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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.21 by root, Wed Sep 27 00:36:08 2006 UTC vs.
Revision 1.58 by root, Sat Apr 28 17:51:57 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23
24#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * 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
28 * 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
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h> 38#include <funcpoint.h>
40#include <loader.h> 39#include <loader.h>
41 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
42 44
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 46
46/* 47typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 48 const char *,
48 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
49 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
50void 99void
51init_archetype_pointers () 100clear (treasurelist *tl)
52{ 101{
53 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
54 107
55 warn_archetypes = 1;
56 if (ring_arch == NULL)
57 ring_arch = archetype::find ("ring");
58 if (amulet_arch == NULL)
59 amulet_arch = archetype::find ("amulet");
60 if (staff_arch == NULL)
61 staff_arch = archetype::find ("staff");
62 if (crown_arch == NULL)
63 crown_arch = archetype::find ("crown");
64 warn_archetypes = prev_warn;
65}
66
67/*
68 * Allocate and return the pointer to an empty treasurelist structure.
69 */
70
71static treasurelist *
72get_empty_treasurelist (void)
73{
74 return new treasurelist;
75}
76
77/*
78 * Allocate and return the pointer to an empty treasure structure.
79 */
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85
86 t->chance = 100; 108 tl->total_chance = 0;
87
88 return t;
89} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
90 131
91/* 132/*
92 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
94 */ 135 */
95
96static treasure * 136static treasure *
97load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
98{ 138{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
101 int value;
102 140
103 nroftreasures++; 141 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 142
108 if (*buf == '#') 143 for (;;)
109 continue; 144 {
110 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 146
116 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 148 {
121 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
122 t->name = variable; 150 t->item = archetype::get (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 151 break;
124 t->change_arch.name = variable; 152
125 else if (sscanf (cp, "change_title %s", variable)) 153 case KW_list: f.get (t->name); break;
126 t->change_arch.title = variable; 154 case KW_change_name: f.get (t->change_arch.name); break;
127 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_title: f.get (t->change_arch.title); break;
128 t->change_arch.slaying = variable; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
129 else if (sscanf (cp, "chance %d", &value)) 157 case KW_chance: f.get (t->chance); break;
130 t->chance = (uint8) value; 158 case KW_nrof: f.get (t->nrof); break;
131 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_magic: f.get (t->magic); break;
132 t->nrof = (uint16) value; 160
133 else if (sscanf (cp, "magic %d", &value)) 161 case KW_yes: t->next_yes = read_treasure (f); continue;
134 t->magic = (uint8) value; 162 case KW_no: t->next_no = read_treasure (f); continue;
135 else if (!strcmp (cp, "yes")) 163
136 t->next_yes = load_treasure (fp, line); 164 case KW_end:
137 else if (!strcmp (cp, "no")) 165 f.next ();
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 {
143 t->next = load_treasure (fp, line);
144 return t; 166 return t;
145 }
146 else
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
148 }
149 LOG (llevError, "treasure lacks 'end'.\n");
150 return t;
151}
152 167
153#ifdef TREASURE_DEBUG 168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
154 171
155/* recursived checks the linked list. Treasurelist is passed only 172 default:
156 * so that the treasure name can be printed out 173 if (!f.parse_error ("treasurelist", t->name))
157 */ 174 return 0;
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176 175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
177/* 183/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
180 */ 185 */
181 186treasurelist *
182void 187treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 188{
185 FILE *fp; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 190
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 193 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
195 return; 196 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 197
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
218 */ 201 */
219 if (!strncmp (buf, "treasureone", 11)) 202 if (one)
203 {
204 for (treasure *t = tl->items; t; t = t->next)
205 {
206 if (t->next_yes || t->next_no)
220 { 207 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 209 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 210 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 211
239#ifdef TREASURE_DEBUG 212 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 213 }
241 * verify that list transitions work (ie, the list that it is supposed 214 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 215
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 216 return tl;
271} 217}
272
273 218
274/* 219/*
275 * Generates the objects specified by the given treasure. 220 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 221 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 222 * If there is a certain percental chance for a treasure to be generated,
280 * being generated. 225 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 226 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 227 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 228 * start with equipment, but only their abilities).
284 */ 229 */
285
286
287static void 230static void
288put_treasure (object *op, object *creator, int flags) 231put_treasure (object *op, object *creator, int flags)
289{ 232{
290 object *tmp; 233 if (flags & GT_ENVIRONMENT)
291 234 {
292 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* Bit of a hack - spells should never be put onto the map. The entire
293 * treasure stuff is a problem - there is no clear idea of knowing 236 * treasure stuff is a problem - there is no clear idea of knowing
294 * this is the original object, or if this is an object that should be created 237 * this is the original object, or if this is an object that should be created
295 * by another object. 238 * by another object.
296 */ 239 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 241 if (op->type == SPELL)
299 op->x = creator->x; 242 {
300 op->y = creator->y; 243 op->destroy ();
244 return;
245 }
246
247 op->expand_tail ();
248
249 if (ob_blocked (op, creator->map, creator->x, creator->y))
250 op->destroy ();
251 else
252 {
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 }
303 } 256 }
304 else 257 else
305 { 258 {
306 op = insert_ob_in_ob (op, creator); 259 op = creator->insert (op);
260
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 262 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
310 esrv_send_item (tmp, op); 266 esrv_send_item (tmp, op);
311 } 267 }
312} 268}
313 269
314/* if there are change_xxx commands in the treasure, we include the changes 270/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 271 * in the generated object
329 285
330 if (t->change_arch.slaying) 286 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 287 op->slaying = t->change_arch.slaying;
332} 288}
333 289
334void 290static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 291create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 292{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 293 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 294 {
341 if (t->name) 295 if (t->name)
342 { 296 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 297 if (difficulty >= t->magic)
298 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 299 create_treasure (tl, op, flag, difficulty, tries);
300 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 302 }
346 else 303 else
347 { 304 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 306 {
350 tmp = arch_to_object (t->item); 307 object *tmp = arch_to_object (t->item);
308
351 if (t->nrof && tmp->nrof <= 1) 309 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 310 tmp->nrof = rndm (t->nrof) + 1;
311
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 312 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 313 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 314 put_treasure (tmp, op, flag);
356 } 315 }
357 } 316 }
358 317
359 if (t->next_yes != NULL) 318 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 319 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 320 }
362 else if (t->next_no != NULL) 321 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 322 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 323
365 if (t->next != NULL) 324 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 325 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 326}
368 327
369void 328static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 329create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 330{
372 int value = RANDOM () % tl->total_chance; 331 int value = rndm (tl->total_chance);
373 treasure *t; 332 treasure *t;
374 333
375 if (tries++ > 100) 334 if (tries++ > 100)
376 { 335 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 336 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 337 return;
379 } 338 }
380 339
381 for (t = tl->items; t != NULL; t = t->next) 340 for (t = tl->items; t; t = t->next)
382 { 341 {
383 value -= t->chance; 342 value -= t->chance;
384 343
385 if (value < 0) 344 if (value < 0)
386 break; 345 break;
387 } 346 }
388 347
389 if (!t || value >= 0) 348 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 349 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 350
396 if (t->name) 351 if (t->name)
397 { 352 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 353 if (difficulty >= t->magic)
354 {
355 treasurelist *tl = treasurelist::find (t->name);
356 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 357 create_treasure (tl, op, flag, difficulty, tries);
358 }
403 else if (t->nrof) 359 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 360 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 361 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 363 {
411 object *tmp = arch_to_object (t->item); 364 if (object *tmp = arch_to_object (t->item))
412 365 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 366 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 367 tmp->nrof = rndm (t->nrof) + 1;
418 368
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 369 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 370 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 371 put_treasure (tmp, op, flag);
372 }
422 } 373 }
374}
375
376void
377object::create_treasure (treasurelist *tl, int flags)
378{
379 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
423} 380}
424 381
425/* This calls the appropriate treasure creation function. tries is passed 382/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 383 * to determine how many list transitions or attempts to create treasure
427 * have been made. It is really in place to prevent infinite loops with 384 * have been made. It is really in place to prevent infinite loops with
428 * list transitions, or so that excessively good treasure will not be 385 * list transitions, or so that excessively good treasure will not be
429 * created on weak maps, because it will exceed the number of allowed tries 386 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 387 * to do that.
431 */ 388 */
432void 389void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 390create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 391{
392 // empty treasurelists are legal
393 if (!tl->items)
394 return;
435 395
436 if (tries++ > 100) 396 if (tries++ > 100)
437 { 397 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 399 return;
440 } 400 }
401
402 if (op->flag [FLAG_TREASURE_ENV])
403 flag |= GT_ENVIRONMENT;
404
441 if (t->total_chance) 405 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 406 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 407 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 408 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 409}
446 410
447/* This is similar to the old generate treasure function. However, 411/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 412 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 413 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 414 * inserted into, and then return that treausre
451 */ 415 */
452object * 416object *
453generate_treasure (treasurelist * t, int difficulty) 417generate_treasure (treasurelist *tl, int difficulty)
454{ 418{
455 object *ob = get_object (), *tmp; 419 difficulty = clamp (difficulty, 1, settings.max_level);
456 420
421 object *ob = object::create ();
422
457 create_treasure (t, ob, 0, difficulty, 0); 423 create_treasure (tl, ob, 0, difficulty, 0);
458 424
459 /* Don't want to free the object we are about to return */ 425 /* Don't want to free the object we are about to return */
460 tmp = ob->inv; 426 object *tmp = ob->inv;
461 if (tmp != NULL) 427 if (tmp)
462 remove_ob (tmp); 428 tmp->remove ();
463 429
464 if (ob->inv) 430 if (ob->inv)
465 LOG (llevError, "In generate treasure, created multiple objects.\n"); 431 LOG (llevError, "In generate treasure, created multiple objects.\n");
466 432
467 free_object (ob); 433 ob->destroy ();
468 return tmp; 434 return tmp;
469} 435}
470 436
471/* 437/*
472 * This is a new way of calculating the chance for an item to have 438 * This is a new way of calculating the chance for an item to have
474 * The array has two arguments, the difficulty of the level, and the 440 * The array has two arguments, the difficulty of the level, and the
475 * magical bonus "wanted". 441 * magical bonus "wanted".
476 */ 442 */
477 443
478static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 444static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
479
480/*chance of magic difficulty*/ 445// chance of magic difficulty
481
482/* +0 +1 +2 +3 +4 */ 446// +0 +1 +2 +3 +4
483 {95, 2, 2, 1, 0}, /*1 */ 447 {95, 2, 2, 1, 0}, // 1
484 {92, 5, 2, 1, 0}, /*2 */ 448 {92, 5, 2, 1, 0}, // 2
485 {85, 10, 4, 1, 0}, /*3 */ 449 {85, 10, 4, 1, 0}, // 3
486 {80, 14, 4, 2, 0}, /*4 */ 450 {80, 14, 4, 2, 0}, // 4
487 {75, 17, 5, 2, 1}, /*5 */ 451 {75, 17, 5, 2, 1}, // 5
488 {70, 18, 8, 3, 1}, /*6 */ 452 {70, 18, 8, 3, 1}, // 6
489 {65, 21, 10, 3, 1}, /*7 */ 453 {65, 21, 10, 3, 1}, // 7
490 {60, 22, 12, 4, 2}, /*8 */ 454 {60, 22, 12, 4, 2}, // 8
491 {55, 25, 14, 4, 2}, /*9 */ 455 {55, 25, 14, 4, 2}, // 9
492 {50, 27, 16, 5, 2}, /*10 */ 456 {50, 27, 16, 5, 2}, // 10
493 {45, 28, 18, 6, 3}, /*11 */ 457 {45, 28, 18, 6, 3}, // 11
494 {42, 28, 20, 7, 3}, /*12 */ 458 {42, 28, 20, 7, 3}, // 12
495 {40, 27, 21, 8, 4}, /*13 */ 459 {40, 27, 21, 8, 4}, // 13
496 {38, 25, 22, 10, 5}, /*14 */ 460 {38, 25, 22, 10, 5}, // 14
497 {36, 23, 23, 12, 6}, /*15 */ 461 {36, 23, 23, 12, 6}, // 15
498 {33, 21, 24, 14, 8}, /*16 */ 462 {33, 21, 24, 14, 8}, // 16
499 {31, 19, 25, 16, 9}, /*17 */ 463 {31, 19, 25, 16, 9}, // 17
500 {27, 15, 30, 18, 10}, /*18 */ 464 {27, 15, 30, 18, 10}, // 18
501 {20, 12, 30, 25, 13}, /*19 */ 465 {20, 12, 30, 25, 13}, // 19
502 {15, 10, 28, 30, 17}, /*20 */ 466 {15, 10, 28, 30, 17}, // 20
503 {13, 9, 27, 28, 23}, /*21 */ 467 {13, 9, 27, 28, 23}, // 21
504 {10, 8, 25, 28, 29}, /*22 */ 468 {10, 8, 25, 28, 29}, // 22
505 {8, 7, 23, 26, 36}, /*23 */ 469 { 8, 7, 23, 26, 36}, // 23
506 {6, 6, 20, 22, 46}, /*24 */ 470 { 6, 6, 20, 22, 46}, // 24
507 {4, 5, 17, 18, 56}, /*25 */ 471 { 4, 5, 17, 18, 56}, // 25
508 {2, 4, 12, 14, 68}, /*26 */ 472 { 2, 4, 12, 14, 68}, // 26
509 {0, 3, 7, 10, 80}, /*27 */ 473 { 0, 3, 7, 10, 80}, // 27
510 {0, 0, 3, 7, 90}, /*28 */ 474 { 0, 0, 3, 7, 90}, // 28
511 {0, 0, 0, 3, 97}, /*29 */ 475 { 0, 0, 0, 3, 97}, // 29
512 {0, 0, 0, 0, 100}, /*30 */ 476 { 0, 0, 0, 0, 100}, // 30
513 {0, 0, 0, 0, 100}, /*31 */ 477 { 0, 0, 0, 0, 100}, // 31
514}; 478};
515
516 479
517/* calculate the appropriate level for wands staves and scrolls. 480/* calculate the appropriate level for wands staves and scrolls.
518 * This code presumes that op has had its spell object created (in op->inv) 481 * This code presumes that op has had its spell object created (in op->inv)
519 * 482 *
520 * elmex Wed Aug 9 17:44:59 CEST 2006: 483 * elmex Wed Aug 9 17:44:59 CEST 2006:
521 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 484 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
522 */ 485 */
523
524int 486int
525level_for_item (const object *op, int difficulty) 487level_for_item (const object *op, int difficulty)
526{ 488{
527 int olevel = 0; 489 int olevel = 0;
528 490
551 * elmex Thu Aug 10 18:45:44 CEST 2006: 513 * elmex Thu Aug 10 18:45:44 CEST 2006:
552 * 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
553 * weird integer between 1-31. 515 * weird integer between 1-31.
554 * 516 *
555 */ 517 */
556
557int 518int
558magic_from_difficulty (int difficulty) 519magic_from_difficulty (int difficulty)
559{ 520{
560 int percent = 0, magic = 0; 521 int percent = 0, magic = 0;
561 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
566 scaled_diff = 0; 527 scaled_diff = 0;
567 528
568 if (scaled_diff >= DIFFLEVELS) 529 if (scaled_diff >= DIFFLEVELS)
569 scaled_diff = DIFFLEVELS - 1; 530 scaled_diff = DIFFLEVELS - 1;
570 531
571 percent = RANDOM () % 100; 532 percent = rndm (100);
572 533
573 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 534 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
574 { 535 {
575 percent -= difftomagic_list[scaled_diff][magic]; 536 percent -= difftomagic_list[scaled_diff][magic];
576 537
582 { 543 {
583 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);
584 magic = 0; 545 magic = 0;
585 } 546 }
586 547
587 magic = (RANDOM () % 3) ? magic : -magic; 548 magic = (rndm (3)) ? magic : -magic;
588 /* 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); */
589 550
590 return magic; 551 return magic;
591} 552}
592 553
607 if (op->arch) 568 if (op->arch)
608 { 569 {
609 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
611 572
612 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 */
613 magic = (-magic); 574 magic = (-magic);
614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
615 } 576 }
616 else 577 else
617 { 578 {
618 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
620 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 */
621 magic = (-magic); 582 magic = (-magic);
622 op->weight = (op->weight * (100 - magic * 10)) / 100; 583 op->weight = (op->weight * (100 - magic * 10)) / 100;
623 } 584 }
624} 585}
625 586
649 * 1) Since rings can have multiple bonuses, if the same bonus 610 * 1) Since rings can have multiple bonuses, if the same bonus
650 * is rolled again, increase it - the bonuses now stack with 611 * is rolled again, increase it - the bonuses now stack with
651 * other bonuses previously rolled and ones the item might natively have. 612 * other bonuses previously rolled and ones the item might natively have.
652 * 2) Add code to deal with new PR method. 613 * 2) Add code to deal with new PR method.
653 */ 614 */
654
655void 615void
656set_ring_bonus (object *op, int bonus) 616set_ring_bonus (object *op, int bonus)
657{ 617{
658 618
659 int r = RANDOM () % (bonus > 0 ? 25 : 11); 619 int r = rndm (bonus > 0 ? 25 : 11);
660 620
661 if (op->type == AMULET) 621 if (op->type == AMULET)
662 { 622 {
663 if (!(RANDOM () % 21)) 623 if (!(rndm (21)))
664 r = 20 + RANDOM () % 2; 624 r = 20 + rndm (2);
665 else 625 else
666 { 626 {
667 if (RANDOM () & 2) 627 if (rndm (2))
668 r = 10; 628 r = 10;
669 else 629 else
670 r = 11 + RANDOM () % 9; 630 r = 11 + rndm (9);
671 } 631 }
672 } 632 }
673 633
674 switch (r) 634 switch (r)
675 { 635 {
712 case 16: 672 case 16:
713 case 17: 673 case 17:
714 case 18: 674 case 18:
715 case 19: 675 case 19:
716 { 676 {
717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 677 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
718 678
719 /* 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) */
720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 680 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
721 681
722 /* 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
723 * positive values for how protections work out. Put another 683 * positive values for how protections work out. Put another
724 * 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
725 * even values. 685 * even values.
726 */ 686 */
727 if (bonus < 0) 687 if (bonus < 0)
728 val = 2 * -val - RANDOM () % b; 688 val = 2 * -val - rndm (b);
729 if (val > 35) 689 if (val > 35)
730 val = 35; /* Upper limit */ 690 val = 35; /* Upper limit */
731 b = 0; 691 b = 0;
692
732 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
733 {
734 resist = RANDOM () % num_resist_table; 694 resist = rndm (num_resist_table);
735 } 695
736 if (b == 4) 696 if (b == 4)
737 return; /* Not able to find a free resistance */ 697 return; /* Not able to find a free resistance */
698
738 op->resist[resist_table[resist]] = val; 699 op->resist[resist_table[resist]] = val;
739 /* We should probably do something more clever here to adjust value 700 /* We should probably do something more clever here to adjust value
740 * based on how good a resistance we gave. 701 * based on how good a resistance we gave.
741 */ 702 */
742 break; 703 break;
770 case 22: 731 case 22:
771 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
772 op->value = (op->value * 2) / 3; 733 op->value = (op->value * 2) / 3;
773 break; 734 break;
774 } 735 }
736
775 if (bonus > 0) 737 if (bonus > 0)
776 op->value *= 2 * bonus; 738 op->value *= 2 * bonus;
777 else 739 else
778 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -(op->value * 2 * bonus) / 3;
779} 741}
784 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
785 * 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
786 * rings and amulets. 748 * rings and amulets.
787 * 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.
788 */ 750 */
789
790int 751int
791get_magic (int diff) 752get_magic (int diff)
792{ 753{
793 int i; 754 int i;
794 755
795 if (diff < 3) 756 if (diff < 3)
796 diff = 3; 757 diff = 3;
758
797 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
798 if (RANDOM () % diff) 760 if (rndm (diff))
799 return i; 761 return i;
762
800 return 4; 763 return 4;
801} 764}
802 765
803#define DICE2 (get_magic(2)==2?2:1) 766#define DICE2 (get_magic(2)==2?2:1)
804#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))
805 768
806/* 769/*
807 * 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
808 * 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
809 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 772 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
823 * value. 786 * value.
824 * 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
825 * 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
826 * 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
827 */ 790 */
828
829void 791void
830fix_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)
831{ 793{
832 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;
833 795
838 save_item_power = op->item_power; 800 save_item_power = op->item_power;
839 op->item_power = 0; 801 op->item_power = 0;
840 802
841 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
842 { 804 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
844 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846
847 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 807 op->randomitems = 0;
849 } 808 }
850 809
851 if (difficulty < 1) 810 if (difficulty < 1)
852 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;
853 818
854 if (!(flags & GT_MINIMAL)) 819 if (!(flags & GT_MINIMAL))
855 { 820 {
856 if (op->arch == crown_arch) 821 if (op->arch == crown_arch)
857 { 822 {
864 if (!op->magic && max_magic) 829 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 830 set_magic (difficulty, op, max_magic, flags);
866 831
867 num_enchantments = calc_item_power (op, 1); 832 num_enchantments = calc_item_power (op, 1);
868 833
869 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,
870 * used for shop_floors or treasures */ 837 * used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
872 } 839 }
873 840
874 /* Object was made an artifact. Calculate its item_power rating. 841 /* Object was made an artifact. Calculate its item_power rating.
932 case WEAPON: 899 case WEAPON:
933 case ARMOUR: 900 case ARMOUR:
934 case SHIELD: 901 case SHIELD:
935 case HELMET: 902 case HELMET:
936 case CLOAK: 903 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 904 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
938 set_ring_bonus (op, -DICE2); 905 set_ring_bonus (op, -DICE2);
939 break; 906 break;
940 907
941 case BRACERS: 908 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 909 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
943 { 910 {
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 911 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED)) 912 if (!QUERY_FLAG (op, FLAG_CURSED))
946 op->value *= 3; 913 op->value *= 3;
947 } 914 }
973 */ 940 */
974 if (op->inv && op->randomitems) 941 if (op->inv && op->randomitems)
975 { 942 {
976 /* value multiplier is same as for scrolls */ 943 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value); 944 op->value = (op->value * op->inv->value);
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
979 } 946 }
980 else 947 else
981 { 948 {
982 op->name = "potion"; 949 op->name = "potion";
983 op->name_pl = "potions"; 950 op->name_pl = "potions";
984 } 951 }
985 952
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 953 if (!(flags & GT_ONLY_GOOD) && rndm (2))
987 SET_FLAG (op, FLAG_CURSED); 954 SET_FLAG (op, FLAG_CURSED);
988 break; 955 break;
989 } 956 }
990 957
991 case AMULET: 958 case AMULET:
993 op->value *= 5; /* Since it's not just decoration */ 960 op->value *= 5; /* Since it's not just decoration */
994 961
995 case RING: 962 case RING:
996 if (op->arch == NULL) 963 if (op->arch == NULL)
997 { 964 {
998 remove_ob (op); 965 op->destroy ();
999 free_object (op);
1000 op = NULL; 966 op = 0;
1001 break; 967 break;
1002 } 968 }
1003 969
1004 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! */
1005 break; 971 break;
1006 972
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1008 SET_FLAG (op, FLAG_CURSED); 974 SET_FLAG (op, FLAG_CURSED);
1009 975
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 976 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011 977
1012 if (op->type != RING) /* Amulets have only one ability */ 978 if (op->type != RING) /* Amulets have only one ability */
1013 break; 979 break;
1014 980
1015 if (!(RANDOM () % 4)) 981 if (!(rndm (4)))
1016 { 982 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 983 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 984
1019 if (d > 0) 985 if (d > 0)
1020 op->value *= 3; 986 op->value *= 3;
1021 987
1022 set_ring_bonus (op, d); 988 set_ring_bonus (op, d);
1023 989
1024 if (!(RANDOM () % 4)) 990 if (!(rndm (4)))
1025 { 991 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 992 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 993
1028 if (d > 0) 994 if (d > 0)
1029 op->value *= 5; 995 op->value *= 5;
1030 set_ring_bonus (op, d); 996 set_ring_bonus (op, d);
1031 } 997 }
1032 } 998 }
1033 999
1034 if (GET_ANIM_ID (op)) 1000 if (GET_ANIM_ID (op))
1035 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1036 1002
1037 break; 1003 break;
1038 1004
1039 case BOOK: 1005 case BOOK:
1040 /* Is it an empty book?, if yes lets make a special· 1006 /* Is it an empty book?, if yes lets make a special·
1041 * msg for it, and tailor its properties based on the· 1007 * msg for it, and tailor its properties based on the·
1042 * creator and/or map level we found it on. 1008 * creator and/or map level we found it on.
1043 */ 1009 */
1044 if (!op->msg && RANDOM () % 10) 1010 if (!op->msg && rndm (10))
1045 { 1011 {
1046 /* set the book level properly */ 1012 /* set the book level properly */
1047 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1013 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1048 { 1014 {
1049 if (op->map && op->map->difficulty) 1015 if (op->map && op->map->difficulty)
1050 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1016 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1051 else 1017 else
1052 op->level = RANDOM () % 20 + 1; 1018 op->level = rndm (20) + 1;
1053 } 1019 }
1054 else 1020 else
1055 op->level = RANDOM () % creator->level; 1021 op->level = rndm (creator->level);
1056 1022
1057 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);
1058 /* books w/ info are worth more! */ 1024 /* books w/ info are worth more! */
1059 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));
1060 /* creator related stuff */ 1026 /* creator related stuff */
1159 */ 1125 */
1160 1126
1161/* 1127/*
1162 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1163 */ 1129 */
1164
1165static artifactlist * 1130static artifactlist *
1166get_empty_artifactlist (void) 1131get_empty_artifactlist (void)
1167{ 1132{
1168 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1133 return salloc0 <artifactlist> ();
1169
1170 if (tl == NULL)
1171 fatal (OUT_OF_MEMORY);
1172 tl->next = NULL;
1173 tl->items = NULL;
1174 tl->total_chance = 0;
1175 return tl;
1176} 1134}
1177 1135
1178/* 1136/*
1179 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1180 */ 1138 */
1181
1182static artifact * 1139static artifact *
1183get_empty_artifact (void) 1140get_empty_artifact (void)
1184{ 1141{
1185 artifact *t = (artifact *) malloc (sizeof (artifact)); 1142 return salloc0 <artifact> ();
1186
1187 if (t == NULL)
1188 fatal (OUT_OF_MEMORY);
1189 t->item = NULL;
1190 t->next = NULL;
1191 t->chance = 0;
1192 t->difficulty = 0;
1193 t->allowed = NULL;
1194 return t;
1195} 1143}
1196 1144
1197/* 1145/*
1198 * 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
1199 * of objects on it. 1147 * of objects on it.
1200 */ 1148 */
1201
1202artifactlist * 1149artifactlist *
1203find_artifactlist (int type) 1150find_artifactlist (int type)
1204{ 1151{
1205 artifactlist *al;
1206
1207 for (al = first_artifactlist; al != NULL; al = al->next) 1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1208 if (al->type == type) 1153 if (al->type == type)
1209 return al; 1154 return al;
1155
1210 return NULL; 1156 return 0;
1211} 1157}
1212 1158
1213/* 1159/*
1214 * For debugging purposes. Dumps all tables. 1160 * For debugging purposes. Dumps all tables.
1215 */ 1161 */
1216
1217void 1162void
1218dump_artifacts (void) 1163dump_artifacts (void)
1219{ 1164{
1220 artifactlist *al; 1165 artifactlist *al;
1221 artifact *art; 1166 artifact *art;
1228 for (art = al->items; art != NULL; art = art->next) 1173 for (art = al->items; art != NULL; art = art->next)
1229 { 1174 {
1230 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1175 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1231 if (art->allowed != NULL) 1176 if (art->allowed != NULL)
1232 { 1177 {
1233 fprintf (logfile, "\tAllowed combinations:"); 1178 fprintf (logfile, "\tallowed combinations:");
1234 for (next = art->allowed; next != NULL; next = next->next) 1179 for (next = art->allowed; next != NULL; next = next->next)
1235 fprintf (logfile, "%s,", &next->name); 1180 fprintf (logfile, "%s,", &next->name);
1236 fprintf (logfile, "\n"); 1181 fprintf (logfile, "\n");
1237 } 1182 }
1238 } 1183 }
1249 treasurelist *tl; 1194 treasurelist *tl;
1250 int i; 1195 int i;
1251 1196
1252 if (depth > 100) 1197 if (depth > 100)
1253 return; 1198 return;
1254 while (t != NULL) 1199
1200 while (t)
1255 { 1201 {
1256 if (t->name != NULL) 1202 if (t->name)
1257 { 1203 {
1258 for (i = 0; i < depth; i++) 1204 for (i = 0; i < depth; i++)
1259 fprintf (logfile, " "); 1205 fprintf (logfile, " ");
1206
1260 fprintf (logfile, "{ (list: %s)\n", &t->name); 1207 fprintf (logfile, "{ (list: %s)\n", &t->name);
1208
1261 tl = find_treasurelist (t->name); 1209 tl = treasurelist::find (t->name);
1210 if (tl)
1262 dump_monster_treasure_rec (name, tl->items, depth + 2); 1211 dump_monster_treasure_rec (name, tl->items, depth + 2);
1212
1263 for (i = 0; i < depth; i++) 1213 for (i = 0; i < depth; i++)
1264 fprintf (logfile, " "); 1214 fprintf (logfile, " ");
1215
1265 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1216 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1266 } 1217 }
1267 else 1218 else
1268 { 1219 {
1269 for (i = 0; i < depth; i++) 1220 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " "); 1221 fprintf (logfile, " ");
1222
1271 if (t->item->clone.type == FLESH) 1223 if (t->item && t->item->clone.type == FLESH)
1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1224 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1273 else 1225 else
1274 fprintf (logfile, "%s\n", &t->item->clone.name); 1226 fprintf (logfile, "%s\n", &t->item->clone.name);
1275 } 1227 }
1228
1276 if (t->next_yes != NULL) 1229 if (t->next_yes)
1277 { 1230 {
1278 for (i = 0; i < depth; i++) 1231 for (i = 0; i < depth; i++)
1279 fprintf (logfile, " "); 1232 fprintf (logfile, " ");
1233
1280 fprintf (logfile, " (if yes)\n"); 1234 fprintf (logfile, " (if yes)\n");
1281 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1235 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1282 } 1236 }
1237
1283 if (t->next_no != NULL) 1238 if (t->next_no)
1284 { 1239 {
1285 for (i = 0; i < depth; i++) 1240 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " "); 1241 fprintf (logfile, " ");
1242
1287 fprintf (logfile, " (if no)\n"); 1243 fprintf (logfile, " (if no)\n");
1288 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1244 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1289 } 1245 }
1246
1290 t = t->next; 1247 t = t->next;
1291 } 1248 }
1292} 1249}
1293 1250
1294/* 1251/*
1295 * For debugging purposes. Dumps all treasures for a given monster. 1252 * For debugging purposes. Dumps all treasures for a given monster.
1296 * Created originally by Raphael Quinet for debugging the alchemy code. 1253 * Created originally by Raphael Quinet for debugging the alchemy code.
1297 */ 1254 */
1298
1299void 1255void
1300dump_monster_treasure (const char *name) 1256dump_monster_treasure (const char *name)
1301{ 1257{
1302 archetype *at; 1258 archetype *at;
1303 int found; 1259 int found;
1304 1260
1305 found = 0; 1261 found = 0;
1306 fprintf (logfile, "\n"); 1262 fprintf (logfile, "\n");
1263
1307 for (at = first_archetype; at != NULL; at = at->next) 1264 for (at = first_archetype; at != NULL; at = at->next)
1308 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1265 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1309 { 1266 {
1310 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1267 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1311 if (at->clone.randomitems != NULL) 1268 if (at->clone.randomitems != NULL)
1312 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1269 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1313 else 1270 else
1314 fprintf (logfile, "(nothing)\n"); 1271 fprintf (logfile, "(nothing)\n");
1272
1315 fprintf (logfile, "\n"); 1273 fprintf (logfile, "\n");
1316 found++; 1274 found++;
1317 } 1275 }
1276
1318 if (found == 0) 1277 if (found == 0)
1319 fprintf (logfile, "No objects have the name %s!\n\n", name); 1278 fprintf (logfile, "No objects have the name %s!\n\n", name);
1320} 1279}
1321 1280
1322/* 1281/*
1323 * Builds up the lists of artifacts from the file in the libdir. 1282 * Builds up the lists of artifacts from the file in the libdir.
1324 */ 1283 */
1325
1326void 1284void
1327init_artifacts (void) 1285init_artifacts (void)
1328{ 1286{
1329 static int has_been_inited = 0; 1287 static int has_been_inited = 0;
1330 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1288 char filename[MAX_BUF];
1331 artifact *art = NULL; 1289 artifact *art = NULL;
1332 linked_char *tmp;
1333 int value;
1334 artifactlist *al; 1290 artifactlist *al;
1335 1291
1336 if (has_been_inited) 1292 if (has_been_inited)
1337 return; 1293 return;
1338 else 1294 else
1339 has_been_inited = 1; 1295 has_been_inited = 1;
1340 1296
1341 sprintf (filename, "%s/artifacts", settings.datadir); 1297 sprintf (filename, "%s/artifacts", settings.datadir);
1342 object_thawer thawer (filename); 1298 object_thawer f (filename);
1343 1299
1344 if (!thawer) 1300 if (!f)
1345 return; 1301 return;
1346 1302
1347 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1303 f.next ();
1348 {
1349 if (*buf == '#')
1350 continue;
1351 if ((cp = strchr (buf, '\n')) != NULL)
1352 *cp = '\0';
1353 cp = buf;
1354 while (*cp == ' ') /* Skip blanks */
1355 cp++;
1356 if (*cp == '\0')
1357 continue;
1358 1304
1359 if (!strncmp (cp, "Allowed", 7)) 1305 for (;;)
1306 {
1307 switch (f.kw)
1360 { 1308 {
1309 case KW_allowed:
1361 if (art == NULL) 1310 if (!art)
1311 art = get_empty_artifact ();
1312
1362 { 1313 {
1363 art = get_empty_artifact (); 1314 if (!strcmp (f.get_str (), "all"))
1364 nrofartifacts++; 1315 break;
1316
1317 char *next, *cp = f.get_str ();
1318
1319 do
1320 {
1321 if ((next = strchr (cp, ',')))
1322 *next++ = '\0';
1323
1324 linked_char *tmp = new linked_char;
1325
1326 tmp->name = cp;
1327 tmp->next = art->allowed;
1328 art->allowed = tmp;
1329 }
1330 while ((cp = next));
1365 } 1331 }
1366 cp = strchr (cp, ' ') + 1; 1332 break;
1367 if (!strcmp (cp, "all")) 1333
1334 case KW_chance:
1335 f.get (art->chance);
1336 break;
1337
1338 case KW_difficulty:
1339 f.get (art->difficulty);
1340 break;
1341
1342 case KW_object:
1343 {
1344 art->item = object::create ();
1345 f.get (art->item->name);
1346 f.next ();
1347
1348 if (!art->item->parse_kv (f))
1349 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1350
1351 al = find_artifactlist (art->item->type);
1352
1353 if (!al)
1354 {
1355 al = get_empty_artifactlist ();
1356 al->type = art->item->type;
1357 al->next = first_artifactlist;
1358 first_artifactlist = al;
1359 }
1360
1361 art->next = al->items;
1362 al->items = art;
1363 art = 0;
1364 }
1368 continue; 1365 continue;
1369 1366
1370 do 1367 case KW_EOF:
1368 goto done;
1369
1370 default:
1371 if (!f.parse_error ("artifacts file"))
1372 cleanup ("artifacts file required");
1371 { 1373 break;
1372 nrofallowedstr++;
1373 if ((next = strchr (cp, ',')) != NULL)
1374 *(next++) = '\0';
1375 tmp = new linked_char;
1376
1377 tmp->name = cp;
1378 tmp->next = art->allowed;
1379 art->allowed = tmp;
1380 }
1381 while ((cp = next) != NULL);
1382 }
1383 else if (sscanf (cp, "chance %d", &value))
1384 art->chance = (uint16) value;
1385 else if (sscanf (cp, "difficulty %d", &value))
1386 art->difficulty = (uint8) value;
1387 else if (!strncmp (cp, "Object", 6))
1388 { 1374 }
1389 art->item = get_object ();
1390 1375
1391 if (!load_object (thawer, art->item, 0)) 1376 f.next ();
1392 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1393
1394 art->item->name = strchr (cp, ' ') + 1;
1395 al = find_artifactlist (art->item->type);
1396 if (al == NULL)
1397 {
1398 al = get_empty_artifactlist ();
1399 al->type = art->item->type;
1400 al->next = first_artifactlist;
1401 first_artifactlist = al;
1402 }
1403 art->next = al->items;
1404 al->items = art;
1405 art = NULL;
1406 }
1407 else
1408 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1409 } 1377 }
1410 1378
1379done:
1411 for (al = first_artifactlist; al != NULL; al = al->next) 1380 for (al = first_artifactlist; al; al = al->next)
1412 { 1381 {
1382 al->total_chance = 0;
1383
1413 for (art = al->items; art != NULL; art = art->next) 1384 for (art = al->items; art; art = art->next)
1414 { 1385 {
1415 if (!art->chance) 1386 if (!art->chance)
1416 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1387 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1417 else 1388 else
1418 al->total_chance += art->chance; 1389 al->total_chance += art->chance;
1423 } 1394 }
1424 1395
1425 LOG (llevDebug, "done.\n"); 1396 LOG (llevDebug, "done.\n");
1426} 1397}
1427 1398
1428
1429/* 1399/*
1430 * Used in artifact generation. The bonuses of the first object 1400 * Used in artifact generation. The bonuses of the first object
1431 * is modified by the bonuses of the second object. 1401 * is modified by the bonuses of the second object.
1432 */ 1402 */
1433
1434void 1403void
1435add_abilities (object *op, object *change) 1404add_abilities (object *op, object *change)
1436{ 1405{
1437 int i, tmp; 1406 int i, tmp;
1438 1407
1439 if (change->face != blank_face) 1408 if (change->face != blank_face)
1440 { 1409 {
1441#ifdef TREASURE_VERBOSE 1410#ifdef TREASURE_VERBOSE
1442 LOG (llevDebug, "FACE: %d\n", change->face->number); 1411 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1443#endif 1412#endif
1444 op->face = change->face; 1413 op->face = change->face;
1445 } 1414 }
1446 1415
1447 for (i = 0; i < NUM_STATS; i++) 1416 for (i = 0; i < NUM_STATS; i++)
1483 CLEAR_FLAG (op, FLAG_ANIMATE); 1452 CLEAR_FLAG (op, FLAG_ANIMATE);
1484 /* so artifacts will join */ 1453 /* so artifacts will join */
1485 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1454 if (!QUERY_FLAG (op, FLAG_ALIVE))
1486 op->speed = 0.0; 1455 op->speed = 0.0;
1487 1456
1488 update_ob_speed (op); 1457 op->set_speed (op->speed);
1489 } 1458 }
1490 1459
1491 if (change->nrof) 1460 if (change->nrof)
1492 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1461 op->nrof = rndm (change->nrof) + 1;
1493 1462
1494 op->stats.exp += change->stats.exp; /* Speed modifier */ 1463 op->stats.exp += change->stats.exp; /* Speed modifier */
1495 op->stats.wc += change->stats.wc; 1464 op->stats.wc += change->stats.wc;
1496 op->stats.ac += change->stats.ac; 1465 op->stats.ac += change->stats.ac;
1497 1466
1505 { 1474 {
1506 object *tmp_obj; 1475 object *tmp_obj;
1507 1476
1508 /* Remove any spells this object currently has in it */ 1477 /* Remove any spells this object currently has in it */
1509 while (op->inv) 1478 while (op->inv)
1510 { 1479 op->inv->destroy ();
1511 tmp_obj = op->inv;
1512 remove_ob (tmp_obj);
1513 free_object (tmp_obj);
1514 }
1515 1480
1516 tmp_obj = arch_to_object (change->other_arch); 1481 tmp_obj = arch_to_object (change->other_arch);
1517 insert_ob_in_ob (tmp_obj, op); 1482 insert_ob_in_ob (tmp_obj, op);
1518 } 1483 }
1519 /* No harm setting this for potions/horns */ 1484 /* No harm setting this for potions/horns */
1604 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1569 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1605 } 1570 }
1606 1571
1607 op->value *= change->value; 1572 op->value *= change->value;
1608 1573
1609 if (change->material) 1574 if (change->materials)
1610 op->material = change->material; 1575 op->materials = change->materials;
1611 1576
1612 if (change->materialname) 1577 if (change->materialname)
1613 op->materialname = change->materialname; 1578 op->materialname = change->materialname;
1614 1579
1615 if (change->slaying) 1580 if (change->slaying)
1621 if (change->msg) 1586 if (change->msg)
1622 op->msg = change->msg; 1587 op->msg = change->msg;
1623} 1588}
1624 1589
1625static int 1590static int
1626legal_artifact_combination (object *op, artifact * art) 1591legal_artifact_combination (object *op, artifact *art)
1627{ 1592{
1628 int neg, success = 0; 1593 int neg, success = 0;
1629 linked_char *tmp; 1594 linked_char *tmp;
1630 const char *name; 1595 const char *name;
1631 1596
1632 if (art->allowed == (linked_char *) NULL) 1597 if (!art->allowed)
1633 return 1; /* Ie, "all" */ 1598 return 1; /* Ie, "all" */
1599
1634 for (tmp = art->allowed; tmp; tmp = tmp->next) 1600 for (tmp = art->allowed; tmp; tmp = tmp->next)
1635 { 1601 {
1636#ifdef TREASURE_VERBOSE 1602#ifdef TREASURE_VERBOSE
1637 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1603 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1638#endif 1604#endif
1639 if (*tmp->name == '!') 1605 if (*tmp->name == '!')
1640 name = tmp->name + 1, neg = 1; 1606 name = tmp->name + 1, neg = 1;
1641 else 1607 else
1642 name = tmp->name, neg = 0; 1608 name = tmp->name, neg = 0;
1649 * everything is allowed except what we match 1615 * everything is allowed except what we match
1650 */ 1616 */
1651 else if (neg) 1617 else if (neg)
1652 success = 1; 1618 success = 1;
1653 } 1619 }
1620
1654 return success; 1621 return success;
1655} 1622}
1656 1623
1657/* 1624/*
1658 * Fixes the given object, giving it the abilities and titles 1625 * Fixes the given object, giving it the abilities and titles
1709 return; 1676 return;
1710 } 1677 }
1711 1678
1712 for (i = 0; i < ARTIFACT_TRIES; i++) 1679 for (i = 0; i < ARTIFACT_TRIES; i++)
1713 { 1680 {
1714 int roll = RANDOM () % al->total_chance; 1681 int roll = rndm (al->total_chance);
1715 1682
1716 for (art = al->items; art != NULL; art = art->next) 1683 for (art = al->items; art; art = art->next)
1717 { 1684 {
1718 roll -= art->chance; 1685 roll -= art->chance;
1719 if (roll < 0) 1686 if (roll < 0)
1720 break; 1687 break;
1721 } 1688 }
1737 continue; 1704 continue;
1738 1705
1739 if (!legal_artifact_combination (op, art)) 1706 if (!legal_artifact_combination (op, art))
1740 { 1707 {
1741#ifdef TREASURE_VERBOSE 1708#ifdef TREASURE_VERBOSE
1742 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1709 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1743#endif 1710#endif
1744 continue; 1711 continue;
1745 } 1712 }
1713
1746 give_artifact_abilities (op, art->item); 1714 give_artifact_abilities (op, art->item);
1747 return; 1715 return;
1748 } 1716 }
1749} 1717}
1750 1718
1794 SET_FLAG (item, FLAG_NO_STEAL); 1762 SET_FLAG (item, FLAG_NO_STEAL);
1795 } 1763 }
1796} 1764}
1797 1765
1798/* special_potion() - so that old potion code is still done right. */ 1766/* special_potion() - so that old potion code is still done right. */
1799
1800int 1767int
1801special_potion (object *op) 1768special_potion (object *op)
1802{ 1769{
1803
1804 int i;
1805
1806 if (op->attacktype) 1770 if (op->attacktype)
1807 return 1; 1771 return 1;
1808 1772
1809 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1773 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1810 return 1; 1774 return 1;
1811 1775
1812 for (i = 0; i < NROFATTACKS; i++) 1776 for (int i = 0; i < NROFATTACKS; i++)
1813 if (op->resist[i]) 1777 if (op->resist[i])
1814 return 1; 1778 return 1;
1815 1779
1816 return 0; 1780 return 0;
1817} 1781}
1818 1782
1819void 1783void
1820free_treasurestruct (treasure *t) 1784free_treasurestruct (treasure *t)
1821{ 1785{
1822 if (t->next)
1823 free_treasurestruct (t->next); 1786 if (t->next) free_treasurestruct (t->next);
1824 if (t->next_yes)
1825 free_treasurestruct (t->next_yes); 1787 if (t->next_yes) free_treasurestruct (t->next_yes);
1826 if (t->next_no)
1827 free_treasurestruct (t->next_no); 1788 if (t->next_no) free_treasurestruct (t->next_no);
1828 1789
1829 delete t; 1790 delete t;
1830} 1791}
1831 1792
1832void 1793void
1837 1798
1838 delete lc; 1799 delete lc;
1839} 1800}
1840 1801
1841void 1802void
1842free_artifact (artifact * at) 1803free_artifact (artifact *at)
1843{ 1804{
1844 if (at->next)
1845 free_artifact (at->next); 1805 if (at->next) free_artifact (at->next);
1846
1847 if (at->allowed)
1848 free_charlinks (at->allowed); 1806 if (at->allowed) free_charlinks (at->allowed);
1849 1807
1850 at->item->destroy (1); 1808 at->item->destroy (1);
1851 1809
1852 delete at; 1810 sfree (at);
1853} 1811}
1854 1812
1855void 1813void
1856free_artifactlist (artifactlist * al) 1814free_artifactlist (artifactlist *al)
1857{ 1815{
1858 artifactlist *nextal; 1816 artifactlist *nextal;
1859 1817
1860 for (al = first_artifactlist; al; al = nextal) 1818 for (al = first_artifactlist; al; al = nextal)
1861 { 1819 {
1862 nextal = al->next; 1820 nextal = al->next;
1863 1821
1864 if (al->items) 1822 if (al->items)
1865 free_artifact (al->items); 1823 free_artifact (al->items);
1866 1824
1867 free (al); 1825 sfree (al);
1868 } 1826 }
1869} 1827}
1870 1828
1871void 1829void
1872free_all_treasures (void) 1830free_all_treasures (void)
1873{ 1831{
1874 treasurelist *tl, *next; 1832 treasurelist *tl, *next;
1875 1833
1876
1877 for (tl = first_treasurelist; tl != NULL; tl = next) 1834 for (tl = first_treasurelist; tl; tl = next)
1878 { 1835 {
1836 clear (tl);
1837
1879 next = tl->next; 1838 next = tl->next;
1880 if (tl->items)
1881 free_treasurestruct (tl->items);
1882 delete tl; 1839 delete tl;
1883 } 1840 }
1841
1884 free_artifactlist (first_artifactlist); 1842 free_artifactlist (first_artifactlist);
1885} 1843}

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