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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.40 by root, Wed Mar 14 00:04:58 2007 UTC vs.
Revision 1.64 by root, Sun Jul 1 05:00:18 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24
25#define ALLOWED_COMBINATION
26 23
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
29 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
30 * left on 27 * left on
31 */ 28 */
32#define TREASURE_DEBUG 29#define TREASURE_DEBUG
33 30
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 32
36/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
37 34
38#include <global.h> 35#include <global.h>
39#include <treasure.h> 36#include <treasure.h>
40#include <funcpoint.h> 37#include <funcpoint.h>
41#include <loader.h> 38#include <loader.h>
42 39
40extern char *spell_mapping[];
41
42static treasurelist *first_treasurelist;
43 43
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 45
47/* 46typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 47 const char *,
49 */ 48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53> tl_map_t;
50 54
55static tl_map_t tl_map;
56
57/*
58 * Searches for the given treasurelist
59 */
60treasurelist *
61treasurelist::find (const char *name)
62{
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72}
73
74/*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78treasurelist *
79treasurelist::get (const char *name)
80{
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95}
96
97//TODO: class method
51void 98void
52init_archetype_pointers () 99clear (treasurelist *tl)
53{ 100{
54 int prev_warn = warn_archetypes; 101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
55 106
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; 107 tl->total_chance = 0;
88
89 return t;
90} 108}
109
110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128}
129#endif
91 130
92/* 131/*
93 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
95 */ 134 */
96
97static treasure * 135static treasure *
98load_treasure (FILE * fp, int *line) 136read_treasure (object_thawer &f)
99{ 137{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 138 treasure *t = new treasure;
102 int value;
103 139
104 nroftreasures++; 140 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 141
109 if (*buf == '#') 142 for (;;)
110 continue; 143 {
111 if ((cp = strchr (buf, '\n')) != NULL) 144 coroapi::cede_to_tick_every (10);
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 145
117 if (sscanf (cp, "arch %s", variable)) 146 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 147 {
122 else if (sscanf (cp, "list %s", variable)) 148 case KW_arch:
123 t->name = variable; 149 t->item = archetype::get (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 150 break;
125 t->change_arch.name = variable; 151
126 else if (sscanf (cp, "change_title %s", variable)) 152 case KW_list: f.get (t->name); break;
127 t->change_arch.title = variable; 153 case KW_change_name: f.get (t->change_arch.name); break;
128 else if (sscanf (cp, "change_slaying %s", variable)) 154 case KW_change_title: f.get (t->change_arch.title); break;
129 t->change_arch.slaying = variable; 155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
130 else if (sscanf (cp, "chance %d", &value)) 156 case KW_chance: f.get (t->chance); break;
131 t->chance = (uint8) value; 157 case KW_nrof: f.get (t->nrof); break;
132 else if (sscanf (cp, "nrof %d", &value)) 158 case KW_magic: f.get (t->magic); break;
133 t->nrof = (uint16) value; 159
134 else if (sscanf (cp, "magic %d", &value)) 160 case KW_yes: t->next_yes = read_treasure (f); continue;
135 t->magic = (uint8) value; 161 case KW_no: t->next_no = read_treasure (f); continue;
136 else if (!strcmp (cp, "yes")) 162
137 t->next_yes = load_treasure (fp, line); 163 case KW_end:
138 else if (!strcmp (cp, "no")) 164 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; 165 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}
153 166
154#ifdef TREASURE_DEBUG 167 case KW_more:
168 t->next = read_treasure (f);
169 return t;
155 170
156/* recursived checks the linked list. Treasurelist is passed only 171 default:
157 * so that the treasure name can be printed out 172 if (!f.parse_error ("treasurelist", t->name))
158 */ 173 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
175 174
175 return t;
176 }
177
178 f.next ();
179 }
180}
181
176/* 182/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
179 */ 184 */
180 185treasurelist *
181void 186treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 187{
184 FILE *fp; 188 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;
189 189
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 190 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 191 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 192 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 193 tl->items = read_treasure (f);
194 if (!tl->items)
194 return; 195 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#' || *buf == '\n')
200 ; // ignore
201 else if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
202 {
203 treasurelist *tl = get_empty_treasurelist ();
204 196
205 tl->name = name;
206 if (previous == NULL)
207 first_treasurelist = tl;
208 else
209 previous->next = tl;
210
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. 197 /* 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 198 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
217 */ 200 */
218 if (!strncmp (buf, "treasureone", 11)) 201 if (one)
202 {
203 for (treasure *t = tl->items; t; t = t->next)
204 {
205 if (t->next_yes || t->next_no)
219 { 206 {
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); 207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 208 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 209 }
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);
237 210
238#ifdef TREASURE_DEBUG 211 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 212 }
240 * verify that list transitions work (ie, the list that it is supposed 213 }
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}
248 214
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; 215 return tl;
270} 216}
271
272 217
273/* 218/*
274 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 221 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
283 */ 228 */
284static void 229static void
285put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
286{ 231{
287 object *tmp; 232 if (flags & GT_ENVIRONMENT)
288 233 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 234 /* 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 235 * 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 236 * this is the original object, or if this is an object that should be created
292 * by another object. 237 * by another object.
293 */ 238 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 240 if (op->type == SPELL)
241 {
242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (ob_blocked (op, creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
298 } 255 }
299 else 256 else
300 { 257 {
301 op = creator->insert (op); 258 op = creator->insert (op);
302 259
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
305 262
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
307 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
308 } 266 }
309} 267}
310 268
311/* if there are change_xxx commands in the treasure, we include the changes 269/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 270 * in the generated object
326 284
327 if (t->change_arch.slaying) 285 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 286 op->slaying = t->change_arch.slaying;
329} 287}
330 288
331void 289static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 290create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 291{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 293 {
338 if (t->name) 294 if (t->name)
339 { 295 {
340 if (difficulty >= t->magic) 296 if (difficulty >= t->magic)
297 if (treasurelist *tl = treasurelist::find (t->name))
298 create_treasure (tl, op, flag, difficulty, tries);
299 else
300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
301 }
302 else
303 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 305 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
347 else
348 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
351 tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
307
352 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = rndm (t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
354 310
355 fix_generated_item (tmp, op, difficulty, t->magic, flag); 311 fix_generated_item (tmp, op, difficulty, t->magic, flag);
356 change_treasure (t, tmp); 312 change_treasure (t, tmp);
357 put_treasure (tmp, op, flag); 313 put_treasure (tmp, op, flag);
358 } 314 }
359 } 315 }
360 316
361 if (t->next_yes != NULL) 317 if (t->next_yes)
362 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 318 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
363 } 319 }
364 else if (t->next_no != NULL) 320 else if (t->next_no)
365 create_all_treasures (t->next_no, op, flag, difficulty, tries); 321 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366 322
367 if (t->next != NULL) 323 if (t->next)
368 create_all_treasures (t->next, op, flag, difficulty, tries); 324 create_all_treasures (t->next, op, flag, difficulty, tries);
369} 325}
370 326
371void 327static void
372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 328create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
373{ 329{
374 int value = rndm (tl->total_chance); 330 int value = rndm (tl->total_chance);
375 treasure *t; 331 treasure *t;
376 332
378 { 334 {
379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 335 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380 return; 336 return;
381 } 337 }
382 338
383 for (t = tl->items; t != NULL; t = t->next) 339 for (t = tl->items; t; t = t->next)
384 { 340 {
385 value -= t->chance; 341 value -= t->chance;
386 342
387 if (value < 0) 343 if (value < 0)
388 break; 344 break;
389 } 345 }
390 346
391 if (!t || value >= 0) 347 if (!t || value >= 0)
392 {
393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 348 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
394 abort ();
395 return;
396 }
397 349
398 if (t->name) 350 if (t->name)
399 { 351 {
400 if (difficulty >= t->magic) 352 if (difficulty >= t->magic)
401 { 353 {
402 treasurelist *tl = find_treasurelist (t->name); 354 treasurelist *tl = treasurelist::find (t->name);
403 if (tl) 355 if (tl)
404 create_treasure (tl, op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
405 } 357 }
406 else if (t->nrof) 358 else if (t->nrof)
407 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
408
409 return;
410 } 360 }
411
412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
413 { 362 {
414 object *tmp = arch_to_object (t->item); 363 if (object *tmp = arch_to_object (t->item))
415 364 {
416 if (!tmp)
417 return;
418
419 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
420 tmp->nrof = rndm (t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
421 367
422 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
423 change_treasure (t, tmp); 369 change_treasure (t, tmp);
424 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
371 }
425 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
426} 379}
427 380
428/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
429 * to determine how many list transitions or attempts to create treasure 382 * 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 383 * have been made. It is really in place to prevent infinite loops with
433 * to do that. 386 * to do that.
434 */ 387 */
435void 388void
436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 389create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
437{ 390{
391 // empty treasurelists are legal
392 if (!tl->items)
393 return;
394
438 if (tries++ > 100) 395 if (tries++ > 100)
439 { 396 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 398 return;
399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
442 } 408 }
443 409
444 if (tl->total_chance) 410 if (tl->total_chance)
445 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
446 else 412 else
455object * 421object *
456generate_treasure (treasurelist *tl, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
457{ 423{
458 difficulty = clamp (difficulty, 1, settings.max_level); 424 difficulty = clamp (difficulty, 1, settings.max_level);
459 425
460 object *ob = object::create (), *tmp; 426 object *ob = object::create ();
461 427
462 create_treasure (tl, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
463 429
464 /* Don't want to free the object we are about to return */ 430 /* Don't want to free the object we are about to return */
465 tmp = ob->inv; 431 object *tmp = ob->inv;
466 if (tmp != NULL) 432 if (tmp)
467 tmp->remove (); 433 tmp->remove ();
468 434
469 if (ob->inv) 435 if (ob->inv)
470 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
471 437
479 * The array has two arguments, the difficulty of the level, and the 445 * The array has two arguments, the difficulty of the level, and the
480 * magical bonus "wanted". 446 * magical bonus "wanted".
481 */ 447 */
482 448
483static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
484
485/*chance of magic difficulty*/ 450// chance of magic difficulty
486
487/* +0 +1 +2 +3 +4 */ 451// +0 +1 +2 +3 +4
488 {95, 2, 2, 1, 0}, /*1 */ 452 {95, 2, 2, 1, 0}, // 1
489 {92, 5, 2, 1, 0}, /*2 */ 453 {92, 5, 2, 1, 0}, // 2
490 {85, 10, 4, 1, 0}, /*3 */ 454 {85, 10, 4, 1, 0}, // 3
491 {80, 14, 4, 2, 0}, /*4 */ 455 {80, 14, 4, 2, 0}, // 4
492 {75, 17, 5, 2, 1}, /*5 */ 456 {75, 17, 5, 2, 1}, // 5
493 {70, 18, 8, 3, 1}, /*6 */ 457 {70, 18, 8, 3, 1}, // 6
494 {65, 21, 10, 3, 1}, /*7 */ 458 {65, 21, 10, 3, 1}, // 7
495 {60, 22, 12, 4, 2}, /*8 */ 459 {60, 22, 12, 4, 2}, // 8
496 {55, 25, 14, 4, 2}, /*9 */ 460 {55, 25, 14, 4, 2}, // 9
497 {50, 27, 16, 5, 2}, /*10 */ 461 {50, 27, 16, 5, 2}, // 10
498 {45, 28, 18, 6, 3}, /*11 */ 462 {45, 28, 18, 6, 3}, // 11
499 {42, 28, 20, 7, 3}, /*12 */ 463 {42, 28, 20, 7, 3}, // 12
500 {40, 27, 21, 8, 4}, /*13 */ 464 {40, 27, 21, 8, 4}, // 13
501 {38, 25, 22, 10, 5}, /*14 */ 465 {38, 25, 22, 10, 5}, // 14
502 {36, 23, 23, 12, 6}, /*15 */ 466 {36, 23, 23, 12, 6}, // 15
503 {33, 21, 24, 14, 8}, /*16 */ 467 {33, 21, 24, 14, 8}, // 16
504 {31, 19, 25, 16, 9}, /*17 */ 468 {31, 19, 25, 16, 9}, // 17
505 {27, 15, 30, 18, 10}, /*18 */ 469 {27, 15, 30, 18, 10}, // 18
506 {20, 12, 30, 25, 13}, /*19 */ 470 {20, 12, 30, 25, 13}, // 19
507 {15, 10, 28, 30, 17}, /*20 */ 471 {15, 10, 28, 30, 17}, // 20
508 {13, 9, 27, 28, 23}, /*21 */ 472 {13, 9, 27, 28, 23}, // 21
509 {10, 8, 25, 28, 29}, /*22 */ 473 {10, 8, 25, 28, 29}, // 22
510 {8, 7, 23, 26, 36}, /*23 */ 474 { 8, 7, 23, 26, 36}, // 23
511 {6, 6, 20, 22, 46}, /*24 */ 475 { 6, 6, 20, 22, 46}, // 24
512 {4, 5, 17, 18, 56}, /*25 */ 476 { 4, 5, 17, 18, 56}, // 25
513 {2, 4, 12, 14, 68}, /*26 */ 477 { 2, 4, 12, 14, 68}, // 26
514 {0, 3, 7, 10, 80}, /*27 */ 478 { 0, 3, 7, 10, 80}, // 27
515 {0, 0, 3, 7, 90}, /*28 */ 479 { 0, 0, 3, 7, 90}, // 28
516 {0, 0, 0, 3, 97}, /*29 */ 480 { 0, 0, 0, 3, 97}, // 29
517 {0, 0, 0, 0, 100}, /*30 */ 481 { 0, 0, 0, 0, 100}, // 30
518 {0, 0, 0, 0, 100}, /*31 */ 482 { 0, 0, 0, 0, 100}, // 31
519}; 483};
520
521 484
522/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
523 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
524 * 487 *
525 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
526 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
527 */ 490 */
528
529int 491int
530level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
531{ 493{
532 int olevel = 0; 494 int olevel = 0;
533 495
556 * elmex Thu Aug 10 18:45:44 CEST 2006: 518 * elmex Thu Aug 10 18:45:44 CEST 2006:
557 * Scaling difficulty by max_level, as difficulty is a level and not some 519 * Scaling difficulty by max_level, as difficulty is a level and not some
558 * weird integer between 1-31. 520 * weird integer between 1-31.
559 * 521 *
560 */ 522 */
561
562int 523int
563magic_from_difficulty (int difficulty) 524magic_from_difficulty (int difficulty)
564{ 525{
565 int percent = 0, magic = 0; 526 int percent = 0, magic = 0;
566 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 527 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
610 571
611 op->magic = magic; 572 op->magic = magic;
612 if (op->arch) 573 if (op->arch)
613 { 574 {
614 if (op->type == ARMOUR) 575 if (op->type == ARMOUR)
615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
616 577
617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
618 magic = (-magic); 579 magic = (-magic);
619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
620 } 581 }
621 else 582 else
622 { 583 {
623 if (op->type == ARMOUR) 584 if (op->type == ARMOUR)
624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
654 * 1) Since rings can have multiple bonuses, if the same bonus 615 * 1) Since rings can have multiple bonuses, if the same bonus
655 * is rolled again, increase it - the bonuses now stack with 616 * is rolled again, increase it - the bonuses now stack with
656 * other bonuses previously rolled and ones the item might natively have. 617 * other bonuses previously rolled and ones the item might natively have.
657 * 2) Add code to deal with new PR method. 618 * 2) Add code to deal with new PR method.
658 */ 619 */
659
660void 620void
661set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
662{ 622{
663 623
664 int r = rndm (bonus > 0 ? 25 : 11); 624 int r = rndm (bonus > 0 ? 25 : 11);
687 case 2: 647 case 2:
688 case 3: 648 case 3:
689 case 4: 649 case 4:
690 case 5: 650 case 5:
691 case 6: 651 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 652 op->stats.stat (r) += bonus;
693 break; 653 break;
694 654
695 case 7: 655 case 7:
696 op->stats.dam += bonus; 656 op->stats.dam += bonus;
697 break; 657 break;
845 save_item_power = op->item_power; 805 save_item_power = op->item_power;
846 op->item_power = 0; 806 op->item_power = 0;
847 807
848 if (op->randomitems && op->type != SPELL) 808 if (op->randomitems && op->type != SPELL)
849 { 809 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 810 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
851 if (!op->inv)
852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
853
854 /* So the treasure doesn't get created again */ 811 /* So the treasure doesn't get created again */
855 op->randomitems = NULL; 812 op->randomitems = 0;
856 } 813 }
857 814
858 if (difficulty < 1) 815 if (difficulty < 1)
859 difficulty = 1; 816 difficulty = 1;
860 817
1176 * Allocate and return the pointer to an empty artifactlist structure. 1133 * Allocate and return the pointer to an empty artifactlist structure.
1177 */ 1134 */
1178static artifactlist * 1135static artifactlist *
1179get_empty_artifactlist (void) 1136get_empty_artifactlist (void)
1180{ 1137{
1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1138 return salloc0 <artifactlist> ();
1182
1183 if (al == NULL)
1184 fatal (OUT_OF_MEMORY);
1185 al->next = NULL;
1186 al->items = NULL;
1187 al->total_chance = 0;
1188 return al;
1189} 1139}
1190 1140
1191/* 1141/*
1192 * Allocate and return the pointer to an empty artifact structure. 1142 * Allocate and return the pointer to an empty artifact structure.
1193 */ 1143 */
1194static artifact * 1144static artifact *
1195get_empty_artifact (void) 1145get_empty_artifact (void)
1196{ 1146{
1197 artifact *a = (artifact *) malloc (sizeof (artifact)); 1147 return salloc0 <artifact> ();
1198
1199 if (a == NULL)
1200 fatal (OUT_OF_MEMORY);
1201
1202 a->item = NULL;
1203 a->next = NULL;
1204 a->chance = 0;
1205 a->difficulty = 0;
1206 a->allowed = NULL;
1207 return a;
1208} 1148}
1209 1149
1210/* 1150/*
1211 * Searches the artifact lists and returns one that has the same type 1151 * Searches the artifact lists and returns one that has the same type
1212 * of objects on it. 1152 * of objects on it.
1213 */ 1153 */
1214artifactlist * 1154artifactlist *
1215find_artifactlist (int type) 1155find_artifactlist (int type)
1216{ 1156{
1217 artifactlist *al;
1218
1219 for (al = first_artifactlist; al; al = al->next) 1157 for (artifactlist *al = first_artifactlist; al; al = al->next)
1220 if (al->type == type) 1158 if (al->type == type)
1221 return al; 1159 return al;
1222 1160
1223 return 0; 1161 return 0;
1224} 1162}
1261 treasurelist *tl; 1199 treasurelist *tl;
1262 int i; 1200 int i;
1263 1201
1264 if (depth > 100) 1202 if (depth > 100)
1265 return; 1203 return;
1204
1266 while (t) 1205 while (t)
1267 { 1206 {
1268 if (t->name) 1207 if (t->name)
1269 { 1208 {
1270 for (i = 0; i < depth; i++) 1209 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1210 fprintf (logfile, " ");
1211
1272 fprintf (logfile, "{ (list: %s)\n", &t->name); 1212 fprintf (logfile, "{ (list: %s)\n", &t->name);
1213
1273 tl = find_treasurelist (t->name); 1214 tl = treasurelist::find (t->name);
1274 if (tl) 1215 if (tl)
1275 dump_monster_treasure_rec (name, tl->items, depth + 2); 1216 dump_monster_treasure_rec (name, tl->items, depth + 2);
1217
1276 for (i = 0; i < depth; i++) 1218 for (i = 0; i < depth; i++)
1277 fprintf (logfile, " "); 1219 fprintf (logfile, " ");
1220
1278 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1221 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1279 } 1222 }
1280 else 1223 else
1281 { 1224 {
1282 for (i = 0; i < depth; i++) 1225 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " "); 1226 fprintf (logfile, " ");
1227
1284 if (t->item && t->item->clone.type == FLESH) 1228 if (t->item && t->item->type == FLESH)
1285 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1229 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1286 else 1230 else
1287 fprintf (logfile, "%s\n", &t->item->clone.name); 1231 fprintf (logfile, "%s\n", &t->item->object::name);
1288 } 1232 }
1289 1233
1290 if (t->next_yes) 1234 if (t->next_yes)
1291 { 1235 {
1292 for (i = 0; i < depth; i++) 1236 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " "); 1237 fprintf (logfile, " ");
1238
1294 fprintf (logfile, " (if yes)\n"); 1239 fprintf (logfile, " (if yes)\n");
1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1240 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1296 } 1241 }
1297 1242
1298 if (t->next_no) 1243 if (t->next_no)
1299 { 1244 {
1300 for (i = 0; i < depth; i++) 1245 for (i = 0; i < depth; i++)
1301 fprintf (logfile, " "); 1246 fprintf (logfile, " ");
1247
1302 fprintf (logfile, " (if no)\n"); 1248 fprintf (logfile, " (if no)\n");
1303 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1249 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1304 } 1250 }
1305 1251
1306 t = t->next; 1252 t = t->next;
1309 1255
1310/* 1256/*
1311 * For debugging purposes. Dumps all treasures for a given monster. 1257 * For debugging purposes. Dumps all treasures for a given monster.
1312 * Created originally by Raphael Quinet for debugging the alchemy code. 1258 * Created originally by Raphael Quinet for debugging the alchemy code.
1313 */ 1259 */
1314
1315void 1260void
1316dump_monster_treasure (const char *name) 1261dump_monster_treasure (const char *name)
1317{ 1262{
1318 archetype *at; 1263 archetype *at;
1319 int found; 1264 int found;
1320 1265
1321 found = 0; 1266 found = 0;
1322 fprintf (logfile, "\n"); 1267 fprintf (logfile, "\n");
1323 1268
1324 for (at = first_archetype; at != NULL; at = at->next) 1269 for_all_archetypes (at)
1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1270 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1326 { 1271 {
1327 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1272 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1328 if (at->clone.randomitems != NULL) 1273 if (at->randomitems != NULL)
1329 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1274 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1330 else 1275 else
1331 fprintf (logfile, "(nothing)\n"); 1276 fprintf (logfile, "(nothing)\n");
1332 1277
1333 fprintf (logfile, "\n"); 1278 fprintf (logfile, "\n");
1334 found++; 1279 found++;
1366 { 1311 {
1367 switch (f.kw) 1312 switch (f.kw)
1368 { 1313 {
1369 case KW_allowed: 1314 case KW_allowed:
1370 if (!art) 1315 if (!art)
1371 {
1372 art = get_empty_artifact (); 1316 art = get_empty_artifact ();
1373 nrofartifacts++;
1374 }
1375 1317
1376 { 1318 {
1377 if (!strcmp (f.get_str (), "all")) 1319 if (!strcmp (f.get_str (), "all"))
1378 break; 1320 break;
1379 1321
1380 char *next, *cp = f.get_str (); 1322 char *next, *cp = f.get_str ();
1381 1323
1382 do 1324 do
1383 { 1325 {
1384 nrofallowedstr++;
1385
1386 if ((next = strchr (cp, ','))) 1326 if ((next = strchr (cp, ',')))
1387 *next++ = '\0'; 1327 *next++ = '\0';
1388 1328
1389 linked_char *tmp = new linked_char; 1329 linked_char *tmp = new linked_char;
1390 1330
1405 break; 1345 break;
1406 1346
1407 case KW_object: 1347 case KW_object:
1408 { 1348 {
1409 art->item = object::create (); 1349 art->item = object::create ();
1350 f.get (art->item->name);
1351 f.next ();
1410 1352
1411 if (!art->item->parse_kv (f)) 1353 if (!art->item->parse_kv (f))
1412 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1354 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1413 1355
1414 al = find_artifactlist (art->item->type); 1356 al = find_artifactlist (art->item->type);
1440 } 1382 }
1441 1383
1442done: 1384done:
1443 for (al = first_artifactlist; al; al = al->next) 1385 for (al = first_artifactlist; al; al = al->next)
1444 { 1386 {
1387 al->total_chance = 0;
1388
1445 for (art = al->items; art; art = art->next) 1389 for (art = al->items; art; art = art->next)
1446 { 1390 {
1447 if (!art->chance) 1391 if (!art->chance)
1448 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1392 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1449 else 1393 else
1455 } 1399 }
1456 1400
1457 LOG (llevDebug, "done.\n"); 1401 LOG (llevDebug, "done.\n");
1458} 1402}
1459 1403
1460
1461/* 1404/*
1462 * Used in artifact generation. The bonuses of the first object 1405 * Used in artifact generation. The bonuses of the first object
1463 * is modified by the bonuses of the second object. 1406 * is modified by the bonuses of the second object.
1464 */ 1407 */
1465
1466void 1408void
1467add_abilities (object *op, object *change) 1409add_abilities (object *op, object *change)
1468{ 1410{
1469 int i, tmp; 1411 int i, tmp;
1470 1412
1471 if (change->face != blank_face) 1413 if (change->face != blank_face)
1472 { 1414 {
1473#ifdef TREASURE_VERBOSE 1415#ifdef TREASURE_VERBOSE
1474 LOG (llevDebug, "FACE: %d\n", change->face->number); 1416 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1475#endif 1417#endif
1476 op->face = change->face; 1418 op->face = change->face;
1477 } 1419 }
1478 1420
1479 for (i = 0; i < NUM_STATS; i++) 1421 for (i = 0; i < NUM_STATS; i++)
1480 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1422 change_attr_value (&(op->stats), i, change->stats.stat (i));
1481 1423
1482 op->attacktype |= change->attacktype; 1424 op->attacktype |= change->attacktype;
1483 op->path_attuned |= change->path_attuned; 1425 op->path_attuned |= change->path_attuned;
1484 op->path_repelled |= change->path_repelled; 1426 op->path_repelled |= change->path_repelled;
1485 op->path_denied |= change->path_denied; 1427 op->path_denied |= change->path_denied;
1649 if (change->msg) 1591 if (change->msg)
1650 op->msg = change->msg; 1592 op->msg = change->msg;
1651} 1593}
1652 1594
1653static int 1595static int
1654legal_artifact_combination (object *op, artifact * art) 1596legal_artifact_combination (object *op, artifact *art)
1655{ 1597{
1656 int neg, success = 0; 1598 int neg, success = 0;
1657 linked_char *tmp; 1599 linked_char *tmp;
1658 const char *name; 1600 const char *name;
1659 1601
1660 if (art->allowed == (linked_char *) NULL) 1602 if (!art->allowed)
1661 return 1; /* Ie, "all" */ 1603 return 1; /* Ie, "all" */
1604
1662 for (tmp = art->allowed; tmp; tmp = tmp->next) 1605 for (tmp = art->allowed; tmp; tmp = tmp->next)
1663 { 1606 {
1664#ifdef TREASURE_VERBOSE 1607#ifdef TREASURE_VERBOSE
1665 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1608 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1666#endif 1609#endif
1667 if (*tmp->name == '!') 1610 if (*tmp->name == '!')
1668 name = tmp->name + 1, neg = 1; 1611 name = tmp->name + 1, neg = 1;
1669 else 1612 else
1670 name = tmp->name, neg = 0; 1613 name = tmp->name, neg = 0;
1671 1614
1672 /* If we match name, then return the opposite of 'neg' */ 1615 /* If we match name, then return the opposite of 'neg' */
1673 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1616 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1674 return !neg; 1617 return !neg;
1675 1618
1676 /* Set success as true, since if the match was an inverse, it means 1619 /* Set success as true, since if the match was an inverse, it means
1677 * everything is allowed except what we match 1620 * everything is allowed except what we match
1678 */ 1621 */
1679 else if (neg) 1622 else if (neg)
1680 success = 1; 1623 success = 1;
1681 } 1624 }
1625
1682 return success; 1626 return success;
1683} 1627}
1684 1628
1685/* 1629/*
1686 * Fixes the given object, giving it the abilities and titles 1630 * Fixes the given object, giving it the abilities and titles
1765 continue; 1709 continue;
1766 1710
1767 if (!legal_artifact_combination (op, art)) 1711 if (!legal_artifact_combination (op, art))
1768 { 1712 {
1769#ifdef TREASURE_VERBOSE 1713#ifdef TREASURE_VERBOSE
1770 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1714 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1771#endif 1715#endif
1772 continue; 1716 continue;
1773 } 1717 }
1718
1774 give_artifact_abilities (op, art->item); 1719 give_artifact_abilities (op, art->item);
1775 return; 1720 return;
1776 } 1721 }
1777} 1722}
1778 1723
1822 SET_FLAG (item, FLAG_NO_STEAL); 1767 SET_FLAG (item, FLAG_NO_STEAL);
1823 } 1768 }
1824} 1769}
1825 1770
1826/* special_potion() - so that old potion code is still done right. */ 1771/* special_potion() - so that old potion code is still done right. */
1827
1828int 1772int
1829special_potion (object *op) 1773special_potion (object *op)
1830{ 1774{
1831 if (op->attacktype) 1775 if (op->attacktype)
1832 return 1; 1776 return 1;
1842} 1786}
1843 1787
1844void 1788void
1845free_treasurestruct (treasure *t) 1789free_treasurestruct (treasure *t)
1846{ 1790{
1847 if (t->next)
1848 free_treasurestruct (t->next); 1791 if (t->next) free_treasurestruct (t->next);
1849 if (t->next_yes)
1850 free_treasurestruct (t->next_yes); 1792 if (t->next_yes) free_treasurestruct (t->next_yes);
1851 if (t->next_no)
1852 free_treasurestruct (t->next_no); 1793 if (t->next_no) free_treasurestruct (t->next_no);
1853 1794
1854 delete t; 1795 delete t;
1855} 1796}
1856 1797
1857void 1798void
1862 1803
1863 delete lc; 1804 delete lc;
1864} 1805}
1865 1806
1866void 1807void
1867free_artifact (artifact * at) 1808free_artifact (artifact *at)
1868{ 1809{
1869 if (at->next)
1870 free_artifact (at->next); 1810 if (at->next) free_artifact (at->next);
1871
1872 if (at->allowed)
1873 free_charlinks (at->allowed); 1811 if (at->allowed) free_charlinks (at->allowed);
1874 1812
1875 at->item->destroy (1); 1813 at->item->destroy (1);
1876 1814
1877 delete at; 1815 sfree (at);
1878} 1816}
1879 1817
1880void 1818void
1881free_artifactlist (artifactlist * al) 1819free_artifactlist (artifactlist *al)
1882{ 1820{
1883 artifactlist *nextal; 1821 artifactlist *nextal;
1884 1822
1885 for (al = first_artifactlist; al; al = nextal) 1823 for (al = first_artifactlist; al; al = nextal)
1886 { 1824 {
1887 nextal = al->next; 1825 nextal = al->next;
1888 1826
1889 if (al->items) 1827 if (al->items)
1890 free_artifact (al->items); 1828 free_artifact (al->items);
1891 1829
1892 free (al); 1830 sfree (al);
1893 } 1831 }
1894} 1832}
1895 1833
1896void 1834void
1897free_all_treasures (void) 1835free_all_treasures (void)
1898{ 1836{
1899 treasurelist *tl, *next; 1837 treasurelist *tl, *next;
1900 1838
1901
1902 for (tl = first_treasurelist; tl != NULL; tl = next) 1839 for (tl = first_treasurelist; tl; tl = next)
1903 { 1840 {
1841 clear (tl);
1842
1904 next = tl->next; 1843 next = tl->next;
1905 if (tl->items)
1906 free_treasurestruct (tl->items);
1907 delete tl; 1844 delete tl;
1908 } 1845 }
1846
1909 free_artifactlist (first_artifactlist); 1847 free_artifactlist (first_artifactlist);
1910} 1848}

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