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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.25 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.56 by root, Sat Apr 21 22:12:59 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23
24#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h> 38#include <funcpoint.h>
40#include <loader.h> 39#include <loader.h>
41 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
42 44
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 46
46/* 47typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 48 const char *,
48 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
49 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
50void 99void
51init_archetype_pointers () 100clear (treasurelist *tl)
52{ 101{
53 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
54 107
55 warn_archetypes = 1;
56 if (ring_arch == NULL)
57 ring_arch = archetype::find ("ring");
58 if (amulet_arch == NULL)
59 amulet_arch = archetype::find ("amulet");
60 if (staff_arch == NULL)
61 staff_arch = archetype::find ("staff");
62 if (crown_arch == NULL)
63 crown_arch = archetype::find ("crown");
64 warn_archetypes = prev_warn;
65}
66
67/*
68 * Allocate and return the pointer to an empty treasurelist structure.
69 */
70
71static treasurelist *
72get_empty_treasurelist (void)
73{
74 return new treasurelist;
75}
76
77/*
78 * Allocate and return the pointer to an empty treasure structure.
79 */
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85
86 t->chance = 100; 108 tl->total_chance = 0;
87
88 return t;
89} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
90 131
91/* 132/*
92 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
94 */ 135 */
95
96static treasure * 136static treasure *
97load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
98{ 138{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
101 int value;
102 140
103 nroftreasures++; 141 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 142
108 if (*buf == '#') 143 for (;;)
109 continue; 144 {
110 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 146
116 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 148 {
121 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
122 t->name = variable; 150 t->item = archetype::get (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 151 break;
124 t->change_arch.name = variable; 152
125 else if (sscanf (cp, "change_title %s", variable)) 153 case KW_list: f.get (t->name); break;
126 t->change_arch.title = variable; 154 case KW_change_name: f.get (t->change_arch.name); break;
127 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_title: f.get (t->change_arch.title); break;
128 t->change_arch.slaying = variable; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
129 else if (sscanf (cp, "chance %d", &value)) 157 case KW_chance: f.get (t->chance); break;
130 t->chance = (uint8) value; 158 case KW_nrof: f.get (t->nrof); break;
131 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_magic: f.get (t->magic); break;
132 t->nrof = (uint16) value; 160
133 else if (sscanf (cp, "magic %d", &value)) 161 case KW_yes: t->next_yes = read_treasure (f); continue;
134 t->magic = (uint8) value; 162 case KW_no: t->next_no = read_treasure (f); continue;
135 else if (!strcmp (cp, "yes")) 163
136 t->next_yes = load_treasure (fp, line); 164 case KW_end:
137 else if (!strcmp (cp, "no")) 165 f.next ();
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 {
143 t->next = load_treasure (fp, line);
144 return t; 166 return t;
145 }
146 else
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
148 }
149 LOG (llevError, "treasure lacks 'end'.\n");
150 return t;
151}
152 167
153#ifdef TREASURE_DEBUG 168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
154 171
155/* recursived checks the linked list. Treasurelist is passed only 172 default:
156 * so that the treasure name can be printed out 173 if (!f.parse_error ("treasurelist", t->name))
157 */ 174 return 0;
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176 175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
177/* 183/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
180 */ 185 */
181 186treasurelist *
182void 187treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 188{
185 FILE *fp; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 190
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 193 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
195 return; 196 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 197
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
218 */ 201 */
219 if (!strncmp (buf, "treasureone", 11)) 202 tl->total_chance = 0;
203
204 if (one)
205 {
206 for (treasure *t = tl->items; t; t = t->next)
207 {
208 if (t->next_yes || t->next_no)
220 { 209 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 211 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 212 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 213
239#ifdef TREASURE_DEBUG 214 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 215 }
241 * verify that list transitions work (ie, the list that it is supposed 216 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 217
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 218 return tl;
271} 219}
272
273 220
274/* 221/*
275 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 224 * If there is a certain percental chance for a treasure to be generated,
280 * being generated. 227 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 228 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 229 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
284 */ 231 */
285
286
287static void 232static void
288put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
289{ 234{
290 object *tmp; 235 if (flags & GT_ENVIRONMENT)
291 236 {
292 /* Bit of a hack - spells should never be put onto the map. The entire 237 /* Bit of a hack - spells should never be put onto the map. The entire
293 * treasure stuff is a problem - there is no clear idea of knowing 238 * treasure stuff is a problem - there is no clear idea of knowing
294 * this is the original object, or if this is an object that should be created 239 * this is the original object, or if this is an object that should be created
295 * by another object. 240 * by another object.
296 */ 241 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 242 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 243 if (op->type == SPELL)
299 op->x = creator->x; 244 {
300 op->y = creator->y; 245 op->destroy ();
246 return;
247 }
248
249 op->expand_tail ();
250
251 if (ob_blocked (op, creator->map, creator->x, creator->y))
252 op->destroy ();
253 else
254 {
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 255 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 }
303 } 258 }
304 else 259 else
305 { 260 {
306 op = insert_ob_in_ob (op, creator); 261 op = creator->insert (op);
262
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 264 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 265
266 if (flags & GT_UPDATE_INV)
267 if (object *tmp = creator->in_player ())
310 esrv_send_item (tmp, op); 268 esrv_send_item (tmp, op);
311 } 269 }
312} 270}
313 271
314/* if there are change_xxx commands in the treasure, we include the changes 272/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 273 * in the generated object
329 287
330 if (t->change_arch.slaying) 288 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 289 op->slaying = t->change_arch.slaying;
332} 290}
333 291
334void 292static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 293create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 294{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 295 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 296 {
341 if (t->name) 297 if (t->name)
342 { 298 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 299 if (difficulty >= t->magic)
300 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 301 create_treasure (tl, op, flag, difficulty, tries);
302 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 304 }
346 else 305 else
347 { 306 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 308 {
350 tmp = arch_to_object (t->item); 309 object *tmp = arch_to_object (t->item);
310
351 if (t->nrof && tmp->nrof <= 1) 311 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 312 tmp->nrof = rndm (t->nrof) + 1;
313
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 314 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 315 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 316 put_treasure (tmp, op, flag);
356 } 317 }
357 } 318 }
358 319
359 if (t->next_yes != NULL) 320 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 321 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 322 }
362 else if (t->next_no != NULL) 323 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 324 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 325
365 if (t->next != NULL) 326 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 327 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 328}
368 329
369void 330static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 331create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 332{
372 int value = RANDOM () % tl->total_chance; 333 int value = rndm (tl->total_chance);
373 treasure *t; 334 treasure *t;
374 335
375 if (tries++ > 100) 336 if (tries++ > 100)
376 { 337 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 338 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 339 return;
379 } 340 }
380 341
381 for (t = tl->items; t != NULL; t = t->next) 342 for (t = tl->items; t; t = t->next)
382 { 343 {
383 value -= t->chance; 344 value -= t->chance;
384 345
385 if (value < 0) 346 if (value < 0)
386 break; 347 break;
387 } 348 }
388 349
389 if (!t || value >= 0) 350 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 351 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 352
396 if (t->name) 353 if (t->name)
397 { 354 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 355 if (difficulty >= t->magic)
356 {
357 treasurelist *tl = treasurelist::find (t->name);
358 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 359 create_treasure (tl, op, flag, difficulty, tries);
360 }
403 else if (t->nrof) 361 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 362 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 363 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 365 {
411 object *tmp = arch_to_object (t->item); 366 if (object *tmp = arch_to_object (t->item))
412 367 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 368 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 369 tmp->nrof = rndm (t->nrof) + 1;
418 370
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 371 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 372 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 373 put_treasure (tmp, op, flag);
374 }
422 } 375 }
423} 376}
424 377
425/* This calls the appropriate treasure creation function. tries is passed 378/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 379 * to determine how many list transitions or attempts to create treasure
428 * list transitions, or so that excessively good treasure will not be 381 * list transitions, or so that excessively good treasure will not be
429 * created on weak maps, because it will exceed the number of allowed tries 382 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 383 * to do that.
431 */ 384 */
432void 385void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 386create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 387{
388 // empty treasurelists are legal
389 if (!tl->items)
390 return;
435 391
436 if (tries++ > 100) 392 if (tries++ > 100)
437 { 393 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 394 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 395 return;
440 } 396 }
397
441 if (t->total_chance) 398 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 399 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 400 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 401 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 402}
446 403
447/* This is similar to the old generate treasure function. However, 404/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 405 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 406 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 407 * inserted into, and then return that treausre
451 */ 408 */
452object * 409object *
453generate_treasure (treasurelist *t, int difficulty) 410generate_treasure (treasurelist *tl, int difficulty)
454{ 411{
455 difficulty = clamp (difficulty, 1, settings.max_level); 412 difficulty = clamp (difficulty, 1, settings.max_level);
456 413
457 object *ob = object::create (), *tmp; 414 object *ob = object::create ();
458 415
459 create_treasure (t, ob, 0, difficulty, 0); 416 create_treasure (tl, ob, 0, difficulty, 0);
460 417
461 /* Don't want to free the object we are about to return */ 418 /* Don't want to free the object we are about to return */
462 tmp = ob->inv; 419 object *tmp = ob->inv;
463 if (tmp != NULL) 420 if (tmp)
464 tmp->remove (); 421 tmp->remove ();
465 422
466 if (ob->inv) 423 if (ob->inv)
467 LOG (llevError, "In generate treasure, created multiple objects.\n"); 424 LOG (llevError, "In generate treasure, created multiple objects.\n");
468 425
476 * The array has two arguments, the difficulty of the level, and the 433 * The array has two arguments, the difficulty of the level, and the
477 * magical bonus "wanted". 434 * magical bonus "wanted".
478 */ 435 */
479 436
480static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 437static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
481
482/*chance of magic difficulty*/ 438// chance of magic difficulty
483
484/* +0 +1 +2 +3 +4 */ 439// +0 +1 +2 +3 +4
485 {95, 2, 2, 1, 0}, /*1 */ 440 {95, 2, 2, 1, 0}, // 1
486 {92, 5, 2, 1, 0}, /*2 */ 441 {92, 5, 2, 1, 0}, // 2
487 {85, 10, 4, 1, 0}, /*3 */ 442 {85, 10, 4, 1, 0}, // 3
488 {80, 14, 4, 2, 0}, /*4 */ 443 {80, 14, 4, 2, 0}, // 4
489 {75, 17, 5, 2, 1}, /*5 */ 444 {75, 17, 5, 2, 1}, // 5
490 {70, 18, 8, 3, 1}, /*6 */ 445 {70, 18, 8, 3, 1}, // 6
491 {65, 21, 10, 3, 1}, /*7 */ 446 {65, 21, 10, 3, 1}, // 7
492 {60, 22, 12, 4, 2}, /*8 */ 447 {60, 22, 12, 4, 2}, // 8
493 {55, 25, 14, 4, 2}, /*9 */ 448 {55, 25, 14, 4, 2}, // 9
494 {50, 27, 16, 5, 2}, /*10 */ 449 {50, 27, 16, 5, 2}, // 10
495 {45, 28, 18, 6, 3}, /*11 */ 450 {45, 28, 18, 6, 3}, // 11
496 {42, 28, 20, 7, 3}, /*12 */ 451 {42, 28, 20, 7, 3}, // 12
497 {40, 27, 21, 8, 4}, /*13 */ 452 {40, 27, 21, 8, 4}, // 13
498 {38, 25, 22, 10, 5}, /*14 */ 453 {38, 25, 22, 10, 5}, // 14
499 {36, 23, 23, 12, 6}, /*15 */ 454 {36, 23, 23, 12, 6}, // 15
500 {33, 21, 24, 14, 8}, /*16 */ 455 {33, 21, 24, 14, 8}, // 16
501 {31, 19, 25, 16, 9}, /*17 */ 456 {31, 19, 25, 16, 9}, // 17
502 {27, 15, 30, 18, 10}, /*18 */ 457 {27, 15, 30, 18, 10}, // 18
503 {20, 12, 30, 25, 13}, /*19 */ 458 {20, 12, 30, 25, 13}, // 19
504 {15, 10, 28, 30, 17}, /*20 */ 459 {15, 10, 28, 30, 17}, // 20
505 {13, 9, 27, 28, 23}, /*21 */ 460 {13, 9, 27, 28, 23}, // 21
506 {10, 8, 25, 28, 29}, /*22 */ 461 {10, 8, 25, 28, 29}, // 22
507 {8, 7, 23, 26, 36}, /*23 */ 462 { 8, 7, 23, 26, 36}, // 23
508 {6, 6, 20, 22, 46}, /*24 */ 463 { 6, 6, 20, 22, 46}, // 24
509 {4, 5, 17, 18, 56}, /*25 */ 464 { 4, 5, 17, 18, 56}, // 25
510 {2, 4, 12, 14, 68}, /*26 */ 465 { 2, 4, 12, 14, 68}, // 26
511 {0, 3, 7, 10, 80}, /*27 */ 466 { 0, 3, 7, 10, 80}, // 27
512 {0, 0, 3, 7, 90}, /*28 */ 467 { 0, 0, 3, 7, 90}, // 28
513 {0, 0, 0, 3, 97}, /*29 */ 468 { 0, 0, 0, 3, 97}, // 29
514 {0, 0, 0, 0, 100}, /*30 */ 469 { 0, 0, 0, 0, 100}, // 30
515 {0, 0, 0, 0, 100}, /*31 */ 470 { 0, 0, 0, 0, 100}, // 31
516}; 471};
517
518 472
519/* calculate the appropriate level for wands staves and scrolls. 473/* calculate the appropriate level for wands staves and scrolls.
520 * This code presumes that op has had its spell object created (in op->inv) 474 * This code presumes that op has had its spell object created (in op->inv)
521 * 475 *
522 * elmex Wed Aug 9 17:44:59 CEST 2006: 476 * elmex Wed Aug 9 17:44:59 CEST 2006:
523 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 477 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
524 */ 478 */
525
526int 479int
527level_for_item (const object *op, int difficulty) 480level_for_item (const object *op, int difficulty)
528{ 481{
529 int olevel = 0; 482 int olevel = 0;
530 483
553 * elmex Thu Aug 10 18:45:44 CEST 2006: 506 * elmex Thu Aug 10 18:45:44 CEST 2006:
554 * Scaling difficulty by max_level, as difficulty is a level and not some 507 * Scaling difficulty by max_level, as difficulty is a level and not some
555 * weird integer between 1-31. 508 * weird integer between 1-31.
556 * 509 *
557 */ 510 */
558
559int 511int
560magic_from_difficulty (int difficulty) 512magic_from_difficulty (int difficulty)
561{ 513{
562 int percent = 0, magic = 0; 514 int percent = 0, magic = 0;
563 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 515 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
568 scaled_diff = 0; 520 scaled_diff = 0;
569 521
570 if (scaled_diff >= DIFFLEVELS) 522 if (scaled_diff >= DIFFLEVELS)
571 scaled_diff = DIFFLEVELS - 1; 523 scaled_diff = DIFFLEVELS - 1;
572 524
573 percent = RANDOM () % 100; 525 percent = rndm (100);
574 526
575 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 527 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
576 { 528 {
577 percent -= difftomagic_list[scaled_diff][magic]; 529 percent -= difftomagic_list[scaled_diff][magic];
578 530
584 { 536 {
585 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 537 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
586 magic = 0; 538 magic = 0;
587 } 539 }
588 540
589 magic = (RANDOM () % 3) ? magic : -magic; 541 magic = (rndm (3)) ? magic : -magic;
590 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 542 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
591 543
592 return magic; 544 return magic;
593} 545}
594 546
609 if (op->arch) 561 if (op->arch)
610 { 562 {
611 if (op->type == ARMOUR) 563 if (op->type == ARMOUR)
612 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
613 565
614 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 566 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
615 magic = (-magic); 567 magic = (-magic);
616 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 568 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
617 } 569 }
618 else 570 else
619 { 571 {
620 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
621 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 574 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 575 magic = (-magic);
624 op->weight = (op->weight * (100 - magic * 10)) / 100; 576 op->weight = (op->weight * (100 - magic * 10)) / 100;
625 } 577 }
626} 578}
627 579
651 * 1) Since rings can have multiple bonuses, if the same bonus 603 * 1) Since rings can have multiple bonuses, if the same bonus
652 * is rolled again, increase it - the bonuses now stack with 604 * is rolled again, increase it - the bonuses now stack with
653 * other bonuses previously rolled and ones the item might natively have. 605 * other bonuses previously rolled and ones the item might natively have.
654 * 2) Add code to deal with new PR method. 606 * 2) Add code to deal with new PR method.
655 */ 607 */
656
657void 608void
658set_ring_bonus (object *op, int bonus) 609set_ring_bonus (object *op, int bonus)
659{ 610{
660 611
661 int r = RANDOM () % (bonus > 0 ? 25 : 11); 612 int r = rndm (bonus > 0 ? 25 : 11);
662 613
663 if (op->type == AMULET) 614 if (op->type == AMULET)
664 { 615 {
665 if (!(RANDOM () % 21)) 616 if (!(rndm (21)))
666 r = 20 + RANDOM () % 2; 617 r = 20 + rndm (2);
667 else 618 else
668 { 619 {
669 if (RANDOM () & 2) 620 if (rndm (2))
670 r = 10; 621 r = 10;
671 else 622 else
672 r = 11 + RANDOM () % 9; 623 r = 11 + rndm (9);
673 } 624 }
674 } 625 }
675 626
676 switch (r) 627 switch (r)
677 { 628 {
714 case 16: 665 case 16:
715 case 17: 666 case 17:
716 case 18: 667 case 18:
717 case 19: 668 case 19:
718 { 669 {
719 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 670 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
720 671
721 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 672 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
722 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 673 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
723 674
724 /* Cursed items need to have higher negative values to equal out with 675 /* Cursed items need to have higher negative values to equal out with
725 * positive values for how protections work out. Put another 676 * positive values for how protections work out. Put another
726 * little random element in since that they don't always end up with 677 * little random element in since that they don't always end up with
727 * even values. 678 * even values.
728 */ 679 */
729 if (bonus < 0) 680 if (bonus < 0)
730 val = 2 * -val - RANDOM () % b; 681 val = 2 * -val - rndm (b);
731 if (val > 35) 682 if (val > 35)
732 val = 35; /* Upper limit */ 683 val = 35; /* Upper limit */
733 b = 0; 684 b = 0;
685
734 while (op->resist[resist_table[resist]] != 0 && b < 4) 686 while (op->resist[resist_table[resist]] != 0 && b < 4)
735 {
736 resist = RANDOM () % num_resist_table; 687 resist = rndm (num_resist_table);
737 } 688
738 if (b == 4) 689 if (b == 4)
739 return; /* Not able to find a free resistance */ 690 return; /* Not able to find a free resistance */
691
740 op->resist[resist_table[resist]] = val; 692 op->resist[resist_table[resist]] = val;
741 /* We should probably do something more clever here to adjust value 693 /* We should probably do something more clever here to adjust value
742 * based on how good a resistance we gave. 694 * based on how good a resistance we gave.
743 */ 695 */
744 break; 696 break;
772 case 22: 724 case 22:
773 op->stats.exp += bonus; /* Speed! */ 725 op->stats.exp += bonus; /* Speed! */
774 op->value = (op->value * 2) / 3; 726 op->value = (op->value * 2) / 3;
775 break; 727 break;
776 } 728 }
729
777 if (bonus > 0) 730 if (bonus > 0)
778 op->value *= 2 * bonus; 731 op->value *= 2 * bonus;
779 else 732 else
780 op->value = -(op->value * 2 * bonus) / 3; 733 op->value = -(op->value * 2 * bonus) / 3;
781} 734}
786 * higher is the chance of returning a low number. 739 * higher is the chance of returning a low number.
787 * It is only used in fix_generated_treasure() to set bonuses on 740 * It is only used in fix_generated_treasure() to set bonuses on
788 * rings and amulets. 741 * rings and amulets.
789 * Another scheme is used to calculate the magic of weapons and armours. 742 * Another scheme is used to calculate the magic of weapons and armours.
790 */ 743 */
791
792int 744int
793get_magic (int diff) 745get_magic (int diff)
794{ 746{
795 int i; 747 int i;
796 748
797 if (diff < 3) 749 if (diff < 3)
798 diff = 3; 750 diff = 3;
751
799 for (i = 0; i < 4; i++) 752 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 753 if (rndm (diff))
801 return i; 754 return i;
755
802 return 4; 756 return 4;
803} 757}
804 758
805#define DICE2 (get_magic(2)==2?2:1) 759#define DICE2 (get_magic(2)==2?2:1)
806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 760#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
807 761
808/* 762/*
809 * fix_generated_item(): This is called after an item is generated, in 763 * fix_generated_item(): This is called after an item is generated, in
810 * order to set it up right. This produced magical bonuses, puts spells 764 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 765 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
825 * value. 779 * value.
826 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 780 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
827 * a working object - don't change magic, value, etc, but set it material 781 * a working object - don't change magic, value, etc, but set it material
828 * type as appropriate, for objects that need spell objects, set those, etc 782 * type as appropriate, for objects that need spell objects, set those, etc
829 */ 783 */
830
831void 784void
832fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 785fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
833{ 786{
834 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 787 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
835 788
840 save_item_power = op->item_power; 793 save_item_power = op->item_power;
841 op->item_power = 0; 794 op->item_power = 0;
842 795
843 if (op->randomitems && op->type != SPELL) 796 if (op->randomitems && op->type != SPELL)
844 { 797 {
845 create_treasure (op->randomitems, op, flags, difficulty, 0); 798 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
846 if (!op->inv)
847 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
848
849 /* So the treasure doesn't get created again */ 799 /* So the treasure doesn't get created again */
850 op->randomitems = NULL; 800 op->randomitems = 0;
851 } 801 }
852 802
853 if (difficulty < 1) 803 if (difficulty < 1)
854 difficulty = 1; 804 difficulty = 1;
855 805
872 if (!op->magic && max_magic) 822 if (!op->magic && max_magic)
873 set_magic (difficulty, op, max_magic, flags); 823 set_magic (difficulty, op, max_magic, flags);
874 824
875 num_enchantments = calc_item_power (op, 1); 825 num_enchantments = calc_item_power (op, 1);
876 826
877 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 827 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
828 || op->type == HORN
829 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
878 * used for shop_floors or treasures */ 830 * used for shop_floors or treasures */
879 generate_artifact (op, difficulty); 831 generate_artifact (op, difficulty);
880 } 832 }
881 833
882 /* Object was made an artifact. Calculate its item_power rating. 834 /* Object was made an artifact. Calculate its item_power rating.
940 case WEAPON: 892 case WEAPON:
941 case ARMOUR: 893 case ARMOUR:
942 case SHIELD: 894 case SHIELD:
943 case HELMET: 895 case HELMET:
944 case CLOAK: 896 case CLOAK:
945 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 897 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
946 set_ring_bonus (op, -DICE2); 898 set_ring_bonus (op, -DICE2);
947 break; 899 break;
948 900
949 case BRACERS: 901 case BRACERS:
950 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 902 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
951 { 903 {
952 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 904 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
953 if (!QUERY_FLAG (op, FLAG_CURSED)) 905 if (!QUERY_FLAG (op, FLAG_CURSED))
954 op->value *= 3; 906 op->value *= 3;
955 } 907 }
981 */ 933 */
982 if (op->inv && op->randomitems) 934 if (op->inv && op->randomitems)
983 { 935 {
984 /* value multiplier is same as for scrolls */ 936 /* value multiplier is same as for scrolls */
985 op->value = (op->value * op->inv->value); 937 op->value = (op->value * op->inv->value);
986 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 938 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
987 } 939 }
988 else 940 else
989 { 941 {
990 op->name = "potion"; 942 op->name = "potion";
991 op->name_pl = "potions"; 943 op->name_pl = "potions";
992 } 944 }
993 945
994 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 946 if (!(flags & GT_ONLY_GOOD) && rndm (2))
995 SET_FLAG (op, FLAG_CURSED); 947 SET_FLAG (op, FLAG_CURSED);
996 break; 948 break;
997 } 949 }
998 950
999 case AMULET: 951 case AMULET:
1009 } 961 }
1010 962
1011 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 963 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1012 break; 964 break;
1013 965
1014 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 966 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1015 SET_FLAG (op, FLAG_CURSED); 967 SET_FLAG (op, FLAG_CURSED);
1016 968
1017 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 969 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1018 970
1019 if (op->type != RING) /* Amulets have only one ability */ 971 if (op->type != RING) /* Amulets have only one ability */
1020 break; 972 break;
1021 973
1022 if (!(RANDOM () % 4)) 974 if (!(rndm (4)))
1023 { 975 {
1024 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 976 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1025 977
1026 if (d > 0) 978 if (d > 0)
1027 op->value *= 3; 979 op->value *= 3;
1028 980
1029 set_ring_bonus (op, d); 981 set_ring_bonus (op, d);
1030 982
1031 if (!(RANDOM () % 4)) 983 if (!(rndm (4)))
1032 { 984 {
1033 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1034 986
1035 if (d > 0) 987 if (d > 0)
1036 op->value *= 5; 988 op->value *= 5;
1037 set_ring_bonus (op, d); 989 set_ring_bonus (op, d);
1038 } 990 }
1039 } 991 }
1040 992
1041 if (GET_ANIM_ID (op)) 993 if (GET_ANIM_ID (op))
1042 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 994 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1043 995
1044 break; 996 break;
1045 997
1046 case BOOK: 998 case BOOK:
1047 /* Is it an empty book?, if yes lets make a special· 999 /* Is it an empty book?, if yes lets make a special·
1048 * msg for it, and tailor its properties based on the· 1000 * msg for it, and tailor its properties based on the·
1049 * creator and/or map level we found it on. 1001 * creator and/or map level we found it on.
1050 */ 1002 */
1051 if (!op->msg && RANDOM () % 10) 1003 if (!op->msg && rndm (10))
1052 { 1004 {
1053 /* set the book level properly */ 1005 /* set the book level properly */
1054 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1006 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1055 { 1007 {
1056 if (op->map && op->map->difficulty) 1008 if (op->map && op->map->difficulty)
1057 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1009 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1058 else 1010 else
1059 op->level = RANDOM () % 20 + 1; 1011 op->level = rndm (20) + 1;
1060 } 1012 }
1061 else 1013 else
1062 op->level = RANDOM () % creator->level; 1014 op->level = rndm (creator->level);
1063 1015
1064 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1016 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1065 /* books w/ info are worth more! */ 1017 /* books w/ info are worth more! */
1066 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1018 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1067 /* creator related stuff */ 1019 /* creator related stuff */
1166 */ 1118 */
1167 1119
1168/* 1120/*
1169 * Allocate and return the pointer to an empty artifactlist structure. 1121 * Allocate and return the pointer to an empty artifactlist structure.
1170 */ 1122 */
1171
1172static artifactlist * 1123static artifactlist *
1173get_empty_artifactlist (void) 1124get_empty_artifactlist (void)
1174{ 1125{
1175 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1126 return salloc0 <artifactlist> ();
1176
1177 if (tl == NULL)
1178 fatal (OUT_OF_MEMORY);
1179 tl->next = NULL;
1180 tl->items = NULL;
1181 tl->total_chance = 0;
1182 return tl;
1183} 1127}
1184 1128
1185/* 1129/*
1186 * Allocate and return the pointer to an empty artifact structure. 1130 * Allocate and return the pointer to an empty artifact structure.
1187 */ 1131 */
1188
1189static artifact * 1132static artifact *
1190get_empty_artifact (void) 1133get_empty_artifact (void)
1191{ 1134{
1192 artifact *t = (artifact *) malloc (sizeof (artifact)); 1135 return salloc0 <artifact> ();
1193
1194 if (t == NULL)
1195 fatal (OUT_OF_MEMORY);
1196 t->item = NULL;
1197 t->next = NULL;
1198 t->chance = 0;
1199 t->difficulty = 0;
1200 t->allowed = NULL;
1201 return t;
1202} 1136}
1203 1137
1204/* 1138/*
1205 * Searches the artifact lists and returns one that has the same type 1139 * Searches the artifact lists and returns one that has the same type
1206 * of objects on it. 1140 * of objects on it.
1207 */ 1141 */
1208
1209artifactlist * 1142artifactlist *
1210find_artifactlist (int type) 1143find_artifactlist (int type)
1211{ 1144{
1212 artifactlist *al;
1213
1214 for (al = first_artifactlist; al != NULL; al = al->next) 1145 for (artifactlist *al = first_artifactlist; al; al = al->next)
1215 if (al->type == type) 1146 if (al->type == type)
1216 return al; 1147 return al;
1148
1217 return NULL; 1149 return 0;
1218} 1150}
1219 1151
1220/* 1152/*
1221 * For debugging purposes. Dumps all tables. 1153 * For debugging purposes. Dumps all tables.
1222 */ 1154 */
1223
1224void 1155void
1225dump_artifacts (void) 1156dump_artifacts (void)
1226{ 1157{
1227 artifactlist *al; 1158 artifactlist *al;
1228 artifact *art; 1159 artifact *art;
1235 for (art = al->items; art != NULL; art = art->next) 1166 for (art = al->items; art != NULL; art = art->next)
1236 { 1167 {
1237 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1168 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1238 if (art->allowed != NULL) 1169 if (art->allowed != NULL)
1239 { 1170 {
1240 fprintf (logfile, "\tAllowed combinations:"); 1171 fprintf (logfile, "\tallowed combinations:");
1241 for (next = art->allowed; next != NULL; next = next->next) 1172 for (next = art->allowed; next != NULL; next = next->next)
1242 fprintf (logfile, "%s,", &next->name); 1173 fprintf (logfile, "%s,", &next->name);
1243 fprintf (logfile, "\n"); 1174 fprintf (logfile, "\n");
1244 } 1175 }
1245 } 1176 }
1256 treasurelist *tl; 1187 treasurelist *tl;
1257 int i; 1188 int i;
1258 1189
1259 if (depth > 100) 1190 if (depth > 100)
1260 return; 1191 return;
1261 while (t != NULL) 1192
1193 while (t)
1262 { 1194 {
1263 if (t->name != NULL) 1195 if (t->name)
1264 { 1196 {
1265 for (i = 0; i < depth; i++) 1197 for (i = 0; i < depth; i++)
1266 fprintf (logfile, " "); 1198 fprintf (logfile, " ");
1199
1267 fprintf (logfile, "{ (list: %s)\n", &t->name); 1200 fprintf (logfile, "{ (list: %s)\n", &t->name);
1201
1268 tl = find_treasurelist (t->name); 1202 tl = treasurelist::find (t->name);
1203 if (tl)
1269 dump_monster_treasure_rec (name, tl->items, depth + 2); 1204 dump_monster_treasure_rec (name, tl->items, depth + 2);
1205
1270 for (i = 0; i < depth; i++) 1206 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1207 fprintf (logfile, " ");
1208
1272 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1209 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1273 } 1210 }
1274 else 1211 else
1275 { 1212 {
1276 for (i = 0; i < depth; i++) 1213 for (i = 0; i < depth; i++)
1277 fprintf (logfile, " "); 1214 fprintf (logfile, " ");
1215
1278 if (t->item->clone.type == FLESH) 1216 if (t->item && t->item->clone.type == FLESH)
1279 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1217 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1280 else 1218 else
1281 fprintf (logfile, "%s\n", &t->item->clone.name); 1219 fprintf (logfile, "%s\n", &t->item->clone.name);
1282 } 1220 }
1221
1283 if (t->next_yes != NULL) 1222 if (t->next_yes)
1284 { 1223 {
1285 for (i = 0; i < depth; i++) 1224 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " "); 1225 fprintf (logfile, " ");
1226
1287 fprintf (logfile, " (if yes)\n"); 1227 fprintf (logfile, " (if yes)\n");
1288 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1228 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1289 } 1229 }
1230
1290 if (t->next_no != NULL) 1231 if (t->next_no)
1291 { 1232 {
1292 for (i = 0; i < depth; i++) 1233 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " "); 1234 fprintf (logfile, " ");
1235
1294 fprintf (logfile, " (if no)\n"); 1236 fprintf (logfile, " (if no)\n");
1295 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1237 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1296 } 1238 }
1239
1297 t = t->next; 1240 t = t->next;
1298 } 1241 }
1299} 1242}
1300 1243
1301/* 1244/*
1302 * For debugging purposes. Dumps all treasures for a given monster. 1245 * For debugging purposes. Dumps all treasures for a given monster.
1303 * Created originally by Raphael Quinet for debugging the alchemy code. 1246 * Created originally by Raphael Quinet for debugging the alchemy code.
1304 */ 1247 */
1305
1306void 1248void
1307dump_monster_treasure (const char *name) 1249dump_monster_treasure (const char *name)
1308{ 1250{
1309 archetype *at; 1251 archetype *at;
1310 int found; 1252 int found;
1311 1253
1312 found = 0; 1254 found = 0;
1313 fprintf (logfile, "\n"); 1255 fprintf (logfile, "\n");
1256
1314 for (at = first_archetype; at != NULL; at = at->next) 1257 for (at = first_archetype; at != NULL; at = at->next)
1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1258 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1316 { 1259 {
1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1260 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1318 if (at->clone.randomitems != NULL) 1261 if (at->clone.randomitems != NULL)
1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1262 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1320 else 1263 else
1321 fprintf (logfile, "(nothing)\n"); 1264 fprintf (logfile, "(nothing)\n");
1265
1322 fprintf (logfile, "\n"); 1266 fprintf (logfile, "\n");
1323 found++; 1267 found++;
1324 } 1268 }
1269
1325 if (found == 0) 1270 if (found == 0)
1326 fprintf (logfile, "No objects have the name %s!\n\n", name); 1271 fprintf (logfile, "No objects have the name %s!\n\n", name);
1327} 1272}
1328 1273
1329/* 1274/*
1330 * Builds up the lists of artifacts from the file in the libdir. 1275 * Builds up the lists of artifacts from the file in the libdir.
1331 */ 1276 */
1332
1333void 1277void
1334init_artifacts (void) 1278init_artifacts (void)
1335{ 1279{
1336 static int has_been_inited = 0; 1280 static int has_been_inited = 0;
1337 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1281 char filename[MAX_BUF];
1338 artifact *art = NULL; 1282 artifact *art = NULL;
1339 linked_char *tmp;
1340 int value;
1341 artifactlist *al; 1283 artifactlist *al;
1342 1284
1343 if (has_been_inited) 1285 if (has_been_inited)
1344 return; 1286 return;
1345 else 1287 else
1346 has_been_inited = 1; 1288 has_been_inited = 1;
1347 1289
1348 sprintf (filename, "%s/artifacts", settings.datadir); 1290 sprintf (filename, "%s/artifacts", settings.datadir);
1349 object_thawer thawer (filename); 1291 object_thawer f (filename);
1350 1292
1351 if (!thawer) 1293 if (!f)
1352 return; 1294 return;
1353 1295
1354 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1296 f.next ();
1355 {
1356 if (*buf == '#')
1357 continue;
1358 if ((cp = strchr (buf, '\n')) != NULL)
1359 *cp = '\0';
1360 cp = buf;
1361 while (*cp == ' ') /* Skip blanks */
1362 cp++;
1363 if (*cp == '\0')
1364 continue;
1365 1297
1366 if (!strncmp (cp, "Allowed", 7)) 1298 for (;;)
1299 {
1300 switch (f.kw)
1367 { 1301 {
1302 case KW_allowed:
1368 if (art == NULL) 1303 if (!art)
1304 art = get_empty_artifact ();
1305
1369 { 1306 {
1370 art = get_empty_artifact (); 1307 if (!strcmp (f.get_str (), "all"))
1371 nrofartifacts++; 1308 break;
1309
1310 char *next, *cp = f.get_str ();
1311
1312 do
1313 {
1314 if ((next = strchr (cp, ',')))
1315 *next++ = '\0';
1316
1317 linked_char *tmp = new linked_char;
1318
1319 tmp->name = cp;
1320 tmp->next = art->allowed;
1321 art->allowed = tmp;
1322 }
1323 while ((cp = next));
1372 } 1324 }
1373 cp = strchr (cp, ' ') + 1; 1325 break;
1374 if (!strcmp (cp, "all")) 1326
1327 case KW_chance:
1328 f.get (art->chance);
1329 break;
1330
1331 case KW_difficulty:
1332 f.get (art->difficulty);
1333 break;
1334
1335 case KW_object:
1336 {
1337 art->item = object::create ();
1338 f.get (art->item->name);
1339 f.next ();
1340
1341 if (!art->item->parse_kv (f))
1342 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1343
1344 al = find_artifactlist (art->item->type);
1345
1346 if (!al)
1347 {
1348 al = get_empty_artifactlist ();
1349 al->type = art->item->type;
1350 al->next = first_artifactlist;
1351 first_artifactlist = al;
1352 }
1353
1354 art->next = al->items;
1355 al->items = art;
1356 art = 0;
1357 }
1375 continue; 1358 continue;
1376 1359
1377 do 1360 case KW_EOF:
1361 goto done;
1362
1363 default:
1364 if (!f.parse_error ("artifacts file"))
1365 cleanup ("artifacts file required");
1378 { 1366 break;
1379 nrofallowedstr++;
1380 if ((next = strchr (cp, ',')) != NULL)
1381 *(next++) = '\0';
1382 tmp = new linked_char;
1383
1384 tmp->name = cp;
1385 tmp->next = art->allowed;
1386 art->allowed = tmp;
1387 }
1388 while ((cp = next) != NULL);
1389 }
1390 else if (sscanf (cp, "chance %d", &value))
1391 art->chance = (uint16) value;
1392 else if (sscanf (cp, "difficulty %d", &value))
1393 art->difficulty = (uint8) value;
1394 else if (!strncmp (cp, "Object", 6))
1395 { 1367 }
1396 art->item = object::create ();
1397 1368
1398 if (!load_object (thawer, art->item, 0)) 1369 f.next ();
1399 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400
1401 art->item->name = strchr (cp, ' ') + 1;
1402 al = find_artifactlist (art->item->type);
1403 if (al == NULL)
1404 {
1405 al = get_empty_artifactlist ();
1406 al->type = art->item->type;
1407 al->next = first_artifactlist;
1408 first_artifactlist = al;
1409 }
1410 art->next = al->items;
1411 al->items = art;
1412 art = NULL;
1413 }
1414 else
1415 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1416 } 1370 }
1417 1371
1372done:
1418 for (al = first_artifactlist; al != NULL; al = al->next) 1373 for (al = first_artifactlist; al; al = al->next)
1419 { 1374 {
1375 al->total_chance = 0;
1376
1420 for (art = al->items; art != NULL; art = art->next) 1377 for (art = al->items; art; art = art->next)
1421 { 1378 {
1422 if (!art->chance) 1379 if (!art->chance)
1423 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1380 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1424 else 1381 else
1425 al->total_chance += art->chance; 1382 al->total_chance += art->chance;
1430 } 1387 }
1431 1388
1432 LOG (llevDebug, "done.\n"); 1389 LOG (llevDebug, "done.\n");
1433} 1390}
1434 1391
1435
1436/* 1392/*
1437 * Used in artifact generation. The bonuses of the first object 1393 * Used in artifact generation. The bonuses of the first object
1438 * is modified by the bonuses of the second object. 1394 * is modified by the bonuses of the second object.
1439 */ 1395 */
1440
1441void 1396void
1442add_abilities (object *op, object *change) 1397add_abilities (object *op, object *change)
1443{ 1398{
1444 int i, tmp; 1399 int i, tmp;
1445 1400
1446 if (change->face != blank_face) 1401 if (change->face != blank_face)
1447 { 1402 {
1448#ifdef TREASURE_VERBOSE 1403#ifdef TREASURE_VERBOSE
1449 LOG (llevDebug, "FACE: %d\n", change->face->number); 1404 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1450#endif 1405#endif
1451 op->face = change->face; 1406 op->face = change->face;
1452 } 1407 }
1453 1408
1454 for (i = 0; i < NUM_STATS; i++) 1409 for (i = 0; i < NUM_STATS; i++)
1490 CLEAR_FLAG (op, FLAG_ANIMATE); 1445 CLEAR_FLAG (op, FLAG_ANIMATE);
1491 /* so artifacts will join */ 1446 /* so artifacts will join */
1492 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1447 if (!QUERY_FLAG (op, FLAG_ALIVE))
1493 op->speed = 0.0; 1448 op->speed = 0.0;
1494 1449
1495 update_ob_speed (op); 1450 op->set_speed (op->speed);
1496 } 1451 }
1497 1452
1498 if (change->nrof) 1453 if (change->nrof)
1499 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1454 op->nrof = rndm (change->nrof) + 1;
1500 1455
1501 op->stats.exp += change->stats.exp; /* Speed modifier */ 1456 op->stats.exp += change->stats.exp; /* Speed modifier */
1502 op->stats.wc += change->stats.wc; 1457 op->stats.wc += change->stats.wc;
1503 op->stats.ac += change->stats.ac; 1458 op->stats.ac += change->stats.ac;
1504 1459
1607 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1562 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1608 } 1563 }
1609 1564
1610 op->value *= change->value; 1565 op->value *= change->value;
1611 1566
1612 if (change->material) 1567 if (change->materials)
1613 op->material = change->material; 1568 op->materials = change->materials;
1614 1569
1615 if (change->materialname) 1570 if (change->materialname)
1616 op->materialname = change->materialname; 1571 op->materialname = change->materialname;
1617 1572
1618 if (change->slaying) 1573 if (change->slaying)
1624 if (change->msg) 1579 if (change->msg)
1625 op->msg = change->msg; 1580 op->msg = change->msg;
1626} 1581}
1627 1582
1628static int 1583static int
1629legal_artifact_combination (object *op, artifact * art) 1584legal_artifact_combination (object *op, artifact *art)
1630{ 1585{
1631 int neg, success = 0; 1586 int neg, success = 0;
1632 linked_char *tmp; 1587 linked_char *tmp;
1633 const char *name; 1588 const char *name;
1634 1589
1635 if (art->allowed == (linked_char *) NULL) 1590 if (!art->allowed)
1636 return 1; /* Ie, "all" */ 1591 return 1; /* Ie, "all" */
1592
1637 for (tmp = art->allowed; tmp; tmp = tmp->next) 1593 for (tmp = art->allowed; tmp; tmp = tmp->next)
1638 { 1594 {
1639#ifdef TREASURE_VERBOSE 1595#ifdef TREASURE_VERBOSE
1640 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1596 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1641#endif 1597#endif
1642 if (*tmp->name == '!') 1598 if (*tmp->name == '!')
1643 name = tmp->name + 1, neg = 1; 1599 name = tmp->name + 1, neg = 1;
1644 else 1600 else
1645 name = tmp->name, neg = 0; 1601 name = tmp->name, neg = 0;
1652 * everything is allowed except what we match 1608 * everything is allowed except what we match
1653 */ 1609 */
1654 else if (neg) 1610 else if (neg)
1655 success = 1; 1611 success = 1;
1656 } 1612 }
1613
1657 return success; 1614 return success;
1658} 1615}
1659 1616
1660/* 1617/*
1661 * Fixes the given object, giving it the abilities and titles 1618 * Fixes the given object, giving it the abilities and titles
1712 return; 1669 return;
1713 } 1670 }
1714 1671
1715 for (i = 0; i < ARTIFACT_TRIES; i++) 1672 for (i = 0; i < ARTIFACT_TRIES; i++)
1716 { 1673 {
1717 int roll = RANDOM () % al->total_chance; 1674 int roll = rndm (al->total_chance);
1718 1675
1719 for (art = al->items; art != NULL; art = art->next) 1676 for (art = al->items; art; art = art->next)
1720 { 1677 {
1721 roll -= art->chance; 1678 roll -= art->chance;
1722 if (roll < 0) 1679 if (roll < 0)
1723 break; 1680 break;
1724 } 1681 }
1740 continue; 1697 continue;
1741 1698
1742 if (!legal_artifact_combination (op, art)) 1699 if (!legal_artifact_combination (op, art))
1743 { 1700 {
1744#ifdef TREASURE_VERBOSE 1701#ifdef TREASURE_VERBOSE
1745 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1702 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1746#endif 1703#endif
1747 continue; 1704 continue;
1748 } 1705 }
1706
1749 give_artifact_abilities (op, art->item); 1707 give_artifact_abilities (op, art->item);
1750 return; 1708 return;
1751 } 1709 }
1752} 1710}
1753 1711
1797 SET_FLAG (item, FLAG_NO_STEAL); 1755 SET_FLAG (item, FLAG_NO_STEAL);
1798 } 1756 }
1799} 1757}
1800 1758
1801/* special_potion() - so that old potion code is still done right. */ 1759/* special_potion() - so that old potion code is still done right. */
1802
1803int 1760int
1804special_potion (object *op) 1761special_potion (object *op)
1805{ 1762{
1806
1807 int i;
1808
1809 if (op->attacktype) 1763 if (op->attacktype)
1810 return 1; 1764 return 1;
1811 1765
1812 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1766 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1813 return 1; 1767 return 1;
1814 1768
1815 for (i = 0; i < NROFATTACKS; i++) 1769 for (int i = 0; i < NROFATTACKS; i++)
1816 if (op->resist[i]) 1770 if (op->resist[i])
1817 return 1; 1771 return 1;
1818 1772
1819 return 0; 1773 return 0;
1820} 1774}
1821 1775
1822void 1776void
1823free_treasurestruct (treasure *t) 1777free_treasurestruct (treasure *t)
1824{ 1778{
1825 if (t->next)
1826 free_treasurestruct (t->next); 1779 if (t->next) free_treasurestruct (t->next);
1827 if (t->next_yes)
1828 free_treasurestruct (t->next_yes); 1780 if (t->next_yes) free_treasurestruct (t->next_yes);
1829 if (t->next_no)
1830 free_treasurestruct (t->next_no); 1781 if (t->next_no) free_treasurestruct (t->next_no);
1831 1782
1832 delete t; 1783 delete t;
1833} 1784}
1834 1785
1835void 1786void
1840 1791
1841 delete lc; 1792 delete lc;
1842} 1793}
1843 1794
1844void 1795void
1845free_artifact (artifact * at) 1796free_artifact (artifact *at)
1846{ 1797{
1847 if (at->next)
1848 free_artifact (at->next); 1798 if (at->next) free_artifact (at->next);
1849
1850 if (at->allowed)
1851 free_charlinks (at->allowed); 1799 if (at->allowed) free_charlinks (at->allowed);
1852 1800
1853 at->item->destroy (1); 1801 at->item->destroy (1);
1854 1802
1855 delete at; 1803 sfree (at);
1856} 1804}
1857 1805
1858void 1806void
1859free_artifactlist (artifactlist * al) 1807free_artifactlist (artifactlist *al)
1860{ 1808{
1861 artifactlist *nextal; 1809 artifactlist *nextal;
1862 1810
1863 for (al = first_artifactlist; al; al = nextal) 1811 for (al = first_artifactlist; al; al = nextal)
1864 { 1812 {
1865 nextal = al->next; 1813 nextal = al->next;
1866 1814
1867 if (al->items) 1815 if (al->items)
1868 free_artifact (al->items); 1816 free_artifact (al->items);
1869 1817
1870 free (al); 1818 sfree (al);
1871 } 1819 }
1872} 1820}
1873 1821
1874void 1822void
1875free_all_treasures (void) 1823free_all_treasures (void)
1876{ 1824{
1877 treasurelist *tl, *next; 1825 treasurelist *tl, *next;
1878 1826
1879
1880 for (tl = first_treasurelist; tl != NULL; tl = next) 1827 for (tl = first_treasurelist; tl; tl = next)
1881 { 1828 {
1829 clear (tl);
1830
1882 next = tl->next; 1831 next = tl->next;
1883 if (tl->items)
1884 free_treasurestruct (tl->items);
1885 delete tl; 1832 delete tl;
1886 } 1833 }
1834
1887 free_artifactlist (first_artifactlist); 1835 free_artifactlist (first_artifactlist);
1888} 1836}

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