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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 1.54 by root, Sat Apr 21 17:34:23 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
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;
291
292 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* Bit of a hack - spells should never be put onto the map. The entire
293 * treasure stuff is a problem - there is no clear idea of knowing 236 * treasure stuff is a problem - there is no clear idea of knowing
294 * this is the original object, or if this is an object that should be created 237 * this is the original object, or if this is an object that should be created
295 * by another object. 238 * by another object.
296 */ 239 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 if (flags & GT_ENVIRONMENT && op->type != SPELL)
298 { 241 {
299 op->x = creator->x; 242 op->expand_tail ();
300 op->y = creator->y; 243
244 if (ob_blocked (op, creator->map, creator->x, creator->y))
245 op->destroy ();
246 else
247 {
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 248 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 249 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
250 }
303 } 251 }
304 else 252 else
305 { 253 {
306 op = insert_ob_in_ob (op, creator); 254 op = creator->insert (op);
255
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 256 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 257 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 258
259 if (flags & GT_UPDATE_INV)
260 if (object *tmp = creator->in_player ())
310 esrv_send_item (tmp, op); 261 esrv_send_item (tmp, op);
311 } 262 }
312} 263}
313 264
314/* if there are change_xxx commands in the treasure, we include the changes 265/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 266 * in the generated object
329 280
330 if (t->change_arch.slaying) 281 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 282 op->slaying = t->change_arch.slaying;
332} 283}
333 284
334void 285static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 286create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 287{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 288 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 289 {
341 if (t->name) 290 if (t->name)
342 { 291 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 292 if (difficulty >= t->magic)
293 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 294 create_treasure (tl, op, flag, difficulty, tries);
295 else
296 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 297 }
346 else 298 else
347 { 299 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 300 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 301 {
350 tmp = arch_to_object (t->item); 302 object *tmp = arch_to_object (t->item);
303
351 if (t->nrof && tmp->nrof <= 1) 304 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 305 tmp->nrof = rndm (t->nrof) + 1;
306
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 307 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 308 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 309 put_treasure (tmp, op, flag);
356 } 310 }
357 } 311 }
358 312
359 if (t->next_yes != NULL) 313 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 314 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 315 }
362 else if (t->next_no != NULL) 316 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 317 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 318
365 if (t->next != NULL) 319 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 320 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 321}
368 322
369void 323static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 324create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 325{
372 int value = RANDOM () % tl->total_chance; 326 int value = rndm (tl->total_chance);
373 treasure *t; 327 treasure *t;
374 328
375 if (tries++ > 100) 329 if (tries++ > 100)
376 { 330 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 331 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 332 return;
379 } 333 }
380 334
381 for (t = tl->items; t != NULL; t = t->next) 335 for (t = tl->items; t; t = t->next)
382 { 336 {
383 value -= t->chance; 337 value -= t->chance;
384 338
385 if (value < 0) 339 if (value < 0)
386 break; 340 break;
387 } 341 }
388 342
389 if (!t || value >= 0) 343 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 344 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 345
396 if (t->name) 346 if (t->name)
397 { 347 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 348 if (difficulty >= t->magic)
349 {
350 treasurelist *tl = treasurelist::find (t->name);
351 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 352 create_treasure (tl, op, flag, difficulty, tries);
353 }
403 else if (t->nrof) 354 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 355 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 356 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 357 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 358 {
411 object *tmp = arch_to_object (t->item); 359 if (object *tmp = arch_to_object (t->item))
412 360 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 361 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 362 tmp->nrof = rndm (t->nrof) + 1;
418 363
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 364 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 365 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 366 put_treasure (tmp, op, flag);
367 }
422 } 368 }
423} 369}
424 370
425/* This calls the appropriate treasure creation function. tries is passed 371/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 372 * to determine how many list transitions or attempts to create treasure
428 * list transitions, or so that excessively good treasure will not be 374 * 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 375 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 376 * to do that.
431 */ 377 */
432void 378void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 379create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 380{
381 // empty treasurelists are legal
382 if (!tl->items)
383 return;
435 384
436 if (tries++ > 100) 385 if (tries++ > 100)
437 { 386 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 387 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 388 return;
440 } 389 }
390
441 if (t->total_chance) 391 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 392 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 393 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 394 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 395}
446 396
447/* This is similar to the old generate treasure function. However, 397/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 398 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 399 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 400 * inserted into, and then return that treausre
451 */ 401 */
452object * 402object *
453generate_treasure (treasurelist *t, int difficulty) 403generate_treasure (treasurelist *tl, int difficulty)
454{ 404{
455 difficulty = clamp (difficulty, 1, settings.max_level); 405 difficulty = clamp (difficulty, 1, settings.max_level);
456 406
457 object *ob = object::create (), *tmp; 407 object *ob = object::create ();
458 408
459 create_treasure (t, ob, 0, difficulty, 0); 409 create_treasure (tl, ob, 0, difficulty, 0);
460 410
461 /* Don't want to free the object we are about to return */ 411 /* Don't want to free the object we are about to return */
462 tmp = ob->inv; 412 object *tmp = ob->inv;
463 if (tmp != NULL) 413 if (tmp)
464 tmp->remove (); 414 tmp->remove ();
465 415
466 if (ob->inv) 416 if (ob->inv)
467 LOG (llevError, "In generate treasure, created multiple objects.\n"); 417 LOG (llevError, "In generate treasure, created multiple objects.\n");
468 418
476 * The array has two arguments, the difficulty of the level, and the 426 * The array has two arguments, the difficulty of the level, and the
477 * magical bonus "wanted". 427 * magical bonus "wanted".
478 */ 428 */
479 429
480static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 430static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
481
482/*chance of magic difficulty*/ 431// chance of magic difficulty
483
484/* +0 +1 +2 +3 +4 */ 432// +0 +1 +2 +3 +4
485 {95, 2, 2, 1, 0}, /*1 */ 433 {95, 2, 2, 1, 0}, // 1
486 {92, 5, 2, 1, 0}, /*2 */ 434 {92, 5, 2, 1, 0}, // 2
487 {85, 10, 4, 1, 0}, /*3 */ 435 {85, 10, 4, 1, 0}, // 3
488 {80, 14, 4, 2, 0}, /*4 */ 436 {80, 14, 4, 2, 0}, // 4
489 {75, 17, 5, 2, 1}, /*5 */ 437 {75, 17, 5, 2, 1}, // 5
490 {70, 18, 8, 3, 1}, /*6 */ 438 {70, 18, 8, 3, 1}, // 6
491 {65, 21, 10, 3, 1}, /*7 */ 439 {65, 21, 10, 3, 1}, // 7
492 {60, 22, 12, 4, 2}, /*8 */ 440 {60, 22, 12, 4, 2}, // 8
493 {55, 25, 14, 4, 2}, /*9 */ 441 {55, 25, 14, 4, 2}, // 9
494 {50, 27, 16, 5, 2}, /*10 */ 442 {50, 27, 16, 5, 2}, // 10
495 {45, 28, 18, 6, 3}, /*11 */ 443 {45, 28, 18, 6, 3}, // 11
496 {42, 28, 20, 7, 3}, /*12 */ 444 {42, 28, 20, 7, 3}, // 12
497 {40, 27, 21, 8, 4}, /*13 */ 445 {40, 27, 21, 8, 4}, // 13
498 {38, 25, 22, 10, 5}, /*14 */ 446 {38, 25, 22, 10, 5}, // 14
499 {36, 23, 23, 12, 6}, /*15 */ 447 {36, 23, 23, 12, 6}, // 15
500 {33, 21, 24, 14, 8}, /*16 */ 448 {33, 21, 24, 14, 8}, // 16
501 {31, 19, 25, 16, 9}, /*17 */ 449 {31, 19, 25, 16, 9}, // 17
502 {27, 15, 30, 18, 10}, /*18 */ 450 {27, 15, 30, 18, 10}, // 18
503 {20, 12, 30, 25, 13}, /*19 */ 451 {20, 12, 30, 25, 13}, // 19
504 {15, 10, 28, 30, 17}, /*20 */ 452 {15, 10, 28, 30, 17}, // 20
505 {13, 9, 27, 28, 23}, /*21 */ 453 {13, 9, 27, 28, 23}, // 21
506 {10, 8, 25, 28, 29}, /*22 */ 454 {10, 8, 25, 28, 29}, // 22
507 {8, 7, 23, 26, 36}, /*23 */ 455 { 8, 7, 23, 26, 36}, // 23
508 {6, 6, 20, 22, 46}, /*24 */ 456 { 6, 6, 20, 22, 46}, // 24
509 {4, 5, 17, 18, 56}, /*25 */ 457 { 4, 5, 17, 18, 56}, // 25
510 {2, 4, 12, 14, 68}, /*26 */ 458 { 2, 4, 12, 14, 68}, // 26
511 {0, 3, 7, 10, 80}, /*27 */ 459 { 0, 3, 7, 10, 80}, // 27
512 {0, 0, 3, 7, 90}, /*28 */ 460 { 0, 0, 3, 7, 90}, // 28
513 {0, 0, 0, 3, 97}, /*29 */ 461 { 0, 0, 0, 3, 97}, // 29
514 {0, 0, 0, 0, 100}, /*30 */ 462 { 0, 0, 0, 0, 100}, // 30
515 {0, 0, 0, 0, 100}, /*31 */ 463 { 0, 0, 0, 0, 100}, // 31
516}; 464};
517
518 465
519/* calculate the appropriate level for wands staves and scrolls. 466/* calculate the appropriate level for wands staves and scrolls.
520 * This code presumes that op has had its spell object created (in op->inv) 467 * This code presumes that op has had its spell object created (in op->inv)
521 * 468 *
522 * elmex Wed Aug 9 17:44:59 CEST 2006: 469 * elmex Wed Aug 9 17:44:59 CEST 2006:
523 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 470 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
524 */ 471 */
525
526int 472int
527level_for_item (const object *op, int difficulty) 473level_for_item (const object *op, int difficulty)
528{ 474{
529 int olevel = 0; 475 int olevel = 0;
530 476
553 * elmex Thu Aug 10 18:45:44 CEST 2006: 499 * elmex Thu Aug 10 18:45:44 CEST 2006:
554 * Scaling difficulty by max_level, as difficulty is a level and not some 500 * Scaling difficulty by max_level, as difficulty is a level and not some
555 * weird integer between 1-31. 501 * weird integer between 1-31.
556 * 502 *
557 */ 503 */
558
559int 504int
560magic_from_difficulty (int difficulty) 505magic_from_difficulty (int difficulty)
561{ 506{
562 int percent = 0, magic = 0; 507 int percent = 0, magic = 0;
563 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 508 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
568 scaled_diff = 0; 513 scaled_diff = 0;
569 514
570 if (scaled_diff >= DIFFLEVELS) 515 if (scaled_diff >= DIFFLEVELS)
571 scaled_diff = DIFFLEVELS - 1; 516 scaled_diff = DIFFLEVELS - 1;
572 517
573 percent = RANDOM () % 100; 518 percent = rndm (100);
574 519
575 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 520 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
576 { 521 {
577 percent -= difftomagic_list[scaled_diff][magic]; 522 percent -= difftomagic_list[scaled_diff][magic];
578 523
584 { 529 {
585 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 530 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
586 magic = 0; 531 magic = 0;
587 } 532 }
588 533
589 magic = (RANDOM () % 3) ? magic : -magic; 534 magic = (rndm (3)) ? magic : -magic;
590 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 535 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
591 536
592 return magic; 537 return magic;
593} 538}
594 539
609 if (op->arch) 554 if (op->arch)
610 { 555 {
611 if (op->type == ARMOUR) 556 if (op->type == ARMOUR)
612 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 557 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
613 558
614 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 559 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
615 magic = (-magic); 560 magic = (-magic);
616 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 561 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
617 } 562 }
618 else 563 else
619 { 564 {
620 if (op->type == ARMOUR) 565 if (op->type == ARMOUR)
621 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 566 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 567 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 568 magic = (-magic);
624 op->weight = (op->weight * (100 - magic * 10)) / 100; 569 op->weight = (op->weight * (100 - magic * 10)) / 100;
625 } 570 }
626} 571}
627 572
651 * 1) Since rings can have multiple bonuses, if the same bonus 596 * 1) Since rings can have multiple bonuses, if the same bonus
652 * is rolled again, increase it - the bonuses now stack with 597 * is rolled again, increase it - the bonuses now stack with
653 * other bonuses previously rolled and ones the item might natively have. 598 * other bonuses previously rolled and ones the item might natively have.
654 * 2) Add code to deal with new PR method. 599 * 2) Add code to deal with new PR method.
655 */ 600 */
656
657void 601void
658set_ring_bonus (object *op, int bonus) 602set_ring_bonus (object *op, int bonus)
659{ 603{
660 604
661 int r = RANDOM () % (bonus > 0 ? 25 : 11); 605 int r = rndm (bonus > 0 ? 25 : 11);
662 606
663 if (op->type == AMULET) 607 if (op->type == AMULET)
664 { 608 {
665 if (!(RANDOM () % 21)) 609 if (!(rndm (21)))
666 r = 20 + RANDOM () % 2; 610 r = 20 + rndm (2);
667 else 611 else
668 { 612 {
669 if (RANDOM () & 2) 613 if (rndm (2))
670 r = 10; 614 r = 10;
671 else 615 else
672 r = 11 + RANDOM () % 9; 616 r = 11 + rndm (9);
673 } 617 }
674 } 618 }
675 619
676 switch (r) 620 switch (r)
677 { 621 {
714 case 16: 658 case 16:
715 case 17: 659 case 17:
716 case 18: 660 case 18:
717 case 19: 661 case 19:
718 { 662 {
719 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 663 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
720 664
721 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 665 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
722 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 666 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
723 667
724 /* Cursed items need to have higher negative values to equal out with 668 /* Cursed items need to have higher negative values to equal out with
725 * positive values for how protections work out. Put another 669 * positive values for how protections work out. Put another
726 * little random element in since that they don't always end up with 670 * little random element in since that they don't always end up with
727 * even values. 671 * even values.
728 */ 672 */
729 if (bonus < 0) 673 if (bonus < 0)
730 val = 2 * -val - RANDOM () % b; 674 val = 2 * -val - rndm (b);
731 if (val > 35) 675 if (val > 35)
732 val = 35; /* Upper limit */ 676 val = 35; /* Upper limit */
733 b = 0; 677 b = 0;
678
734 while (op->resist[resist_table[resist]] != 0 && b < 4) 679 while (op->resist[resist_table[resist]] != 0 && b < 4)
735 {
736 resist = RANDOM () % num_resist_table; 680 resist = rndm (num_resist_table);
737 } 681
738 if (b == 4) 682 if (b == 4)
739 return; /* Not able to find a free resistance */ 683 return; /* Not able to find a free resistance */
684
740 op->resist[resist_table[resist]] = val; 685 op->resist[resist_table[resist]] = val;
741 /* We should probably do something more clever here to adjust value 686 /* We should probably do something more clever here to adjust value
742 * based on how good a resistance we gave. 687 * based on how good a resistance we gave.
743 */ 688 */
744 break; 689 break;
772 case 22: 717 case 22:
773 op->stats.exp += bonus; /* Speed! */ 718 op->stats.exp += bonus; /* Speed! */
774 op->value = (op->value * 2) / 3; 719 op->value = (op->value * 2) / 3;
775 break; 720 break;
776 } 721 }
722
777 if (bonus > 0) 723 if (bonus > 0)
778 op->value *= 2 * bonus; 724 op->value *= 2 * bonus;
779 else 725 else
780 op->value = -(op->value * 2 * bonus) / 3; 726 op->value = -(op->value * 2 * bonus) / 3;
781} 727}
786 * higher is the chance of returning a low number. 732 * higher is the chance of returning a low number.
787 * It is only used in fix_generated_treasure() to set bonuses on 733 * It is only used in fix_generated_treasure() to set bonuses on
788 * rings and amulets. 734 * rings and amulets.
789 * Another scheme is used to calculate the magic of weapons and armours. 735 * Another scheme is used to calculate the magic of weapons and armours.
790 */ 736 */
791
792int 737int
793get_magic (int diff) 738get_magic (int diff)
794{ 739{
795 int i; 740 int i;
796 741
797 if (diff < 3) 742 if (diff < 3)
798 diff = 3; 743 diff = 3;
744
799 for (i = 0; i < 4; i++) 745 for (i = 0; i < 4; i++)
800 if (RANDOM () % diff) 746 if (rndm (diff))
801 return i; 747 return i;
748
802 return 4; 749 return 4;
803} 750}
804 751
805#define DICE2 (get_magic(2)==2?2:1) 752#define DICE2 (get_magic(2)==2?2:1)
806#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 753#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
807 754
808/* 755/*
809 * fix_generated_item(): This is called after an item is generated, in 756 * 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 757 * order to set it up right. This produced magical bonuses, puts spells
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 758 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
825 * value. 772 * value.
826 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 773 * 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 774 * 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 775 * type as appropriate, for objects that need spell objects, set those, etc
829 */ 776 */
830
831void 777void
832fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 778fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
833{ 779{
834 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 780 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
835 781
840 save_item_power = op->item_power; 786 save_item_power = op->item_power;
841 op->item_power = 0; 787 op->item_power = 0;
842 788
843 if (op->randomitems && op->type != SPELL) 789 if (op->randomitems && op->type != SPELL)
844 { 790 {
845 create_treasure (op->randomitems, op, flags, difficulty, 0); 791 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 */ 792 /* So the treasure doesn't get created again */
850 op->randomitems = NULL; 793 op->randomitems = 0;
851 } 794 }
852 795
853 if (difficulty < 1) 796 if (difficulty < 1)
854 difficulty = 1; 797 difficulty = 1;
855 798
872 if (!op->magic && max_magic) 815 if (!op->magic && max_magic)
873 set_magic (difficulty, op, max_magic, flags); 816 set_magic (difficulty, op, max_magic, flags);
874 817
875 num_enchantments = calc_item_power (op, 1); 818 num_enchantments = calc_item_power (op, 1);
876 819
877 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 820 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
821 || op->type == HORN
822 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
878 * used for shop_floors or treasures */ 823 * used for shop_floors or treasures */
879 generate_artifact (op, difficulty); 824 generate_artifact (op, difficulty);
880 } 825 }
881 826
882 /* Object was made an artifact. Calculate its item_power rating. 827 /* Object was made an artifact. Calculate its item_power rating.
940 case WEAPON: 885 case WEAPON:
941 case ARMOUR: 886 case ARMOUR:
942 case SHIELD: 887 case SHIELD:
943 case HELMET: 888 case HELMET:
944 case CLOAK: 889 case CLOAK:
945 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 890 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
946 set_ring_bonus (op, -DICE2); 891 set_ring_bonus (op, -DICE2);
947 break; 892 break;
948 893
949 case BRACERS: 894 case BRACERS:
950 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 895 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
951 { 896 {
952 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 897 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
953 if (!QUERY_FLAG (op, FLAG_CURSED)) 898 if (!QUERY_FLAG (op, FLAG_CURSED))
954 op->value *= 3; 899 op->value *= 3;
955 } 900 }
981 */ 926 */
982 if (op->inv && op->randomitems) 927 if (op->inv && op->randomitems)
983 { 928 {
984 /* value multiplier is same as for scrolls */ 929 /* value multiplier is same as for scrolls */
985 op->value = (op->value * op->inv->value); 930 op->value = (op->value * op->inv->value);
986 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 931 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
987 } 932 }
988 else 933 else
989 { 934 {
990 op->name = "potion"; 935 op->name = "potion";
991 op->name_pl = "potions"; 936 op->name_pl = "potions";
992 } 937 }
993 938
994 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 939 if (!(flags & GT_ONLY_GOOD) && rndm (2))
995 SET_FLAG (op, FLAG_CURSED); 940 SET_FLAG (op, FLAG_CURSED);
996 break; 941 break;
997 } 942 }
998 943
999 case AMULET: 944 case AMULET:
1009 } 954 }
1010 955
1011 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 956 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1012 break; 957 break;
1013 958
1014 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 959 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1015 SET_FLAG (op, FLAG_CURSED); 960 SET_FLAG (op, FLAG_CURSED);
1016 961
1017 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 962 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1018 963
1019 if (op->type != RING) /* Amulets have only one ability */ 964 if (op->type != RING) /* Amulets have only one ability */
1020 break; 965 break;
1021 966
1022 if (!(RANDOM () % 4)) 967 if (!(rndm (4)))
1023 { 968 {
1024 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 969 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1025 970
1026 if (d > 0) 971 if (d > 0)
1027 op->value *= 3; 972 op->value *= 3;
1028 973
1029 set_ring_bonus (op, d); 974 set_ring_bonus (op, d);
1030 975
1031 if (!(RANDOM () % 4)) 976 if (!(rndm (4)))
1032 { 977 {
1033 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 978 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1034 979
1035 if (d > 0) 980 if (d > 0)
1036 op->value *= 5; 981 op->value *= 5;
1037 set_ring_bonus (op, d); 982 set_ring_bonus (op, d);
1038 } 983 }
1039 } 984 }
1040 985
1041 if (GET_ANIM_ID (op)) 986 if (GET_ANIM_ID (op))
1042 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 987 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1043 988
1044 break; 989 break;
1045 990
1046 case BOOK: 991 case BOOK:
1047 /* Is it an empty book?, if yes lets make a special· 992 /* Is it an empty book?, if yes lets make a special·
1048 * msg for it, and tailor its properties based on the· 993 * msg for it, and tailor its properties based on the·
1049 * creator and/or map level we found it on. 994 * creator and/or map level we found it on.
1050 */ 995 */
1051 if (!op->msg && RANDOM () % 10) 996 if (!op->msg && rndm (10))
1052 { 997 {
1053 /* set the book level properly */ 998 /* set the book level properly */
1054 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 999 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1055 { 1000 {
1056 if (op->map && op->map->difficulty) 1001 if (op->map && op->map->difficulty)
1057 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1002 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1058 else 1003 else
1059 op->level = RANDOM () % 20 + 1; 1004 op->level = rndm (20) + 1;
1060 } 1005 }
1061 else 1006 else
1062 op->level = RANDOM () % creator->level; 1007 op->level = rndm (creator->level);
1063 1008
1064 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1009 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1065 /* books w/ info are worth more! */ 1010 /* books w/ info are worth more! */
1066 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1011 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1067 /* creator related stuff */ 1012 /* creator related stuff */
1166 */ 1111 */
1167 1112
1168/* 1113/*
1169 * Allocate and return the pointer to an empty artifactlist structure. 1114 * Allocate and return the pointer to an empty artifactlist structure.
1170 */ 1115 */
1171
1172static artifactlist * 1116static artifactlist *
1173get_empty_artifactlist (void) 1117get_empty_artifactlist (void)
1174{ 1118{
1175 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1119 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} 1120}
1184 1121
1185/* 1122/*
1186 * Allocate and return the pointer to an empty artifact structure. 1123 * Allocate and return the pointer to an empty artifact structure.
1187 */ 1124 */
1188
1189static artifact * 1125static artifact *
1190get_empty_artifact (void) 1126get_empty_artifact (void)
1191{ 1127{
1192 artifact *t = (artifact *) malloc (sizeof (artifact)); 1128 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} 1129}
1203 1130
1204/* 1131/*
1205 * Searches the artifact lists and returns one that has the same type 1132 * Searches the artifact lists and returns one that has the same type
1206 * of objects on it. 1133 * of objects on it.
1207 */ 1134 */
1208
1209artifactlist * 1135artifactlist *
1210find_artifactlist (int type) 1136find_artifactlist (int type)
1211{ 1137{
1212 artifactlist *al;
1213
1214 for (al = first_artifactlist; al != NULL; al = al->next) 1138 for (artifactlist *al = first_artifactlist; al; al = al->next)
1215 if (al->type == type) 1139 if (al->type == type)
1216 return al; 1140 return al;
1141
1217 return NULL; 1142 return 0;
1218} 1143}
1219 1144
1220/* 1145/*
1221 * For debugging purposes. Dumps all tables. 1146 * For debugging purposes. Dumps all tables.
1222 */ 1147 */
1223
1224void 1148void
1225dump_artifacts (void) 1149dump_artifacts (void)
1226{ 1150{
1227 artifactlist *al; 1151 artifactlist *al;
1228 artifact *art; 1152 artifact *art;
1235 for (art = al->items; art != NULL; art = art->next) 1159 for (art = al->items; art != NULL; art = art->next)
1236 { 1160 {
1237 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1161 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1238 if (art->allowed != NULL) 1162 if (art->allowed != NULL)
1239 { 1163 {
1240 fprintf (logfile, "\tAllowed combinations:"); 1164 fprintf (logfile, "\tallowed combinations:");
1241 for (next = art->allowed; next != NULL; next = next->next) 1165 for (next = art->allowed; next != NULL; next = next->next)
1242 fprintf (logfile, "%s,", &next->name); 1166 fprintf (logfile, "%s,", &next->name);
1243 fprintf (logfile, "\n"); 1167 fprintf (logfile, "\n");
1244 } 1168 }
1245 } 1169 }
1256 treasurelist *tl; 1180 treasurelist *tl;
1257 int i; 1181 int i;
1258 1182
1259 if (depth > 100) 1183 if (depth > 100)
1260 return; 1184 return;
1261 while (t != NULL) 1185
1186 while (t)
1262 { 1187 {
1263 if (t->name != NULL) 1188 if (t->name)
1264 { 1189 {
1265 for (i = 0; i < depth; i++) 1190 for (i = 0; i < depth; i++)
1266 fprintf (logfile, " "); 1191 fprintf (logfile, " ");
1192
1267 fprintf (logfile, "{ (list: %s)\n", &t->name); 1193 fprintf (logfile, "{ (list: %s)\n", &t->name);
1194
1268 tl = find_treasurelist (t->name); 1195 tl = treasurelist::find (t->name);
1196 if (tl)
1269 dump_monster_treasure_rec (name, tl->items, depth + 2); 1197 dump_monster_treasure_rec (name, tl->items, depth + 2);
1198
1270 for (i = 0; i < depth; i++) 1199 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1200 fprintf (logfile, " ");
1201
1272 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1202 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1273 } 1203 }
1274 else 1204 else
1275 { 1205 {
1276 for (i = 0; i < depth; i++) 1206 for (i = 0; i < depth; i++)
1277 fprintf (logfile, " "); 1207 fprintf (logfile, " ");
1208
1278 if (t->item->clone.type == FLESH) 1209 if (t->item && t->item->clone.type == FLESH)
1279 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1210 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1280 else 1211 else
1281 fprintf (logfile, "%s\n", &t->item->clone.name); 1212 fprintf (logfile, "%s\n", &t->item->clone.name);
1282 } 1213 }
1214
1283 if (t->next_yes != NULL) 1215 if (t->next_yes)
1284 { 1216 {
1285 for (i = 0; i < depth; i++) 1217 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " "); 1218 fprintf (logfile, " ");
1219
1287 fprintf (logfile, " (if yes)\n"); 1220 fprintf (logfile, " (if yes)\n");
1288 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1221 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1289 } 1222 }
1223
1290 if (t->next_no != NULL) 1224 if (t->next_no)
1291 { 1225 {
1292 for (i = 0; i < depth; i++) 1226 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " "); 1227 fprintf (logfile, " ");
1228
1294 fprintf (logfile, " (if no)\n"); 1229 fprintf (logfile, " (if no)\n");
1295 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1230 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1296 } 1231 }
1232
1297 t = t->next; 1233 t = t->next;
1298 } 1234 }
1299} 1235}
1300 1236
1301/* 1237/*
1302 * For debugging purposes. Dumps all treasures for a given monster. 1238 * For debugging purposes. Dumps all treasures for a given monster.
1303 * Created originally by Raphael Quinet for debugging the alchemy code. 1239 * Created originally by Raphael Quinet for debugging the alchemy code.
1304 */ 1240 */
1305
1306void 1241void
1307dump_monster_treasure (const char *name) 1242dump_monster_treasure (const char *name)
1308{ 1243{
1309 archetype *at; 1244 archetype *at;
1310 int found; 1245 int found;
1311 1246
1312 found = 0; 1247 found = 0;
1313 fprintf (logfile, "\n"); 1248 fprintf (logfile, "\n");
1249
1314 for (at = first_archetype; at != NULL; at = at->next) 1250 for (at = first_archetype; at != NULL; at = at->next)
1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1251 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1316 { 1252 {
1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1253 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1318 if (at->clone.randomitems != NULL) 1254 if (at->clone.randomitems != NULL)
1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1255 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1320 else 1256 else
1321 fprintf (logfile, "(nothing)\n"); 1257 fprintf (logfile, "(nothing)\n");
1258
1322 fprintf (logfile, "\n"); 1259 fprintf (logfile, "\n");
1323 found++; 1260 found++;
1324 } 1261 }
1262
1325 if (found == 0) 1263 if (found == 0)
1326 fprintf (logfile, "No objects have the name %s!\n\n", name); 1264 fprintf (logfile, "No objects have the name %s!\n\n", name);
1327} 1265}
1328 1266
1329/* 1267/*
1330 * Builds up the lists of artifacts from the file in the libdir. 1268 * Builds up the lists of artifacts from the file in the libdir.
1331 */ 1269 */
1332
1333void 1270void
1334init_artifacts (void) 1271init_artifacts (void)
1335{ 1272{
1336 static int has_been_inited = 0; 1273 static int has_been_inited = 0;
1337 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1274 char filename[MAX_BUF];
1338 artifact *art = NULL; 1275 artifact *art = NULL;
1339 linked_char *tmp;
1340 int value;
1341 artifactlist *al; 1276 artifactlist *al;
1342 1277
1343 if (has_been_inited) 1278 if (has_been_inited)
1344 return; 1279 return;
1345 else 1280 else
1346 has_been_inited = 1; 1281 has_been_inited = 1;
1347 1282
1348 sprintf (filename, "%s/artifacts", settings.datadir); 1283 sprintf (filename, "%s/artifacts", settings.datadir);
1349 object_thawer thawer (filename); 1284 object_thawer f (filename);
1350 1285
1351 if (!thawer) 1286 if (!f)
1352 return; 1287 return;
1353 1288
1354 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1289 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 1290
1366 if (!strncmp (cp, "Allowed", 7)) 1291 for (;;)
1292 {
1293 switch (f.kw)
1367 { 1294 {
1295 case KW_allowed:
1368 if (art == NULL) 1296 if (!art)
1297 art = get_empty_artifact ();
1298
1369 { 1299 {
1370 art = get_empty_artifact (); 1300 if (!strcmp (f.get_str (), "all"))
1371 nrofartifacts++; 1301 break;
1302
1303 char *next, *cp = f.get_str ();
1304
1305 do
1306 {
1307 if ((next = strchr (cp, ',')))
1308 *next++ = '\0';
1309
1310 linked_char *tmp = new linked_char;
1311
1312 tmp->name = cp;
1313 tmp->next = art->allowed;
1314 art->allowed = tmp;
1315 }
1316 while ((cp = next));
1372 } 1317 }
1373 cp = strchr (cp, ' ') + 1; 1318 break;
1374 if (!strcmp (cp, "all")) 1319
1320 case KW_chance:
1321 f.get (art->chance);
1322 break;
1323
1324 case KW_difficulty:
1325 f.get (art->difficulty);
1326 break;
1327
1328 case KW_object:
1329 {
1330 art->item = object::create ();
1331 f.get (art->item->name);
1332 f.next ();
1333
1334 if (!art->item->parse_kv (f))
1335 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1336
1337 al = find_artifactlist (art->item->type);
1338
1339 if (!al)
1340 {
1341 al = get_empty_artifactlist ();
1342 al->type = art->item->type;
1343 al->next = first_artifactlist;
1344 first_artifactlist = al;
1345 }
1346
1347 art->next = al->items;
1348 al->items = art;
1349 art = 0;
1350 }
1375 continue; 1351 continue;
1376 1352
1377 do 1353 case KW_EOF:
1354 goto done;
1355
1356 default:
1357 if (!f.parse_error ("artifacts file"))
1358 cleanup ("artifacts file required");
1378 { 1359 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 { 1360 }
1396 art->item = object::create ();
1397 1361
1398 if (!load_object (thawer, art->item, 0)) 1362 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 } 1363 }
1417 1364
1365done:
1418 for (al = first_artifactlist; al != NULL; al = al->next) 1366 for (al = first_artifactlist; al; al = al->next)
1419 { 1367 {
1368 al->total_chance = 0;
1369
1420 for (art = al->items; art != NULL; art = art->next) 1370 for (art = al->items; art; art = art->next)
1421 { 1371 {
1422 if (!art->chance) 1372 if (!art->chance)
1423 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1373 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1424 else 1374 else
1425 al->total_chance += art->chance; 1375 al->total_chance += art->chance;
1430 } 1380 }
1431 1381
1432 LOG (llevDebug, "done.\n"); 1382 LOG (llevDebug, "done.\n");
1433} 1383}
1434 1384
1435
1436/* 1385/*
1437 * Used in artifact generation. The bonuses of the first object 1386 * Used in artifact generation. The bonuses of the first object
1438 * is modified by the bonuses of the second object. 1387 * is modified by the bonuses of the second object.
1439 */ 1388 */
1440
1441void 1389void
1442add_abilities (object *op, object *change) 1390add_abilities (object *op, object *change)
1443{ 1391{
1444 int i, tmp; 1392 int i, tmp;
1445 1393
1446 if (change->face != blank_face) 1394 if (change->face != blank_face)
1447 { 1395 {
1448#ifdef TREASURE_VERBOSE 1396#ifdef TREASURE_VERBOSE
1449 LOG (llevDebug, "FACE: %d\n", change->face->number); 1397 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1450#endif 1398#endif
1451 op->face = change->face; 1399 op->face = change->face;
1452 } 1400 }
1453 1401
1454 for (i = 0; i < NUM_STATS; i++) 1402 for (i = 0; i < NUM_STATS; i++)
1490 CLEAR_FLAG (op, FLAG_ANIMATE); 1438 CLEAR_FLAG (op, FLAG_ANIMATE);
1491 /* so artifacts will join */ 1439 /* so artifacts will join */
1492 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1440 if (!QUERY_FLAG (op, FLAG_ALIVE))
1493 op->speed = 0.0; 1441 op->speed = 0.0;
1494 1442
1495 update_ob_speed (op); 1443 op->set_speed (op->speed);
1496 } 1444 }
1497 1445
1498 if (change->nrof) 1446 if (change->nrof)
1499 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1447 op->nrof = rndm (change->nrof) + 1;
1500 1448
1501 op->stats.exp += change->stats.exp; /* Speed modifier */ 1449 op->stats.exp += change->stats.exp; /* Speed modifier */
1502 op->stats.wc += change->stats.wc; 1450 op->stats.wc += change->stats.wc;
1503 op->stats.ac += change->stats.ac; 1451 op->stats.ac += change->stats.ac;
1504 1452
1607 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1555 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1608 } 1556 }
1609 1557
1610 op->value *= change->value; 1558 op->value *= change->value;
1611 1559
1612 if (change->material) 1560 if (change->materials)
1613 op->material = change->material; 1561 op->materials = change->materials;
1614 1562
1615 if (change->materialname) 1563 if (change->materialname)
1616 op->materialname = change->materialname; 1564 op->materialname = change->materialname;
1617 1565
1618 if (change->slaying) 1566 if (change->slaying)
1624 if (change->msg) 1572 if (change->msg)
1625 op->msg = change->msg; 1573 op->msg = change->msg;
1626} 1574}
1627 1575
1628static int 1576static int
1629legal_artifact_combination (object *op, artifact * art) 1577legal_artifact_combination (object *op, artifact *art)
1630{ 1578{
1631 int neg, success = 0; 1579 int neg, success = 0;
1632 linked_char *tmp; 1580 linked_char *tmp;
1633 const char *name; 1581 const char *name;
1634 1582
1635 if (art->allowed == (linked_char *) NULL) 1583 if (!art->allowed)
1636 return 1; /* Ie, "all" */ 1584 return 1; /* Ie, "all" */
1585
1637 for (tmp = art->allowed; tmp; tmp = tmp->next) 1586 for (tmp = art->allowed; tmp; tmp = tmp->next)
1638 { 1587 {
1639#ifdef TREASURE_VERBOSE 1588#ifdef TREASURE_VERBOSE
1640 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1589 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1641#endif 1590#endif
1642 if (*tmp->name == '!') 1591 if (*tmp->name == '!')
1643 name = tmp->name + 1, neg = 1; 1592 name = tmp->name + 1, neg = 1;
1644 else 1593 else
1645 name = tmp->name, neg = 0; 1594 name = tmp->name, neg = 0;
1652 * everything is allowed except what we match 1601 * everything is allowed except what we match
1653 */ 1602 */
1654 else if (neg) 1603 else if (neg)
1655 success = 1; 1604 success = 1;
1656 } 1605 }
1606
1657 return success; 1607 return success;
1658} 1608}
1659 1609
1660/* 1610/*
1661 * Fixes the given object, giving it the abilities and titles 1611 * Fixes the given object, giving it the abilities and titles
1712 return; 1662 return;
1713 } 1663 }
1714 1664
1715 for (i = 0; i < ARTIFACT_TRIES; i++) 1665 for (i = 0; i < ARTIFACT_TRIES; i++)
1716 { 1666 {
1717 int roll = RANDOM () % al->total_chance; 1667 int roll = rndm (al->total_chance);
1718 1668
1719 for (art = al->items; art != NULL; art = art->next) 1669 for (art = al->items; art; art = art->next)
1720 { 1670 {
1721 roll -= art->chance; 1671 roll -= art->chance;
1722 if (roll < 0) 1672 if (roll < 0)
1723 break; 1673 break;
1724 } 1674 }
1740 continue; 1690 continue;
1741 1691
1742 if (!legal_artifact_combination (op, art)) 1692 if (!legal_artifact_combination (op, art))
1743 { 1693 {
1744#ifdef TREASURE_VERBOSE 1694#ifdef TREASURE_VERBOSE
1745 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1695 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1746#endif 1696#endif
1747 continue; 1697 continue;
1748 } 1698 }
1699
1749 give_artifact_abilities (op, art->item); 1700 give_artifact_abilities (op, art->item);
1750 return; 1701 return;
1751 } 1702 }
1752} 1703}
1753 1704
1797 SET_FLAG (item, FLAG_NO_STEAL); 1748 SET_FLAG (item, FLAG_NO_STEAL);
1798 } 1749 }
1799} 1750}
1800 1751
1801/* special_potion() - so that old potion code is still done right. */ 1752/* special_potion() - so that old potion code is still done right. */
1802
1803int 1753int
1804special_potion (object *op) 1754special_potion (object *op)
1805{ 1755{
1806
1807 int i;
1808
1809 if (op->attacktype) 1756 if (op->attacktype)
1810 return 1; 1757 return 1;
1811 1758
1812 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1759 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; 1760 return 1;
1814 1761
1815 for (i = 0; i < NROFATTACKS; i++) 1762 for (int i = 0; i < NROFATTACKS; i++)
1816 if (op->resist[i]) 1763 if (op->resist[i])
1817 return 1; 1764 return 1;
1818 1765
1819 return 0; 1766 return 0;
1820} 1767}
1821 1768
1822void 1769void
1823free_treasurestruct (treasure *t) 1770free_treasurestruct (treasure *t)
1824{ 1771{
1825 if (t->next)
1826 free_treasurestruct (t->next); 1772 if (t->next) free_treasurestruct (t->next);
1827 if (t->next_yes)
1828 free_treasurestruct (t->next_yes); 1773 if (t->next_yes) free_treasurestruct (t->next_yes);
1829 if (t->next_no)
1830 free_treasurestruct (t->next_no); 1774 if (t->next_no) free_treasurestruct (t->next_no);
1831 1775
1832 delete t; 1776 delete t;
1833} 1777}
1834 1778
1835void 1779void
1840 1784
1841 delete lc; 1785 delete lc;
1842} 1786}
1843 1787
1844void 1788void
1845free_artifact (artifact * at) 1789free_artifact (artifact *at)
1846{ 1790{
1847 if (at->next)
1848 free_artifact (at->next); 1791 if (at->next) free_artifact (at->next);
1849
1850 if (at->allowed)
1851 free_charlinks (at->allowed); 1792 if (at->allowed) free_charlinks (at->allowed);
1852 1793
1853 at->item->destroy (1); 1794 at->item->destroy (1);
1854 1795
1855 delete at; 1796 sfree (at);
1856} 1797}
1857 1798
1858void 1799void
1859free_artifactlist (artifactlist * al) 1800free_artifactlist (artifactlist *al)
1860{ 1801{
1861 artifactlist *nextal; 1802 artifactlist *nextal;
1862 1803
1863 for (al = first_artifactlist; al; al = nextal) 1804 for (al = first_artifactlist; al; al = nextal)
1864 { 1805 {
1865 nextal = al->next; 1806 nextal = al->next;
1866 1807
1867 if (al->items) 1808 if (al->items)
1868 free_artifact (al->items); 1809 free_artifact (al->items);
1869 1810
1870 free (al); 1811 sfree (al);
1871 } 1812 }
1872} 1813}
1873 1814
1874void 1815void
1875free_all_treasures (void) 1816free_all_treasures (void)
1876{ 1817{
1877 treasurelist *tl, *next; 1818 treasurelist *tl, *next;
1878 1819
1879
1880 for (tl = first_treasurelist; tl != NULL; tl = next) 1820 for (tl = first_treasurelist; tl; tl = next)
1881 { 1821 {
1822 clear (tl);
1823
1882 next = tl->next; 1824 next = tl->next;
1883 if (tl->items)
1884 free_treasurestruct (tl->items);
1885 delete tl; 1825 delete tl;
1886 } 1826 }
1827
1887 free_artifactlist (first_artifactlist); 1828 free_artifactlist (first_artifactlist);
1888} 1829}

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