ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.25 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.77 by root, Mon May 5 22:18:00 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24#define ALLOWED_COMBINATION
25 23
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
29 * left on 27 * left on
30 */ 28 */
31#define TREASURE_DEBUG 29#define TREASURE_DEBUG
32 30
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 32
35/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
36 34
37#include <global.h> 35#include <global.h>
38#include <treasure.h> 36#include <treasure.h>
39#include <funcpoint.h>
40#include <loader.h> 37#include <loader.h>
41 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
42 42
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 44
46/* 45typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 46 const char *,
48 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >,
51 true
52> tl_map_t;
49 53
54static tl_map_t tl_map;
55
56/*
57 * Searches for the given treasurelist
58 */
59treasurelist *
60treasurelist::find (const char *name)
61{
62 if (!name)
63 return 0;
64
65 auto (i, tl_map.find (name));
66
67 if (i == tl_map.end ())
68 return 0;
69
70 return i->second;
71}
72
73/*
74 * Searches for the given treasurelist in the globally linked list
75 * of treasurelists which has been built by load_treasures().
76 */
77treasurelist *
78treasurelist::get (const char *name)
79{
80 treasurelist *tl = find (name);
81
82 if (!tl)
83 {
84 tl = new treasurelist;
85
86 tl->name = name;
87 tl->next = first_treasurelist;
88 first_treasurelist = tl;
89
90 tl_map.insert (std::make_pair (tl->name, tl));
91 }
92
93 return tl;
94}
95
96//TODO: class method
50void 97void
51init_archetype_pointers () 98clear (treasurelist *tl)
52{ 99{
53 int prev_warn = warn_archetypes; 100 if (tl->items)
101 {
102 free_treasurestruct (tl->items);
103 tl->items = 0;
104 }
54 105
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; 106 tl->total_chance = 0;
87
88 return t;
89} 107}
108
109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
115{
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127}
128#endif
90 129
91/* 130/*
92 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
94 */ 133 */
95
96static treasure * 134static treasure *
97load_treasure (FILE * fp, int *line) 135read_treasure (object_thawer &f)
98{ 136{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 137 treasure *t = new treasure;
101 int value;
102 138
103 nroftreasures++; 139 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 140
108 if (*buf == '#') 141 for (;;)
109 continue; 142 {
110 if ((cp = strchr (buf, '\n')) != NULL) 143 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 144
116 if (sscanf (cp, "arch %s", variable)) 145 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 146 {
121 else if (sscanf (cp, "list %s", variable)) 147 case KW_arch:
122 t->name = variable; 148 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 149
124 t->change_arch.name = variable; 150 if (!t->item)
125 else if (sscanf (cp, "change_title %s", variable))
126 t->change_arch.title = variable;
127 else if (sscanf (cp, "change_slaying %s", variable))
128 t->change_arch.slaying = variable;
129 else if (sscanf (cp, "chance %d", &value))
130 t->chance = (uint8) value;
131 else if (sscanf (cp, "nrof %d", &value))
132 t->nrof = (uint16) value;
133 else if (sscanf (cp, "magic %d", &value))
134 t->magic = (uint8) value;
135 else if (!strcmp (cp, "yes"))
136 t->next_yes = load_treasure (fp, line);
137 else if (!strcmp (cp, "no"))
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 { 151 {
143 t->next = load_treasure (fp, line); 152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
144 return t; 171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
145 } 182 }
146 else 183
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 184 f.next ();
148 } 185 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 186
187 // not reached
188
189error:
190 delete t;
150 return t; 191 return 0;
151} 192}
152 193
153#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out
157 */
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
177/* 194/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
180 */ 196 */
181 197treasurelist *
182void 198treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 199{
185 FILE *fp; 200 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;
190 201
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 204 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
195 return; 207 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 208
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. 209 /* 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 210 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
218 */ 212 */
219 if (!strncmp (buf, "treasureone", 11)) 213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
220 { 218 {
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); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 221 }
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);
238 222
239#ifdef TREASURE_DEBUG 223 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 224 }
241 * verify that list transitions work (ie, the list that it is supposed 225 }
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}
249 226
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; 227 return tl;
271} 228}
272
273 229
274/* 230/*
275 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
280 * being generated. 236 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 237 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 238 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
284 */ 240 */
285
286
287static void 241static void
288put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
289{ 243{
290 object *tmp; 244 if (flags & GT_ENVIRONMENT)
291 245 {
292 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* 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 247 * 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 248 * this is the original object, or if this is an object that should be created
295 * by another object. 249 * by another object.
296 */ 250 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 252 if (op->type == SPELL)
299 op->x = creator->x; 253 {
300 op->y = creator->y; 254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 }
303 } 267 }
304 else 268 else
305 { 269 {
306 op = insert_ob_in_ob (op, creator); 270 op = creator->insert (op);
271
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
310 esrv_send_item (tmp, op);
311 } 274 }
312} 275}
313 276
314/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 278 * in the generated object
329 292
330 if (t->change_arch.slaying) 293 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 294 op->slaying = t->change_arch.slaying;
332} 295}
333 296
334void 297static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 298create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 299{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 300 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 301 {
341 if (t->name) 302 if (t->name)
342 { 303 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 304 if (difficulty >= t->magic)
305 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 306 create_treasure (tl, op, flag, difficulty, tries);
307 else
308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 309 }
346 else 310 else
347 { 311 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 313 {
350 tmp = arch_to_object (t->item); 314 object *tmp = arch_to_object (t->item);
315
351 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
318
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 320 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 321 put_treasure (tmp, op, flag);
356 } 322 }
357 } 323 }
358 324
359 if (t->next_yes != NULL) 325 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 326 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 327 }
362 else if (t->next_no != NULL) 328 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 329 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 330
365 if (t->next != NULL) 331 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 332 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 333}
368 334
369void 335static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 336create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 337{
372 int value = RANDOM () % tl->total_chance; 338 int value = rndm (tl->total_chance);
373 treasure *t; 339 treasure *t;
374 340
375 if (tries++ > 100) 341 if (tries++ > 100)
376 { 342 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 343 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 344 return;
379 } 345 }
380 346
381 for (t = tl->items; t != NULL; t = t->next) 347 for (t = tl->items; t; t = t->next)
382 { 348 {
383 value -= t->chance; 349 value -= t->chance;
384 350
385 if (value < 0) 351 if (value < 0)
386 break; 352 break;
387 } 353 }
388 354
389 if (!t || value >= 0) 355 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 356 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 357
396 if (t->name) 358 if (t->name)
397 { 359 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 360 if (difficulty >= t->magic)
361 {
362 treasurelist *tl = treasurelist::find (t->name);
363 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 364 create_treasure (tl, op, flag, difficulty, tries);
365 }
403 else if (t->nrof) 366 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 368 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 370 {
411 object *tmp = arch_to_object (t->item); 371 if (object *tmp = arch_to_object (t->item))
412 372 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
418 375
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 377 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
379 }
422 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
423} 387}
424 388
425/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 390 * 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 391 * 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 392 * 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 393 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 394 * to do that.
431 */ 395 */
432void 396void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 397create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 398{
399 // empty treasurelists are legal
400 if (!tl->items)
401 return;
435 402
436 if (tries++ > 100) 403 if (tries++ > 100)
437 { 404 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 406 return;
440 } 407 }
408
409 if (op->flag [FLAG_TREASURE_ENV])
410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
415 flag |= GT_ENVIRONMENT;
416 }
417
441 if (t->total_chance) 418 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 420 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 422}
446 423
447/* This is similar to the old generate treasure function. However, 424/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 425 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 426 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 427 * inserted into, and then return that treausre
451 */ 428 */
452object * 429object *
453generate_treasure (treasurelist *t, int difficulty) 430generate_treasure (treasurelist *tl, int difficulty)
454{ 431{
455 difficulty = clamp (difficulty, 1, settings.max_level); 432 difficulty = clamp (difficulty, 1, settings.max_level);
456 433
457 object *ob = object::create (), *tmp; 434 object *ob = object::create ();
458 435
459 create_treasure (t, ob, 0, difficulty, 0); 436 create_treasure (tl, ob, 0, difficulty, 0);
460 437
461 /* Don't want to free the object we are about to return */ 438 /* Don't want to free the object we are about to return */
462 tmp = ob->inv; 439 object *tmp = ob->inv;
463 if (tmp != NULL) 440 if (tmp)
464 tmp->remove (); 441 tmp->remove ();
465 442
466 if (ob->inv) 443 if (ob->inv)
467 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
468 445
476 * The array has two arguments, the difficulty of the level, and the 453 * The array has two arguments, the difficulty of the level, and the
477 * magical bonus "wanted". 454 * magical bonus "wanted".
478 */ 455 */
479 456
480static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 457static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
481
482/*chance of magic difficulty*/ 458// chance of magic difficulty
483
484/* +0 +1 +2 +3 +4 */ 459// +0 +1 +2 +3 +4
485 {95, 2, 2, 1, 0}, /*1 */ 460 {95, 2, 2, 1, 0}, // 1
486 {92, 5, 2, 1, 0}, /*2 */ 461 {92, 5, 2, 1, 0}, // 2
487 {85, 10, 4, 1, 0}, /*3 */ 462 {85, 10, 4, 1, 0}, // 3
488 {80, 14, 4, 2, 0}, /*4 */ 463 {80, 14, 4, 2, 0}, // 4
489 {75, 17, 5, 2, 1}, /*5 */ 464 {75, 17, 5, 2, 1}, // 5
490 {70, 18, 8, 3, 1}, /*6 */ 465 {70, 18, 8, 3, 1}, // 6
491 {65, 21, 10, 3, 1}, /*7 */ 466 {65, 21, 10, 3, 1}, // 7
492 {60, 22, 12, 4, 2}, /*8 */ 467 {60, 22, 12, 4, 2}, // 8
493 {55, 25, 14, 4, 2}, /*9 */ 468 {55, 25, 14, 4, 2}, // 9
494 {50, 27, 16, 5, 2}, /*10 */ 469 {50, 27, 16, 5, 2}, // 10
495 {45, 28, 18, 6, 3}, /*11 */ 470 {45, 28, 18, 6, 3}, // 11
496 {42, 28, 20, 7, 3}, /*12 */ 471 {42, 28, 20, 7, 3}, // 12
497 {40, 27, 21, 8, 4}, /*13 */ 472 {40, 27, 21, 8, 4}, // 13
498 {38, 25, 22, 10, 5}, /*14 */ 473 {38, 25, 22, 10, 5}, // 14
499 {36, 23, 23, 12, 6}, /*15 */ 474 {36, 23, 23, 12, 6}, // 15
500 {33, 21, 24, 14, 8}, /*16 */ 475 {33, 21, 24, 14, 8}, // 16
501 {31, 19, 25, 16, 9}, /*17 */ 476 {31, 19, 25, 16, 9}, // 17
502 {27, 15, 30, 18, 10}, /*18 */ 477 {27, 15, 30, 18, 10}, // 18
503 {20, 12, 30, 25, 13}, /*19 */ 478 {20, 12, 30, 25, 13}, // 19
504 {15, 10, 28, 30, 17}, /*20 */ 479 {15, 10, 28, 30, 17}, // 20
505 {13, 9, 27, 28, 23}, /*21 */ 480 {13, 9, 27, 28, 23}, // 21
506 {10, 8, 25, 28, 29}, /*22 */ 481 {10, 8, 25, 28, 29}, // 22
507 {8, 7, 23, 26, 36}, /*23 */ 482 { 8, 7, 23, 26, 36}, // 23
508 {6, 6, 20, 22, 46}, /*24 */ 483 { 6, 6, 20, 22, 46}, // 24
509 {4, 5, 17, 18, 56}, /*25 */ 484 { 4, 5, 17, 18, 56}, // 25
510 {2, 4, 12, 14, 68}, /*26 */ 485 { 2, 4, 12, 14, 68}, // 26
511 {0, 3, 7, 10, 80}, /*27 */ 486 { 0, 3, 7, 10, 80}, // 27
512 {0, 0, 3, 7, 90}, /*28 */ 487 { 0, 0, 3, 7, 90}, // 28
513 {0, 0, 0, 3, 97}, /*29 */ 488 { 0, 0, 0, 3, 97}, // 29
514 {0, 0, 0, 0, 100}, /*30 */ 489 { 0, 0, 0, 0, 100}, // 30
515 {0, 0, 0, 0, 100}, /*31 */ 490 { 0, 0, 0, 0, 100}, // 31
516}; 491};
517
518 492
519/* calculate the appropriate level for wands staves and scrolls. 493/* calculate the appropriate level for wands staves and scrolls.
520 * This code presumes that op has had its spell object created (in op->inv) 494 * This code presumes that op has had its spell object created (in op->inv)
521 * 495 *
522 * elmex Wed Aug 9 17:44:59 CEST 2006: 496 * elmex Wed Aug 9 17:44:59 CEST 2006:
523 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 497 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
524 */ 498 */
525
526int 499int
527level_for_item (const object *op, int difficulty) 500level_for_item (const object *op, int difficulty)
528{ 501{
529 int olevel = 0;
530
531 if (!op->inv) 502 if (!op->inv)
532 { 503 {
533 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
534 return 0; 505 return 0;
535 } 506 }
536 507
537 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
538 509
539 if (olevel <= 0) 510 if (olevel <= 0)
540 olevel = rndm (1, MIN (op->inv->level, 1)); 511 olevel = rndm (1, op->inv->level);
541 512
542 if (olevel > MAXLEVEL) 513 return min (olevel, MAXLEVEL);
543 olevel = MAXLEVEL;
544
545 return olevel;
546} 514}
547 515
548/* 516/*
549 * Based upon the specified difficulty and upon the difftomagic_list array, 517 * Based upon the specified difficulty and upon the difftomagic_list array,
550 * a random magical bonus is returned. This is used when determine 518 * a random magical bonus is returned. This is used when determine
553 * elmex Thu Aug 10 18:45:44 CEST 2006: 521 * elmex Thu Aug 10 18:45:44 CEST 2006:
554 * Scaling difficulty by max_level, as difficulty is a level and not some 522 * Scaling difficulty by max_level, as difficulty is a level and not some
555 * weird integer between 1-31. 523 * weird integer between 1-31.
556 * 524 *
557 */ 525 */
558
559int 526int
560magic_from_difficulty (int difficulty) 527magic_from_difficulty (int difficulty)
561{ 528{
562 int percent = 0, magic = 0; 529 int percent = 0, magic = 0;
563 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 530 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
568 scaled_diff = 0; 535 scaled_diff = 0;
569 536
570 if (scaled_diff >= DIFFLEVELS) 537 if (scaled_diff >= DIFFLEVELS)
571 scaled_diff = DIFFLEVELS - 1; 538 scaled_diff = DIFFLEVELS - 1;
572 539
573 percent = RANDOM () % 100; 540 percent = rndm (100);
574 541
575 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 542 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
576 { 543 {
577 percent -= difftomagic_list[scaled_diff][magic]; 544 percent -= difftomagic_list[scaled_diff][magic];
578 545
584 { 551 {
585 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 552 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
586 magic = 0; 553 magic = 0;
587 } 554 }
588 555
589 magic = (RANDOM () % 3) ? magic : -magic; 556 magic = (rndm (3)) ? magic : -magic;
590 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 557 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
591 558
592 return magic; 559 return magic;
593} 560}
594 561
607 574
608 op->magic = magic; 575 op->magic = magic;
609 if (op->arch) 576 if (op->arch)
610 { 577 {
611 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
612 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
613 580
614 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 */
615 magic = (-magic); 582 magic = (-magic);
616 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
617 } 584 }
618 else 585 else
619 { 586 {
620 if (op->type == ARMOUR) 587 if (op->type == ARMOUR)
621 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 589 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 590 magic = (-magic);
624 op->weight = (op->weight * (100 - magic * 10)) / 100; 591 op->weight = (op->weight * (100 - magic * 10)) / 100;
625 } 592 }
626} 593}
627 594
651 * 1) Since rings can have multiple bonuses, if the same bonus 618 * 1) Since rings can have multiple bonuses, if the same bonus
652 * is rolled again, increase it - the bonuses now stack with 619 * is rolled again, increase it - the bonuses now stack with
653 * other bonuses previously rolled and ones the item might natively have. 620 * other bonuses previously rolled and ones the item might natively have.
654 * 2) Add code to deal with new PR method. 621 * 2) Add code to deal with new PR method.
655 */ 622 */
656
657void 623void
658set_ring_bonus (object *op, int bonus) 624set_ring_bonus (object *op, int bonus)
659{ 625{
660 626
661 int r = RANDOM () % (bonus > 0 ? 25 : 11); 627 int r = rndm (bonus > 0 ? 25 : 11);
662 628
663 if (op->type == AMULET) 629 if (op->type == AMULET)
664 { 630 {
665 if (!(RANDOM () % 21)) 631 if (!(rndm (21)))
666 r = 20 + RANDOM () % 2; 632 r = 20 + rndm (2);
667 else 633 else
668 { 634 {
669 if (RANDOM () & 2) 635 if (rndm (2))
670 r = 10; 636 r = 10;
671 else 637 else
672 r = 11 + RANDOM () % 9; 638 r = 11 + rndm (9);
673 } 639 }
674 } 640 }
675 641
676 switch (r) 642 switch (r)
677 { 643 {
684 case 2: 650 case 2:
685 case 3: 651 case 3:
686 case 4: 652 case 4:
687 case 5: 653 case 5:
688 case 6: 654 case 6:
689 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 655 op->stats.stat (r) += bonus;
690 break; 656 break;
691 657
692 case 7: 658 case 7:
693 op->stats.dam += bonus; 659 op->stats.dam += bonus;
694 break; 660 break;
714 case 16: 680 case 16:
715 case 17: 681 case 17:
716 case 18: 682 case 18:
717 case 19: 683 case 19:
718 { 684 {
719 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 685 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
720 686
721 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 687 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
722 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 688 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
723 689
724 /* Cursed items need to have higher negative values to equal out with 690 /* Cursed items need to have higher negative values to equal out with
725 * positive values for how protections work out. Put another 691 * positive values for how protections work out. Put another
726 * little random element in since that they don't always end up with 692 * little random element in since that they don't always end up with
727 * even values. 693 * even values.
728 */ 694 */
729 if (bonus < 0) 695 if (bonus < 0)
730 val = 2 * -val - RANDOM () % b; 696 val = 2 * -val - rndm (b);
731 if (val > 35) 697 if (val > 35)
732 val = 35; /* Upper limit */ 698 val = 35; /* Upper limit */
733 b = 0; 699 b = 0;
700
734 while (op->resist[resist_table[resist]] != 0 && b < 4) 701 while (op->resist[resist_table[resist]] != 0 && b < 4)
735 {
736 resist = RANDOM () % num_resist_table; 702 resist = rndm (num_resist_table);
737 } 703
738 if (b == 4) 704 if (b == 4)
739 return; /* Not able to find a free resistance */ 705 return; /* Not able to find a free resistance */
706
740 op->resist[resist_table[resist]] = val; 707 op->resist[resist_table[resist]] = val;
741 /* We should probably do something more clever here to adjust value 708 /* We should probably do something more clever here to adjust value
742 * based on how good a resistance we gave. 709 * based on how good a resistance we gave.
743 */ 710 */
744 break; 711 break;
772 case 22: 739 case 22:
773 op->stats.exp += bonus; /* Speed! */ 740 op->stats.exp += bonus; /* Speed! */
774 op->value = (op->value * 2) / 3; 741 op->value = (op->value * 2) / 3;
775 break; 742 break;
776 } 743 }
744
777 if (bonus > 0) 745 if (bonus > 0)
778 op->value *= 2 * bonus; 746 op->value *= 2 * bonus;
779 else 747 else
780 op->value = -(op->value * 2 * bonus) / 3; 748 op->value = -(op->value * 2 * bonus) / 3;
781} 749}
786 * higher is the chance of returning a low number. 754 * higher is the chance of returning a low number.
787 * It is only used in fix_generated_treasure() to set bonuses on 755 * It is only used in fix_generated_treasure() to set bonuses on
788 * rings and amulets. 756 * rings and amulets.
789 * Another scheme is used to calculate the magic of weapons and armours. 757 * Another scheme is used to calculate the magic of weapons and armours.
790 */ 758 */
791
792int 759int
793get_magic (int diff) 760get_magic (int diff)
794{ 761{
795 int i; 762 int i;
796 763
797 if (diff < 3) 764 if (diff < 3)
798 diff = 3; 765 diff = 3;
766
799 for (i = 0; i < 4; i++) 767 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 768 if (rndm (diff))
801 return i; 769 return i;
770
802 return 4; 771 return 4;
803} 772}
804 773
805#define DICE2 (get_magic(2)==2?2:1) 774#define DICE2 (get_magic(2)==2?2:1)
806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 775#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
807 776
808/* 777/*
809 * fix_generated_item(): This is called after an item is generated, in 778 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells 779 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 780 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
825 * value. 794 * value.
826 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 795 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
827 * a working object - don't change magic, value, etc, but set it material 796 * a working object - don't change magic, value, etc, but set it material
828 * type as appropriate, for objects that need spell objects, set those, etc 797 * type as appropriate, for objects that need spell objects, set those, etc
829 */ 798 */
830
831void 799void
832fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 800fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
833{ 801{
834 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 802 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
835 803
840 save_item_power = op->item_power; 808 save_item_power = op->item_power;
841 op->item_power = 0; 809 op->item_power = 0;
842 810
843 if (op->randomitems && op->type != SPELL) 811 if (op->randomitems && op->type != SPELL)
844 { 812 {
845 create_treasure (op->randomitems, op, flags, difficulty, 0); 813 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
846 if (!op->inv)
847 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
848
849 /* So the treasure doesn't get created again */ 814 /* So the treasure doesn't get created again */
850 op->randomitems = NULL; 815 op->randomitems = 0;
851 } 816 }
852 817
853 if (difficulty < 1) 818 if (difficulty < 1)
854 difficulty = 1; 819 difficulty = 1;
855 820
859 ARG_INT (flags))) 824 ARG_INT (flags)))
860 return; 825 return;
861 826
862 if (!(flags & GT_MINIMAL)) 827 if (!(flags & GT_MINIMAL))
863 { 828 {
864 if (op->arch == crown_arch) 829 if (IS_ARCH (op->arch, crown))
865 { 830 {
866 set_magic (difficulty, op, max_magic, flags); 831 set_magic (difficulty, op, max_magic, flags);
867 num_enchantments = calc_item_power (op, 1); 832 num_enchantments = calc_item_power (op, 1);
868 generate_artifact (op, difficulty); 833 generate_artifact (op, difficulty);
869 } 834 }
872 if (!op->magic && max_magic) 837 if (!op->magic && max_magic)
873 set_magic (difficulty, op, max_magic, flags); 838 set_magic (difficulty, op, max_magic, flags);
874 839
875 num_enchantments = calc_item_power (op, 1); 840 num_enchantments = calc_item_power (op, 1);
876 841
877 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 842 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
878 * used for shop_floors or treasures */ 843 || op->type == HORN
844 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
879 generate_artifact (op, difficulty); 845 generate_artifact (op, difficulty);
880 } 846 }
881 847
882 /* Object was made an artifact. Calculate its item_power rating. 848 /* Object was made an artifact. Calculate its item_power rating.
883 * the item_power in the object is what the artfiact adds. 849 * the item_power in the object is what the artfiact adds.
925 { 891 {
926 if (op->type == POTION) 892 if (op->type == POTION)
927 /* Handle healing and magic power potions */ 893 /* Handle healing and magic power potions */
928 if (op->stats.sp && !op->randomitems) 894 if (op->stats.sp && !op->randomitems)
929 { 895 {
930 object *tmp;
931
932 tmp = get_archetype (spell_mapping[op->stats.sp]); 896 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
933 insert_ob_in_ob (tmp, op); 897 insert_ob_in_ob (tmp, op);
934 op->stats.sp = 0; 898 op->stats.sp = 0;
935 } 899 }
936 } 900 }
937 else if (!op->title) /* Only modify object if not special */ 901 else if (!op->title) /* Only modify object if not special */
940 case WEAPON: 904 case WEAPON:
941 case ARMOUR: 905 case ARMOUR:
942 case SHIELD: 906 case SHIELD:
943 case HELMET: 907 case HELMET:
944 case CLOAK: 908 case CLOAK:
945 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 909 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
946 set_ring_bonus (op, -DICE2); 910 set_ring_bonus (op, -DICE2);
947 break; 911 break;
948 912
949 case BRACERS: 913 case BRACERS:
950 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 914 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
951 { 915 {
952 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 916 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
953 if (!QUERY_FLAG (op, FLAG_CURSED)) 917 if (!QUERY_FLAG (op, FLAG_CURSED))
954 op->value *= 3; 918 op->value *= 3;
955 } 919 }
981 */ 945 */
982 if (op->inv && op->randomitems) 946 if (op->inv && op->randomitems)
983 { 947 {
984 /* value multiplier is same as for scrolls */ 948 /* value multiplier is same as for scrolls */
985 op->value = (op->value * op->inv->value); 949 op->value = (op->value * op->inv->value);
986 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 950 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
987 } 951 }
988 else 952 else
989 { 953 {
990 op->name = "potion"; 954 op->name = "potion";
991 op->name_pl = "potions"; 955 op->name_pl = "potions";
992 } 956 }
993 957
994 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 958 if (!(flags & GT_ONLY_GOOD) && rndm (2))
995 SET_FLAG (op, FLAG_CURSED); 959 SET_FLAG (op, FLAG_CURSED);
996 break; 960 break;
997 } 961 }
998 962
999 case AMULET: 963 case AMULET:
1000 if (op->arch == amulet_arch) 964 if (IS_ARCH (op->arch, amulet))
1001 op->value *= 5; /* Since it's not just decoration */ 965 op->value *= 5; /* Since it's not just decoration */
1002 966
1003 case RING: 967 case RING:
1004 if (op->arch == NULL) 968 if (!op->arch) // wtf? schmorp
1005 { 969 {
1006 op->destroy (); 970 op->destroy ();
1007 op = 0; 971 op = 0;
1008 break; 972 break;
1009 } 973 }
1010 974
1011 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 975 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1012 break; 976 break;
1013 977
1014 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1015 SET_FLAG (op, FLAG_CURSED); 979 SET_FLAG (op, FLAG_CURSED);
1016 980
1017 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 981 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1018 982
1019 if (op->type != RING) /* Amulets have only one ability */ 983 if (op->type != RING) /* Amulets have only one ability */
1020 break; 984 break;
1021 985
1022 if (!(RANDOM () % 4)) 986 if (!(rndm (4)))
1023 { 987 {
1024 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 988 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1025 989
1026 if (d > 0) 990 if (d > 0)
1027 op->value *= 3; 991 op->value *= 3;
1028 992
1029 set_ring_bonus (op, d); 993 set_ring_bonus (op, d);
1030 994
1031 if (!(RANDOM () % 4)) 995 if (!(rndm (4)))
1032 { 996 {
1033 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 997 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1034 998
1035 if (d > 0) 999 if (d > 0)
1036 op->value *= 5; 1000 op->value *= 5;
1037 set_ring_bonus (op, d); 1001 set_ring_bonus (op, d);
1038 } 1002 }
1039 } 1003 }
1040 1004
1041 if (GET_ANIM_ID (op)) 1005 if (GET_ANIM_ID (op))
1042 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1043 1007
1044 break; 1008 break;
1045 1009
1046 case BOOK: 1010 case BOOK:
1047 /* Is it an empty book?, if yes lets make a special· 1011 /* Is it an empty book?, if yes lets make a special·
1048 * msg for it, and tailor its properties based on the· 1012 * msg for it, and tailor its properties based on the·
1049 * creator and/or map level we found it on. 1013 * creator and/or map level we found it on.
1050 */ 1014 */
1051 if (!op->msg && RANDOM () % 10) 1015 if (!op->msg && rndm (10))
1052 { 1016 {
1053 /* set the book level properly */ 1017 /* set the book level properly */
1054 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1018 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1055 { 1019 {
1056 if (op->map && op->map->difficulty) 1020 if (op->map && op->map->difficulty)
1057 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1021 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1058 else 1022 else
1059 op->level = RANDOM () % 20 + 1; 1023 op->level = rndm (20) + 1;
1060 } 1024 }
1061 else 1025 else
1062 op->level = RANDOM () % creator->level; 1026 op->level = rndm (creator->level);
1063 1027
1064 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1028 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1065 /* books w/ info are worth more! */ 1029 /* books w/ info are worth more! */
1066 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1030 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1067 /* creator related stuff */ 1031 /* creator related stuff */
1166 */ 1130 */
1167 1131
1168/* 1132/*
1169 * Allocate and return the pointer to an empty artifactlist structure. 1133 * Allocate and return the pointer to an empty artifactlist structure.
1170 */ 1134 */
1171
1172static artifactlist * 1135static artifactlist *
1173get_empty_artifactlist (void) 1136get_empty_artifactlist (void)
1174{ 1137{
1175 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1138 return salloc0<artifactlist> ();
1176
1177 if (tl == NULL)
1178 fatal (OUT_OF_MEMORY);
1179 tl->next = NULL;
1180 tl->items = NULL;
1181 tl->total_chance = 0;
1182 return tl;
1183} 1139}
1184 1140
1185/* 1141/*
1186 * Allocate and return the pointer to an empty artifact structure. 1142 * Allocate and return the pointer to an empty artifact structure.
1187 */ 1143 */
1188
1189static artifact * 1144static artifact *
1190get_empty_artifact (void) 1145get_empty_artifact (void)
1191{ 1146{
1192 artifact *t = (artifact *) malloc (sizeof (artifact)); 1147 return salloc0<artifact> ();
1193
1194 if (t == NULL)
1195 fatal (OUT_OF_MEMORY);
1196 t->item = NULL;
1197 t->next = NULL;
1198 t->chance = 0;
1199 t->difficulty = 0;
1200 t->allowed = NULL;
1201 return t;
1202} 1148}
1203 1149
1204/* 1150/*
1205 * Searches the artifact lists and returns one that has the same type 1151 * Searches the artifact lists and returns one that has the same type
1206 * of objects on it. 1152 * of objects on it.
1207 */ 1153 */
1208
1209artifactlist * 1154artifactlist *
1210find_artifactlist (int type) 1155find_artifactlist (int type)
1211{ 1156{
1212 artifactlist *al;
1213
1214 for (al = first_artifactlist; al != NULL; al = al->next) 1157 for (artifactlist *al = first_artifactlist; al; al = al->next)
1215 if (al->type == type) 1158 if (al->type == type)
1216 return al; 1159 return al;
1217 return NULL;
1218}
1219 1160
1220/*
1221 * For debugging purposes. Dumps all tables.
1222 */
1223
1224void
1225dump_artifacts (void)
1226{
1227 artifactlist *al;
1228 artifact *art;
1229 linked_char *next;
1230
1231 fprintf (logfile, "\n");
1232 for (al = first_artifactlist; al != NULL; al = al->next)
1233 {
1234 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1235 for (art = al->items; art != NULL; art = art->next)
1236 {
1237 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1238 if (art->allowed != NULL)
1239 {
1240 fprintf (logfile, "\tAllowed combinations:");
1241 for (next = art->allowed; next != NULL; next = next->next)
1242 fprintf (logfile, "%s,", &next->name);
1243 fprintf (logfile, "\n");
1244 }
1245 }
1246 }
1247 fprintf (logfile, "\n");
1248}
1249
1250/*
1251 * For debugging purposes. Dumps all treasures recursively (see below).
1252 */
1253void
1254dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1255{
1256 treasurelist *tl;
1257 int i;
1258
1259 if (depth > 100)
1260 return; 1161 return 0;
1261 while (t != NULL)
1262 {
1263 if (t->name != NULL)
1264 {
1265 for (i = 0; i < depth; i++)
1266 fprintf (logfile, " ");
1267 fprintf (logfile, "{ (list: %s)\n", &t->name);
1268 tl = find_treasurelist (t->name);
1269 dump_monster_treasure_rec (name, tl->items, depth + 2);
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1273 }
1274 else
1275 {
1276 for (i = 0; i < depth; i++)
1277 fprintf (logfile, " ");
1278 if (t->item->clone.type == FLESH)
1279 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1280 else
1281 fprintf (logfile, "%s\n", &t->item->clone.name);
1282 }
1283 if (t->next_yes != NULL)
1284 {
1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " ");
1287 fprintf (logfile, " (if yes)\n");
1288 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1289 }
1290 if (t->next_no != NULL)
1291 {
1292 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " ");
1294 fprintf (logfile, " (if no)\n");
1295 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1296 }
1297 t = t->next;
1298 }
1299}
1300
1301/*
1302 * For debugging purposes. Dumps all treasures for a given monster.
1303 * Created originally by Raphael Quinet for debugging the alchemy code.
1304 */
1305
1306void
1307dump_monster_treasure (const char *name)
1308{
1309 archetype *at;
1310 int found;
1311
1312 found = 0;
1313 fprintf (logfile, "\n");
1314 for (at = first_archetype; at != NULL; at = at->next)
1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1316 {
1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1318 if (at->clone.randomitems != NULL)
1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1320 else
1321 fprintf (logfile, "(nothing)\n");
1322 fprintf (logfile, "\n");
1323 found++;
1324 }
1325 if (found == 0)
1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1327} 1162}
1328 1163
1329/* 1164/*
1330 * Builds up the lists of artifacts from the file in the libdir. 1165 * Builds up the lists of artifacts from the file in the libdir.
1331 */ 1166 */
1332
1333void 1167void
1334init_artifacts (void) 1168init_artifacts (void)
1335{ 1169{
1336 static int has_been_inited = 0; 1170 static int has_been_inited = 0;
1337 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1171 char filename[MAX_BUF];
1338 artifact *art = NULL; 1172 artifact *art = NULL;
1339 linked_char *tmp;
1340 int value;
1341 artifactlist *al; 1173 artifactlist *al;
1342 1174
1343 if (has_been_inited) 1175 if (has_been_inited)
1344 return; 1176 return;
1345 else 1177 else
1346 has_been_inited = 1; 1178 has_been_inited = 1;
1347 1179
1348 sprintf (filename, "%s/artifacts", settings.datadir); 1180 sprintf (filename, "%s/artifacts", settings.datadir);
1349 object_thawer thawer (filename); 1181 object_thawer f (filename);
1350 1182
1351 if (!thawer) 1183 if (!f)
1352 return; 1184 return;
1353 1185
1354 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1186 for (;;)
1355 { 1187 {
1356 if (*buf == '#') 1188 switch (f.kw)
1357 continue;
1358 if ((cp = strchr (buf, '\n')) != NULL)
1359 *cp = '\0';
1360 cp = buf;
1361 while (*cp == ' ') /* Skip blanks */
1362 cp++;
1363 if (*cp == '\0')
1364 continue;
1365
1366 if (!strncmp (cp, "Allowed", 7))
1367 { 1189 {
1190 case KW_allowed:
1368 if (art == NULL) 1191 if (!art)
1192 art = get_empty_artifact ();
1193
1369 { 1194 {
1370 art = get_empty_artifact (); 1195 if (!strcmp (f.get_str (), "all"))
1371 nrofartifacts++; 1196 break;
1197
1198 char *next, *cp = f.get_str ();
1199
1200 do
1201 {
1202 if ((next = strchr (cp, ',')))
1203 *next++ = '\0';
1204
1205 linked_char *tmp = new linked_char;
1206
1207 tmp->name = cp;
1208 tmp->next = art->allowed;
1209 art->allowed = tmp;
1210 }
1211 while ((cp = next));
1372 } 1212 }
1373 cp = strchr (cp, ' ') + 1; 1213 break;
1374 if (!strcmp (cp, "all")) 1214
1215 case KW_chance:
1216 f.get (art->chance);
1217 break;
1218
1219 case KW_difficulty:
1220 f.get (art->difficulty);
1221 break;
1222
1223 case KW_object:
1224 {
1225 art->item = object::create ();
1226 f.get (art->item->name);
1227 f.next ();
1228
1229 if (!art->item->parse_kv (f))
1230 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1231
1232 al = find_artifactlist (art->item->type);
1233
1234 if (!al)
1235 {
1236 al = get_empty_artifactlist ();
1237 al->type = art->item->type;
1238 al->next = first_artifactlist;
1239 first_artifactlist = al;
1240 }
1241
1242 art->next = al->items;
1243 al->items = art;
1244 art = 0;
1245 }
1375 continue; 1246 continue;
1376 1247
1377 do 1248 case KW_EOF:
1249 goto done;
1250
1251 default:
1252 if (!f.parse_error ("artifacts file"))
1253 cleanup ("artifacts file required");
1378 { 1254 break;
1379 nrofallowedstr++;
1380 if ((next = strchr (cp, ',')) != NULL)
1381 *(next++) = '\0';
1382 tmp = new linked_char;
1383
1384 tmp->name = cp;
1385 tmp->next = art->allowed;
1386 art->allowed = tmp;
1387 }
1388 while ((cp = next) != NULL);
1389 }
1390 else if (sscanf (cp, "chance %d", &value))
1391 art->chance = (uint16) value;
1392 else if (sscanf (cp, "difficulty %d", &value))
1393 art->difficulty = (uint8) value;
1394 else if (!strncmp (cp, "Object", 6))
1395 { 1255 }
1396 art->item = object::create ();
1397 1256
1398 if (!load_object (thawer, art->item, 0)) 1257 f.next ();
1399 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400
1401 art->item->name = strchr (cp, ' ') + 1;
1402 al = find_artifactlist (art->item->type);
1403 if (al == NULL)
1404 {
1405 al = get_empty_artifactlist ();
1406 al->type = art->item->type;
1407 al->next = first_artifactlist;
1408 first_artifactlist = al;
1409 }
1410 art->next = al->items;
1411 al->items = art;
1412 art = NULL;
1413 }
1414 else
1415 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1416 } 1258 }
1417 1259
1260done:
1418 for (al = first_artifactlist; al != NULL; al = al->next) 1261 for (al = first_artifactlist; al; al = al->next)
1419 { 1262 {
1263 al->total_chance = 0;
1264
1420 for (art = al->items; art != NULL; art = art->next) 1265 for (art = al->items; art; art = art->next)
1421 { 1266 {
1422 if (!art->chance) 1267 if (!art->chance)
1423 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1268 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1424 else 1269 else
1425 al->total_chance += art->chance; 1270 al->total_chance += art->chance;
1430 } 1275 }
1431 1276
1432 LOG (llevDebug, "done.\n"); 1277 LOG (llevDebug, "done.\n");
1433} 1278}
1434 1279
1435
1436/* 1280/*
1437 * Used in artifact generation. The bonuses of the first object 1281 * Used in artifact generation. The bonuses of the first object
1438 * is modified by the bonuses of the second object. 1282 * is modified by the bonuses of the second object.
1439 */ 1283 */
1440
1441void 1284void
1442add_abilities (object *op, object *change) 1285add_abilities (object *op, object *change)
1443{ 1286{
1444 int i, tmp; 1287 int i, tmp;
1445 1288
1446 if (change->face != blank_face) 1289 if (change->face != blank_face)
1447 { 1290 {
1448#ifdef TREASURE_VERBOSE 1291#ifdef TREASURE_VERBOSE
1449 LOG (llevDebug, "FACE: %d\n", change->face->number); 1292 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1450#endif 1293#endif
1451 op->face = change->face; 1294 op->face = change->face;
1452 } 1295 }
1453 1296
1454 for (i = 0; i < NUM_STATS; i++) 1297 for (i = 0; i < NUM_STATS; i++)
1455 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1298 change_attr_value (&(op->stats), i, change->stats.stat (i));
1456 1299
1457 op->attacktype |= change->attacktype; 1300 op->attacktype |= change->attacktype;
1458 op->path_attuned |= change->path_attuned; 1301 op->path_attuned |= change->path_attuned;
1459 op->path_repelled |= change->path_repelled; 1302 op->path_repelled |= change->path_repelled;
1460 op->path_denied |= change->path_denied; 1303 op->path_denied |= change->path_denied;
1490 CLEAR_FLAG (op, FLAG_ANIMATE); 1333 CLEAR_FLAG (op, FLAG_ANIMATE);
1491 /* so artifacts will join */ 1334 /* so artifacts will join */
1492 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1335 if (!QUERY_FLAG (op, FLAG_ALIVE))
1493 op->speed = 0.0; 1336 op->speed = 0.0;
1494 1337
1495 update_ob_speed (op); 1338 op->set_speed (op->speed);
1496 } 1339 }
1497 1340
1498 if (change->nrof) 1341 if (change->nrof)
1499 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1342 op->nrof = rndm (change->nrof) + 1;
1500 1343
1501 op->stats.exp += change->stats.exp; /* Speed modifier */ 1344 op->stats.exp += change->stats.exp; /* Speed modifier */
1502 op->stats.wc += change->stats.wc; 1345 op->stats.wc += change->stats.wc;
1503 op->stats.ac += change->stats.ac; 1346 op->stats.ac += change->stats.ac;
1504 1347
1607 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1450 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1608 } 1451 }
1609 1452
1610 op->value *= change->value; 1453 op->value *= change->value;
1611 1454
1612 if (change->material) 1455 if (change->materials)
1613 op->material = change->material; 1456 op->materials = change->materials;
1614 1457
1615 if (change->materialname) 1458 if (change->materialname)
1616 op->materialname = change->materialname; 1459 op->materialname = change->materialname;
1617 1460
1618 if (change->slaying) 1461 if (change->slaying)
1624 if (change->msg) 1467 if (change->msg)
1625 op->msg = change->msg; 1468 op->msg = change->msg;
1626} 1469}
1627 1470
1628static int 1471static int
1629legal_artifact_combination (object *op, artifact * art) 1472legal_artifact_combination (object *op, artifact *art)
1630{ 1473{
1631 int neg, success = 0; 1474 int neg, success = 0;
1632 linked_char *tmp; 1475 linked_char *tmp;
1633 const char *name; 1476 const char *name;
1634 1477
1635 if (art->allowed == (linked_char *) NULL) 1478 if (!art->allowed)
1636 return 1; /* Ie, "all" */ 1479 return 1; /* Ie, "all" */
1480
1637 for (tmp = art->allowed; tmp; tmp = tmp->next) 1481 for (tmp = art->allowed; tmp; tmp = tmp->next)
1638 { 1482 {
1639#ifdef TREASURE_VERBOSE 1483#ifdef TREASURE_VERBOSE
1640 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1484 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1641#endif 1485#endif
1642 if (*tmp->name == '!') 1486 if (*tmp->name == '!')
1643 name = tmp->name + 1, neg = 1; 1487 name = tmp->name + 1, neg = 1;
1644 else 1488 else
1645 name = tmp->name, neg = 0; 1489 name = tmp->name, neg = 0;
1646 1490
1647 /* If we match name, then return the opposite of 'neg' */ 1491 /* If we match name, then return the opposite of 'neg' */
1648 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1492 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1649 return !neg; 1493 return !neg;
1650 1494
1651 /* Set success as true, since if the match was an inverse, it means 1495 /* Set success as true, since if the match was an inverse, it means
1652 * everything is allowed except what we match 1496 * everything is allowed except what we match
1653 */ 1497 */
1654 else if (neg) 1498 else if (neg)
1655 success = 1; 1499 success = 1;
1656 } 1500 }
1501
1657 return success; 1502 return success;
1658} 1503}
1659 1504
1660/* 1505/*
1661 * Fixes the given object, giving it the abilities and titles 1506 * Fixes the given object, giving it the abilities and titles
1712 return; 1557 return;
1713 } 1558 }
1714 1559
1715 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (i = 0; i < ARTIFACT_TRIES; i++)
1716 { 1561 {
1717 int roll = RANDOM () % al->total_chance; 1562 int roll = rndm (al->total_chance);
1718 1563
1719 for (art = al->items; art != NULL; art = art->next) 1564 for (art = al->items; art; art = art->next)
1720 { 1565 {
1721 roll -= art->chance; 1566 roll -= art->chance;
1722 if (roll < 0) 1567 if (roll < 0)
1723 break; 1568 break;
1724 } 1569 }
1740 continue; 1585 continue;
1741 1586
1742 if (!legal_artifact_combination (op, art)) 1587 if (!legal_artifact_combination (op, art))
1743 { 1588 {
1744#ifdef TREASURE_VERBOSE 1589#ifdef TREASURE_VERBOSE
1745 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1590 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1746#endif 1591#endif
1747 continue; 1592 continue;
1748 } 1593 }
1594
1749 give_artifact_abilities (op, art->item); 1595 give_artifact_abilities (op, art->item);
1750 return; 1596 return;
1751 } 1597 }
1752} 1598}
1753 1599
1797 SET_FLAG (item, FLAG_NO_STEAL); 1643 SET_FLAG (item, FLAG_NO_STEAL);
1798 } 1644 }
1799} 1645}
1800 1646
1801/* special_potion() - so that old potion code is still done right. */ 1647/* special_potion() - so that old potion code is still done right. */
1802
1803int 1648int
1804special_potion (object *op) 1649special_potion (object *op)
1805{ 1650{
1806
1807 int i;
1808
1809 if (op->attacktype) 1651 if (op->attacktype)
1810 return 1; 1652 return 1;
1811 1653
1812 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1654 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1813 return 1; 1655 return 1;
1814 1656
1815 for (i = 0; i < NROFATTACKS; i++) 1657 for (int i = 0; i < NROFATTACKS; i++)
1816 if (op->resist[i]) 1658 if (op->resist[i])
1817 return 1; 1659 return 1;
1818 1660
1819 return 0; 1661 return 0;
1820} 1662}
1821 1663
1822void 1664void
1823free_treasurestruct (treasure *t) 1665free_treasurestruct (treasure *t)
1824{ 1666{
1825 if (t->next)
1826 free_treasurestruct (t->next); 1667 if (t->next) free_treasurestruct (t->next);
1827 if (t->next_yes)
1828 free_treasurestruct (t->next_yes); 1668 if (t->next_yes) free_treasurestruct (t->next_yes);
1829 if (t->next_no)
1830 free_treasurestruct (t->next_no); 1669 if (t->next_no) free_treasurestruct (t->next_no);
1831 1670
1832 delete t; 1671 delete t;
1833} 1672}
1834 1673
1835void 1674void
1840 1679
1841 delete lc; 1680 delete lc;
1842} 1681}
1843 1682
1844void 1683void
1845free_artifact (artifact * at) 1684free_artifact (artifact *at)
1846{ 1685{
1847 if (at->next)
1848 free_artifact (at->next); 1686 if (at->next) free_artifact (at->next);
1849
1850 if (at->allowed)
1851 free_charlinks (at->allowed); 1687 if (at->allowed) free_charlinks (at->allowed);
1852 1688
1853 at->item->destroy (1); 1689 at->item->destroy (1);
1854 1690
1855 delete at; 1691 sfree (at);
1856} 1692}
1857 1693
1858void 1694void
1859free_artifactlist (artifactlist * al) 1695free_artifactlist (artifactlist *al)
1860{ 1696{
1861 artifactlist *nextal; 1697 artifactlist *nextal;
1862 1698
1863 for (al = first_artifactlist; al; al = nextal) 1699 for (al = first_artifactlist; al; al = nextal)
1864 { 1700 {
1865 nextal = al->next; 1701 nextal = al->next;
1866 1702
1867 if (al->items) 1703 if (al->items)
1868 free_artifact (al->items); 1704 free_artifact (al->items);
1869 1705
1870 free (al); 1706 sfree (al);
1871 } 1707 }
1872} 1708}
1873 1709
1874void 1710void
1875free_all_treasures (void) 1711free_all_treasures (void)
1876{ 1712{
1877 treasurelist *tl, *next; 1713 treasurelist *tl, *next;
1878 1714
1879
1880 for (tl = first_treasurelist; tl != NULL; tl = next) 1715 for (tl = first_treasurelist; tl; tl = next)
1881 { 1716 {
1717 clear (tl);
1718
1882 next = tl->next; 1719 next = tl->next;
1883 if (tl->items)
1884 free_treasurestruct (tl->items);
1885 delete tl; 1720 delete tl;
1886 } 1721 }
1722
1887 free_artifactlist (first_artifactlist); 1723 free_artifactlist (first_artifactlist);
1888} 1724}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines