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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.38 by root, Fri Feb 16 19:43:41 2007 UTC vs.
Revision 1.71 by root, Tue Apr 15 03:16:02 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24
25#define ALLOWED_COMBINATION
26 23
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
29 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
30 * left on 27 * left on
31 */ 28 */
32#define TREASURE_DEBUG 29#define TREASURE_DEBUG
33 30
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 32
36/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
37 34
38#include <global.h> 35#include <global.h>
39#include <treasure.h> 36#include <treasure.h>
40#include <funcpoint.h> 37#include <funcpoint.h>
41#include <loader.h> 38#include <loader.h>
42 39
40extern char *spell_mapping[];
41
42static treasurelist *first_treasurelist;
43 43
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 45
47/* 46typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 47 const char *,
49 */ 48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53> tl_map_t;
50 54
55static tl_map_t tl_map;
56
57/*
58 * Searches for the given treasurelist
59 */
60treasurelist *
61treasurelist::find (const char *name)
62{
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72}
73
74/*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78treasurelist *
79treasurelist::get (const char *name)
80{
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95}
96
97//TODO: class method
51void 98void
52init_archetype_pointers () 99clear (treasurelist *tl)
53{ 100{
54 int prev_warn = warn_archetypes; 101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
55 106
56 warn_archetypes = 1;
57 if (ring_arch == NULL)
58 ring_arch = archetype::find ("ring");
59 if (amulet_arch == NULL)
60 amulet_arch = archetype::find ("amulet");
61 if (staff_arch == NULL)
62 staff_arch = archetype::find ("staff");
63 if (crown_arch == NULL)
64 crown_arch = archetype::find ("crown");
65 warn_archetypes = prev_warn;
66}
67
68/*
69 * Allocate and return the pointer to an empty treasurelist structure.
70 */
71
72static treasurelist *
73get_empty_treasurelist (void)
74{
75 return new treasurelist;
76}
77
78/*
79 * Allocate and return the pointer to an empty treasure structure.
80 */
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86
87 t->chance = 100; 107 tl->total_chance = 0;
88
89 return t;
90} 108}
109
110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128}
129#endif
91 130
92/* 131/*
93 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
95 */ 134 */
96
97static treasure * 135static treasure *
98load_treasure (FILE * fp, int *line) 136read_treasure (object_thawer &f)
99{ 137{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 138 treasure *t = new treasure;
102 int value;
103 139
104 nroftreasures++; 140 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 141
109 if (*buf == '#') 142 for (;;)
110 continue; 143 {
111 if ((cp = strchr (buf, '\n')) != NULL) 144 coroapi::cede_to_tick ();
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 145
117 if (sscanf (cp, "arch %s", variable)) 146 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 147 {
122 else if (sscanf (cp, "list %s", variable)) 148 case KW_arch:
123 t->name = variable; 149 t->item = archetype::get (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 150 break;
125 t->change_arch.name = variable; 151
126 else if (sscanf (cp, "change_title %s", variable)) 152 case KW_list: f.get (t->name); break;
127 t->change_arch.title = variable; 153 case KW_change_name: f.get (t->change_arch.name); break;
128 else if (sscanf (cp, "change_slaying %s", variable)) 154 case KW_change_title: f.get (t->change_arch.title); break;
129 t->change_arch.slaying = variable; 155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
130 else if (sscanf (cp, "chance %d", &value)) 156 case KW_chance: f.get (t->chance); break;
131 t->chance = (uint8) value; 157 case KW_nrof: f.get (t->nrof); break;
132 else if (sscanf (cp, "nrof %d", &value)) 158 case KW_magic: f.get (t->magic); break;
133 t->nrof = (uint16) value; 159
134 else if (sscanf (cp, "magic %d", &value)) 160 case KW_yes: t->next_yes = read_treasure (f); continue;
135 t->magic = (uint8) value; 161 case KW_no: t->next_no = read_treasure (f); continue;
136 else if (!strcmp (cp, "yes")) 162
137 t->next_yes = load_treasure (fp, line); 163 case KW_end:
138 else if (!strcmp (cp, "no")) 164 f.next ();
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 {
144 t->next = load_treasure (fp, line);
145 return t; 165 return t;
146 }
147 else
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
149 }
150 LOG (llevError, "treasure lacks 'end'.\n");
151 return t;
152}
153 166
154#ifdef TREASURE_DEBUG 167 case KW_more:
168 t->next = read_treasure (f);
169 return t;
155 170
156/* recursived checks the linked list. Treasurelist is passed only 171 default:
157 * so that the treasure name can be printed out 172 if (!f.parse_error ("treasurelist", t->name))
158 */ 173 return 0;
159static void
160check_treasurelist (const treasure *t, const treasurelist * tl)
161{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next)
168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 check_treasurelist (t->next_no, tl);
173}
174#endif
175 174
175 return t;
176 }
177
178 f.next ();
179 }
180}
181
176/* 182/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
179 */ 184 */
180 185treasurelist *
181void 186treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 187{
184 FILE *fp; 188 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t;
188 int comp, line = 0;
189 189
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 190 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 191 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 192 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 193 tl->items = read_treasure (f);
194 if (!tl->items)
194 return; 195 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 196
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205
206 tl->name = name;
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line);
213
214 /* This is a one of the many items on the list should be generated. 197 /* This is a one of the many items on the list should be generated.
215 * Add up the chance total, and check to make sure the yes & no 198 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
217 */ 200 */
218 if (!strncmp (buf, "treasureone", 11)) 201 if (one)
202 {
203 for (treasure *t = tl->items; t; t = t->next)
204 {
205 if (t->next_yes || t->next_no)
219 { 206 {
220 for (t = tl->items; t != NULL; t = t->next)
221 {
222#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no)
224 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 208 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 209 }
232 }
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237 210
238#ifdef TREASURE_DEBUG 211 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 212 }
240 * verify that list transitions work (ie, the list that it is supposed 213 }
241 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element.
243 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
245 check_treasurelist (previous->items, previous);
246#endif
247}
248 214
249/*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl;
265
266 if (first_treasurelist)
267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
269 return 0; 215 return tl;
270} 216}
271
272 217
273/* 218/*
274 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 221 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
283 */ 228 */
284static void 229static void
285put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
286{ 231{
287 object *tmp; 232 if (flags & GT_ENVIRONMENT)
288 233 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 234 /* Bit of a hack - spells should never be put onto the map. The entire
290 * treasure stuff is a problem - there is no clear idea of knowing 235 * treasure stuff is a problem - there is no clear idea of knowing
291 * this is the original object, or if this is an object that should be created 236 * this is the original object, or if this is an object that should be created
292 * by another object. 237 * by another object.
293 */ 238 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 240 if (op->type == SPELL)
241 {
242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (op->blocked (creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
298 } 255 }
299 else 256 else
300 { 257 {
301 op = creator->insert (op); 258 op = creator->insert (op);
302 259
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
305 262
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
307 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
308 } 266 }
309} 267}
310 268
311/* if there are change_xxx commands in the treasure, we include the changes 269/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 270 * in the generated object
326 284
327 if (t->change_arch.slaying) 285 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 286 op->slaying = t->change_arch.slaying;
329} 287}
330 288
331void 289static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 290create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 291{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 293 {
338 if (t->name) 294 if (t->name)
339 { 295 {
340 if (difficulty >= t->magic) 296 if (difficulty >= t->magic)
297 if (treasurelist *tl = treasurelist::find (t->name))
298 create_treasure (tl, op, flag, difficulty, tries);
299 else
300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
301 }
302 else
303 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 305 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
347 else
348 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
351 tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
307
352 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = rndm (t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
354 310
355 fix_generated_item (tmp, op, difficulty, t->magic, flag); 311 fix_generated_item (tmp, op, difficulty, t->magic, flag);
356 change_treasure (t, tmp); 312 change_treasure (t, tmp);
357 put_treasure (tmp, op, flag); 313 put_treasure (tmp, op, flag);
358 } 314 }
359 } 315 }
360 316
361 if (t->next_yes != NULL) 317 if (t->next_yes)
362 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 318 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
363 } 319 }
364 else if (t->next_no != NULL) 320 else if (t->next_no)
365 create_all_treasures (t->next_no, op, flag, difficulty, tries); 321 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366 322
367 if (t->next != NULL) 323 if (t->next)
368 create_all_treasures (t->next, op, flag, difficulty, tries); 324 create_all_treasures (t->next, op, flag, difficulty, tries);
369} 325}
370 326
371void 327static void
372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 328create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
373{ 329{
374 int value = rndm (tl->total_chance); 330 int value = rndm (tl->total_chance);
375 treasure *t; 331 treasure *t;
376 332
378 { 334 {
379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 335 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380 return; 336 return;
381 } 337 }
382 338
383 for (t = tl->items; t != NULL; t = t->next) 339 for (t = tl->items; t; t = t->next)
384 { 340 {
385 value -= t->chance; 341 value -= t->chance;
386 342
387 if (value < 0) 343 if (value < 0)
388 break; 344 break;
389 } 345 }
390 346
391 if (!t || value >= 0) 347 if (!t || value >= 0)
392 {
393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 348 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
394 abort ();
395 return;
396 }
397 349
398 if (t->name) 350 if (t->name)
399 { 351 {
400 if (difficulty >= t->magic) 352 if (difficulty >= t->magic)
401 { 353 {
402 treasurelist *tl = find_treasurelist (t->name); 354 treasurelist *tl = treasurelist::find (t->name);
403 if (tl) 355 if (tl)
404 create_treasure (tl, op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
405 } 357 }
406 else if (t->nrof) 358 else if (t->nrof)
407 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
408
409 return;
410 } 360 }
411
412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
413 { 362 {
414 object *tmp = arch_to_object (t->item); 363 if (object *tmp = arch_to_object (t->item))
415 364 {
416 if (!tmp)
417 return;
418
419 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
420 tmp->nrof = rndm (t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
421 367
422 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
423 change_treasure (t, tmp); 369 change_treasure (t, tmp);
424 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
371 }
425 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
426} 379}
427 380
428/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
429 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
430 * have been made. It is really in place to prevent infinite loops with 383 * have been made. It is really in place to prevent infinite loops with
433 * to do that. 386 * to do that.
434 */ 387 */
435void 388void
436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 389create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
437{ 390{
391 // empty treasurelists are legal
392 if (!tl->items)
393 return;
394
438 if (tries++ > 100) 395 if (tries++ > 100)
439 { 396 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 398 return;
399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
442 } 408 }
443 409
444 if (tl->total_chance) 410 if (tl->total_chance)
445 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
446 else 412 else
455object * 421object *
456generate_treasure (treasurelist *tl, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
457{ 423{
458 difficulty = clamp (difficulty, 1, settings.max_level); 424 difficulty = clamp (difficulty, 1, settings.max_level);
459 425
460 object *ob = object::create (), *tmp; 426 object *ob = object::create ();
461 427
462 create_treasure (tl, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
463 429
464 /* Don't want to free the object we are about to return */ 430 /* Don't want to free the object we are about to return */
465 tmp = ob->inv; 431 object *tmp = ob->inv;
466 if (tmp != NULL) 432 if (tmp)
467 tmp->remove (); 433 tmp->remove ();
468 434
469 if (ob->inv) 435 if (ob->inv)
470 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
471 437
479 * The array has two arguments, the difficulty of the level, and the 445 * The array has two arguments, the difficulty of the level, and the
480 * magical bonus "wanted". 446 * magical bonus "wanted".
481 */ 447 */
482 448
483static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
484
485/*chance of magic difficulty*/ 450// chance of magic difficulty
486
487/* +0 +1 +2 +3 +4 */ 451// +0 +1 +2 +3 +4
488 {95, 2, 2, 1, 0}, /*1 */ 452 {95, 2, 2, 1, 0}, // 1
489 {92, 5, 2, 1, 0}, /*2 */ 453 {92, 5, 2, 1, 0}, // 2
490 {85, 10, 4, 1, 0}, /*3 */ 454 {85, 10, 4, 1, 0}, // 3
491 {80, 14, 4, 2, 0}, /*4 */ 455 {80, 14, 4, 2, 0}, // 4
492 {75, 17, 5, 2, 1}, /*5 */ 456 {75, 17, 5, 2, 1}, // 5
493 {70, 18, 8, 3, 1}, /*6 */ 457 {70, 18, 8, 3, 1}, // 6
494 {65, 21, 10, 3, 1}, /*7 */ 458 {65, 21, 10, 3, 1}, // 7
495 {60, 22, 12, 4, 2}, /*8 */ 459 {60, 22, 12, 4, 2}, // 8
496 {55, 25, 14, 4, 2}, /*9 */ 460 {55, 25, 14, 4, 2}, // 9
497 {50, 27, 16, 5, 2}, /*10 */ 461 {50, 27, 16, 5, 2}, // 10
498 {45, 28, 18, 6, 3}, /*11 */ 462 {45, 28, 18, 6, 3}, // 11
499 {42, 28, 20, 7, 3}, /*12 */ 463 {42, 28, 20, 7, 3}, // 12
500 {40, 27, 21, 8, 4}, /*13 */ 464 {40, 27, 21, 8, 4}, // 13
501 {38, 25, 22, 10, 5}, /*14 */ 465 {38, 25, 22, 10, 5}, // 14
502 {36, 23, 23, 12, 6}, /*15 */ 466 {36, 23, 23, 12, 6}, // 15
503 {33, 21, 24, 14, 8}, /*16 */ 467 {33, 21, 24, 14, 8}, // 16
504 {31, 19, 25, 16, 9}, /*17 */ 468 {31, 19, 25, 16, 9}, // 17
505 {27, 15, 30, 18, 10}, /*18 */ 469 {27, 15, 30, 18, 10}, // 18
506 {20, 12, 30, 25, 13}, /*19 */ 470 {20, 12, 30, 25, 13}, // 19
507 {15, 10, 28, 30, 17}, /*20 */ 471 {15, 10, 28, 30, 17}, // 20
508 {13, 9, 27, 28, 23}, /*21 */ 472 {13, 9, 27, 28, 23}, // 21
509 {10, 8, 25, 28, 29}, /*22 */ 473 {10, 8, 25, 28, 29}, // 22
510 {8, 7, 23, 26, 36}, /*23 */ 474 { 8, 7, 23, 26, 36}, // 23
511 {6, 6, 20, 22, 46}, /*24 */ 475 { 6, 6, 20, 22, 46}, // 24
512 {4, 5, 17, 18, 56}, /*25 */ 476 { 4, 5, 17, 18, 56}, // 25
513 {2, 4, 12, 14, 68}, /*26 */ 477 { 2, 4, 12, 14, 68}, // 26
514 {0, 3, 7, 10, 80}, /*27 */ 478 { 0, 3, 7, 10, 80}, // 27
515 {0, 0, 3, 7, 90}, /*28 */ 479 { 0, 0, 3, 7, 90}, // 28
516 {0, 0, 0, 3, 97}, /*29 */ 480 { 0, 0, 0, 3, 97}, // 29
517 {0, 0, 0, 0, 100}, /*30 */ 481 { 0, 0, 0, 0, 100}, // 30
518 {0, 0, 0, 0, 100}, /*31 */ 482 { 0, 0, 0, 0, 100}, // 31
519}; 483};
520
521 484
522/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
523 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
524 * 487 *
525 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
526 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
527 */ 490 */
528
529int 491int
530level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
531{ 493{
532 int olevel = 0;
533
534 if (!op->inv) 494 if (!op->inv)
535 { 495 {
536 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 496 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
537 return 0; 497 return 0;
538 } 498 }
539 499
540 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
541 501
542 if (olevel <= 0) 502 if (olevel <= 0)
543 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
544 504
545 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
546 olevel = MAXLEVEL;
547
548 return olevel;
549} 506}
550 507
551/* 508/*
552 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
553 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
556 * elmex Thu Aug 10 18:45:44 CEST 2006: 513 * elmex Thu Aug 10 18:45:44 CEST 2006:
557 * Scaling difficulty by max_level, as difficulty is a level and not some 514 * Scaling difficulty by max_level, as difficulty is a level and not some
558 * weird integer between 1-31. 515 * weird integer between 1-31.
559 * 516 *
560 */ 517 */
561
562int 518int
563magic_from_difficulty (int difficulty) 519magic_from_difficulty (int difficulty)
564{ 520{
565 int percent = 0, magic = 0; 521 int percent = 0, magic = 0;
566 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
610 566
611 op->magic = magic; 567 op->magic = magic;
612 if (op->arch) 568 if (op->arch)
613 { 569 {
614 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
616 572
617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
618 magic = (-magic); 574 magic = (-magic);
619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
620 } 576 }
621 else 577 else
622 { 578 {
623 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
654 * 1) Since rings can have multiple bonuses, if the same bonus 610 * 1) Since rings can have multiple bonuses, if the same bonus
655 * is rolled again, increase it - the bonuses now stack with 611 * is rolled again, increase it - the bonuses now stack with
656 * other bonuses previously rolled and ones the item might natively have. 612 * other bonuses previously rolled and ones the item might natively have.
657 * 2) Add code to deal with new PR method. 613 * 2) Add code to deal with new PR method.
658 */ 614 */
659
660void 615void
661set_ring_bonus (object *op, int bonus) 616set_ring_bonus (object *op, int bonus)
662{ 617{
663 618
664 int r = rndm (bonus > 0 ? 25 : 11); 619 int r = rndm (bonus > 0 ? 25 : 11);
687 case 2: 642 case 2:
688 case 3: 643 case 3:
689 case 4: 644 case 4:
690 case 5: 645 case 5:
691 case 6: 646 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 647 op->stats.stat (r) += bonus;
693 break; 648 break;
694 649
695 case 7: 650 case 7:
696 op->stats.dam += bonus; 651 op->stats.dam += bonus;
697 break; 652 break;
845 save_item_power = op->item_power; 800 save_item_power = op->item_power;
846 op->item_power = 0; 801 op->item_power = 0;
847 802
848 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
849 { 804 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
851 if (!op->inv)
852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
853
854 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
855 op->randomitems = NULL; 807 op->randomitems = 0;
856 } 808 }
857 809
858 if (difficulty < 1) 810 if (difficulty < 1)
859 difficulty = 1; 811 difficulty = 1;
860 812
1176 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1177 */ 1129 */
1178static artifactlist * 1130static artifactlist *
1179get_empty_artifactlist (void) 1131get_empty_artifactlist (void)
1180{ 1132{
1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1133 return salloc0<artifactlist> ();
1182
1183 if (al == NULL)
1184 fatal (OUT_OF_MEMORY);
1185 al->next = NULL;
1186 al->items = NULL;
1187 al->total_chance = 0;
1188 return al;
1189} 1134}
1190 1135
1191/* 1136/*
1192 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1193 */ 1138 */
1194static artifact * 1139static artifact *
1195get_empty_artifact (void) 1140get_empty_artifact (void)
1196{ 1141{
1197 artifact *a = (artifact *) malloc (sizeof (artifact)); 1142 return salloc0<artifact> ();
1198
1199 if (a == NULL)
1200 fatal (OUT_OF_MEMORY);
1201
1202 a->item = NULL;
1203 a->next = NULL;
1204 a->chance = 0;
1205 a->difficulty = 0;
1206 a->allowed = NULL;
1207 return a;
1208} 1143}
1209 1144
1210/* 1145/*
1211 * Searches the artifact lists and returns one that has the same type 1146 * Searches the artifact lists and returns one that has the same type
1212 * of objects on it. 1147 * of objects on it.
1213 */ 1148 */
1214artifactlist * 1149artifactlist *
1215find_artifactlist (int type) 1150find_artifactlist (int type)
1216{ 1151{
1217 artifactlist *al;
1218
1219 for (al = first_artifactlist; al; al = al->next) 1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1220 if (al->type == type) 1153 if (al->type == type)
1221 return al; 1154 return al;
1222 1155
1223 return 0; 1156 return 0;
1224} 1157}
1225 1158
1226/* 1159/*
1227 * For debugging purposes. Dumps all tables.
1228 */
1229void
1230dump_artifacts (void)
1231{
1232 artifactlist *al;
1233 artifact *art;
1234 linked_char *next;
1235
1236 fprintf (logfile, "\n");
1237 for (al = first_artifactlist; al != NULL; al = al->next)
1238 {
1239 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1240 for (art = al->items; art != NULL; art = art->next)
1241 {
1242 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1243 if (art->allowed != NULL)
1244 {
1245 fprintf (logfile, "\tallowed combinations:");
1246 for (next = art->allowed; next != NULL; next = next->next)
1247 fprintf (logfile, "%s,", &next->name);
1248 fprintf (logfile, "\n");
1249 }
1250 }
1251 }
1252 fprintf (logfile, "\n");
1253}
1254
1255/*
1256 * For debugging purposes. Dumps all treasures recursively (see below).
1257 */
1258void
1259dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1260{
1261 treasurelist *tl;
1262 int i;
1263
1264 if (depth > 100)
1265 return;
1266 while (t)
1267 {
1268 if (t->name)
1269 {
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272 fprintf (logfile, "{ (list: %s)\n", &t->name);
1273 tl = find_treasurelist (t->name);
1274 if (tl)
1275 dump_monster_treasure_rec (name, tl->items, depth + 2);
1276 for (i = 0; i < depth; i++)
1277 fprintf (logfile, " ");
1278 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1279 }
1280 else
1281 {
1282 for (i = 0; i < depth; i++)
1283 fprintf (logfile, " ");
1284 if (t->item && t->item->clone.type == FLESH)
1285 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1286 else
1287 fprintf (logfile, "%s\n", &t->item->clone.name);
1288 }
1289
1290 if (t->next_yes)
1291 {
1292 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " ");
1294 fprintf (logfile, " (if yes)\n");
1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1296 }
1297
1298 if (t->next_no)
1299 {
1300 for (i = 0; i < depth; i++)
1301 fprintf (logfile, " ");
1302 fprintf (logfile, " (if no)\n");
1303 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1304 }
1305
1306 t = t->next;
1307 }
1308}
1309
1310/*
1311 * For debugging purposes. Dumps all treasures for a given monster.
1312 * Created originally by Raphael Quinet for debugging the alchemy code.
1313 */
1314
1315void
1316dump_monster_treasure (const char *name)
1317{
1318 archetype *at;
1319 int found;
1320
1321 found = 0;
1322 fprintf (logfile, "\n");
1323
1324 for (at = first_archetype; at != NULL; at = at->next)
1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1326 {
1327 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1328 if (at->clone.randomitems != NULL)
1329 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1330 else
1331 fprintf (logfile, "(nothing)\n");
1332
1333 fprintf (logfile, "\n");
1334 found++;
1335 }
1336
1337 if (found == 0)
1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1339}
1340
1341/*
1342 * Builds up the lists of artifacts from the file in the libdir. 1160 * Builds up the lists of artifacts from the file in the libdir.
1343 */ 1161 */
1344void 1162void
1345init_artifacts (void) 1163init_artifacts (void)
1346{ 1164{
1347 static int has_been_inited = 0; 1165 static int has_been_inited = 0;
1348 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1166 char filename[MAX_BUF];
1349 artifact *art = NULL; 1167 artifact *art = NULL;
1350 int value;
1351 artifactlist *al; 1168 artifactlist *al;
1352 1169
1353 if (has_been_inited) 1170 if (has_been_inited)
1354 return; 1171 return;
1355 else 1172 else
1359 object_thawer f (filename); 1176 object_thawer f (filename);
1360 1177
1361 if (!f) 1178 if (!f)
1362 return; 1179 return;
1363 1180
1364 f.next ();
1365
1366 for (;;) 1181 for (;;)
1367 { 1182 {
1368 switch (f.kw) 1183 switch (f.kw)
1369 { 1184 {
1370 case KW_allowed: 1185 case KW_allowed:
1371 if (!art) 1186 if (!art)
1372 {
1373 art = get_empty_artifact (); 1187 art = get_empty_artifact ();
1374 nrofartifacts++;
1375 }
1376 1188
1377 { 1189 {
1378 if (!strcmp (f.get_str (), "all")) 1190 if (!strcmp (f.get_str (), "all"))
1379 break; 1191 break;
1380 1192
1381 char *next, *cp = f.get_str (); 1193 char *next, *cp = f.get_str ();
1382 1194
1383 do 1195 do
1384 { 1196 {
1385 nrofallowedstr++;
1386
1387 if ((next = strchr (cp, ','))) 1197 if ((next = strchr (cp, ',')))
1388 *next++ = '\0'; 1198 *next++ = '\0';
1389 1199
1390 linked_char *tmp = new linked_char; 1200 linked_char *tmp = new linked_char;
1391 1201
1406 break; 1216 break;
1407 1217
1408 case KW_object: 1218 case KW_object:
1409 { 1219 {
1410 art->item = object::create (); 1220 art->item = object::create ();
1221 f.get (art->item->name);
1222 f.next ();
1411 1223
1412 if (!art->item->parse_kv (f)) 1224 if (!art->item->parse_kv (f))
1413 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1225 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1414 1226
1415 al = find_artifactlist (art->item->type); 1227 al = find_artifactlist (art->item->type);
1441 } 1253 }
1442 1254
1443done: 1255done:
1444 for (al = first_artifactlist; al; al = al->next) 1256 for (al = first_artifactlist; al; al = al->next)
1445 { 1257 {
1258 al->total_chance = 0;
1259
1446 for (art = al->items; art; art = art->next) 1260 for (art = al->items; art; art = art->next)
1447 { 1261 {
1448 if (!art->chance) 1262 if (!art->chance)
1449 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1263 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1450 else 1264 else
1456 } 1270 }
1457 1271
1458 LOG (llevDebug, "done.\n"); 1272 LOG (llevDebug, "done.\n");
1459} 1273}
1460 1274
1461
1462/* 1275/*
1463 * Used in artifact generation. The bonuses of the first object 1276 * Used in artifact generation. The bonuses of the first object
1464 * is modified by the bonuses of the second object. 1277 * is modified by the bonuses of the second object.
1465 */ 1278 */
1466
1467void 1279void
1468add_abilities (object *op, object *change) 1280add_abilities (object *op, object *change)
1469{ 1281{
1470 int i, tmp; 1282 int i, tmp;
1471 1283
1472 if (change->face != blank_face) 1284 if (change->face != blank_face)
1473 { 1285 {
1474#ifdef TREASURE_VERBOSE 1286#ifdef TREASURE_VERBOSE
1475 LOG (llevDebug, "FACE: %d\n", change->face->number); 1287 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1476#endif 1288#endif
1477 op->face = change->face; 1289 op->face = change->face;
1478 } 1290 }
1479 1291
1480 for (i = 0; i < NUM_STATS; i++) 1292 for (i = 0; i < NUM_STATS; i++)
1481 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1293 change_attr_value (&(op->stats), i, change->stats.stat (i));
1482 1294
1483 op->attacktype |= change->attacktype; 1295 op->attacktype |= change->attacktype;
1484 op->path_attuned |= change->path_attuned; 1296 op->path_attuned |= change->path_attuned;
1485 op->path_repelled |= change->path_repelled; 1297 op->path_repelled |= change->path_repelled;
1486 op->path_denied |= change->path_denied; 1298 op->path_denied |= change->path_denied;
1650 if (change->msg) 1462 if (change->msg)
1651 op->msg = change->msg; 1463 op->msg = change->msg;
1652} 1464}
1653 1465
1654static int 1466static int
1655legal_artifact_combination (object *op, artifact * art) 1467legal_artifact_combination (object *op, artifact *art)
1656{ 1468{
1657 int neg, success = 0; 1469 int neg, success = 0;
1658 linked_char *tmp; 1470 linked_char *tmp;
1659 const char *name; 1471 const char *name;
1660 1472
1661 if (art->allowed == (linked_char *) NULL) 1473 if (!art->allowed)
1662 return 1; /* Ie, "all" */ 1474 return 1; /* Ie, "all" */
1475
1663 for (tmp = art->allowed; tmp; tmp = tmp->next) 1476 for (tmp = art->allowed; tmp; tmp = tmp->next)
1664 { 1477 {
1665#ifdef TREASURE_VERBOSE 1478#ifdef TREASURE_VERBOSE
1666 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1479 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1667#endif 1480#endif
1668 if (*tmp->name == '!') 1481 if (*tmp->name == '!')
1669 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1670 else 1483 else
1671 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1672 1485
1673 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1674 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1675 return !neg; 1488 return !neg;
1676 1489
1677 /* Set success as true, since if the match was an inverse, it means 1490 /* Set success as true, since if the match was an inverse, it means
1678 * everything is allowed except what we match 1491 * everything is allowed except what we match
1679 */ 1492 */
1680 else if (neg) 1493 else if (neg)
1681 success = 1; 1494 success = 1;
1682 } 1495 }
1496
1683 return success; 1497 return success;
1684} 1498}
1685 1499
1686/* 1500/*
1687 * Fixes the given object, giving it the abilities and titles 1501 * Fixes the given object, giving it the abilities and titles
1766 continue; 1580 continue;
1767 1581
1768 if (!legal_artifact_combination (op, art)) 1582 if (!legal_artifact_combination (op, art))
1769 { 1583 {
1770#ifdef TREASURE_VERBOSE 1584#ifdef TREASURE_VERBOSE
1771 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1585 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1772#endif 1586#endif
1773 continue; 1587 continue;
1774 } 1588 }
1589
1775 give_artifact_abilities (op, art->item); 1590 give_artifact_abilities (op, art->item);
1776 return; 1591 return;
1777 } 1592 }
1778} 1593}
1779 1594
1823 SET_FLAG (item, FLAG_NO_STEAL); 1638 SET_FLAG (item, FLAG_NO_STEAL);
1824 } 1639 }
1825} 1640}
1826 1641
1827/* special_potion() - so that old potion code is still done right. */ 1642/* special_potion() - so that old potion code is still done right. */
1828
1829int 1643int
1830special_potion (object *op) 1644special_potion (object *op)
1831{ 1645{
1832 if (op->attacktype) 1646 if (op->attacktype)
1833 return 1; 1647 return 1;
1843} 1657}
1844 1658
1845void 1659void
1846free_treasurestruct (treasure *t) 1660free_treasurestruct (treasure *t)
1847{ 1661{
1848 if (t->next)
1849 free_treasurestruct (t->next); 1662 if (t->next) free_treasurestruct (t->next);
1850 if (t->next_yes)
1851 free_treasurestruct (t->next_yes); 1663 if (t->next_yes) free_treasurestruct (t->next_yes);
1852 if (t->next_no)
1853 free_treasurestruct (t->next_no); 1664 if (t->next_no) free_treasurestruct (t->next_no);
1854 1665
1855 delete t; 1666 delete t;
1856} 1667}
1857 1668
1858void 1669void
1863 1674
1864 delete lc; 1675 delete lc;
1865} 1676}
1866 1677
1867void 1678void
1868free_artifact (artifact * at) 1679free_artifact (artifact *at)
1869{ 1680{
1870 if (at->next)
1871 free_artifact (at->next); 1681 if (at->next) free_artifact (at->next);
1872
1873 if (at->allowed)
1874 free_charlinks (at->allowed); 1682 if (at->allowed) free_charlinks (at->allowed);
1875 1683
1876 at->item->destroy (1); 1684 at->item->destroy (1);
1877 1685
1878 delete at; 1686 sfree (at);
1879} 1687}
1880 1688
1881void 1689void
1882free_artifactlist (artifactlist * al) 1690free_artifactlist (artifactlist *al)
1883{ 1691{
1884 artifactlist *nextal; 1692 artifactlist *nextal;
1885 1693
1886 for (al = first_artifactlist; al; al = nextal) 1694 for (al = first_artifactlist; al; al = nextal)
1887 { 1695 {
1888 nextal = al->next; 1696 nextal = al->next;
1889 1697
1890 if (al->items) 1698 if (al->items)
1891 free_artifact (al->items); 1699 free_artifact (al->items);
1892 1700
1893 free (al); 1701 sfree (al);
1894 } 1702 }
1895} 1703}
1896 1704
1897void 1705void
1898free_all_treasures (void) 1706free_all_treasures (void)
1899{ 1707{
1900 treasurelist *tl, *next; 1708 treasurelist *tl, *next;
1901 1709
1902
1903 for (tl = first_treasurelist; tl != NULL; tl = next) 1710 for (tl = first_treasurelist; tl; tl = next)
1904 { 1711 {
1712 clear (tl);
1713
1905 next = tl->next; 1714 next = tl->next;
1906 if (tl->items)
1907 free_treasurestruct (tl->items);
1908 delete tl; 1715 delete tl;
1909 } 1716 }
1717
1910 free_artifactlist (first_artifactlist); 1718 free_artifactlist (first_artifactlist);
1911} 1719}

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