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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.31 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.83 by root, Sun Oct 5 14:16:13 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24
25#define ALLOWED_COMBINATION
26 23
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * 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
29 * 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
30 * left on 27 * left on
31 */ 28 */
32#define TREASURE_DEBUG 29#define TREASURE_DEBUG
33 30
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 32
36/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
37 34
38#include <global.h> 35#include <global.h>
39#include <treasure.h> 36#include <treasure.h>
40#include <funcpoint.h>
41#include <loader.h> 37#include <loader.h>
42 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
43 42
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 44
47/* 45typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 46 const char *,
49 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
50 52
53static tl_map_t tl_map;
54
55/*
56 * Searches for the given treasurelist
57 */
58treasurelist *
59treasurelist::find (const char *name)
60{
61 if (!name)
62 return 0;
63
64 auto (i, tl_map.find (name));
65
66 if (i == tl_map.end ())
67 return 0;
68
69 return i->second;
70}
71
72/*
73 * Searches for the given treasurelist in the globally linked list
74 * of treasurelists which has been built by load_treasures().
75 */
76treasurelist *
77treasurelist::get (const char *name)
78{
79 treasurelist *tl = find (name);
80
81 if (!tl)
82 {
83 tl = new treasurelist;
84
85 tl->name = name;
86 tl->next = first_treasurelist;
87 first_treasurelist = tl;
88
89 tl_map.insert (std::make_pair (tl->name, tl));
90 }
91
92 return tl;
93}
94
95//TODO: class method
51void 96void
52init_archetype_pointers () 97clear (treasurelist *tl)
53{ 98{
54 int prev_warn = warn_archetypes; 99 if (tl->items)
100 {
101 free_treasurestruct (tl->items);
102 tl->items = 0;
103 }
55 104
56 warn_archetypes = 1;
57 if (ring_arch == NULL)
58 ring_arch = archetype::find ("ring");
59 if (amulet_arch == NULL)
60 amulet_arch = archetype::find ("amulet");
61 if (staff_arch == NULL)
62 staff_arch = archetype::find ("staff");
63 if (crown_arch == NULL)
64 crown_arch = archetype::find ("crown");
65 warn_archetypes = prev_warn;
66}
67
68/*
69 * Allocate and return the pointer to an empty treasurelist structure.
70 */
71
72static treasurelist *
73get_empty_treasurelist (void)
74{
75 return new treasurelist;
76}
77
78/*
79 * Allocate and return the pointer to an empty treasure structure.
80 */
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86
87 t->chance = 100; 105 tl->total_chance = 0;
88
89 return t;
90} 106}
107
108#ifdef TREASURE_DEBUG
109/* recursived checks the linked list. Treasurelist is passed only
110 * so that the treasure name can be printed out
111 */
112static void
113check_treasurelist (const treasure *t, const treasurelist * tl)
114{
115 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
116 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
117
118 if (t->next)
119 check_treasurelist (t->next, tl);
120
121 if (t->next_yes)
122 check_treasurelist (t->next_yes, tl);
123
124 if (t->next_no)
125 check_treasurelist (t->next_no, tl);
126}
127#endif
91 128
92/* 129/*
93 * Reads the lib/treasure file from disk, and parses the contents 130 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 131 * into an internal treasure structure (very linked lists)
95 */ 132 */
96
97static treasure * 133static treasure *
98load_treasure (FILE * fp, int *line) 134read_treasure (object_thawer &f)
99{ 135{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 136 treasure *t = new treasure;
102 int value;
103 137
104 nroftreasures++; 138 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 139
109 if (*buf == '#') 140 for (;;)
110 continue; 141 {
111 if ((cp = strchr (buf, '\n')) != NULL) 142 coroapi::cede_to_tick ();
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 143
117 if (sscanf (cp, "arch %s", variable)) 144 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 145 {
122 else if (sscanf (cp, "list %s", variable)) 146 case KW_arch:
123 t->name = variable; 147 t->item = archetype::find (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 148
125 t->change_arch.name = variable; 149 if (!t->item)
126 else if (sscanf (cp, "change_title %s", variable))
127 t->change_arch.title = variable;
128 else if (sscanf (cp, "change_slaying %s", variable))
129 t->change_arch.slaying = variable;
130 else if (sscanf (cp, "chance %d", &value))
131 t->chance = (uint8) value;
132 else if (sscanf (cp, "nrof %d", &value))
133 t->nrof = (uint16) value;
134 else if (sscanf (cp, "magic %d", &value))
135 t->magic = (uint8) value;
136 else if (!strcmp (cp, "yes"))
137 t->next_yes = load_treasure (fp, line);
138 else if (!strcmp (cp, "no"))
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 { 150 {
144 t->next = load_treasure (fp, line); 151 f.parse_warn ("treasure references unknown archetype");
152 t->item = archetype::empty;
153 }
154
155 break;
156
157 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break;
164
165 case KW_yes: t->next_yes = read_treasure (f); continue;
166 case KW_no: t->next_no = read_treasure (f); continue;
167
168 case KW_end:
169 f.next ();
145 return t; 170 return t;
171
172 case KW_more:
173 t->next = read_treasure (f);
174 return t;
175
176 default:
177 if (!f.parse_error ("treasurelist", t->name))
178 goto error;
179
180 return t;
146 } 181 }
147 else 182
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 183 f.next ();
149 } 184 }
150 LOG (llevError, "treasure lacks 'end'.\n"); 185
186 // not reached
187
188error:
189 delete t;
151 return t; 190 return 0;
152} 191}
153 192
154#ifdef TREASURE_DEBUG
155
156/* recursived checks the linked list. Treasurelist is passed only
157 * so that the treasure name can be printed out
158 */
159static void
160check_treasurelist (const treasure *t, const treasurelist * tl)
161{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next)
168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 check_treasurelist (t->next_no, tl);
173}
174#endif
175
176/* 193/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 194 * Each treasure is parsed with the help of load_treasure().
179 */ 195 */
180 196treasurelist *
181void 197treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 198{
184 FILE *fp; 199 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t;
188 int comp, line = 0;
189 200
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 201 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 202 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 203 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 204 tl->items = read_treasure (f);
205 if (!tl->items)
194 return; 206 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 207
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205
206 tl->name = name;
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line);
213
214 /* This is a one of the many items on the list should be generated. 208 /* This is a one of the many items on the list should be generated.
215 * Add up the chance total, and check to make sure the yes & no 209 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 210 * fields of the treasures are not being used.
217 */ 211 */
218 if (!strncmp (buf, "treasureone", 11)) 212 if (one)
213 {
214 for (treasure *t = tl->items; t; t = t->next)
215 {
216 if (t->next_yes || t->next_no)
219 { 217 {
220 for (t = tl->items; t != NULL; t = t->next)
221 {
222#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no)
224 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 218 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 219 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 220 }
232 }
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237 221
238#ifdef TREASURE_DEBUG 222 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 223 }
240 * verify that list transitions work (ie, the list that it is supposed 224 }
241 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element.
243 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
245 check_treasurelist (previous->items, previous);
246#endif
247}
248 225
249/*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl;
265
266 if (first_treasurelist)
267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
269 return 0; 226 return tl;
270} 227}
271
272 228
273/* 229/*
274 * Generates the objects specified by the given treasure. 230 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 231 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 232 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 238 * start with equipment, but only their abilities).
283 */ 239 */
284static void 240static void
285put_treasure (object *op, object *creator, int flags) 241put_treasure (object *op, object *creator, int flags)
286{ 242{
287 object *tmp; 243 if (flags & GT_ENVIRONMENT)
288 244 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 245 /* Bit of a hack - spells should never be put onto the map. The entire
290 * treasure stuff is a problem - there is no clear idea of knowing 246 * treasure stuff is a problem - there is no clear idea of knowing
291 * this is the original object, or if this is an object that should be created 247 * this is the original object, or if this is an object that should be created
292 * by another object. 248 * by another object.
293 */ 249 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 250 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 251 if (op->type == SPELL)
252 {
253 op->destroy ();
254 return;
255 }
256
257 op->expand_tail ();
258
259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
260 op->destroy ();
261 else
262 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
265 }
298 } 266 }
299 else 267 else
300 { 268 {
301 op = creator->insert (op); 269 op = creator->insert (op);
302 270
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op); 272 monster_check_apply (creator, op);
305
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
307 esrv_send_item (tmp, op);
308 } 273 }
309} 274}
310 275
311/* if there are change_xxx commands in the treasure, we include the changes 276/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 277 * in the generated object
326 291
327 if (t->change_arch.slaying) 292 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 293 op->slaying = t->change_arch.slaying;
329} 294}
330 295
331void 296static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 297create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 298{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 299 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 300 {
338 if (t->name) 301 if (t->name)
339 { 302 {
340 if (difficulty >= t->magic) 303 if (difficulty >= t->magic)
304 if (treasurelist *tl = treasurelist::find (t->name))
305 create_treasure (tl, op, flag, difficulty, tries);
306 else
307 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
308 }
309 else
310 {
311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 312 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
347 else
348 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
351 tmp = arch_to_object (t->item); 313 object *tmp = arch_to_object (t->item);
314
352 if (t->nrof && tmp->nrof <= 1) 315 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 316 tmp->nrof = rndm (t->nrof) + 1;
317
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 318 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 319 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 320 put_treasure (tmp, op, flag);
357 } 321 }
358 } 322 }
359 323
360 if (t->next_yes != NULL) 324 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 325 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 326 }
363 else if (t->next_no != NULL) 327 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 328 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 329
366 if (t->next != NULL) 330 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 331 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 332}
369 333
370void 334static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 335create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 336{
373 int value = RANDOM () % tl->total_chance; 337 int value = rndm (tl->total_chance);
374 treasure *t; 338 treasure *t;
375 339
376 if (tries++ > 100) 340 if (tries++ > 100)
377 { 341 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 342 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 343 return;
380 } 344 }
381 345
382 for (t = tl->items; t != NULL; t = t->next) 346 for (t = tl->items; t; t = t->next)
383 { 347 {
384 value -= t->chance; 348 value -= t->chance;
385 349
386 if (value < 0) 350 if (value < 0)
387 break; 351 break;
388 } 352 }
389 353
390 if (!t || value >= 0) 354 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 355 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 356
397 if (t->name) 357 if (t->name)
398 { 358 {
399 if (difficulty >= t->magic) 359 if (difficulty >= t->magic)
400 { 360 {
401 treasurelist *tl = find_treasurelist (t->name); 361 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 362 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 363 create_treasure (tl, op, flag, difficulty, tries);
404 } 364 }
405 else if (t->nrof) 365 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 366 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 367 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
412 { 369 {
413 object *tmp = arch_to_object (t->item); 370 if (object *tmp = arch_to_object (t->item))
414 371 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 372 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 373 tmp->nrof = rndm (t->nrof) + 1;
420 374
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 375 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 376 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 377 put_treasure (tmp, op, flag);
378 }
424 } 379 }
380}
381
382void
383object::create_treasure (treasurelist *tl, int flags)
384{
385 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 386}
426 387
427/* This calls the appropriate treasure creation function. tries is passed 388/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 389 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with 390 * have been made. It is really in place to prevent infinite loops with
432 * to do that. 393 * to do that.
433 */ 394 */
434void 395void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 396create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 397{
398 // empty treasurelists are legal
399 if (!tl->items)
400 return;
437 401
438 if (tries++ > 100) 402 if (tries++ > 100)
439 { 403 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 405 return;
442 } 406 }
407
408 if (op->flag [FLAG_TREASURE_ENV])
409 {
410 // do not generate items when there already is something above the object
411 if (op->flag [FLAG_IS_FLOOR] && op->above)
412 return;
413
414 flag |= GT_ENVIRONMENT;
415 }
416
443 if (tl->total_chance) 417 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 418 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 419 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 420 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 421}
454object * 428object *
455generate_treasure (treasurelist *tl, int difficulty) 429generate_treasure (treasurelist *tl, int difficulty)
456{ 430{
457 difficulty = clamp (difficulty, 1, settings.max_level); 431 difficulty = clamp (difficulty, 1, settings.max_level);
458 432
459 object *ob = object::create (), *tmp; 433 object *ob = object::create ();
460 434
461 create_treasure (tl, ob, 0, difficulty, 0); 435 create_treasure (tl, ob, 0, difficulty, 0);
462 436
463 /* Don't want to free the object we are about to return */ 437 /* Don't want to free the object we are about to return */
464 tmp = ob->inv; 438 object *tmp = ob->inv;
465 if (tmp != NULL) 439 if (tmp)
466 tmp->remove (); 440 tmp->remove ();
467 441
468 if (ob->inv) 442 if (ob->inv)
469 LOG (llevError, "In generate treasure, created multiple objects.\n"); 443 LOG (llevError, "In generate treasure, created multiple objects.\n");
470 444
471 ob->destroy (); 445 ob->destroy ();
446
472 return tmp; 447 return tmp;
473} 448}
474 449
475/* 450/*
476 * This is a new way of calculating the chance for an item to have 451 * This is a new way of calculating the chance for an item to have
478 * 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
479 * magical bonus "wanted". 454 * magical bonus "wanted".
480 */ 455 */
481 456
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 457static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
484/*chance of magic difficulty*/ 458// chance of magic difficulty
485
486/* +0 +1 +2 +3 +4 */ 459// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 460 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 461 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 462 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 463 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 464 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 465 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 466 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 467 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 468 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 469 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 470 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 471 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 472 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 473 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 474 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 475 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 476 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 477 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 478 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 479 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 480 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 481 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 482 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 483 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 484 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 485 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 486 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 487 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 488 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 489 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 490 { 0, 0, 0, 0, 100}, // 31
518}; 491};
519
520 492
521/* calculate the appropriate level for wands staves and scrolls. 493/* calculate the appropriate level for wands staves and scrolls.
522 * 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)
523 * 495 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 496 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * 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.
526 */ 498 */
527
528int 499int
529level_for_item (const object *op, int difficulty) 500level_for_item (const object *op, int difficulty)
530{ 501{
531 int olevel = 0;
532
533 if (!op->inv) 502 if (!op->inv)
534 { 503 {
535 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);
536 return 0; 505 return 0;
537 } 506 }
538 507
539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
540 509
541 if (olevel <= 0) 510 if (olevel <= 0)
542 olevel = rndm (1, MIN (op->inv->level, 1)); 511 olevel = rndm (1, op->inv->level);
543 512
544 if (olevel > MAXLEVEL) 513 return min (olevel, MAXLEVEL);
545 olevel = MAXLEVEL;
546
547 return olevel;
548} 514}
549 515
550/* 516/*
551 * Based upon the specified difficulty and upon the difftomagic_list array, 517 * Based upon the specified difficulty and upon the difftomagic_list array,
552 * a random magical bonus is returned. This is used when determine 518 * a random magical bonus is returned. This is used when determine
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 521 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * 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
557 * weird integer between 1-31. 523 * weird integer between 1-31.
558 * 524 *
559 */ 525 */
560
561int 526int
562magic_from_difficulty (int difficulty) 527magic_from_difficulty (int difficulty)
563{ 528{
564 int percent = 0, magic = 0; 529 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 530 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570 scaled_diff = 0; 535 scaled_diff = 0;
571 536
572 if (scaled_diff >= DIFFLEVELS) 537 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 538 scaled_diff = DIFFLEVELS - 1;
574 539
575 percent = RANDOM () % 100; 540 percent = rndm (100);
576 541
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 542 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 543 {
579 percent -= difftomagic_list[scaled_diff][magic]; 544 percent -= difftomagic_list[scaled_diff][magic];
580 545
586 { 551 {
587 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);
588 magic = 0; 553 magic = 0;
589 } 554 }
590 555
591 magic = (RANDOM () % 3) ? magic : -magic; 556 magic = (rndm (3)) ? magic : -magic;
592 /* 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); */
593 558
594 return magic; 559 return magic;
595} 560}
596 561
609 574
610 op->magic = magic; 575 op->magic = magic;
611 if (op->arch) 576 if (op->arch)
612 { 577 {
613 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
615 580
616 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 */
617 magic = (-magic); 582 magic = (-magic);
583
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
619 } 585 }
620 else 586 else
621 { 587 {
622 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 591 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 592 magic = (-magic);
593
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 595 }
628} 596}
629 597
630/* 598/*
653 * 1) Since rings can have multiple bonuses, if the same bonus 621 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 622 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 623 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 624 * 2) Add code to deal with new PR method.
657 */ 625 */
658
659void 626void
660set_ring_bonus (object *op, int bonus) 627set_ring_bonus (object *op, int bonus)
661{ 628{
662 629
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
664 631
665 if (op->type == AMULET) 632 if (op->type == AMULET)
666 { 633 {
667 if (!(RANDOM () % 21)) 634 if (!(rndm (21)))
668 r = 20 + RANDOM () % 2; 635 r = 20 + rndm (2);
669 else 636 else
670 { 637 {
671 if (RANDOM () & 2) 638 if (rndm (2))
672 r = 10; 639 r = 10;
673 else 640 else
674 r = 11 + RANDOM () % 9; 641 r = 11 + rndm (9);
675 } 642 }
676 } 643 }
677 644
678 switch (r) 645 switch (r)
679 { 646 {
686 case 2: 653 case 2:
687 case 3: 654 case 3:
688 case 4: 655 case 4:
689 case 5: 656 case 5:
690 case 6: 657 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 658 op->stats.stat (r) += bonus;
692 break; 659 break;
693 660
694 case 7: 661 case 7:
695 op->stats.dam += bonus; 662 op->stats.dam += bonus;
696 break; 663 break;
716 case 16: 683 case 16:
717 case 17: 684 case 17:
718 case 18: 685 case 18:
719 case 19: 686 case 19:
720 { 687 {
721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 688 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
722 689
723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 690 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 691 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
725 692
726 /* Cursed items need to have higher negative values to equal out with 693 /* Cursed items need to have higher negative values to equal out with
727 * positive values for how protections work out. Put another 694 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 695 * little random element in since that they don't always end up with
729 * even values. 696 * even values.
730 */ 697 */
731 if (bonus < 0) 698 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 699 val = 2 * -val - rndm (b);
733 if (val > 35) 700 if (val > 35)
734 val = 35; /* Upper limit */ 701 val = 35; /* Upper limit */
735 b = 0; 702 b = 0;
703
736 while (op->resist[resist_table[resist]] != 0 && b < 4) 704 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
738 resist = RANDOM () % num_resist_table; 705 resist = rndm (num_resist_table);
739 } 706
740 if (b == 4) 707 if (b == 4)
741 return; /* Not able to find a free resistance */ 708 return; /* Not able to find a free resistance */
709
742 op->resist[resist_table[resist]] = val; 710 op->resist[resist_table[resist]] = val;
743 /* We should probably do something more clever here to adjust value 711 /* We should probably do something more clever here to adjust value
744 * based on how good a resistance we gave. 712 * based on how good a resistance we gave.
745 */ 713 */
746 break; 714 break;
774 case 22: 742 case 22:
775 op->stats.exp += bonus; /* Speed! */ 743 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3; 744 op->value = (op->value * 2) / 3;
777 break; 745 break;
778 } 746 }
747
779 if (bonus > 0) 748 if (bonus > 0)
780 op->value *= 2 * bonus; 749 op->value *= 2 * bonus;
781 else 750 else
782 op->value = -(op->value * 2 * bonus) / 3; 751 op->value = -(op->value * 2 * bonus) / 3;
783} 752}
788 * higher is the chance of returning a low number. 757 * higher is the chance of returning a low number.
789 * It is only used in fix_generated_treasure() to set bonuses on 758 * It is only used in fix_generated_treasure() to set bonuses on
790 * rings and amulets. 759 * rings and amulets.
791 * Another scheme is used to calculate the magic of weapons and armours. 760 * Another scheme is used to calculate the magic of weapons and armours.
792 */ 761 */
793
794int 762int
795get_magic (int diff) 763get_magic (int diff)
796{ 764{
797 int i; 765 int i;
798 766
799 if (diff < 3) 767 if (diff < 3)
800 diff = 3; 768 diff = 3;
769
801 for (i = 0; i < 4; i++) 770 for (i = 0; i < 4; i++)
802 if (RANDOM () % diff) 771 if (rndm (diff))
803 return i; 772 return i;
773
804 return 4; 774 return 4;
805} 775}
806 776
807#define DICE2 (get_magic(2)==2?2:1) 777#define DICE2 (get_magic(2)==2?2:1)
808#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 778#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
809 779
810/* 780/*
811 * fix_generated_item(): This is called after an item is generated, in 781 * fix_generated_item(): This is called after an item is generated, in
812 * order to set it up right. This produced magical bonuses, puts spells 782 * order to set it up right. This produced magical bonuses, puts spells
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 783 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
827 * value. 797 * value.
828 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 798 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
829 * a working object - don't change magic, value, etc, but set it material 799 * a working object - don't change magic, value, etc, but set it material
830 * type as appropriate, for objects that need spell objects, set those, etc 800 * type as appropriate, for objects that need spell objects, set those, etc
831 */ 801 */
832
833void 802void
834fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 803fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
835{ 804{
836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 805 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
837 806
842 save_item_power = op->item_power; 811 save_item_power = op->item_power;
843 op->item_power = 0; 812 op->item_power = 0;
844 813
845 if (op->randomitems && op->type != SPELL) 814 if (op->randomitems && op->type != SPELL)
846 { 815 {
847 create_treasure (op->randomitems, op, flags, difficulty, 0); 816 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
848 if (!op->inv)
849 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
850
851 /* So the treasure doesn't get created again */ 817 /* So the treasure doesn't get created again */
852 op->randomitems = NULL; 818 op->randomitems = 0;
853 } 819 }
854 820
855 if (difficulty < 1) 821 if (difficulty < 1)
856 difficulty = 1; 822 difficulty = 1;
857 823
861 ARG_INT (flags))) 827 ARG_INT (flags)))
862 return; 828 return;
863 829
864 if (!(flags & GT_MINIMAL)) 830 if (!(flags & GT_MINIMAL))
865 { 831 {
866 if (op->arch == crown_arch) 832 if (IS_ARCH (op->arch, crown))
867 { 833 {
868 set_magic (difficulty, op, max_magic, flags); 834 set_magic (difficulty, op, max_magic, flags);
869 num_enchantments = calc_item_power (op, 1); 835 num_enchantments = calc_item_power (op, 1);
870 generate_artifact (op, difficulty); 836 generate_artifact (op, difficulty);
871 } 837 }
874 if (!op->magic && max_magic) 840 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 841 set_magic (difficulty, op, max_magic, flags);
876 842
877 num_enchantments = calc_item_power (op, 1); 843 num_enchantments = calc_item_power (op, 1);
878 844
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 845 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
880 * used for shop_floors or treasures */ 846 || op->type == HORN
847 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 848 generate_artifact (op, difficulty);
882 } 849 }
883 850
884 /* Object was made an artifact. Calculate its item_power rating. 851 /* Object was made an artifact. Calculate its item_power rating.
885 * the item_power in the object is what the artfiact adds. 852 * the item_power in the object is what the artfiact adds.
927 { 894 {
928 if (op->type == POTION) 895 if (op->type == POTION)
929 /* Handle healing and magic power potions */ 896 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems) 897 if (op->stats.sp && !op->randomitems)
931 { 898 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]); 899 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 900 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 901 op->stats.sp = 0;
937 } 902 }
938 } 903 }
939 else if (!op->title) /* Only modify object if not special */ 904 else if (!op->title) /* Only modify object if not special */
942 case WEAPON: 907 case WEAPON:
943 case ARMOUR: 908 case ARMOUR:
944 case SHIELD: 909 case SHIELD:
945 case HELMET: 910 case HELMET:
946 case CLOAK: 911 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 912 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 913 set_ring_bonus (op, -DICE2);
949 break; 914 break;
950 915
951 case BRACERS: 916 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 917 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 918 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 919 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 920 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 921 op->value *= 3;
957 } 922 }
983 */ 948 */
984 if (op->inv && op->randomitems) 949 if (op->inv && op->randomitems)
985 { 950 {
986 /* value multiplier is same as for scrolls */ 951 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 952 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 954 }
990 else 955 else
991 { 956 {
992 op->name = "potion"; 957 op->name = "potion";
993 op->name_pl = "potions"; 958 op->name_pl = "potions";
994 } 959 }
995 960
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 962 SET_FLAG (op, FLAG_CURSED);
998 break; 963 break;
999 } 964 }
1000 965
1001 case AMULET: 966 case AMULET:
1002 if (op->arch == amulet_arch) 967 if (IS_ARCH (op->arch, amulet))
1003 op->value *= 5; /* Since it's not just decoration */ 968 op->value *= 5; /* Since it's not just decoration */
1004 969
1005 case RING: 970 case RING:
1006 if (op->arch == NULL)
1007 {
1008 op->destroy ();
1009 op = 0;
1010 break;
1011 }
1012
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 971 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1014 break; 972 break;
1015 973
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 974 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED); 975 SET_FLAG (op, FLAG_CURSED);
1018 976
1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 977 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1020 978
1021 if (op->type != RING) /* Amulets have only one ability */ 979 if (op->type != RING) /* Amulets have only one ability */
1022 break; 980 break;
1023 981
1024 if (!(RANDOM () % 4)) 982 if (!(rndm (4)))
1025 { 983 {
1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 984 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 985
1028 if (d > 0) 986 if (d > 0)
1029 op->value *= 3; 987 op->value *= 3;
1030 988
1031 set_ring_bonus (op, d); 989 set_ring_bonus (op, d);
1032 990
1033 if (!(RANDOM () % 4)) 991 if (!(rndm (4)))
1034 { 992 {
1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 993 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1036 994
1037 if (d > 0) 995 if (d > 0)
1038 op->value *= 5; 996 op->value *= 5;
1039 set_ring_bonus (op, d); 997 set_ring_bonus (op, d);
1040 } 998 }
1041 } 999 }
1042 1000
1043 if (GET_ANIM_ID (op)) 1001 if (GET_ANIM_ID (op))
1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1002 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1045 1003
1046 break; 1004 break;
1047 1005
1048 case BOOK: 1006 case BOOK:
1049 /* Is it an empty book?, if yes lets make a special· 1007 /* Is it an empty book?, if yes lets make a special·
1050 * msg for it, and tailor its properties based on the· 1008 * msg for it, and tailor its properties based on the·
1051 * creator and/or map level we found it on. 1009 * creator and/or map level we found it on.
1052 */ 1010 */
1053 if (!op->msg && RANDOM () % 10) 1011 if (!op->msg && rndm (10))
1054 { 1012 {
1055 /* set the book level properly */ 1013 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1014 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057 { 1015 {
1058 if (op->map && op->map->difficulty) 1016 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1017 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1060 else 1018 else
1061 op->level = RANDOM () % 20 + 1; 1019 op->level = rndm (20) + 1;
1062 } 1020 }
1063 else 1021 else
1064 op->level = RANDOM () % creator->level; 1022 op->level = rndm (creator->level);
1065 1023
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1024 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1067 /* books w/ info are worth more! */ 1025 /* books w/ info are worth more! */
1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1026 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1069 /* creator related stuff */ 1027 /* creator related stuff */
1168 */ 1126 */
1169 1127
1170/* 1128/*
1171 * Allocate and return the pointer to an empty artifactlist structure. 1129 * Allocate and return the pointer to an empty artifactlist structure.
1172 */ 1130 */
1173
1174static artifactlist * 1131static artifactlist *
1175get_empty_artifactlist (void) 1132get_empty_artifactlist (void)
1176{ 1133{
1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1134 return salloc0<artifactlist> ();
1178
1179 if (al == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 al->next = NULL;
1182 al->items = NULL;
1183 al->total_chance = 0;
1184 return al;
1185} 1135}
1186 1136
1187/* 1137/*
1188 * Allocate and return the pointer to an empty artifact structure. 1138 * Allocate and return the pointer to an empty artifact structure.
1189 */ 1139 */
1190
1191static artifact * 1140static artifact *
1192get_empty_artifact (void) 1141get_empty_artifact (void)
1193{ 1142{
1194 artifact *a = (artifact *) malloc (sizeof (artifact)); 1143 return salloc0<artifact> ();
1195
1196 if (a == NULL)
1197 fatal (OUT_OF_MEMORY);
1198 a->item = NULL;
1199 a->next = NULL;
1200 a->chance = 0;
1201 a->difficulty = 0;
1202 a->allowed = NULL;
1203 return a;
1204} 1144}
1205 1145
1206/* 1146/*
1207 * Searches the artifact lists and returns one that has the same type 1147 * Searches the artifact lists and returns one that has the same type
1208 * of objects on it. 1148 * of objects on it.
1209 */ 1149 */
1210
1211artifactlist * 1150artifactlist *
1212find_artifactlist (int type) 1151find_artifactlist (int type)
1213{ 1152{
1214 artifactlist *al;
1215
1216 for (al = first_artifactlist; al != NULL; al = al->next) 1153 for (artifactlist *al = first_artifactlist; al; al = al->next)
1217 if (al->type == type) 1154 if (al->type == type)
1218 return al; 1155 return al;
1219 return NULL;
1220}
1221 1156
1222/*
1223 * For debugging purposes. Dumps all tables.
1224 */
1225
1226void
1227dump_artifacts (void)
1228{
1229 artifactlist *al;
1230 artifact *art;
1231 linked_char *next;
1232
1233 fprintf (logfile, "\n");
1234 for (al = first_artifactlist; al != NULL; al = al->next)
1235 {
1236 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1237 for (art = al->items; art != NULL; art = art->next)
1238 {
1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1240 if (art->allowed != NULL)
1241 {
1242 fprintf (logfile, "\tAllowed combinations:");
1243 for (next = art->allowed; next != NULL; next = next->next)
1244 fprintf (logfile, "%s,", &next->name);
1245 fprintf (logfile, "\n");
1246 }
1247 }
1248 }
1249 fprintf (logfile, "\n");
1250}
1251
1252/*
1253 * For debugging purposes. Dumps all treasures recursively (see below).
1254 */
1255void
1256dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1257{
1258 treasurelist *tl;
1259 int i;
1260
1261 if (depth > 100)
1262 return; 1157 return 0;
1263 while (t)
1264 {
1265 if (t->name)
1266 {
1267 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " ");
1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1270 tl = find_treasurelist (t->name);
1271 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 }
1277 else
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 }
1286
1287 if (t->next_yes)
1288 {
1289 for (i = 0; i < depth; i++)
1290 fprintf (logfile, " ");
1291 fprintf (logfile, " (if yes)\n");
1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1293 }
1294
1295 if (t->next_no)
1296 {
1297 for (i = 0; i < depth; i++)
1298 fprintf (logfile, " ");
1299 fprintf (logfile, " (if no)\n");
1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1301 }
1302
1303 t = t->next;
1304 }
1305}
1306
1307/*
1308 * For debugging purposes. Dumps all treasures for a given monster.
1309 * Created originally by Raphael Quinet for debugging the alchemy code.
1310 */
1311
1312void
1313dump_monster_treasure (const char *name)
1314{
1315 archetype *at;
1316 int found;
1317
1318 found = 0;
1319 fprintf (logfile, "\n");
1320 for (at = first_archetype; at != NULL; at = at->next)
1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1322 {
1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1324 if (at->clone.randomitems != NULL)
1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1326 else
1327 fprintf (logfile, "(nothing)\n");
1328 fprintf (logfile, "\n");
1329 found++;
1330 }
1331 if (found == 0)
1332 fprintf (logfile, "No objects have the name %s!\n\n", name);
1333} 1158}
1334 1159
1335/* 1160/*
1336 * Builds up the lists of artifacts from the file in the libdir. 1161 * Builds up the lists of artifacts from the file in the libdir.
1337 */ 1162 */
1338
1339void 1163void
1340init_artifacts (void) 1164init_artifacts (void)
1341{ 1165{
1342 static int has_been_inited = 0; 1166 static int has_been_inited = 0;
1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1167 char filename[MAX_BUF];
1344 artifact *art = NULL; 1168 artifact *art = NULL;
1345 linked_char *tmp;
1346 int value;
1347 artifactlist *al; 1169 artifactlist *al;
1348 1170
1349 if (has_been_inited) 1171 if (has_been_inited)
1350 return; 1172 return;
1351 else 1173 else
1352 has_been_inited = 1; 1174 has_been_inited = 1;
1353 1175
1354 sprintf (filename, "%s/artifacts", settings.datadir); 1176 sprintf (filename, "%s/artifacts", settings.datadir);
1355 object_thawer thawer (filename); 1177 object_thawer f (filename);
1356 1178
1357 if (!thawer) 1179 if (!f)
1358 return; 1180 return;
1359 1181
1360 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1182 for (;;)
1361 { 1183 {
1362 if (*buf == '#') 1184 switch (f.kw)
1363 continue;
1364 if ((cp = strchr (buf, '\n')) != NULL)
1365 *cp = '\0';
1366 cp = buf;
1367 while (*cp == ' ') /* Skip blanks */
1368 cp++;
1369 if (*cp == '\0')
1370 continue;
1371
1372 if (!strncmp (cp, "Allowed", 7))
1373 { 1185 {
1186 case KW_allowed:
1374 if (art == NULL) 1187 if (!art)
1188 art = get_empty_artifact ();
1189
1375 { 1190 {
1376 art = get_empty_artifact (); 1191 if (!strcmp (f.get_str (), "all"))
1377 nrofartifacts++; 1192 break;
1193
1194 char *next, *cp = f.get_str ();
1195
1196 do
1197 {
1198 if ((next = strchr (cp, ',')))
1199 *next++ = '\0';
1200
1201 linked_char *tmp = new linked_char;
1202
1203 tmp->name = cp;
1204 tmp->next = art->allowed;
1205 art->allowed = tmp;
1206 }
1207 while ((cp = next));
1378 } 1208 }
1379 cp = strchr (cp, ' ') + 1; 1209 break;
1380 if (!strcmp (cp, "all")) 1210
1211 case KW_chance:
1212 f.get (art->chance);
1213 break;
1214
1215 case KW_difficulty:
1216 f.get (art->difficulty);
1217 break;
1218
1219 case KW_object:
1220 {
1221 art->item = object::create ();
1222 f.get (art->item->name);
1223 f.next ();
1224
1225 if (!art->item->parse_kv (f))
1226 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1227
1228 al = find_artifactlist (art->item->type);
1229
1230 if (!al)
1231 {
1232 al = get_empty_artifactlist ();
1233 al->type = art->item->type;
1234 al->next = first_artifactlist;
1235 first_artifactlist = al;
1236 }
1237
1238 art->next = al->items;
1239 al->items = art;
1240 art = 0;
1241 }
1381 continue; 1242 continue;
1382 1243
1383 do 1244 case KW_EOF:
1245 goto done;
1246
1247 default:
1248 if (!f.parse_error ("artifacts file"))
1249 cleanup ("artifacts file required");
1384 { 1250 break;
1385 nrofallowedstr++;
1386 if ((next = strchr (cp, ',')) != NULL)
1387 *(next++) = '\0';
1388 tmp = new linked_char;
1389
1390 tmp->name = cp;
1391 tmp->next = art->allowed;
1392 art->allowed = tmp;
1393 }
1394 while ((cp = next) != NULL);
1395 }
1396 else if (sscanf (cp, "chance %d", &value))
1397 art->chance = (uint16) value;
1398 else if (sscanf (cp, "difficulty %d", &value))
1399 art->difficulty = (uint8) value;
1400 else if (!strncmp (cp, "Object", 6))
1401 { 1251 }
1402 art->item = object::create ();
1403 1252
1404 if (!load_object (thawer, art->item, 0)) 1253 f.next ();
1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1407 art->item->name = strchr (cp, ' ') + 1;
1408 al = find_artifactlist (art->item->type);
1409 if (al == NULL)
1410 {
1411 al = get_empty_artifactlist ();
1412 al->type = art->item->type;
1413 al->next = first_artifactlist;
1414 first_artifactlist = al;
1415 }
1416 art->next = al->items;
1417 al->items = art;
1418 art = NULL;
1419 }
1420 else
1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1422 } 1254 }
1423 1255
1256done:
1424 for (al = first_artifactlist; al != NULL; al = al->next) 1257 for (al = first_artifactlist; al; al = al->next)
1425 { 1258 {
1259 al->total_chance = 0;
1260
1426 for (art = al->items; art != NULL; art = art->next) 1261 for (art = al->items; art; art = art->next)
1427 { 1262 {
1428 if (!art->chance) 1263 if (!art->chance)
1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1264 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1430 else 1265 else
1431 al->total_chance += art->chance; 1266 al->total_chance += art->chance;
1436 } 1271 }
1437 1272
1438 LOG (llevDebug, "done.\n"); 1273 LOG (llevDebug, "done.\n");
1439} 1274}
1440 1275
1441
1442/* 1276/*
1443 * Used in artifact generation. The bonuses of the first object 1277 * Used in artifact generation. The bonuses of the first object
1444 * is modified by the bonuses of the second object. 1278 * is modified by the bonuses of the second object.
1445 */ 1279 */
1446
1447void 1280void
1448add_abilities (object *op, object *change) 1281add_abilities (object *op, object *change)
1449{ 1282{
1450 int i, tmp; 1283 int i, tmp;
1451 1284
1452 if (change->face != blank_face) 1285 if (change->face != blank_face)
1453 { 1286 {
1454#ifdef TREASURE_VERBOSE 1287#ifdef TREASURE_VERBOSE
1455 LOG (llevDebug, "FACE: %d\n", change->face->number); 1288 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1456#endif 1289#endif
1457 op->face = change->face; 1290 op->face = change->face;
1458 } 1291 }
1459 1292
1460 for (i = 0; i < NUM_STATS; i++) 1293 for (i = 0; i < NUM_STATS; i++)
1461 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1294 change_attr_value (&(op->stats), i, change->stats.stat (i));
1462 1295
1463 op->attacktype |= change->attacktype; 1296 op->attacktype |= change->attacktype;
1464 op->path_attuned |= change->path_attuned; 1297 op->path_attuned |= change->path_attuned;
1465 op->path_repelled |= change->path_repelled; 1298 op->path_repelled |= change->path_repelled;
1466 op->path_denied |= change->path_denied; 1299 op->path_denied |= change->path_denied;
1500 1333
1501 op->set_speed (op->speed); 1334 op->set_speed (op->speed);
1502 } 1335 }
1503 1336
1504 if (change->nrof) 1337 if (change->nrof)
1505 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1338 op->nrof = rndm (change->nrof) + 1;
1506 1339
1507 op->stats.exp += change->stats.exp; /* Speed modifier */ 1340 op->stats.exp += change->stats.exp; /* Speed modifier */
1508 op->stats.wc += change->stats.wc; 1341 op->stats.wc += change->stats.wc;
1509 op->stats.ac += change->stats.ac; 1342 op->stats.ac += change->stats.ac;
1510 1343
1514 * to cast. So convert that to into a spell and put it into 1347 * to cast. So convert that to into a spell and put it into
1515 * this object. 1348 * this object.
1516 */ 1349 */
1517 if (op->type == HORN || op->type == POTION) 1350 if (op->type == HORN || op->type == POTION)
1518 { 1351 {
1519 object *tmp_obj;
1520
1521 /* Remove any spells this object currently has in it */ 1352 /* Remove any spells this object currently has in it */
1522 while (op->inv)
1523 op->inv->destroy (); 1353 op->destroy_inv (false);
1524 1354
1525 tmp_obj = arch_to_object (change->other_arch); 1355 object *tmp = arch_to_object (change->other_arch);
1526 insert_ob_in_ob (tmp_obj, op); 1356 insert_ob_in_ob (tmp, op);
1527 } 1357 }
1528 /* No harm setting this for potions/horns */ 1358 /* No harm setting this for potions/horns */
1529 op->other_arch = change->other_arch; 1359 op->other_arch = change->other_arch;
1530 } 1360 }
1531 1361
1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1443 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1614 } 1444 }
1615 1445
1616 op->value *= change->value; 1446 op->value *= change->value;
1617 1447
1618 if (change->material) 1448 if (change->materials)
1619 op->material = change->material; 1449 op->materials = change->materials;
1620 1450
1621 if (change->materialname) 1451 if (change->materialname)
1622 op->materialname = change->materialname; 1452 op->materialname = change->materialname;
1623 1453
1624 if (change->slaying) 1454 if (change->slaying)
1630 if (change->msg) 1460 if (change->msg)
1631 op->msg = change->msg; 1461 op->msg = change->msg;
1632} 1462}
1633 1463
1634static int 1464static int
1635legal_artifact_combination (object *op, artifact * art) 1465legal_artifact_combination (object *op, artifact *art)
1636{ 1466{
1637 int neg, success = 0; 1467 int neg, success = 0;
1638 linked_char *tmp; 1468 linked_char *tmp;
1639 const char *name; 1469 const char *name;
1640 1470
1641 if (art->allowed == (linked_char *) NULL) 1471 if (!art->allowed)
1642 return 1; /* Ie, "all" */ 1472 return 1; /* Ie, "all" */
1473
1643 for (tmp = art->allowed; tmp; tmp = tmp->next) 1474 for (tmp = art->allowed; tmp; tmp = tmp->next)
1644 { 1475 {
1645#ifdef TREASURE_VERBOSE 1476#ifdef TREASURE_VERBOSE
1646 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1477 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1647#endif 1478#endif
1648 if (*tmp->name == '!') 1479 if (*tmp->name == '!')
1649 name = tmp->name + 1, neg = 1; 1480 name = tmp->name + 1, neg = 1;
1650 else 1481 else
1651 name = tmp->name, neg = 0; 1482 name = tmp->name, neg = 0;
1652 1483
1653 /* If we match name, then return the opposite of 'neg' */ 1484 /* If we match name, then return the opposite of 'neg' */
1654 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1485 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1655 return !neg; 1486 return !neg;
1656 1487
1657 /* Set success as true, since if the match was an inverse, it means 1488 /* Set success as true, since if the match was an inverse, it means
1658 * everything is allowed except what we match 1489 * everything is allowed except what we match
1659 */ 1490 */
1660 else if (neg) 1491 else if (neg)
1661 success = 1; 1492 success = 1;
1662 } 1493 }
1494
1663 return success; 1495 return success;
1664} 1496}
1665 1497
1666/* 1498/*
1667 * Fixes the given object, giving it the abilities and titles 1499 * Fixes the given object, giving it the abilities and titles
1718 return; 1550 return;
1719 } 1551 }
1720 1552
1721 for (i = 0; i < ARTIFACT_TRIES; i++) 1553 for (i = 0; i < ARTIFACT_TRIES; i++)
1722 { 1554 {
1723 int roll = RANDOM () % al->total_chance; 1555 int roll = rndm (al->total_chance);
1724 1556
1725 for (art = al->items; art != NULL; art = art->next) 1557 for (art = al->items; art; art = art->next)
1726 { 1558 {
1727 roll -= art->chance; 1559 roll -= art->chance;
1728 if (roll < 0) 1560 if (roll < 0)
1729 break; 1561 break;
1730 } 1562 }
1746 continue; 1578 continue;
1747 1579
1748 if (!legal_artifact_combination (op, art)) 1580 if (!legal_artifact_combination (op, art))
1749 { 1581 {
1750#ifdef TREASURE_VERBOSE 1582#ifdef TREASURE_VERBOSE
1751 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1583 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1752#endif 1584#endif
1753 continue; 1585 continue;
1754 } 1586 }
1587
1755 give_artifact_abilities (op, art->item); 1588 give_artifact_abilities (op, art->item);
1756 return; 1589 return;
1757 } 1590 }
1758} 1591}
1759 1592
1796 item->level = donor->level; 1629 item->level = donor->level;
1797 1630
1798 /* if donor has some attacktypes, the flesh is poisonous */ 1631 /* if donor has some attacktypes, the flesh is poisonous */
1799 if (donor->attacktype & AT_POISON) 1632 if (donor->attacktype & AT_POISON)
1800 item->type = POISON; 1633 item->type = POISON;
1634
1801 if (donor->attacktype & AT_ACID) 1635 if (donor->attacktype & AT_ACID)
1802 item->stats.hp = -1 * item->stats.food; 1636 item->stats.hp = -1 * item->stats.food;
1637
1803 SET_FLAG (item, FLAG_NO_STEAL); 1638 SET_FLAG (item, FLAG_NO_STEAL);
1804 } 1639 }
1805} 1640}
1806 1641
1807/* special_potion() - so that old potion code is still done right. */ 1642/* special_potion() - so that old potion code is still done right. */
1808
1809int 1643int
1810special_potion (object *op) 1644special_potion (object *op)
1811{ 1645{
1812 if (op->attacktype) 1646 if (op->attacktype)
1813 return 1; 1647 return 1;
1823} 1657}
1824 1658
1825void 1659void
1826free_treasurestruct (treasure *t) 1660free_treasurestruct (treasure *t)
1827{ 1661{
1828 if (t->next)
1829 free_treasurestruct (t->next); 1662 if (t->next) free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes); 1663 if (t->next_yes) free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no); 1664 if (t->next_no) free_treasurestruct (t->next_no);
1834 1665
1835 delete t; 1666 delete t;
1836} 1667}
1837 1668
1838void 1669void
1843 1674
1844 delete lc; 1675 delete lc;
1845} 1676}
1846 1677
1847void 1678void
1848free_artifact (artifact * at) 1679free_artifact (artifact *at)
1849{ 1680{
1850 if (at->next)
1851 free_artifact (at->next); 1681 if (at->next) free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed); 1682 if (at->allowed) free_charlinks (at->allowed);
1855 1683
1856 at->item->destroy (1); 1684 at->item->destroy ();
1857 1685
1858 delete at; 1686 sfree (at);
1859} 1687}
1860 1688
1861void 1689void
1862free_artifactlist (artifactlist * al) 1690free_artifactlist (artifactlist *al)
1863{ 1691{
1864 artifactlist *nextal; 1692 artifactlist *nextal;
1865 1693
1866 for (al = first_artifactlist; al; al = nextal) 1694 for (al = first_artifactlist; al; al = nextal)
1867 { 1695 {
1868 nextal = al->next; 1696 nextal = al->next;
1869 1697
1870 if (al->items) 1698 if (al->items)
1871 free_artifact (al->items); 1699 free_artifact (al->items);
1872 1700
1873 free (al); 1701 sfree (al);
1874 } 1702 }
1875} 1703}
1876 1704
1877void 1705void
1878free_all_treasures (void) 1706free_all_treasures (void)
1879{ 1707{
1880 treasurelist *tl, *next; 1708 treasurelist *tl, *next;
1881 1709
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next) 1710 for (tl = first_treasurelist; tl; tl = next)
1884 { 1711 {
1712 clear (tl);
1713
1885 next = tl->next; 1714 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl; 1715 delete tl;
1889 } 1716 }
1717
1890 free_artifactlist (first_artifactlist); 1718 free_artifactlist (first_artifactlist);
1891} 1719}

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