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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.35 by root, Sat Jan 27 02:19:36 2007 UTC vs.
Revision 1.60 by root, Sat May 12 18:14:47 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */ 23 */
24 24
25#define ALLOWED_COMBINATION
26
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
29 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
30 * left on 28 * left on
31 */ 29 */
32#define TREASURE_DEBUG 30#define TREASURE_DEBUG
33 31
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 33
36/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
37 35
38#include <global.h> 36#include <global.h>
39#include <treasure.h> 37#include <treasure.h>
40#include <funcpoint.h> 38#include <funcpoint.h>
41#include <loader.h> 39#include <loader.h>
42 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
43 44
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 46
47/* 47typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 48 const char *,
49 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
50 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
51void 99void
52init_archetype_pointers () 100clear (treasurelist *tl)
53{ 101{
54 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
55 107
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; 108 tl->total_chance = 0;
88
89 return t;
90} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
91 131
92/* 132/*
93 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
95 */ 135 */
96
97static treasure * 136static treasure *
98load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
99{ 138{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
102 int value;
103 140
104 nroftreasures++; 141 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 142
109 if (*buf == '#') 143 for (;;)
110 continue; 144 {
111 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 146
117 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 148 {
122 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
123 t->name = variable; 150 t->item = archetype::get (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 151 break;
125 t->change_arch.name = variable; 152
126 else if (sscanf (cp, "change_title %s", variable)) 153 case KW_list: f.get (t->name); break;
127 t->change_arch.title = variable; 154 case KW_change_name: f.get (t->change_arch.name); break;
128 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_title: f.get (t->change_arch.title); break;
129 t->change_arch.slaying = variable; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
130 else if (sscanf (cp, "chance %d", &value)) 157 case KW_chance: f.get (t->chance); break;
131 t->chance = (uint8) value; 158 case KW_nrof: f.get (t->nrof); break;
132 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_magic: f.get (t->magic); break;
133 t->nrof = (uint16) value; 160
134 else if (sscanf (cp, "magic %d", &value)) 161 case KW_yes: t->next_yes = read_treasure (f); continue;
135 t->magic = (uint8) value; 162 case KW_no: t->next_no = read_treasure (f); continue;
136 else if (!strcmp (cp, "yes")) 163
137 t->next_yes = load_treasure (fp, line); 164 case KW_end:
138 else if (!strcmp (cp, "no")) 165 f.next ();
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 {
144 t->next = load_treasure (fp, line);
145 return t; 166 return t;
146 }
147 else
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
149 }
150 LOG (llevError, "treasure lacks 'end'.\n");
151 return t;
152}
153 167
154#ifdef TREASURE_DEBUG 168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
155 171
156/* recursived checks the linked list. Treasurelist is passed only 172 default:
157 * so that the treasure name can be printed out 173 if (!f.parse_error ("treasurelist", t->name))
158 */ 174 return 0;
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
175 175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
176/* 183/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
179 */ 185 */
180 186treasurelist *
181void 187treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 188{
184 FILE *fp; 189 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;
189 190
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 193 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
194 return; 196 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 197
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. 198 /* 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 199 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
217 */ 201 */
218 if (!strncmp (buf, "treasureone", 11)) 202 if (one)
203 {
204 for (treasure *t = tl->items; t; t = t->next)
205 {
206 if (t->next_yes || t->next_no)
219 { 207 {
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); 208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 209 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 210 }
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);
237 211
238#ifdef TREASURE_DEBUG 212 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 213 }
240 * verify that list transitions work (ie, the list that it is supposed 214 }
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}
248 215
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; 216 return tl;
270} 217}
271
272 218
273/* 219/*
274 * Generates the objects specified by the given treasure. 220 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 221 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 222 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 228 * start with equipment, but only their abilities).
283 */ 229 */
284static void 230static void
285put_treasure (object *op, object *creator, int flags) 231put_treasure (object *op, object *creator, int flags)
286{ 232{
287 object *tmp; 233 if (flags & GT_ENVIRONMENT)
288 234 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* Bit of a hack - spells should never be put onto the map. The entire
290 * treasure stuff is a problem - there is no clear idea of knowing 236 * treasure stuff is a problem - there is no clear idea of knowing
291 * this is the original object, or if this is an object that should be created 237 * this is the original object, or if this is an object that should be created
292 * by another object. 238 * by another object.
293 */ 239 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 241 if (op->type == SPELL)
242 {
243 op->destroy ();
244 return;
245 }
246
247 op->expand_tail ();
248
249 if (ob_blocked (op, creator->map, creator->x, creator->y))
250 op->destroy ();
251 else
252 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 }
298 } 256 }
299 else 257 else
300 { 258 {
301 op = creator->insert (op); 259 op = creator->insert (op);
302 260
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op); 262 monster_check_apply (creator, op);
305 263
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
307 esrv_send_item (tmp, op); 266 esrv_send_item (tmp, op);
308 } 267 }
309} 268}
310 269
311/* if there are change_xxx commands in the treasure, we include the changes 270/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 271 * in the generated object
326 285
327 if (t->change_arch.slaying) 286 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 287 op->slaying = t->change_arch.slaying;
329} 288}
330 289
331void 290static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 291create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 292{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 293 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 294 {
338 if (t->name) 295 if (t->name)
339 { 296 {
340 if (difficulty >= t->magic) 297 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name); 298 if (treasurelist *tl = treasurelist::find (t->name))
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries); 299 create_treasure (tl, op, flag, difficulty, tries);
345 } 300 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
346 } 302 }
347 else 303 else
348 { 304 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 { 306 {
351 tmp = arch_to_object (t->item); 307 object *tmp = arch_to_object (t->item);
308
352 if (t->nrof && tmp->nrof <= 1) 309 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = rndm (t->nrof) + 1; 310 tmp->nrof = rndm (t->nrof) + 1;
354 311
355 fix_generated_item (tmp, op, difficulty, t->magic, flag); 312 fix_generated_item (tmp, op, difficulty, t->magic, flag);
356 change_treasure (t, tmp); 313 change_treasure (t, tmp);
357 put_treasure (tmp, op, flag); 314 put_treasure (tmp, op, flag);
358 } 315 }
359 } 316 }
360 317
361 if (t->next_yes != NULL) 318 if (t->next_yes)
362 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 319 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
363 } 320 }
364 else if (t->next_no != NULL) 321 else if (t->next_no)
365 create_all_treasures (t->next_no, op, flag, difficulty, tries); 322 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366 323
367 if (t->next != NULL) 324 if (t->next)
368 create_all_treasures (t->next, op, flag, difficulty, tries); 325 create_all_treasures (t->next, op, flag, difficulty, tries);
369} 326}
370 327
371void 328static void
372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 329create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
373{ 330{
374 int value = rndm (tl->total_chance); 331 int value = rndm (tl->total_chance);
375 treasure *t; 332 treasure *t;
376 333
378 { 335 {
379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 336 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380 return; 337 return;
381 } 338 }
382 339
383 for (t = tl->items; t != NULL; t = t->next) 340 for (t = tl->items; t; t = t->next)
384 { 341 {
385 value -= t->chance; 342 value -= t->chance;
386 343
387 if (value < 0) 344 if (value < 0)
388 break; 345 break;
389 } 346 }
390 347
391 if (!t || value >= 0) 348 if (!t || value >= 0)
392 {
393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 349 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
394 abort ();
395 return;
396 }
397 350
398 if (t->name) 351 if (t->name)
399 { 352 {
400 if (difficulty >= t->magic) 353 if (difficulty >= t->magic)
401 { 354 {
402 treasurelist *tl = find_treasurelist (t->name); 355 treasurelist *tl = treasurelist::find (t->name);
403 if (tl) 356 if (tl)
404 create_treasure (tl, op, flag, difficulty, tries); 357 create_treasure (tl, op, flag, difficulty, tries);
405 } 358 }
406 else if (t->nrof) 359 else if (t->nrof)
407 create_one_treasure (tl, op, flag, difficulty, tries); 360 create_one_treasure (tl, op, flag, difficulty, tries);
408
409 return;
410 } 361 }
411
412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
413 { 363 {
414 object *tmp = arch_to_object (t->item); 364 if (object *tmp = arch_to_object (t->item))
415 365 {
416 if (!tmp)
417 return;
418
419 if (t->nrof && tmp->nrof <= 1) 366 if (t->nrof && tmp->nrof <= 1)
420 tmp->nrof = rndm (t->nrof) + 1; 367 tmp->nrof = rndm (t->nrof) + 1;
421 368
422 fix_generated_item (tmp, op, difficulty, t->magic, flag); 369 fix_generated_item (tmp, op, difficulty, t->magic, flag);
423 change_treasure (t, tmp); 370 change_treasure (t, tmp);
424 put_treasure (tmp, op, flag); 371 put_treasure (tmp, op, flag);
372 }
425 } 373 }
374}
375
376void
377object::create_treasure (treasurelist *tl, int flags)
378{
379 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
426} 380}
427 381
428/* This calls the appropriate treasure creation function. tries is passed 382/* This calls the appropriate treasure creation function. tries is passed
429 * to determine how many list transitions or attempts to create treasure 383 * to determine how many list transitions or attempts to create treasure
430 * have been made. It is really in place to prevent infinite loops with 384 * have been made. It is really in place to prevent infinite loops with
433 * to do that. 387 * to do that.
434 */ 388 */
435void 389void
436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 390create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
437{ 391{
392 // empty treasurelists are legal
393 if (!tl->items)
394 return;
438 395
439 if (tries++ > 100) 396 if (tries++ > 100)
440 { 397 {
441 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
442 return; 399 return;
443 } 400 }
401
402 if (op->flag [FLAG_TREASURE_ENV])
403 {
404 // do not generate items when there already is something above the object
405 if (op->flag [FLAG_IS_FLOOR] && op->above)
406 return;
407
408 flag |= GT_ENVIRONMENT;
409 }
410
444 if (tl->total_chance) 411 if (tl->total_chance)
445 create_one_treasure (tl, op, flag, difficulty, tries); 412 create_one_treasure (tl, op, flag, difficulty, tries);
446 else 413 else
447 create_all_treasures (tl->items, op, flag, difficulty, tries); 414 create_all_treasures (tl->items, op, flag, difficulty, tries);
448} 415}
455object * 422object *
456generate_treasure (treasurelist *tl, int difficulty) 423generate_treasure (treasurelist *tl, int difficulty)
457{ 424{
458 difficulty = clamp (difficulty, 1, settings.max_level); 425 difficulty = clamp (difficulty, 1, settings.max_level);
459 426
460 object *ob = object::create (), *tmp; 427 object *ob = object::create ();
461 428
462 create_treasure (tl, ob, 0, difficulty, 0); 429 create_treasure (tl, ob, 0, difficulty, 0);
463 430
464 /* Don't want to free the object we are about to return */ 431 /* Don't want to free the object we are about to return */
465 tmp = ob->inv; 432 object *tmp = ob->inv;
466 if (tmp != NULL) 433 if (tmp)
467 tmp->remove (); 434 tmp->remove ();
468 435
469 if (ob->inv) 436 if (ob->inv)
470 LOG (llevError, "In generate treasure, created multiple objects.\n"); 437 LOG (llevError, "In generate treasure, created multiple objects.\n");
471 438
479 * The array has two arguments, the difficulty of the level, and the 446 * The array has two arguments, the difficulty of the level, and the
480 * magical bonus "wanted". 447 * magical bonus "wanted".
481 */ 448 */
482 449
483static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 450static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
484
485/*chance of magic difficulty*/ 451// chance of magic difficulty
486
487/* +0 +1 +2 +3 +4 */ 452// +0 +1 +2 +3 +4
488 {95, 2, 2, 1, 0}, /*1 */ 453 {95, 2, 2, 1, 0}, // 1
489 {92, 5, 2, 1, 0}, /*2 */ 454 {92, 5, 2, 1, 0}, // 2
490 {85, 10, 4, 1, 0}, /*3 */ 455 {85, 10, 4, 1, 0}, // 3
491 {80, 14, 4, 2, 0}, /*4 */ 456 {80, 14, 4, 2, 0}, // 4
492 {75, 17, 5, 2, 1}, /*5 */ 457 {75, 17, 5, 2, 1}, // 5
493 {70, 18, 8, 3, 1}, /*6 */ 458 {70, 18, 8, 3, 1}, // 6
494 {65, 21, 10, 3, 1}, /*7 */ 459 {65, 21, 10, 3, 1}, // 7
495 {60, 22, 12, 4, 2}, /*8 */ 460 {60, 22, 12, 4, 2}, // 8
496 {55, 25, 14, 4, 2}, /*9 */ 461 {55, 25, 14, 4, 2}, // 9
497 {50, 27, 16, 5, 2}, /*10 */ 462 {50, 27, 16, 5, 2}, // 10
498 {45, 28, 18, 6, 3}, /*11 */ 463 {45, 28, 18, 6, 3}, // 11
499 {42, 28, 20, 7, 3}, /*12 */ 464 {42, 28, 20, 7, 3}, // 12
500 {40, 27, 21, 8, 4}, /*13 */ 465 {40, 27, 21, 8, 4}, // 13
501 {38, 25, 22, 10, 5}, /*14 */ 466 {38, 25, 22, 10, 5}, // 14
502 {36, 23, 23, 12, 6}, /*15 */ 467 {36, 23, 23, 12, 6}, // 15
503 {33, 21, 24, 14, 8}, /*16 */ 468 {33, 21, 24, 14, 8}, // 16
504 {31, 19, 25, 16, 9}, /*17 */ 469 {31, 19, 25, 16, 9}, // 17
505 {27, 15, 30, 18, 10}, /*18 */ 470 {27, 15, 30, 18, 10}, // 18
506 {20, 12, 30, 25, 13}, /*19 */ 471 {20, 12, 30, 25, 13}, // 19
507 {15, 10, 28, 30, 17}, /*20 */ 472 {15, 10, 28, 30, 17}, // 20
508 {13, 9, 27, 28, 23}, /*21 */ 473 {13, 9, 27, 28, 23}, // 21
509 {10, 8, 25, 28, 29}, /*22 */ 474 {10, 8, 25, 28, 29}, // 22
510 {8, 7, 23, 26, 36}, /*23 */ 475 { 8, 7, 23, 26, 36}, // 23
511 {6, 6, 20, 22, 46}, /*24 */ 476 { 6, 6, 20, 22, 46}, // 24
512 {4, 5, 17, 18, 56}, /*25 */ 477 { 4, 5, 17, 18, 56}, // 25
513 {2, 4, 12, 14, 68}, /*26 */ 478 { 2, 4, 12, 14, 68}, // 26
514 {0, 3, 7, 10, 80}, /*27 */ 479 { 0, 3, 7, 10, 80}, // 27
515 {0, 0, 3, 7, 90}, /*28 */ 480 { 0, 0, 3, 7, 90}, // 28
516 {0, 0, 0, 3, 97}, /*29 */ 481 { 0, 0, 0, 3, 97}, // 29
517 {0, 0, 0, 0, 100}, /*30 */ 482 { 0, 0, 0, 0, 100}, // 30
518 {0, 0, 0, 0, 100}, /*31 */ 483 { 0, 0, 0, 0, 100}, // 31
519}; 484};
520
521 485
522/* calculate the appropriate level for wands staves and scrolls. 486/* calculate the appropriate level for wands staves and scrolls.
523 * This code presumes that op has had its spell object created (in op->inv) 487 * This code presumes that op has had its spell object created (in op->inv)
524 * 488 *
525 * elmex Wed Aug 9 17:44:59 CEST 2006: 489 * elmex Wed Aug 9 17:44:59 CEST 2006:
526 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
527 */ 491 */
528
529int 492int
530level_for_item (const object *op, int difficulty) 493level_for_item (const object *op, int difficulty)
531{ 494{
532 int olevel = 0; 495 int olevel = 0;
533 496
556 * elmex Thu Aug 10 18:45:44 CEST 2006: 519 * elmex Thu Aug 10 18:45:44 CEST 2006:
557 * Scaling difficulty by max_level, as difficulty is a level and not some 520 * Scaling difficulty by max_level, as difficulty is a level and not some
558 * weird integer between 1-31. 521 * weird integer between 1-31.
559 * 522 *
560 */ 523 */
561
562int 524int
563magic_from_difficulty (int difficulty) 525magic_from_difficulty (int difficulty)
564{ 526{
565 int percent = 0, magic = 0; 527 int percent = 0, magic = 0;
566 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
654 * 1) Since rings can have multiple bonuses, if the same bonus 616 * 1) Since rings can have multiple bonuses, if the same bonus
655 * is rolled again, increase it - the bonuses now stack with 617 * is rolled again, increase it - the bonuses now stack with
656 * other bonuses previously rolled and ones the item might natively have. 618 * other bonuses previously rolled and ones the item might natively have.
657 * 2) Add code to deal with new PR method. 619 * 2) Add code to deal with new PR method.
658 */ 620 */
659
660void 621void
661set_ring_bonus (object *op, int bonus) 622set_ring_bonus (object *op, int bonus)
662{ 623{
663 624
664 int r = rndm (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
687 case 2: 648 case 2:
688 case 3: 649 case 3:
689 case 4: 650 case 4:
690 case 5: 651 case 5:
691 case 6: 652 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 653 op->stats.stat (r) += bonus;
693 break; 654 break;
694 655
695 case 7: 656 case 7:
696 op->stats.dam += bonus; 657 op->stats.dam += bonus;
697 break; 658 break;
831 * value. 792 * value.
832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 793 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
833 * a working object - don't change magic, value, etc, but set it material 794 * a working object - don't change magic, value, etc, but set it material
834 * type as appropriate, for objects that need spell objects, set those, etc 795 * type as appropriate, for objects that need spell objects, set those, etc
835 */ 796 */
836
837void 797void
838fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 798fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
839{ 799{
840 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 800 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
841 801
846 save_item_power = op->item_power; 806 save_item_power = op->item_power;
847 op->item_power = 0; 807 op->item_power = 0;
848 808
849 if (op->randomitems && op->type != SPELL) 809 if (op->randomitems && op->type != SPELL)
850 { 810 {
851 create_treasure (op->randomitems, op, flags, difficulty, 0); 811 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
852 if (!op->inv)
853 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
854
855 /* So the treasure doesn't get created again */ 812 /* So the treasure doesn't get created again */
856 op->randomitems = NULL; 813 op->randomitems = 0;
857 } 814 }
858 815
859 if (difficulty < 1) 816 if (difficulty < 1)
860 difficulty = 1; 817 difficulty = 1;
861 818
1174 */ 1131 */
1175 1132
1176/* 1133/*
1177 * Allocate and return the pointer to an empty artifactlist structure. 1134 * Allocate and return the pointer to an empty artifactlist structure.
1178 */ 1135 */
1179
1180static artifactlist * 1136static artifactlist *
1181get_empty_artifactlist (void) 1137get_empty_artifactlist (void)
1182{ 1138{
1183 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1139 return salloc0 <artifactlist> ();
1184
1185 if (al == NULL)
1186 fatal (OUT_OF_MEMORY);
1187 al->next = NULL;
1188 al->items = NULL;
1189 al->total_chance = 0;
1190 return al;
1191} 1140}
1192 1141
1193/* 1142/*
1194 * Allocate and return the pointer to an empty artifact structure. 1143 * Allocate and return the pointer to an empty artifact structure.
1195 */ 1144 */
1196
1197static artifact * 1145static artifact *
1198get_empty_artifact (void) 1146get_empty_artifact (void)
1199{ 1147{
1200 artifact *a = (artifact *) malloc (sizeof (artifact)); 1148 return salloc0 <artifact> ();
1201
1202 if (a == NULL)
1203 fatal (OUT_OF_MEMORY);
1204 a->item = NULL;
1205 a->next = NULL;
1206 a->chance = 0;
1207 a->difficulty = 0;
1208 a->allowed = NULL;
1209 return a;
1210} 1149}
1211 1150
1212/* 1151/*
1213 * Searches the artifact lists and returns one that has the same type 1152 * Searches the artifact lists and returns one that has the same type
1214 * of objects on it. 1153 * of objects on it.
1215 */ 1154 */
1216
1217artifactlist * 1155artifactlist *
1218find_artifactlist (int type) 1156find_artifactlist (int type)
1219{ 1157{
1220 artifactlist *al;
1221
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1158 for (artifactlist *al = first_artifactlist; al; al = al->next)
1223 if (al->type == type) 1159 if (al->type == type)
1224 return al; 1160 return al;
1161
1225 return NULL; 1162 return 0;
1226} 1163}
1227 1164
1228/* 1165/*
1229 * For debugging purposes. Dumps all tables. 1166 * For debugging purposes. Dumps all tables.
1230 */ 1167 */
1231
1232void 1168void
1233dump_artifacts (void) 1169dump_artifacts (void)
1234{ 1170{
1235 artifactlist *al; 1171 artifactlist *al;
1236 artifact *art; 1172 artifact *art;
1243 for (art = al->items; art != NULL; art = art->next) 1179 for (art = al->items; art != NULL; art = art->next)
1244 { 1180 {
1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1181 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246 if (art->allowed != NULL) 1182 if (art->allowed != NULL)
1247 { 1183 {
1248 fprintf (logfile, "\tAllowed combinations:"); 1184 fprintf (logfile, "\tallowed combinations:");
1249 for (next = art->allowed; next != NULL; next = next->next) 1185 for (next = art->allowed; next != NULL; next = next->next)
1250 fprintf (logfile, "%s,", &next->name); 1186 fprintf (logfile, "%s,", &next->name);
1251 fprintf (logfile, "\n"); 1187 fprintf (logfile, "\n");
1252 } 1188 }
1253 } 1189 }
1264 treasurelist *tl; 1200 treasurelist *tl;
1265 int i; 1201 int i;
1266 1202
1267 if (depth > 100) 1203 if (depth > 100)
1268 return; 1204 return;
1205
1269 while (t) 1206 while (t)
1270 { 1207 {
1271 if (t->name) 1208 if (t->name)
1272 { 1209 {
1273 for (i = 0; i < depth; i++) 1210 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1211 fprintf (logfile, " ");
1212
1275 fprintf (logfile, "{ (list: %s)\n", &t->name); 1213 fprintf (logfile, "{ (list: %s)\n", &t->name);
1214
1276 tl = find_treasurelist (t->name); 1215 tl = treasurelist::find (t->name);
1277 if (tl) 1216 if (tl)
1278 dump_monster_treasure_rec (name, tl->items, depth + 2); 1217 dump_monster_treasure_rec (name, tl->items, depth + 2);
1218
1279 for (i = 0; i < depth; i++) 1219 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1220 fprintf (logfile, " ");
1221
1281 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1222 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1282 } 1223 }
1283 else 1224 else
1284 { 1225 {
1285 for (i = 0; i < depth; i++) 1226 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " "); 1227 fprintf (logfile, " ");
1228
1287 if (t->item && t->item->clone.type == FLESH) 1229 if (t->item && t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1230 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else 1231 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name); 1232 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 } 1233 }
1292 1234
1293 if (t->next_yes) 1235 if (t->next_yes)
1294 { 1236 {
1295 for (i = 0; i < depth; i++) 1237 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " "); 1238 fprintf (logfile, " ");
1239
1297 fprintf (logfile, " (if yes)\n"); 1240 fprintf (logfile, " (if yes)\n");
1298 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1241 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1299 } 1242 }
1300 1243
1301 if (t->next_no) 1244 if (t->next_no)
1302 { 1245 {
1303 for (i = 0; i < depth; i++) 1246 for (i = 0; i < depth; i++)
1304 fprintf (logfile, " "); 1247 fprintf (logfile, " ");
1248
1305 fprintf (logfile, " (if no)\n"); 1249 fprintf (logfile, " (if no)\n");
1306 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1250 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1307 } 1251 }
1308 1252
1309 t = t->next; 1253 t = t->next;
1312 1256
1313/* 1257/*
1314 * For debugging purposes. Dumps all treasures for a given monster. 1258 * For debugging purposes. Dumps all treasures for a given monster.
1315 * Created originally by Raphael Quinet for debugging the alchemy code. 1259 * Created originally by Raphael Quinet for debugging the alchemy code.
1316 */ 1260 */
1317
1318void 1261void
1319dump_monster_treasure (const char *name) 1262dump_monster_treasure (const char *name)
1320{ 1263{
1321 archetype *at; 1264 archetype *at;
1322 int found; 1265 int found;
1323 1266
1324 found = 0; 1267 found = 0;
1325 fprintf (logfile, "\n"); 1268 fprintf (logfile, "\n");
1269
1326 for (at = first_archetype; at != NULL; at = at->next) 1270 for (at = first_archetype; at != NULL; at = at->next)
1327 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1271 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1328 { 1272 {
1329 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1330 if (at->clone.randomitems != NULL) 1274 if (at->clone.randomitems != NULL)
1331 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1275 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1332 else 1276 else
1333 fprintf (logfile, "(nothing)\n"); 1277 fprintf (logfile, "(nothing)\n");
1278
1334 fprintf (logfile, "\n"); 1279 fprintf (logfile, "\n");
1335 found++; 1280 found++;
1336 } 1281 }
1282
1337 if (found == 0) 1283 if (found == 0)
1338 fprintf (logfile, "No objects have the name %s!\n\n", name); 1284 fprintf (logfile, "No objects have the name %s!\n\n", name);
1339} 1285}
1340 1286
1341/* 1287/*
1342 * Builds up the lists of artifacts from the file in the libdir. 1288 * Builds up the lists of artifacts from the file in the libdir.
1343 */ 1289 */
1344
1345void 1290void
1346init_artifacts (void) 1291init_artifacts (void)
1347{ 1292{
1348 static int has_been_inited = 0; 1293 static int has_been_inited = 0;
1349 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1294 char filename[MAX_BUF];
1350 artifact *art = NULL; 1295 artifact *art = NULL;
1351 linked_char *tmp;
1352 int value;
1353 artifactlist *al; 1296 artifactlist *al;
1354 1297
1355 if (has_been_inited) 1298 if (has_been_inited)
1356 return; 1299 return;
1357 else 1300 else
1358 has_been_inited = 1; 1301 has_been_inited = 1;
1359 1302
1360 sprintf (filename, "%s/artifacts", settings.datadir); 1303 sprintf (filename, "%s/artifacts", settings.datadir);
1361 object_thawer thawer (filename); 1304 object_thawer f (filename);
1362 1305
1363 if (!thawer) 1306 if (!f)
1364 return; 1307 return;
1365 1308
1366 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1309 f.next ();
1367 {
1368 if (*buf == '#')
1369 continue;
1370 if ((cp = strchr (buf, '\n')) != NULL)
1371 *cp = '\0';
1372 cp = buf;
1373 while (*cp == ' ') /* Skip blanks */
1374 cp++;
1375 if (*cp == '\0')
1376 continue;
1377 1310
1378 if (!strncmp (cp, "Allowed", 7)) 1311 for (;;)
1312 {
1313 switch (f.kw)
1379 { 1314 {
1315 case KW_allowed:
1380 if (art == NULL) 1316 if (!art)
1317 art = get_empty_artifact ();
1318
1381 { 1319 {
1382 art = get_empty_artifact (); 1320 if (!strcmp (f.get_str (), "all"))
1383 nrofartifacts++; 1321 break;
1322
1323 char *next, *cp = f.get_str ();
1324
1325 do
1326 {
1327 if ((next = strchr (cp, ',')))
1328 *next++ = '\0';
1329
1330 linked_char *tmp = new linked_char;
1331
1332 tmp->name = cp;
1333 tmp->next = art->allowed;
1334 art->allowed = tmp;
1335 }
1336 while ((cp = next));
1384 } 1337 }
1385 cp = strchr (cp, ' ') + 1; 1338 break;
1386 if (!strcmp (cp, "all")) 1339
1340 case KW_chance:
1341 f.get (art->chance);
1342 break;
1343
1344 case KW_difficulty:
1345 f.get (art->difficulty);
1346 break;
1347
1348 case KW_object:
1349 {
1350 art->item = object::create ();
1351 f.get (art->item->name);
1352 f.next ();
1353
1354 if (!art->item->parse_kv (f))
1355 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1356
1357 al = find_artifactlist (art->item->type);
1358
1359 if (!al)
1360 {
1361 al = get_empty_artifactlist ();
1362 al->type = art->item->type;
1363 al->next = first_artifactlist;
1364 first_artifactlist = al;
1365 }
1366
1367 art->next = al->items;
1368 al->items = art;
1369 art = 0;
1370 }
1387 continue; 1371 continue;
1388 1372
1389 do 1373 case KW_EOF:
1374 goto done;
1375
1376 default:
1377 if (!f.parse_error ("artifacts file"))
1378 cleanup ("artifacts file required");
1390 { 1379 break;
1391 nrofallowedstr++;
1392 if ((next = strchr (cp, ',')) != NULL)
1393 *(next++) = '\0';
1394 tmp = new linked_char;
1395
1396 tmp->name = cp;
1397 tmp->next = art->allowed;
1398 art->allowed = tmp;
1399 }
1400 while ((cp = next) != NULL);
1401 }
1402 else if (sscanf (cp, "chance %d", &value))
1403 art->chance = (uint16) value;
1404 else if (sscanf (cp, "difficulty %d", &value))
1405 art->difficulty = (uint8) value;
1406 else if (!strncmp (cp, "Object", 6))
1407 { 1380 }
1408 art->item = object::create ();
1409 1381
1410 if (!load_object (thawer, art->item, 0)) 1382 f.next ();
1411 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1412
1413 art->item->name = strchr (cp, ' ') + 1;
1414 al = find_artifactlist (art->item->type);
1415 if (al == NULL)
1416 {
1417 al = get_empty_artifactlist ();
1418 al->type = art->item->type;
1419 al->next = first_artifactlist;
1420 first_artifactlist = al;
1421 }
1422 art->next = al->items;
1423 al->items = art;
1424 art = NULL;
1425 }
1426 else
1427 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1428 } 1383 }
1429 1384
1385done:
1430 for (al = first_artifactlist; al != NULL; al = al->next) 1386 for (al = first_artifactlist; al; al = al->next)
1431 { 1387 {
1388 al->total_chance = 0;
1389
1432 for (art = al->items; art != NULL; art = art->next) 1390 for (art = al->items; art; art = art->next)
1433 { 1391 {
1434 if (!art->chance) 1392 if (!art->chance)
1435 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1393 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1436 else 1394 else
1437 al->total_chance += art->chance; 1395 al->total_chance += art->chance;
1442 } 1400 }
1443 1401
1444 LOG (llevDebug, "done.\n"); 1402 LOG (llevDebug, "done.\n");
1445} 1403}
1446 1404
1447
1448/* 1405/*
1449 * Used in artifact generation. The bonuses of the first object 1406 * Used in artifact generation. The bonuses of the first object
1450 * is modified by the bonuses of the second object. 1407 * is modified by the bonuses of the second object.
1451 */ 1408 */
1452
1453void 1409void
1454add_abilities (object *op, object *change) 1410add_abilities (object *op, object *change)
1455{ 1411{
1456 int i, tmp; 1412 int i, tmp;
1457 1413
1458 if (change->face != blank_face) 1414 if (change->face != blank_face)
1459 { 1415 {
1460#ifdef TREASURE_VERBOSE 1416#ifdef TREASURE_VERBOSE
1461 LOG (llevDebug, "FACE: %d\n", change->face->number); 1417 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1462#endif 1418#endif
1463 op->face = change->face; 1419 op->face = change->face;
1464 } 1420 }
1465 1421
1466 for (i = 0; i < NUM_STATS; i++) 1422 for (i = 0; i < NUM_STATS; i++)
1467 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1423 change_attr_value (&(op->stats), i, change->stats.stat (i));
1468 1424
1469 op->attacktype |= change->attacktype; 1425 op->attacktype |= change->attacktype;
1470 op->path_attuned |= change->path_attuned; 1426 op->path_attuned |= change->path_attuned;
1471 op->path_repelled |= change->path_repelled; 1427 op->path_repelled |= change->path_repelled;
1472 op->path_denied |= change->path_denied; 1428 op->path_denied |= change->path_denied;
1619 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1575 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1620 } 1576 }
1621 1577
1622 op->value *= change->value; 1578 op->value *= change->value;
1623 1579
1624 if (change->material) 1580 if (change->materials)
1625 op->material = change->material; 1581 op->materials = change->materials;
1626 1582
1627 if (change->materialname) 1583 if (change->materialname)
1628 op->materialname = change->materialname; 1584 op->materialname = change->materialname;
1629 1585
1630 if (change->slaying) 1586 if (change->slaying)
1636 if (change->msg) 1592 if (change->msg)
1637 op->msg = change->msg; 1593 op->msg = change->msg;
1638} 1594}
1639 1595
1640static int 1596static int
1641legal_artifact_combination (object *op, artifact * art) 1597legal_artifact_combination (object *op, artifact *art)
1642{ 1598{
1643 int neg, success = 0; 1599 int neg, success = 0;
1644 linked_char *tmp; 1600 linked_char *tmp;
1645 const char *name; 1601 const char *name;
1646 1602
1647 if (art->allowed == (linked_char *) NULL) 1603 if (!art->allowed)
1648 return 1; /* Ie, "all" */ 1604 return 1; /* Ie, "all" */
1605
1649 for (tmp = art->allowed; tmp; tmp = tmp->next) 1606 for (tmp = art->allowed; tmp; tmp = tmp->next)
1650 { 1607 {
1651#ifdef TREASURE_VERBOSE 1608#ifdef TREASURE_VERBOSE
1652 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1653#endif 1610#endif
1654 if (*tmp->name == '!') 1611 if (*tmp->name == '!')
1655 name = tmp->name + 1, neg = 1; 1612 name = tmp->name + 1, neg = 1;
1656 else 1613 else
1657 name = tmp->name, neg = 0; 1614 name = tmp->name, neg = 0;
1664 * everything is allowed except what we match 1621 * everything is allowed except what we match
1665 */ 1622 */
1666 else if (neg) 1623 else if (neg)
1667 success = 1; 1624 success = 1;
1668 } 1625 }
1626
1669 return success; 1627 return success;
1670} 1628}
1671 1629
1672/* 1630/*
1673 * Fixes the given object, giving it the abilities and titles 1631 * Fixes the given object, giving it the abilities and titles
1752 continue; 1710 continue;
1753 1711
1754 if (!legal_artifact_combination (op, art)) 1712 if (!legal_artifact_combination (op, art))
1755 { 1713 {
1756#ifdef TREASURE_VERBOSE 1714#ifdef TREASURE_VERBOSE
1757 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1715 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1758#endif 1716#endif
1759 continue; 1717 continue;
1760 } 1718 }
1719
1761 give_artifact_abilities (op, art->item); 1720 give_artifact_abilities (op, art->item);
1762 return; 1721 return;
1763 } 1722 }
1764} 1723}
1765 1724
1809 SET_FLAG (item, FLAG_NO_STEAL); 1768 SET_FLAG (item, FLAG_NO_STEAL);
1810 } 1769 }
1811} 1770}
1812 1771
1813/* special_potion() - so that old potion code is still done right. */ 1772/* special_potion() - so that old potion code is still done right. */
1814
1815int 1773int
1816special_potion (object *op) 1774special_potion (object *op)
1817{ 1775{
1818 if (op->attacktype) 1776 if (op->attacktype)
1819 return 1; 1777 return 1;
1829} 1787}
1830 1788
1831void 1789void
1832free_treasurestruct (treasure *t) 1790free_treasurestruct (treasure *t)
1833{ 1791{
1834 if (t->next)
1835 free_treasurestruct (t->next); 1792 if (t->next) free_treasurestruct (t->next);
1836 if (t->next_yes)
1837 free_treasurestruct (t->next_yes); 1793 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no)
1839 free_treasurestruct (t->next_no); 1794 if (t->next_no) free_treasurestruct (t->next_no);
1840 1795
1841 delete t; 1796 delete t;
1842} 1797}
1843 1798
1844void 1799void
1849 1804
1850 delete lc; 1805 delete lc;
1851} 1806}
1852 1807
1853void 1808void
1854free_artifact (artifact * at) 1809free_artifact (artifact *at)
1855{ 1810{
1856 if (at->next)
1857 free_artifact (at->next); 1811 if (at->next) free_artifact (at->next);
1858
1859 if (at->allowed)
1860 free_charlinks (at->allowed); 1812 if (at->allowed) free_charlinks (at->allowed);
1861 1813
1862 at->item->destroy (1); 1814 at->item->destroy (1);
1863 1815
1864 delete at; 1816 sfree (at);
1865} 1817}
1866 1818
1867void 1819void
1868free_artifactlist (artifactlist * al) 1820free_artifactlist (artifactlist *al)
1869{ 1821{
1870 artifactlist *nextal; 1822 artifactlist *nextal;
1871 1823
1872 for (al = first_artifactlist; al; al = nextal) 1824 for (al = first_artifactlist; al; al = nextal)
1873 { 1825 {
1874 nextal = al->next; 1826 nextal = al->next;
1875 1827
1876 if (al->items) 1828 if (al->items)
1877 free_artifact (al->items); 1829 free_artifact (al->items);
1878 1830
1879 free (al); 1831 sfree (al);
1880 } 1832 }
1881} 1833}
1882 1834
1883void 1835void
1884free_all_treasures (void) 1836free_all_treasures (void)
1885{ 1837{
1886 treasurelist *tl, *next; 1838 treasurelist *tl, *next;
1887 1839
1888
1889 for (tl = first_treasurelist; tl != NULL; tl = next) 1840 for (tl = first_treasurelist; tl; tl = next)
1890 { 1841 {
1842 clear (tl);
1843
1891 next = tl->next; 1844 next = tl->next;
1892 if (tl->items)
1893 free_treasurestruct (tl->items);
1894 delete tl; 1845 delete tl;
1895 } 1846 }
1847
1896 free_artifactlist (first_artifactlist); 1848 free_artifactlist (first_artifactlist);
1897} 1849}

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