Example #1
0
/* make a random new object, returning pointer */
Object* create_object(int itemlevel)
{
    Object* newObject;
    int  r;
    int ok = false;

    while (! ok) {
        newObject = ((Object*) checkmalloc(sizeof(Object)));
        r= random_range(135);
        if (r < 20) make_thing(newObject,-1);
        else if (r < 40) make_food(newObject,-1);
        else if (r < 50) make_scroll(newObject,-1);
        else if (r < 60) make_potion(newObject,-1);
        else if (r < 70) make_weapon(newObject,-1);
        else if (r < 80) make_armor(newObject,-1);
        else if (r < 90) make_shield(newObject,-1);
        else if (r < 100) make_stick(newObject,-1);
        else if (r < 110) make_boots(newObject,-1);
        else if (r < 120) make_cloak(newObject,-1);
        else if (r < 130) make_ring(newObject,-1);
        else make_artifact(newObject,-1);
        /* not ok if object is too good for level, or if unique and already made */
        /* 1/100 chance of finding object if too good for level */
        ok = ((newObject->uniqueness < UNIQUE_MADE) &&
              ((newObject->level < itemlevel+random_range(3))
               || (random_range(100)==23)));
        if (!ok)
        {
            free_obj( newObject, true );
        }
    }
    if (newObject->uniqueness == UNIQUE_UNMADE)
        Objects[newObject->id].uniqueness=UNIQUE_MADE;
    return(newObject);
}
Example #2
0
int main(void)
{
    //OC_comp_fp_t f_ptr;
    struct Ordered_container* container_ptr = OC_create_container(&thing_comp_f);

    OC_insert(container_ptr, make_thing(5));
    OC_insert(container_ptr, make_thing(3));
    OC_insert(container_ptr, make_thing(4));
    OC_insert(container_ptr, make_thing(1));
    OC_insert(container_ptr, make_thing(2));
    OC_insert(container_ptr, make_thing(99));
    OC_insert(container_ptr, make_thing(-2));

    for (int i = 0; i < 7; ++i)
    {
        printf("Element %d: %d\n", i, *(int*)(*(container_ptr->array + i)));
    }

    printf("size = %d\n", OC_get_size(container_ptr));
    printf("Empty = %d\n", OC_empty(container_ptr));

    int search_num = 5;
    int* data_ptr = OC_find_item(container_ptr, &search_num);
    printf("Found data: %d\n", *(int*)OC_get_data_ptr(data_ptr));
    search_num = 99;
    printf("Apply_if_arg returned: %d\n", 
           OC_apply_if_arg(container_ptr, (OC_apply_if_arg_fp_t)apply_if_arg_tester, &search_num));
    data_ptr = OC_find_item_arg(container_ptr, &search_num, alt_thing_comp_f);
    printf("Found data: %d\n", *(int*)OC_get_data_ptr(data_ptr));

    printf("Things: %d\n", g_num_things);
    OC_apply(container_ptr, &delete_thing);
    OC_clear(container_ptr);
    printf("Things: %d\n", g_num_things);
    printf("size = %d\n", OC_get_size(container_ptr));
    printf("Empty = %d\n", OC_empty(container_ptr));

    OC_destroy_container(container_ptr);

    void* test = malloc(8);

    printf("Old way %p   New Way %p\n", *(void**)test, test);

    return 0;
}
Example #3
0
int main(void)
{
    //OC_comp_fp_t f_ptr;
    struct Ordered_container* container_ptr = OC_create_container(&thing_comp_f);

    OC_insert(container_ptr, make_thing(5));
    OC_insert(container_ptr, make_thing(3));
    OC_insert(container_ptr, make_thing(4));
    OC_insert(container_ptr, make_thing(1));
    OC_insert(container_ptr, make_thing(2));
    OC_insert(container_ptr, make_thing(99));
    OC_insert(container_ptr, make_thing(-2));

    printf("size = %d\n", OC_get_size(container_ptr));
    printf("Empty = %d\n", OC_empty(container_ptr));
    Print_container(container_ptr, sizeof(int));

    int search_num = 5;
    int* data_ptr = OC_find_item(container_ptr, &search_num);
    printf("Found data: %d\n", *(int*)OC_get_data_ptr(data_ptr));
    search_num = 99;
    printf("Apply_if_arg returned: %d\n", 
           OC_apply_if_arg(container_ptr, (OC_apply_if_arg_fp_t)apply_if_arg_tester, &search_num));
    data_ptr = OC_find_item_arg(container_ptr, &search_num, alt_thing_comp_f);
    printf("Found data: %d\n", *(int*)OC_get_data_ptr(data_ptr));

    printf("Things: %d\n", g_num_things);
    OC_apply(container_ptr, &delete_thing);
    OC_clear(container_ptr);
    printf("Things: %d\n", g_num_things);
    printf("size = %d\n", OC_get_size(container_ptr));
    printf("Empty = %d\n", OC_empty(container_ptr));
    Print_container(container_ptr, sizeof(int));

    OC_destroy_container(container_ptr);

    return 0;
}
Example #4
0
/* gain for an item */
void acquire(int blessing)
{
    char otype;
    int index,id = ABORT;
    pob newthing;

    if (blessing < 0) {
        index = random_item();
        if (index == ABORT)
            mprint("You feel fortunate.");
        else {
            print1("Smoke drifts out of your pack.... ");
            print2("Destroyed: ");
            nprint2(itemid(Player.possessions[index]));
            morewait();
            dispose_lost_objects(1,Player.possessions[index]);
        }
    }
    else {
        newthing = ((pob) checkmalloc(sizeof(objtype)));
        /* DAG this assignment looks unneccessary */
        newthing->id = -1;
        if (gamestatusp(CHEATED))
            print1("Acquire which kind of item: !?][}{)/=%%\\& ");
        else
            print1("Acquire which kind of item: !?][}{)/=%%\\ ");
        otype = mgetc();
        switch (otype) {
        case (POTION&0xff):
            if (blessing > 0)
                id = itemlist(POTIONID,NUMPOTIONS);
            else
                id = random_range(NUMPOTIONS);
            if (id < 0) print2("You feel stupid.");
            else make_potion(newthing,id);
            break;
        case (SCROLL&0xff):
            if (blessing > 0)
                id = itemlist(SCROLLID,NUMSCROLLS);
            else
                id = random_range(NUMSCROLLS);
            if (id < 0) print2("You feel stupid.");
            else make_scroll(newthing,id);
            break;
        case (RING&0xff):
            if (blessing > 0)
                id = itemlist(RINGID,NUMRINGS);
            else
                id = random_range(NUMRINGS);
            if (id < 0) print2("You feel stupid.");
            else make_ring(newthing,id);
            break;
        case (STICK&0xff):
            if (blessing > 0)
                id = itemlist(STICKID,NUMSTICKS);
            else
                id = random_range(NUMSTICKS);
            if (id < 0) print2("You feel stupid.");
            else make_stick(newthing,id);
            break;
        case (ARMOR&0xff):
            if (blessing > 0)
                id = itemlist(ARMORID,NUMARMOR);
            else
                id = random_range(NUMARMOR);
            if (id < 0) print2("You feel stupid.");
            else make_armor(newthing,id);
            break;
        case (SHIELD&0xff):
            if (blessing > 0)
                id = itemlist(SHIELDID,NUMSHIELDS);
            else
                id = random_range(NUMSHIELDS);
            if (id < 0) print2("You feel stupid.");
            else make_shield(newthing,id);
            break;
        case (WEAPON&0xff):
            if (blessing > 0)
                id = itemlist(WEAPONID,NUMWEAPONS);
            else
                id = random_range(NUMWEAPONS);
            if (id < 0) print2("You feel stupid.");
            else make_weapon(newthing,id);
            break;
        case (BOOTS&0xff):
            if (blessing > 0)
                id = itemlist(BOOTID,NUMBOOTS);
            else
                id = random_range(NUMBOOTS);
            if (id < 0) print2("You feel stupid.");
            else make_boots(newthing,id);
            break;
        case (CLOAK&0xff):
            if (blessing > 0)
                id = itemlist(CLOAKID,NUMCLOAKS);
            else
                id = random_range(NUMCLOAKS);
            if (id < 0) print2("You feel stupid.");
            else make_cloak(newthing,id);
            break;
        case (FOOD&0xff):
            if (blessing > 0)
                id = itemlist(FOODID,NUMFOODS);
            else
                id = random_range(NUMFOODS);
            if (id < 0) print2("You feel stupid.");
            else make_food(newthing,id);
            break;
        case (THING&0xff):
            if (blessing > 0)
                id = itemlist(THINGID,NUMTHINGS);
            else
                id = random_range(NUMTHINGS);
            if (id < 0) print2("You feel stupid.");
            else make_thing(newthing,id);
            break;
        case (ARTIFACT&0xff):
            if (gamestatusp(CHEATED))
                id = itemlist(ARTIFACTID,NUMARTIFACTS);
            else
                id = -1;
            if (id < 0) print2("You feel stupid.");
            else make_artifact(newthing,id);
            break;
        default:
            print2("You feel stupid.");
        }
        xredraw();
        if (id != ABORT) {
            if (blessing > 0) {
                newthing->known = 2;
                Objects[id].known = 1;
            }
            newthing->used = FALSE;
            gain_item(newthing);
        }
        else
        {
            /* DAG newthing allocated but was not freed... was YA memory leak */
            /* use free() rather than free_obj() since newthing not initialized */
            free( (char *) newthing );
        }
    }
}