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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.23 by root, Tue Dec 12 20:53:02 2006 UTC vs.
Revision 1.56 by root, Sat Apr 21 22:12:59 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23
24#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h> 38#include <funcpoint.h>
40#include <loader.h> 39#include <loader.h>
41 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
42 44
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 46
46/* 47typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 48 const char *,
48 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
49 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
50void 99void
51init_archetype_pointers () 100clear (treasurelist *tl)
52{ 101{
53 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
54 107
55 warn_archetypes = 1;
56 if (ring_arch == NULL)
57 ring_arch = archetype::find ("ring");
58 if (amulet_arch == NULL)
59 amulet_arch = archetype::find ("amulet");
60 if (staff_arch == NULL)
61 staff_arch = archetype::find ("staff");
62 if (crown_arch == NULL)
63 crown_arch = archetype::find ("crown");
64 warn_archetypes = prev_warn;
65}
66
67/*
68 * Allocate and return the pointer to an empty treasurelist structure.
69 */
70
71static treasurelist *
72get_empty_treasurelist (void)
73{
74 return new treasurelist;
75}
76
77/*
78 * Allocate and return the pointer to an empty treasure structure.
79 */
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85
86 t->chance = 100; 108 tl->total_chance = 0;
87
88 return t;
89} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
90 131
91/* 132/*
92 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
94 */ 135 */
95
96static treasure * 136static treasure *
97load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
98{ 138{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
101 int value;
102 140
103 nroftreasures++; 141 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 142
108 if (*buf == '#') 143 for (;;)
109 continue; 144 {
110 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 146
116 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 148 {
121 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
122 t->name = variable; 150 t->item = archetype::get (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 151 break;
124 t->change_arch.name = variable; 152
125 else if (sscanf (cp, "change_title %s", variable)) 153 case KW_list: f.get (t->name); break;
126 t->change_arch.title = variable; 154 case KW_change_name: f.get (t->change_arch.name); break;
127 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_title: f.get (t->change_arch.title); break;
128 t->change_arch.slaying = variable; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
129 else if (sscanf (cp, "chance %d", &value)) 157 case KW_chance: f.get (t->chance); break;
130 t->chance = (uint8) value; 158 case KW_nrof: f.get (t->nrof); break;
131 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_magic: f.get (t->magic); break;
132 t->nrof = (uint16) value; 160
133 else if (sscanf (cp, "magic %d", &value)) 161 case KW_yes: t->next_yes = read_treasure (f); continue;
134 t->magic = (uint8) value; 162 case KW_no: t->next_no = read_treasure (f); continue;
135 else if (!strcmp (cp, "yes")) 163
136 t->next_yes = load_treasure (fp, line); 164 case KW_end:
137 else if (!strcmp (cp, "no")) 165 f.next ();
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 {
143 t->next = load_treasure (fp, line);
144 return t; 166 return t;
145 }
146 else
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
148 }
149 LOG (llevError, "treasure lacks 'end'.\n");
150 return t;
151}
152 167
153#ifdef TREASURE_DEBUG 168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
154 171
155/* recursived checks the linked list. Treasurelist is passed only 172 default:
156 * so that the treasure name can be printed out 173 if (!f.parse_error ("treasurelist", t->name))
157 */ 174 return 0;
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176 175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
177/* 183/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
180 */ 185 */
181 186treasurelist *
182void 187treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 188{
185 FILE *fp; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 190
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 193 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
195 return; 196 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 197
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
218 */ 201 */
219 if (!strncmp (buf, "treasureone", 11)) 202 tl->total_chance = 0;
203
204 if (one)
205 {
206 for (treasure *t = tl->items; t; t = t->next)
207 {
208 if (t->next_yes || t->next_no)
220 { 209 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 211 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 212 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 213
239#ifdef TREASURE_DEBUG 214 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 215 }
241 * verify that list transitions work (ie, the list that it is supposed 216 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 217
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 218 return tl;
271} 219}
272
273 220
274/* 221/*
275 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 224 * If there is a certain percental chance for a treasure to be generated,
280 * being generated. 227 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 228 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 229 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
284 */ 231 */
285
286
287static void 232static void
288put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
289{ 234{
290 object *tmp; 235 if (flags & GT_ENVIRONMENT)
291 236 {
292 /* Bit of a hack - spells should never be put onto the map. The entire 237 /* Bit of a hack - spells should never be put onto the map. The entire
293 * treasure stuff is a problem - there is no clear idea of knowing 238 * treasure stuff is a problem - there is no clear idea of knowing
294 * this is the original object, or if this is an object that should be created 239 * this is the original object, or if this is an object that should be created
295 * by another object. 240 * by another object.
296 */ 241 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 242 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 243 if (op->type == SPELL)
299 op->x = creator->x; 244 {
300 op->y = creator->y; 245 op->destroy ();
246 return;
247 }
248
249 op->expand_tail ();
250
251 if (ob_blocked (op, creator->map, creator->x, creator->y))
252 op->destroy ();
253 else
254 {
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 255 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 }
303 } 258 }
304 else 259 else
305 { 260 {
306 op = insert_ob_in_ob (op, creator); 261 op = creator->insert (op);
262
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 264 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 265
266 if (flags & GT_UPDATE_INV)
267 if (object *tmp = creator->in_player ())
310 esrv_send_item (tmp, op); 268 esrv_send_item (tmp, op);
311 } 269 }
312} 270}
313 271
314/* if there are change_xxx commands in the treasure, we include the changes 272/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 273 * in the generated object
329 287
330 if (t->change_arch.slaying) 288 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 289 op->slaying = t->change_arch.slaying;
332} 290}
333 291
334void 292static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 293create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 294{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 295 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 296 {
341 if (t->name) 297 if (t->name)
342 { 298 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 299 if (difficulty >= t->magic)
300 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 301 create_treasure (tl, op, flag, difficulty, tries);
302 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 304 }
346 else 305 else
347 { 306 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 308 {
350 tmp = arch_to_object (t->item); 309 object *tmp = arch_to_object (t->item);
310
351 if (t->nrof && tmp->nrof <= 1) 311 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 312 tmp->nrof = rndm (t->nrof) + 1;
313
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 314 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 315 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 316 put_treasure (tmp, op, flag);
356 } 317 }
357 } 318 }
358 319
359 if (t->next_yes != NULL) 320 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 321 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 322 }
362 else if (t->next_no != NULL) 323 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 324 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 325
365 if (t->next != NULL) 326 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 327 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 328}
368 329
369void 330static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 331create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 332{
372 int value = RANDOM () % tl->total_chance; 333 int value = rndm (tl->total_chance);
373 treasure *t; 334 treasure *t;
374 335
375 if (tries++ > 100) 336 if (tries++ > 100)
376 { 337 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 338 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 339 return;
379 } 340 }
380 341
381 for (t = tl->items; t != NULL; t = t->next) 342 for (t = tl->items; t; t = t->next)
382 { 343 {
383 value -= t->chance; 344 value -= t->chance;
384 345
385 if (value < 0) 346 if (value < 0)
386 break; 347 break;
387 } 348 }
388 349
389 if (!t || value >= 0) 350 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 351 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 352
396 if (t->name) 353 if (t->name)
397 { 354 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 355 if (difficulty >= t->magic)
356 {
357 treasurelist *tl = treasurelist::find (t->name);
358 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 359 create_treasure (tl, op, flag, difficulty, tries);
360 }
403 else if (t->nrof) 361 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 362 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 363 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 365 {
411 object *tmp = arch_to_object (t->item); 366 if (object *tmp = arch_to_object (t->item))
412 367 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 368 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 369 tmp->nrof = rndm (t->nrof) + 1;
418 370
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 371 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 372 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 373 put_treasure (tmp, op, flag);
374 }
422 } 375 }
423} 376}
424 377
425/* This calls the appropriate treasure creation function. tries is passed 378/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 379 * to determine how many list transitions or attempts to create treasure
428 * list transitions, or so that excessively good treasure will not be 381 * list transitions, or so that excessively good treasure will not be
429 * created on weak maps, because it will exceed the number of allowed tries 382 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 383 * to do that.
431 */ 384 */
432void 385void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 386create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 387{
388 // empty treasurelists are legal
389 if (!tl->items)
390 return;
435 391
436 if (tries++ > 100) 392 if (tries++ > 100)
437 { 393 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 394 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 395 return;
440 } 396 }
397
441 if (t->total_chance) 398 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 399 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 400 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 401 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 402}
446 403
447/* This is similar to the old generate treasure function. However, 404/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 405 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 406 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 407 * inserted into, and then return that treausre
451 */ 408 */
452object * 409object *
453generate_treasure (treasurelist * t, int difficulty) 410generate_treasure (treasurelist *tl, int difficulty)
454{ 411{
455 object *ob = get_object (), *tmp; 412 difficulty = clamp (difficulty, 1, settings.max_level);
456 413
414 object *ob = object::create ();
415
457 create_treasure (t, ob, 0, difficulty, 0); 416 create_treasure (tl, ob, 0, difficulty, 0);
458 417
459 /* Don't want to free the object we are about to return */ 418 /* Don't want to free the object we are about to return */
460 tmp = ob->inv; 419 object *tmp = ob->inv;
461 if (tmp != NULL) 420 if (tmp)
462 tmp->remove (); 421 tmp->remove ();
463 422
464 if (ob->inv) 423 if (ob->inv)
465 LOG (llevError, "In generate treasure, created multiple objects.\n"); 424 LOG (llevError, "In generate treasure, created multiple objects.\n");
466 425
467 ob->destroy (0); 426 ob->destroy ();
468 return tmp; 427 return tmp;
469} 428}
470 429
471/* 430/*
472 * This is a new way of calculating the chance for an item to have 431 * This is a new way of calculating the chance for an item to have
474 * The array has two arguments, the difficulty of the level, and the 433 * The array has two arguments, the difficulty of the level, and the
475 * magical bonus "wanted". 434 * magical bonus "wanted".
476 */ 435 */
477 436
478static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 437static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
479
480/*chance of magic difficulty*/ 438// chance of magic difficulty
481
482/* +0 +1 +2 +3 +4 */ 439// +0 +1 +2 +3 +4
483 {95, 2, 2, 1, 0}, /*1 */ 440 {95, 2, 2, 1, 0}, // 1
484 {92, 5, 2, 1, 0}, /*2 */ 441 {92, 5, 2, 1, 0}, // 2
485 {85, 10, 4, 1, 0}, /*3 */ 442 {85, 10, 4, 1, 0}, // 3
486 {80, 14, 4, 2, 0}, /*4 */ 443 {80, 14, 4, 2, 0}, // 4
487 {75, 17, 5, 2, 1}, /*5 */ 444 {75, 17, 5, 2, 1}, // 5
488 {70, 18, 8, 3, 1}, /*6 */ 445 {70, 18, 8, 3, 1}, // 6
489 {65, 21, 10, 3, 1}, /*7 */ 446 {65, 21, 10, 3, 1}, // 7
490 {60, 22, 12, 4, 2}, /*8 */ 447 {60, 22, 12, 4, 2}, // 8
491 {55, 25, 14, 4, 2}, /*9 */ 448 {55, 25, 14, 4, 2}, // 9
492 {50, 27, 16, 5, 2}, /*10 */ 449 {50, 27, 16, 5, 2}, // 10
493 {45, 28, 18, 6, 3}, /*11 */ 450 {45, 28, 18, 6, 3}, // 11
494 {42, 28, 20, 7, 3}, /*12 */ 451 {42, 28, 20, 7, 3}, // 12
495 {40, 27, 21, 8, 4}, /*13 */ 452 {40, 27, 21, 8, 4}, // 13
496 {38, 25, 22, 10, 5}, /*14 */ 453 {38, 25, 22, 10, 5}, // 14
497 {36, 23, 23, 12, 6}, /*15 */ 454 {36, 23, 23, 12, 6}, // 15
498 {33, 21, 24, 14, 8}, /*16 */ 455 {33, 21, 24, 14, 8}, // 16
499 {31, 19, 25, 16, 9}, /*17 */ 456 {31, 19, 25, 16, 9}, // 17
500 {27, 15, 30, 18, 10}, /*18 */ 457 {27, 15, 30, 18, 10}, // 18
501 {20, 12, 30, 25, 13}, /*19 */ 458 {20, 12, 30, 25, 13}, // 19
502 {15, 10, 28, 30, 17}, /*20 */ 459 {15, 10, 28, 30, 17}, // 20
503 {13, 9, 27, 28, 23}, /*21 */ 460 {13, 9, 27, 28, 23}, // 21
504 {10, 8, 25, 28, 29}, /*22 */ 461 {10, 8, 25, 28, 29}, // 22
505 {8, 7, 23, 26, 36}, /*23 */ 462 { 8, 7, 23, 26, 36}, // 23
506 {6, 6, 20, 22, 46}, /*24 */ 463 { 6, 6, 20, 22, 46}, // 24
507 {4, 5, 17, 18, 56}, /*25 */ 464 { 4, 5, 17, 18, 56}, // 25
508 {2, 4, 12, 14, 68}, /*26 */ 465 { 2, 4, 12, 14, 68}, // 26
509 {0, 3, 7, 10, 80}, /*27 */ 466 { 0, 3, 7, 10, 80}, // 27
510 {0, 0, 3, 7, 90}, /*28 */ 467 { 0, 0, 3, 7, 90}, // 28
511 {0, 0, 0, 3, 97}, /*29 */ 468 { 0, 0, 0, 3, 97}, // 29
512 {0, 0, 0, 0, 100}, /*30 */ 469 { 0, 0, 0, 0, 100}, // 30
513 {0, 0, 0, 0, 100}, /*31 */ 470 { 0, 0, 0, 0, 100}, // 31
514}; 471};
515
516 472
517/* calculate the appropriate level for wands staves and scrolls. 473/* calculate the appropriate level for wands staves and scrolls.
518 * This code presumes that op has had its spell object created (in op->inv) 474 * This code presumes that op has had its spell object created (in op->inv)
519 * 475 *
520 * elmex Wed Aug 9 17:44:59 CEST 2006: 476 * elmex Wed Aug 9 17:44:59 CEST 2006:
521 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 477 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
522 */ 478 */
523
524int 479int
525level_for_item (const object *op, int difficulty) 480level_for_item (const object *op, int difficulty)
526{ 481{
527 int olevel = 0; 482 int olevel = 0;
528 483
551 * elmex Thu Aug 10 18:45:44 CEST 2006: 506 * elmex Thu Aug 10 18:45:44 CEST 2006:
552 * Scaling difficulty by max_level, as difficulty is a level and not some 507 * Scaling difficulty by max_level, as difficulty is a level and not some
553 * weird integer between 1-31. 508 * weird integer between 1-31.
554 * 509 *
555 */ 510 */
556
557int 511int
558magic_from_difficulty (int difficulty) 512magic_from_difficulty (int difficulty)
559{ 513{
560 int percent = 0, magic = 0; 514 int percent = 0, magic = 0;
561 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 515 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
566 scaled_diff = 0; 520 scaled_diff = 0;
567 521
568 if (scaled_diff >= DIFFLEVELS) 522 if (scaled_diff >= DIFFLEVELS)
569 scaled_diff = DIFFLEVELS - 1; 523 scaled_diff = DIFFLEVELS - 1;
570 524
571 percent = RANDOM () % 100; 525 percent = rndm (100);
572 526
573 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 527 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
574 { 528 {
575 percent -= difftomagic_list[scaled_diff][magic]; 529 percent -= difftomagic_list[scaled_diff][magic];
576 530
582 { 536 {
583 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 537 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
584 magic = 0; 538 magic = 0;
585 } 539 }
586 540
587 magic = (RANDOM () % 3) ? magic : -magic; 541 magic = (rndm (3)) ? magic : -magic;
588 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 542 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
589 543
590 return magic; 544 return magic;
591} 545}
592 546
607 if (op->arch) 561 if (op->arch)
608 { 562 {
609 if (op->type == ARMOUR) 563 if (op->type == ARMOUR)
610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
611 565
612 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 566 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
613 magic = (-magic); 567 magic = (-magic);
614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 568 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
615 } 569 }
616 else 570 else
617 { 571 {
618 if (op->type == ARMOUR) 572 if (op->type == ARMOUR)
619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 574 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 575 magic = (-magic);
622 op->weight = (op->weight * (100 - magic * 10)) / 100; 576 op->weight = (op->weight * (100 - magic * 10)) / 100;
623 } 577 }
624} 578}
625 579
649 * 1) Since rings can have multiple bonuses, if the same bonus 603 * 1) Since rings can have multiple bonuses, if the same bonus
650 * is rolled again, increase it - the bonuses now stack with 604 * is rolled again, increase it - the bonuses now stack with
651 * other bonuses previously rolled and ones the item might natively have. 605 * other bonuses previously rolled and ones the item might natively have.
652 * 2) Add code to deal with new PR method. 606 * 2) Add code to deal with new PR method.
653 */ 607 */
654
655void 608void
656set_ring_bonus (object *op, int bonus) 609set_ring_bonus (object *op, int bonus)
657{ 610{
658 611
659 int r = RANDOM () % (bonus > 0 ? 25 : 11); 612 int r = rndm (bonus > 0 ? 25 : 11);
660 613
661 if (op->type == AMULET) 614 if (op->type == AMULET)
662 { 615 {
663 if (!(RANDOM () % 21)) 616 if (!(rndm (21)))
664 r = 20 + RANDOM () % 2; 617 r = 20 + rndm (2);
665 else 618 else
666 { 619 {
667 if (RANDOM () & 2) 620 if (rndm (2))
668 r = 10; 621 r = 10;
669 else 622 else
670 r = 11 + RANDOM () % 9; 623 r = 11 + rndm (9);
671 } 624 }
672 } 625 }
673 626
674 switch (r) 627 switch (r)
675 { 628 {
712 case 16: 665 case 16:
713 case 17: 666 case 17:
714 case 18: 667 case 18:
715 case 19: 668 case 19:
716 { 669 {
717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 670 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
718 671
719 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 672 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 673 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
721 674
722 /* Cursed items need to have higher negative values to equal out with 675 /* Cursed items need to have higher negative values to equal out with
723 * positive values for how protections work out. Put another 676 * positive values for how protections work out. Put another
724 * little random element in since that they don't always end up with 677 * little random element in since that they don't always end up with
725 * even values. 678 * even values.
726 */ 679 */
727 if (bonus < 0) 680 if (bonus < 0)
728 val = 2 * -val - RANDOM () % b; 681 val = 2 * -val - rndm (b);
729 if (val > 35) 682 if (val > 35)
730 val = 35; /* Upper limit */ 683 val = 35; /* Upper limit */
731 b = 0; 684 b = 0;
685
732 while (op->resist[resist_table[resist]] != 0 && b < 4) 686 while (op->resist[resist_table[resist]] != 0 && b < 4)
733 {
734 resist = RANDOM () % num_resist_table; 687 resist = rndm (num_resist_table);
735 } 688
736 if (b == 4) 689 if (b == 4)
737 return; /* Not able to find a free resistance */ 690 return; /* Not able to find a free resistance */
691
738 op->resist[resist_table[resist]] = val; 692 op->resist[resist_table[resist]] = val;
739 /* We should probably do something more clever here to adjust value 693 /* We should probably do something more clever here to adjust value
740 * based on how good a resistance we gave. 694 * based on how good a resistance we gave.
741 */ 695 */
742 break; 696 break;
770 case 22: 724 case 22:
771 op->stats.exp += bonus; /* Speed! */ 725 op->stats.exp += bonus; /* Speed! */
772 op->value = (op->value * 2) / 3; 726 op->value = (op->value * 2) / 3;
773 break; 727 break;
774 } 728 }
729
775 if (bonus > 0) 730 if (bonus > 0)
776 op->value *= 2 * bonus; 731 op->value *= 2 * bonus;
777 else 732 else
778 op->value = -(op->value * 2 * bonus) / 3; 733 op->value = -(op->value * 2 * bonus) / 3;
779} 734}
784 * higher is the chance of returning a low number. 739 * higher is the chance of returning a low number.
785 * It is only used in fix_generated_treasure() to set bonuses on 740 * It is only used in fix_generated_treasure() to set bonuses on
786 * rings and amulets. 741 * rings and amulets.
787 * Another scheme is used to calculate the magic of weapons and armours. 742 * Another scheme is used to calculate the magic of weapons and armours.
788 */ 743 */
789
790int 744int
791get_magic (int diff) 745get_magic (int diff)
792{ 746{
793 int i; 747 int i;
794 748
795 if (diff < 3) 749 if (diff < 3)
796 diff = 3; 750 diff = 3;
751
797 for (i = 0; i < 4; i++) 752 for (i = 0; i < 4; i++)
798 if (RANDOM () % diff) 753 if (rndm (diff))
799 return i; 754 return i;
755
800 return 4; 756 return 4;
801} 757}
802 758
803#define DICE2 (get_magic(2)==2?2:1) 759#define DICE2 (get_magic(2)==2?2:1)
804#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 760#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
805 761
806/* 762/*
807 * fix_generated_item(): This is called after an item is generated, in 763 * fix_generated_item(): This is called after an item is generated, in
808 * order to set it up right. This produced magical bonuses, puts spells 764 * order to set it up right. This produced magical bonuses, puts spells
809 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 765 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
823 * value. 779 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 780 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825 * a working object - don't change magic, value, etc, but set it material 781 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 782 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 783 */
828
829void 784void
830fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 785fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 786{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 787 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 788
838 save_item_power = op->item_power; 793 save_item_power = op->item_power;
839 op->item_power = 0; 794 op->item_power = 0;
840 795
841 if (op->randomitems && op->type != SPELL) 796 if (op->randomitems && op->type != SPELL)
842 { 797 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 798 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
844 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846
847 /* So the treasure doesn't get created again */ 799 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 800 op->randomitems = 0;
849 } 801 }
850 802
851 if (difficulty < 1) 803 if (difficulty < 1)
852 difficulty = 1; 804 difficulty = 1;
853 805
870 if (!op->magic && max_magic) 822 if (!op->magic && max_magic)
871 set_magic (difficulty, op, max_magic, flags); 823 set_magic (difficulty, op, max_magic, flags);
872 824
873 num_enchantments = calc_item_power (op, 1); 825 num_enchantments = calc_item_power (op, 1);
874 826
875 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 827 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
828 || op->type == HORN
829 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
876 * used for shop_floors or treasures */ 830 * used for shop_floors or treasures */
877 generate_artifact (op, difficulty); 831 generate_artifact (op, difficulty);
878 } 832 }
879 833
880 /* Object was made an artifact. Calculate its item_power rating. 834 /* Object was made an artifact. Calculate its item_power rating.
938 case WEAPON: 892 case WEAPON:
939 case ARMOUR: 893 case ARMOUR:
940 case SHIELD: 894 case SHIELD:
941 case HELMET: 895 case HELMET:
942 case CLOAK: 896 case CLOAK:
943 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 897 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
944 set_ring_bonus (op, -DICE2); 898 set_ring_bonus (op, -DICE2);
945 break; 899 break;
946 900
947 case BRACERS: 901 case BRACERS:
948 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 902 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
949 { 903 {
950 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 904 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
951 if (!QUERY_FLAG (op, FLAG_CURSED)) 905 if (!QUERY_FLAG (op, FLAG_CURSED))
952 op->value *= 3; 906 op->value *= 3;
953 } 907 }
979 */ 933 */
980 if (op->inv && op->randomitems) 934 if (op->inv && op->randomitems)
981 { 935 {
982 /* value multiplier is same as for scrolls */ 936 /* value multiplier is same as for scrolls */
983 op->value = (op->value * op->inv->value); 937 op->value = (op->value * op->inv->value);
984 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 938 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
985 } 939 }
986 else 940 else
987 { 941 {
988 op->name = "potion"; 942 op->name = "potion";
989 op->name_pl = "potions"; 943 op->name_pl = "potions";
990 } 944 }
991 945
992 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 946 if (!(flags & GT_ONLY_GOOD) && rndm (2))
993 SET_FLAG (op, FLAG_CURSED); 947 SET_FLAG (op, FLAG_CURSED);
994 break; 948 break;
995 } 949 }
996 950
997 case AMULET: 951 case AMULET:
999 op->value *= 5; /* Since it's not just decoration */ 953 op->value *= 5; /* Since it's not just decoration */
1000 954
1001 case RING: 955 case RING:
1002 if (op->arch == NULL) 956 if (op->arch == NULL)
1003 { 957 {
1004 op->remove ();
1005 op->destroy (0); 958 op->destroy ();
1006 op = NULL; 959 op = 0;
1007 break; 960 break;
1008 } 961 }
1009 962
1010 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 963 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1011 break; 964 break;
1012 965
1013 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 966 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1014 SET_FLAG (op, FLAG_CURSED); 967 SET_FLAG (op, FLAG_CURSED);
1015 968
1016 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 969 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1017 970
1018 if (op->type != RING) /* Amulets have only one ability */ 971 if (op->type != RING) /* Amulets have only one ability */
1019 break; 972 break;
1020 973
1021 if (!(RANDOM () % 4)) 974 if (!(rndm (4)))
1022 { 975 {
1023 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 976 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1024 977
1025 if (d > 0) 978 if (d > 0)
1026 op->value *= 3; 979 op->value *= 3;
1027 980
1028 set_ring_bonus (op, d); 981 set_ring_bonus (op, d);
1029 982
1030 if (!(RANDOM () % 4)) 983 if (!(rndm (4)))
1031 { 984 {
1032 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 985 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 986
1034 if (d > 0) 987 if (d > 0)
1035 op->value *= 5; 988 op->value *= 5;
1036 set_ring_bonus (op, d); 989 set_ring_bonus (op, d);
1037 } 990 }
1038 } 991 }
1039 992
1040 if (GET_ANIM_ID (op)) 993 if (GET_ANIM_ID (op))
1041 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 994 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1042 995
1043 break; 996 break;
1044 997
1045 case BOOK: 998 case BOOK:
1046 /* Is it an empty book?, if yes lets make a special· 999 /* Is it an empty book?, if yes lets make a special·
1047 * msg for it, and tailor its properties based on the· 1000 * msg for it, and tailor its properties based on the·
1048 * creator and/or map level we found it on. 1001 * creator and/or map level we found it on.
1049 */ 1002 */
1050 if (!op->msg && RANDOM () % 10) 1003 if (!op->msg && rndm (10))
1051 { 1004 {
1052 /* set the book level properly */ 1005 /* set the book level properly */
1053 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1006 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1054 { 1007 {
1055 if (op->map && op->map->difficulty) 1008 if (op->map && op->map->difficulty)
1056 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1009 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1057 else 1010 else
1058 op->level = RANDOM () % 20 + 1; 1011 op->level = rndm (20) + 1;
1059 } 1012 }
1060 else 1013 else
1061 op->level = RANDOM () % creator->level; 1014 op->level = rndm (creator->level);
1062 1015
1063 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1016 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1064 /* books w/ info are worth more! */ 1017 /* books w/ info are worth more! */
1065 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1018 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1066 /* creator related stuff */ 1019 /* creator related stuff */
1165 */ 1118 */
1166 1119
1167/* 1120/*
1168 * Allocate and return the pointer to an empty artifactlist structure. 1121 * Allocate and return the pointer to an empty artifactlist structure.
1169 */ 1122 */
1170
1171static artifactlist * 1123static artifactlist *
1172get_empty_artifactlist (void) 1124get_empty_artifactlist (void)
1173{ 1125{
1174 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1126 return salloc0 <artifactlist> ();
1175
1176 if (tl == NULL)
1177 fatal (OUT_OF_MEMORY);
1178 tl->next = NULL;
1179 tl->items = NULL;
1180 tl->total_chance = 0;
1181 return tl;
1182} 1127}
1183 1128
1184/* 1129/*
1185 * Allocate and return the pointer to an empty artifact structure. 1130 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1131 */
1187
1188static artifact * 1132static artifact *
1189get_empty_artifact (void) 1133get_empty_artifact (void)
1190{ 1134{
1191 artifact *t = (artifact *) malloc (sizeof (artifact)); 1135 return salloc0 <artifact> ();
1192
1193 if (t == NULL)
1194 fatal (OUT_OF_MEMORY);
1195 t->item = NULL;
1196 t->next = NULL;
1197 t->chance = 0;
1198 t->difficulty = 0;
1199 t->allowed = NULL;
1200 return t;
1201} 1136}
1202 1137
1203/* 1138/*
1204 * Searches the artifact lists and returns one that has the same type 1139 * Searches the artifact lists and returns one that has the same type
1205 * of objects on it. 1140 * of objects on it.
1206 */ 1141 */
1207
1208artifactlist * 1142artifactlist *
1209find_artifactlist (int type) 1143find_artifactlist (int type)
1210{ 1144{
1211 artifactlist *al;
1212
1213 for (al = first_artifactlist; al != NULL; al = al->next) 1145 for (artifactlist *al = first_artifactlist; al; al = al->next)
1214 if (al->type == type) 1146 if (al->type == type)
1215 return al; 1147 return al;
1148
1216 return NULL; 1149 return 0;
1217} 1150}
1218 1151
1219/* 1152/*
1220 * For debugging purposes. Dumps all tables. 1153 * For debugging purposes. Dumps all tables.
1221 */ 1154 */
1222
1223void 1155void
1224dump_artifacts (void) 1156dump_artifacts (void)
1225{ 1157{
1226 artifactlist *al; 1158 artifactlist *al;
1227 artifact *art; 1159 artifact *art;
1234 for (art = al->items; art != NULL; art = art->next) 1166 for (art = al->items; art != NULL; art = art->next)
1235 { 1167 {
1236 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1168 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1237 if (art->allowed != NULL) 1169 if (art->allowed != NULL)
1238 { 1170 {
1239 fprintf (logfile, "\tAllowed combinations:"); 1171 fprintf (logfile, "\tallowed combinations:");
1240 for (next = art->allowed; next != NULL; next = next->next) 1172 for (next = art->allowed; next != NULL; next = next->next)
1241 fprintf (logfile, "%s,", &next->name); 1173 fprintf (logfile, "%s,", &next->name);
1242 fprintf (logfile, "\n"); 1174 fprintf (logfile, "\n");
1243 } 1175 }
1244 } 1176 }
1255 treasurelist *tl; 1187 treasurelist *tl;
1256 int i; 1188 int i;
1257 1189
1258 if (depth > 100) 1190 if (depth > 100)
1259 return; 1191 return;
1260 while (t != NULL) 1192
1193 while (t)
1261 { 1194 {
1262 if (t->name != NULL) 1195 if (t->name)
1263 { 1196 {
1264 for (i = 0; i < depth; i++) 1197 for (i = 0; i < depth; i++)
1265 fprintf (logfile, " "); 1198 fprintf (logfile, " ");
1199
1266 fprintf (logfile, "{ (list: %s)\n", &t->name); 1200 fprintf (logfile, "{ (list: %s)\n", &t->name);
1201
1267 tl = find_treasurelist (t->name); 1202 tl = treasurelist::find (t->name);
1203 if (tl)
1268 dump_monster_treasure_rec (name, tl->items, depth + 2); 1204 dump_monster_treasure_rec (name, tl->items, depth + 2);
1205
1269 for (i = 0; i < depth; i++) 1206 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " "); 1207 fprintf (logfile, " ");
1208
1271 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1209 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1272 } 1210 }
1273 else 1211 else
1274 { 1212 {
1275 for (i = 0; i < depth; i++) 1213 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1214 fprintf (logfile, " ");
1215
1277 if (t->item->clone.type == FLESH) 1216 if (t->item && t->item->clone.type == FLESH)
1278 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1217 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1279 else 1218 else
1280 fprintf (logfile, "%s\n", &t->item->clone.name); 1219 fprintf (logfile, "%s\n", &t->item->clone.name);
1281 } 1220 }
1221
1282 if (t->next_yes != NULL) 1222 if (t->next_yes)
1283 { 1223 {
1284 for (i = 0; i < depth; i++) 1224 for (i = 0; i < depth; i++)
1285 fprintf (logfile, " "); 1225 fprintf (logfile, " ");
1226
1286 fprintf (logfile, " (if yes)\n"); 1227 fprintf (logfile, " (if yes)\n");
1287 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1228 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1288 } 1229 }
1230
1289 if (t->next_no != NULL) 1231 if (t->next_no)
1290 { 1232 {
1291 for (i = 0; i < depth; i++) 1233 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " "); 1234 fprintf (logfile, " ");
1235
1293 fprintf (logfile, " (if no)\n"); 1236 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1237 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 } 1238 }
1239
1296 t = t->next; 1240 t = t->next;
1297 } 1241 }
1298} 1242}
1299 1243
1300/* 1244/*
1301 * For debugging purposes. Dumps all treasures for a given monster. 1245 * For debugging purposes. Dumps all treasures for a given monster.
1302 * Created originally by Raphael Quinet for debugging the alchemy code. 1246 * Created originally by Raphael Quinet for debugging the alchemy code.
1303 */ 1247 */
1304
1305void 1248void
1306dump_monster_treasure (const char *name) 1249dump_monster_treasure (const char *name)
1307{ 1250{
1308 archetype *at; 1251 archetype *at;
1309 int found; 1252 int found;
1310 1253
1311 found = 0; 1254 found = 0;
1312 fprintf (logfile, "\n"); 1255 fprintf (logfile, "\n");
1256
1313 for (at = first_archetype; at != NULL; at = at->next) 1257 for (at = first_archetype; at != NULL; at = at->next)
1314 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1258 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1315 { 1259 {
1316 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1260 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1317 if (at->clone.randomitems != NULL) 1261 if (at->clone.randomitems != NULL)
1318 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1262 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1319 else 1263 else
1320 fprintf (logfile, "(nothing)\n"); 1264 fprintf (logfile, "(nothing)\n");
1265
1321 fprintf (logfile, "\n"); 1266 fprintf (logfile, "\n");
1322 found++; 1267 found++;
1323 } 1268 }
1269
1324 if (found == 0) 1270 if (found == 0)
1325 fprintf (logfile, "No objects have the name %s!\n\n", name); 1271 fprintf (logfile, "No objects have the name %s!\n\n", name);
1326} 1272}
1327 1273
1328/* 1274/*
1329 * Builds up the lists of artifacts from the file in the libdir. 1275 * Builds up the lists of artifacts from the file in the libdir.
1330 */ 1276 */
1331
1332void 1277void
1333init_artifacts (void) 1278init_artifacts (void)
1334{ 1279{
1335 static int has_been_inited = 0; 1280 static int has_been_inited = 0;
1336 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1281 char filename[MAX_BUF];
1337 artifact *art = NULL; 1282 artifact *art = NULL;
1338 linked_char *tmp;
1339 int value;
1340 artifactlist *al; 1283 artifactlist *al;
1341 1284
1342 if (has_been_inited) 1285 if (has_been_inited)
1343 return; 1286 return;
1344 else 1287 else
1345 has_been_inited = 1; 1288 has_been_inited = 1;
1346 1289
1347 sprintf (filename, "%s/artifacts", settings.datadir); 1290 sprintf (filename, "%s/artifacts", settings.datadir);
1348 object_thawer thawer (filename); 1291 object_thawer f (filename);
1349 1292
1350 if (!thawer) 1293 if (!f)
1351 return; 1294 return;
1352 1295
1353 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1296 f.next ();
1354 {
1355 if (*buf == '#')
1356 continue;
1357 if ((cp = strchr (buf, '\n')) != NULL)
1358 *cp = '\0';
1359 cp = buf;
1360 while (*cp == ' ') /* Skip blanks */
1361 cp++;
1362 if (*cp == '\0')
1363 continue;
1364 1297
1365 if (!strncmp (cp, "Allowed", 7)) 1298 for (;;)
1299 {
1300 switch (f.kw)
1366 { 1301 {
1302 case KW_allowed:
1367 if (art == NULL) 1303 if (!art)
1304 art = get_empty_artifact ();
1305
1368 { 1306 {
1369 art = get_empty_artifact (); 1307 if (!strcmp (f.get_str (), "all"))
1370 nrofartifacts++; 1308 break;
1309
1310 char *next, *cp = f.get_str ();
1311
1312 do
1313 {
1314 if ((next = strchr (cp, ',')))
1315 *next++ = '\0';
1316
1317 linked_char *tmp = new linked_char;
1318
1319 tmp->name = cp;
1320 tmp->next = art->allowed;
1321 art->allowed = tmp;
1322 }
1323 while ((cp = next));
1371 } 1324 }
1372 cp = strchr (cp, ' ') + 1; 1325 break;
1373 if (!strcmp (cp, "all")) 1326
1327 case KW_chance:
1328 f.get (art->chance);
1329 break;
1330
1331 case KW_difficulty:
1332 f.get (art->difficulty);
1333 break;
1334
1335 case KW_object:
1336 {
1337 art->item = object::create ();
1338 f.get (art->item->name);
1339 f.next ();
1340
1341 if (!art->item->parse_kv (f))
1342 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1343
1344 al = find_artifactlist (art->item->type);
1345
1346 if (!al)
1347 {
1348 al = get_empty_artifactlist ();
1349 al->type = art->item->type;
1350 al->next = first_artifactlist;
1351 first_artifactlist = al;
1352 }
1353
1354 art->next = al->items;
1355 al->items = art;
1356 art = 0;
1357 }
1374 continue; 1358 continue;
1375 1359
1376 do 1360 case KW_EOF:
1361 goto done;
1362
1363 default:
1364 if (!f.parse_error ("artifacts file"))
1365 cleanup ("artifacts file required");
1377 { 1366 break;
1378 nrofallowedstr++;
1379 if ((next = strchr (cp, ',')) != NULL)
1380 *(next++) = '\0';
1381 tmp = new linked_char;
1382
1383 tmp->name = cp;
1384 tmp->next = art->allowed;
1385 art->allowed = tmp;
1386 }
1387 while ((cp = next) != NULL);
1388 }
1389 else if (sscanf (cp, "chance %d", &value))
1390 art->chance = (uint16) value;
1391 else if (sscanf (cp, "difficulty %d", &value))
1392 art->difficulty = (uint8) value;
1393 else if (!strncmp (cp, "Object", 6))
1394 { 1367 }
1395 art->item = get_object ();
1396 1368
1397 if (!load_object (thawer, art->item, 0)) 1369 f.next ();
1398 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1399
1400 art->item->name = strchr (cp, ' ') + 1;
1401 al = find_artifactlist (art->item->type);
1402 if (al == NULL)
1403 {
1404 al = get_empty_artifactlist ();
1405 al->type = art->item->type;
1406 al->next = first_artifactlist;
1407 first_artifactlist = al;
1408 }
1409 art->next = al->items;
1410 al->items = art;
1411 art = NULL;
1412 }
1413 else
1414 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1415 } 1370 }
1416 1371
1372done:
1417 for (al = first_artifactlist; al != NULL; al = al->next) 1373 for (al = first_artifactlist; al; al = al->next)
1418 { 1374 {
1375 al->total_chance = 0;
1376
1419 for (art = al->items; art != NULL; art = art->next) 1377 for (art = al->items; art; art = art->next)
1420 { 1378 {
1421 if (!art->chance) 1379 if (!art->chance)
1422 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1380 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1423 else 1381 else
1424 al->total_chance += art->chance; 1382 al->total_chance += art->chance;
1429 } 1387 }
1430 1388
1431 LOG (llevDebug, "done.\n"); 1389 LOG (llevDebug, "done.\n");
1432} 1390}
1433 1391
1434
1435/* 1392/*
1436 * Used in artifact generation. The bonuses of the first object 1393 * Used in artifact generation. The bonuses of the first object
1437 * is modified by the bonuses of the second object. 1394 * is modified by the bonuses of the second object.
1438 */ 1395 */
1439
1440void 1396void
1441add_abilities (object *op, object *change) 1397add_abilities (object *op, object *change)
1442{ 1398{
1443 int i, tmp; 1399 int i, tmp;
1444 1400
1445 if (change->face != blank_face) 1401 if (change->face != blank_face)
1446 { 1402 {
1447#ifdef TREASURE_VERBOSE 1403#ifdef TREASURE_VERBOSE
1448 LOG (llevDebug, "FACE: %d\n", change->face->number); 1404 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1449#endif 1405#endif
1450 op->face = change->face; 1406 op->face = change->face;
1451 } 1407 }
1452 1408
1453 for (i = 0; i < NUM_STATS; i++) 1409 for (i = 0; i < NUM_STATS; i++)
1489 CLEAR_FLAG (op, FLAG_ANIMATE); 1445 CLEAR_FLAG (op, FLAG_ANIMATE);
1490 /* so artifacts will join */ 1446 /* so artifacts will join */
1491 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1447 if (!QUERY_FLAG (op, FLAG_ALIVE))
1492 op->speed = 0.0; 1448 op->speed = 0.0;
1493 1449
1494 update_ob_speed (op); 1450 op->set_speed (op->speed);
1495 } 1451 }
1496 1452
1497 if (change->nrof) 1453 if (change->nrof)
1498 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1454 op->nrof = rndm (change->nrof) + 1;
1499 1455
1500 op->stats.exp += change->stats.exp; /* Speed modifier */ 1456 op->stats.exp += change->stats.exp; /* Speed modifier */
1501 op->stats.wc += change->stats.wc; 1457 op->stats.wc += change->stats.wc;
1502 op->stats.ac += change->stats.ac; 1458 op->stats.ac += change->stats.ac;
1503 1459
1511 { 1467 {
1512 object *tmp_obj; 1468 object *tmp_obj;
1513 1469
1514 /* Remove any spells this object currently has in it */ 1470 /* Remove any spells this object currently has in it */
1515 while (op->inv) 1471 while (op->inv)
1516 {
1517 tmp_obj = op->inv;
1518 tmp_obj->remove ();
1519 tmp_obj->destroy (0); 1472 op->inv->destroy ();
1520 }
1521 1473
1522 tmp_obj = arch_to_object (change->other_arch); 1474 tmp_obj = arch_to_object (change->other_arch);
1523 insert_ob_in_ob (tmp_obj, op); 1475 insert_ob_in_ob (tmp_obj, op);
1524 } 1476 }
1525 /* No harm setting this for potions/horns */ 1477 /* No harm setting this for potions/horns */
1610 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1562 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1611 } 1563 }
1612 1564
1613 op->value *= change->value; 1565 op->value *= change->value;
1614 1566
1615 if (change->material) 1567 if (change->materials)
1616 op->material = change->material; 1568 op->materials = change->materials;
1617 1569
1618 if (change->materialname) 1570 if (change->materialname)
1619 op->materialname = change->materialname; 1571 op->materialname = change->materialname;
1620 1572
1621 if (change->slaying) 1573 if (change->slaying)
1627 if (change->msg) 1579 if (change->msg)
1628 op->msg = change->msg; 1580 op->msg = change->msg;
1629} 1581}
1630 1582
1631static int 1583static int
1632legal_artifact_combination (object *op, artifact * art) 1584legal_artifact_combination (object *op, artifact *art)
1633{ 1585{
1634 int neg, success = 0; 1586 int neg, success = 0;
1635 linked_char *tmp; 1587 linked_char *tmp;
1636 const char *name; 1588 const char *name;
1637 1589
1638 if (art->allowed == (linked_char *) NULL) 1590 if (!art->allowed)
1639 return 1; /* Ie, "all" */ 1591 return 1; /* Ie, "all" */
1592
1640 for (tmp = art->allowed; tmp; tmp = tmp->next) 1593 for (tmp = art->allowed; tmp; tmp = tmp->next)
1641 { 1594 {
1642#ifdef TREASURE_VERBOSE 1595#ifdef TREASURE_VERBOSE
1643 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1596 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1644#endif 1597#endif
1645 if (*tmp->name == '!') 1598 if (*tmp->name == '!')
1646 name = tmp->name + 1, neg = 1; 1599 name = tmp->name + 1, neg = 1;
1647 else 1600 else
1648 name = tmp->name, neg = 0; 1601 name = tmp->name, neg = 0;
1655 * everything is allowed except what we match 1608 * everything is allowed except what we match
1656 */ 1609 */
1657 else if (neg) 1610 else if (neg)
1658 success = 1; 1611 success = 1;
1659 } 1612 }
1613
1660 return success; 1614 return success;
1661} 1615}
1662 1616
1663/* 1617/*
1664 * Fixes the given object, giving it the abilities and titles 1618 * Fixes the given object, giving it the abilities and titles
1715 return; 1669 return;
1716 } 1670 }
1717 1671
1718 for (i = 0; i < ARTIFACT_TRIES; i++) 1672 for (i = 0; i < ARTIFACT_TRIES; i++)
1719 { 1673 {
1720 int roll = RANDOM () % al->total_chance; 1674 int roll = rndm (al->total_chance);
1721 1675
1722 for (art = al->items; art != NULL; art = art->next) 1676 for (art = al->items; art; art = art->next)
1723 { 1677 {
1724 roll -= art->chance; 1678 roll -= art->chance;
1725 if (roll < 0) 1679 if (roll < 0)
1726 break; 1680 break;
1727 } 1681 }
1743 continue; 1697 continue;
1744 1698
1745 if (!legal_artifact_combination (op, art)) 1699 if (!legal_artifact_combination (op, art))
1746 { 1700 {
1747#ifdef TREASURE_VERBOSE 1701#ifdef TREASURE_VERBOSE
1748 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1702 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1749#endif 1703#endif
1750 continue; 1704 continue;
1751 } 1705 }
1706
1752 give_artifact_abilities (op, art->item); 1707 give_artifact_abilities (op, art->item);
1753 return; 1708 return;
1754 } 1709 }
1755} 1710}
1756 1711
1800 SET_FLAG (item, FLAG_NO_STEAL); 1755 SET_FLAG (item, FLAG_NO_STEAL);
1801 } 1756 }
1802} 1757}
1803 1758
1804/* special_potion() - so that old potion code is still done right. */ 1759/* special_potion() - so that old potion code is still done right. */
1805
1806int 1760int
1807special_potion (object *op) 1761special_potion (object *op)
1808{ 1762{
1809
1810 int i;
1811
1812 if (op->attacktype) 1763 if (op->attacktype)
1813 return 1; 1764 return 1;
1814 1765
1815 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1766 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1816 return 1; 1767 return 1;
1817 1768
1818 for (i = 0; i < NROFATTACKS; i++) 1769 for (int i = 0; i < NROFATTACKS; i++)
1819 if (op->resist[i]) 1770 if (op->resist[i])
1820 return 1; 1771 return 1;
1821 1772
1822 return 0; 1773 return 0;
1823} 1774}
1824 1775
1825void 1776void
1826free_treasurestruct (treasure *t) 1777free_treasurestruct (treasure *t)
1827{ 1778{
1828 if (t->next)
1829 free_treasurestruct (t->next); 1779 if (t->next) free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes); 1780 if (t->next_yes) free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no); 1781 if (t->next_no) free_treasurestruct (t->next_no);
1834 1782
1835 delete t; 1783 delete t;
1836} 1784}
1837 1785
1838void 1786void
1843 1791
1844 delete lc; 1792 delete lc;
1845} 1793}
1846 1794
1847void 1795void
1848free_artifact (artifact * at) 1796free_artifact (artifact *at)
1849{ 1797{
1850 if (at->next)
1851 free_artifact (at->next); 1798 if (at->next) free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed); 1799 if (at->allowed) free_charlinks (at->allowed);
1855 1800
1856 at->item->destroy (1); 1801 at->item->destroy (1);
1857 1802
1858 delete at; 1803 sfree (at);
1859} 1804}
1860 1805
1861void 1806void
1862free_artifactlist (artifactlist * al) 1807free_artifactlist (artifactlist *al)
1863{ 1808{
1864 artifactlist *nextal; 1809 artifactlist *nextal;
1865 1810
1866 for (al = first_artifactlist; al; al = nextal) 1811 for (al = first_artifactlist; al; al = nextal)
1867 { 1812 {
1868 nextal = al->next; 1813 nextal = al->next;
1869 1814
1870 if (al->items) 1815 if (al->items)
1871 free_artifact (al->items); 1816 free_artifact (al->items);
1872 1817
1873 free (al); 1818 sfree (al);
1874 } 1819 }
1875} 1820}
1876 1821
1877void 1822void
1878free_all_treasures (void) 1823free_all_treasures (void)
1879{ 1824{
1880 treasurelist *tl, *next; 1825 treasurelist *tl, *next;
1881 1826
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next) 1827 for (tl = first_treasurelist; tl; tl = next)
1884 { 1828 {
1829 clear (tl);
1830
1885 next = tl->next; 1831 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl; 1832 delete tl;
1889 } 1833 }
1834
1890 free_artifactlist (first_artifactlist); 1835 free_artifactlist (first_artifactlist);
1891} 1836}

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