 { 1261 {
1421 if (!art->chance) 1262 if (!art->chance)
1422 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1263 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1423 else 1264 else
1424 al->total_chance += art->chance; 1265 al->total_chance += art->chance;
1429 } 1270 }
1430 1271
1431 LOG (llevDebug, "done.\n"); 1272 LOG (llevDebug, "done.\n");
1432} 1273}
1433 1274
1434
1435/* 1275/*
1436 * Used in artifact generation. The bonuses of the first object 1276 * Used in artifact generation. The bonuses of the first object
1437 * is modified by the bonuses of the second object. 1277 * is modified by the bonuses of the second object.
1438 */ 1278 */
1439
1440void 1279void
1441add_abilities (object *op, object *change) 1280add_abilities (object *op, object *change)
1442{ 1281{
1443 int i, tmp; 1282 int i, tmp;
1444 1283
1445 if (change->face != blank_face) 1284 if (change->face != blank_face)
1446 { 1285 {
1447#ifdef TREASURE_VERBOSE 1286#ifdef TREASURE_VERBOSE
1448 LOG (llevDebug, "FACE: %d\n", change->face->number); 1287 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1449#endif 1288#endif
1450 op->face = change->face; 1289 op->face = change->face;
1451 } 1290 }
1452 1291
1453 for (i = 0; i < NUM_STATS; i++) 1292 for (i = 0; i < NUM_STATS; i++)
1454 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1293 change_attr_value (&(op->stats), i, change->stats.stat (i));
1455 1294
1456 op->attacktype |= change->attacktype; 1295 op->attacktype |= change->attacktype;
1457 op->path_attuned |= change->path_attuned; 1296 op->path_attuned |= change->path_attuned;
1458 op->path_repelled |= change->path_repelled; 1297 op->path_repelled |= change->path_repelled;
1459 op->path_denied |= change->path_denied; 1298 op->path_denied |= change->path_denied;
1489 CLEAR_FLAG (op, FLAG_ANIMATE); 1328 CLEAR_FLAG (op, FLAG_ANIMATE);
1490 /* so artifacts will join */ 1329 /* so artifacts will join */
1491 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1330 if (!QUERY_FLAG (op, FLAG_ALIVE))
1492 op->speed = 0.0; 1331 op->speed = 0.0;
1493 1332
1494 update_ob_speed (op); 1333 op->set_speed (op->speed);
1495 } 1334 }
1496 1335
1497 if (change->nrof) 1336 if (change->nrof)
1498 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1337 op->nrof = rndm (change->nrof) + 1;
1499 1338
1500 op->stats.exp += change->stats.exp; /* Speed modifier */ 1339 op->stats.exp += change->stats.exp; /* Speed modifier */
1501 op->stats.wc += change->stats.wc; 1340 op->stats.wc += change->stats.wc;
1502 op->stats.ac += change->stats.ac; 1341 op->stats.ac += change->stats.ac;
1503 1342
1511 { 1350 {
1512 object *tmp_obj; 1351 object *tmp_obj;
1513 1352
1514 /* Remove any spells this object currently has in it */ 1353 /* Remove any spells this object currently has in it */
1515 while (op->inv) 1354 while (op->inv)
1516 { 1355 op->inv->destroy ();
1517 tmp_obj = op->inv;
1518 remove_ob (tmp_obj);
1519 free_object (tmp_obj);
1520 }
1521 1356
1522 tmp_obj = arch_to_object (change->other_arch); 1357 tmp_obj = arch_to_object (change->other_arch);
1523 insert_ob_in_ob (tmp_obj, op); 1358 insert_ob_in_ob (tmp_obj, op);
1524 } 1359 }
1525 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1562 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1397 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1563 1398
1564 op->item_power = change->item_power; 1399 op->item_power = change->item_power;
1565 1400
1566 for (i = 0; i < NROFATTACKS; i++) 1401 for (i = 0; i < NROFATTACKS; i++)
1567 {
1568 if (change->resist[i]) 1402 if (change->resist[i])
1569 {
1570 op->resist[i] += change->resist[i]; 1403 op->resist[i] += change->resist[i];
1571 }
1572 }
1573 1404
1574 if (change->stats.dam) 1405 if (change->stats.dam)
1575 { 1406 {
1576 if (change->stats.dam < 0) 1407 if (change->stats.dam < 0)
1577 op->stats.dam = (-change->stats.dam); 1408 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); 1445 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1615 } 1446 }
1616 1447
1617 op->value *= change->value; 1448 op->value *= change->value;
1618 1449
1619 if (change->material) 1450 if (change->materials)
1620 op->material = change->material; 1451 op->materials = change->materials;
1621 1452
1622 if (change->materialname) 1453 if (change->materialname)
1623 op->materialname = change->materialname; 1454 op->materialname = change->materialname;
1624 1455
1625 if (change->slaying) 1456 if (change->slaying)
1631 if (change->msg) 1462 if (change->msg)
1632 op->msg = change->msg; 1463 op->msg = change->msg;
1633} 1464}
1634 1465
1635static int 1466static int
1636legal_artifact_combination (object *op, artifact * art) 1467legal_artifact_combination (object *op, artifact *art)
1637{ 1468{
1638 int neg, success = 0; 1469 int neg, success = 0;
1639 linked_char *tmp; 1470 linked_char *tmp;
1640 const char *name; 1471 const char *name;
1641 1472
1642 if (art->allowed == (linked_char *) NULL) 1473 if (!art->allowed)
1643 return 1; /* Ie, "all" */ 1474 return 1; /* Ie, "all" */
1475
1644 for (tmp = art->allowed; tmp; tmp = tmp->next) 1476 for (tmp = art->allowed; tmp; tmp = tmp->next)
1645 { 1477 {
1646#ifdef TREASURE_VERBOSE 1478#ifdef TREASURE_VERBOSE
1647 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1479 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1648#endif 1480#endif
1649 if (*tmp->name == '!') 1481 if (*tmp->name == '!')
1650 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1651 else 1483 else
1652 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1653 1485
1654 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1655 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1656 return !neg; 1488 return !neg;
1657 1489
1658 /* Set success as true, since if the match was an inverse, it means 1490 /* Set success as true, since if the match was an inverse, it means
1659 * everything is allowed except what we match 1491 * everything is allowed except what we match
1660 */ 1492 */
1661 else if (neg) 1493 else if (neg)
1662 success = 1; 1494 success = 1;
1663 } 1495 }
1496
1664 return success; 1497 return success;
1665} 1498}
1666 1499
1667/* 1500/*
1668 * Fixes the given object, giving it the abilities and titles 1501 * Fixes the given object, giving it the abilities and titles
1719 return; 1552 return;
1720 } 1553 }
1721 1554
1722 for (i = 0; i < ARTIFACT_TRIES; i++) 1555 for (i = 0; i < ARTIFACT_TRIES; i++)
1723 { 1556 {
1724 int roll = RANDOM () % al->total_chance; 1557 int roll = rndm (al->total_chance);
1725 1558
1726 for (art = al->items; art != NULL; art = art->next) 1559 for (art = al->items; art; art = art->next)
1727 { 1560 {
1728 roll -= art->chance; 1561 roll -= art->chance;
1729 if (roll < 0) 1562 if (roll < 0)
1730 break; 1563 break;
1731 } 1564 }
1747 continue; 1580 continue;
1748 1581
1749 if (!legal_artifact_combination (op, art)) 1582 if (!legal_artifact_combination (op, art))
1750 { 1583 {
1751#ifdef TREASURE_VERBOSE 1584#ifdef TREASURE_VERBOSE
1752 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1585 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1753#endif 1586#endif
1754 continue; 1587 continue;
1755 } 1588 }
1589
1756 give_artifact_abilities (op, art->item); 1590 give_artifact_abilities (op, art->item);
1757 return; 1591 return;
1758 } 1592 }
1759} 1593}
1760 1594
1804 SET_FLAG (item, FLAG_NO_STEAL); 1638 SET_FLAG (item, FLAG_NO_STEAL);
1805 } 1639 }
1806} 1640}
1807 1641
1808/* special_potion() - so that old potion code is still done right. */ 1642/* special_potion() - so that old potion code is still done right. */
1809
1810int 1643int
1811special_potion (object *op) 1644special_potion (object *op)
1812{ 1645{
1813
1814 int i;
1815
1816 if (op->attacktype) 1646 if (op->attacktype)
1817 return 1; 1647 return 1;
1818 1648
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1649 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; 1650 return 1;
1821 1651
1822 for (i = 0; i < NROFATTACKS; i++) 1652 for (int i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i]) 1653 if (op->resist[i])
1824 return 1; 1654 return 1;
1825 1655
1826 return 0; 1656 return 0;
1827} 1657}
1828 1658
1829void 1659void
1830free_treasurestruct (treasure *t) 1660free_treasurestruct (treasure *t)
1831{ 1661{
1832 if (t->next)
1833 free_treasurestruct (t->next); 1662 if (t->next) free_treasurestruct (t->next);
1834 if (t->next_yes)
1835 free_treasurestruct (t->next_yes); 1663 if (t->next_yes) free_treasurestruct (t->next_yes);
1836 if (t->next_no)
1837 free_treasurestruct (t->next_no); 1664 if (t->next_no) free_treasurestruct (t->next_no);
1838 1665
1839 delete t; 1666 delete t;
1840} 1667}
1841 1668
1842void 1669void
1847 1674
1848 delete lc; 1675 delete lc;
1849} 1676}
1850 1677
1851void 1678void
1852free_artifact (artifact * at) 1679free_artifact (artifact *at)
1853{ 1680{
1854 if (at->next)
1855 free_artifact (at->next); 1681 if (at->next) free_artifact (at->next);
1856
1857 if (at->allowed)
1858 free_charlinks (at->allowed); 1682 if (at->allowed) free_charlinks (at->allowed);
1859 1683
1860 at->item->free (1); 1684 at->item->destroy (1);
1861 1685
1862 delete at; 1686 sfree (at);
1863} 1687}
1864 1688
1865void 1689void
1866free_artifactlist (artifactlist * al) 1690free_artifactlist (artifactlist *al)
1867{ 1691{
1868 artifactlist *nextal; 1692 artifactlist *nextal;
1869 1693
1870 for (al = first_artifactlist; al != NULL; al = nextal) 1694 for (al = first_artifactlist; al; al = nextal)
1871 { 1695 {
1872 nextal = al->next; 1696 nextal = al->next;
1873 1697
1874 if (al->items) 1698 if (al->items)
1875 free_artifact (al->items); 1699 free_artifact (al->items);
1876 1700
1877 free (al); 1701 sfree (al);
1878 } 1702 }
1879} 1703}
1880 1704
1881void 1705void
1882free_all_treasures (void) 1706free_all_treasures (void)
1883{ 1707{
1884 treasurelist *tl, *next; 1708 treasurelist *tl, *next;
1885 1709
1886
1887 for (tl = first_treasurelist; tl != NULL; tl = next) 1710 for (tl = first_treasurelist; tl; tl = next)
1888 { 1711 {
1712 clear (tl);
1713
1889 next = tl->next; 1714 next = tl->next;
1890 if (tl->items)
1891 free_treasurestruct (tl->items);
1892 delete tl; 1715 delete tl;
1893 } 1716 }
1717
1894 free_artifactlist (first_artifactlist); 1718 free_artifactlist (first_artifactlist);
1895} 1719}

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