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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.32 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.73 by root, Sun Apr 20 05:24:55 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 (©) 2005,2006,2007,2008 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::find (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 150
125 t->change_arch.name = variable; 151 if (!t->item)
126 else if (sscanf (cp, "change_title %s", variable))
127 t->change_arch.title = variable;
128 else if (sscanf (cp, "change_slaying %s", variable))
129 t->change_arch.slaying = variable;
130 else if (sscanf (cp, "chance %d", &value))
131 t->chance = (uint8) value;
132 else if (sscanf (cp, "nrof %d", &value))
133 t->nrof = (uint16) value;
134 else if (sscanf (cp, "magic %d", &value))
135 t->magic = (uint8) value;
136 else if (!strcmp (cp, "yes"))
137 t->next_yes = load_treasure (fp, line);
138 else if (!strcmp (cp, "no"))
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 { 152 {
144 t->next = load_treasure (fp, line); 153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
157 break;
158
159 case KW_list: f.get (t->name); break;
160 case KW_change_name: f.get (t->change_arch.name); break;
161 case KW_change_title: f.get (t->change_arch.title); break;
162 case KW_change_slaying: f.get (t->change_arch.slaying); break;
163 case KW_chance: f.get (t->chance); break;
164 case KW_nrof: f.get (t->nrof); break;
165 case KW_magic: f.get (t->magic); break;
166
167 case KW_yes: t->next_yes = read_treasure (f); continue;
168 case KW_no: t->next_no = read_treasure (f); continue;
169
170 case KW_end:
171 f.next ();
145 return t; 172 return t;
173
174 case KW_more:
175 t->next = read_treasure (f);
176 return t;
177
178 default:
179 if (!f.parse_error ("treasurelist", t->name))
180 goto error;
181
182 return t;
146 } 183 }
147 else 184
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 185 f.next ();
149 } 186 }
150 LOG (llevError, "treasure lacks 'end'.\n"); 187
188 // not reached
189
190error:
191 delete t;
151 return t; 192 return 0;
152} 193}
153 194
154#ifdef TREASURE_DEBUG
155
156/* recursived checks the linked list. Treasurelist is passed only
157 * so that the treasure name can be printed out
158 */
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
176/* 195/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
179 */ 197 */
180 198treasurelist *
181void 199treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 200{
184 FILE *fp; 201 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;
189 202
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 203 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 204 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 205 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 206 tl->items = read_treasure (f);
207 if (!tl->items)
194 return; 208 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 209
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. 210 /* 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 211 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 212 * fields of the treasures are not being used.
217 */ 213 */
218 if (!strncmp (buf, "treasureone", 11)) 214 if (one)
215 {
216 for (treasure *t = tl->items; t; t = t->next)
217 {
218 if (t->next_yes || t->next_no)
219 { 219 {
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); 220 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"); 221 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 222 }
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);
237 223
238#ifdef TREASURE_DEBUG 224 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 225 }
240 * verify that list transitions work (ie, the list that it is supposed 226 }
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}
248 227
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; 228 return tl;
270} 229}
271
272 230
273/* 231/*
274 * Generates the objects specified by the given treasure. 232 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 233 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 234 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 240 * start with equipment, but only their abilities).
283 */ 241 */
284static void 242static void
285put_treasure (object *op, object *creator, int flags) 243put_treasure (object *op, object *creator, int flags)
286{ 244{
287 object *tmp; 245 if (flags & GT_ENVIRONMENT)
288 246 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 247 /* 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 248 * 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 249 * this is the original object, or if this is an object that should be created
292 * by another object. 250 * by another object.
293 */ 251 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 252 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 253 if (op->type == SPELL)
254 {
255 op->destroy ();
256 return;
257 }
258
259 op->expand_tail ();
260
261 if (op->blocked (creator->map, creator->x, creator->y))
262 op->destroy ();
263 else
264 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
298 } 268 }
299 else 269 else
300 { 270 {
301 op = creator->insert (op); 271 op = creator->insert (op);
302 272
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
305 275
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 276 if (flags & GT_UPDATE_INV)
277 if (object *tmp = creator->in_player ())
307 esrv_send_item (tmp, op); 278 esrv_send_item (tmp, op);
308 } 279 }
309} 280}
310 281
311/* if there are change_xxx commands in the treasure, we include the changes 282/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 283 * in the generated object
326 297
327 if (t->change_arch.slaying) 298 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 299 op->slaying = t->change_arch.slaying;
329} 300}
330 301
331void 302static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 303create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 304{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 305 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 306 {
338 if (t->name) 307 if (t->name)
339 { 308 {
340 if (difficulty >= t->magic) 309 if (difficulty >= t->magic)
310 if (treasurelist *tl = treasurelist::find (t->name))
311 create_treasure (tl, op, flag, difficulty, tries);
312 else
313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
314 }
315 else
316 {
317 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 318 {
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); 319 object *tmp = arch_to_object (t->item);
320
352 if (t->nrof && tmp->nrof <= 1) 321 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 322 tmp->nrof = rndm (t->nrof) + 1;
323
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 324 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 325 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 326 put_treasure (tmp, op, flag);
357 } 327 }
358 } 328 }
359 329
360 if (t->next_yes != NULL) 330 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 331 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 332 }
363 else if (t->next_no != NULL) 333 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 334 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 335
366 if (t->next != NULL) 336 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 337 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 338}
369 339
370void 340static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 341create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 342{
373 int value = RANDOM () % tl->total_chance; 343 int value = rndm (tl->total_chance);
374 treasure *t; 344 treasure *t;
375 345
376 if (tries++ > 100) 346 if (tries++ > 100)
377 { 347 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 348 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 349 return;
380 } 350 }
381 351
382 for (t = tl->items; t != NULL; t = t->next) 352 for (t = tl->items; t; t = t->next)
383 { 353 {
384 value -= t->chance; 354 value -= t->chance;
385 355
386 if (value < 0) 356 if (value < 0)
387 break; 357 break;
388 } 358 }
389 359
390 if (!t || value >= 0) 360 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 361 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 362
397 if (t->name) 363 if (t->name)
398 { 364 {
399 if (difficulty >= t->magic) 365 if (difficulty >= t->magic)
400 { 366 {
401 treasurelist *tl = find_treasurelist (t->name); 367 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 368 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 369 create_treasure (tl, op, flag, difficulty, tries);
404 } 370 }
405 else if (t->nrof) 371 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 372 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 373 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 374 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
412 { 375 {
413 object *tmp = arch_to_object (t->item); 376 if (object *tmp = arch_to_object (t->item))
414 377 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 378 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 379 tmp->nrof = rndm (t->nrof) + 1;
420 380
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 381 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 382 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 383 put_treasure (tmp, op, flag);
384 }
424 } 385 }
386}
387
388void
389object::create_treasure (treasurelist *tl, int flags)
390{
391 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 392}
426 393
427/* This calls the appropriate treasure creation function. tries is passed 394/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 395 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with 396 * have been made. It is really in place to prevent infinite loops with
432 * to do that. 399 * to do that.
433 */ 400 */
434void 401void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 402create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 403{
404 // empty treasurelists are legal
405 if (!tl->items)
406 return;
437 407
438 if (tries++ > 100) 408 if (tries++ > 100)
439 { 409 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 410 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 411 return;
442 } 412 }
413
414 if (op->flag [FLAG_TREASURE_ENV])
415 {
416 // do not generate items when there already is something above the object
417 if (op->flag [FLAG_IS_FLOOR] && op->above)
418 return;
419
420 flag |= GT_ENVIRONMENT;
421 }
422
443 if (tl->total_chance) 423 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 424 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 425 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 426 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 427}
454object * 434object *
455generate_treasure (treasurelist *tl, int difficulty) 435generate_treasure (treasurelist *tl, int difficulty)
456{ 436{
457 difficulty = clamp (difficulty, 1, settings.max_level); 437 difficulty = clamp (difficulty, 1, settings.max_level);
458 438
459 object *ob = object::create (), *tmp; 439 object *ob = object::create ();
460 440
461 create_treasure (tl, ob, 0, difficulty, 0); 441 create_treasure (tl, ob, 0, difficulty, 0);
462 442
463 /* Don't want to free the object we are about to return */ 443 /* Don't want to free the object we are about to return */
464 tmp = ob->inv; 444 object *tmp = ob->inv;
465 if (tmp != NULL) 445 if (tmp)
466 tmp->remove (); 446 tmp->remove ();
467 447
468 if (ob->inv) 448 if (ob->inv)
469 LOG (llevError, "In generate treasure, created multiple objects.\n"); 449 LOG (llevError, "In generate treasure, created multiple objects.\n");
470 450
478 * The array has two arguments, the difficulty of the level, and the 458 * The array has two arguments, the difficulty of the level, and the
479 * magical bonus "wanted". 459 * magical bonus "wanted".
480 */ 460 */
481 461
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 462static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
484/*chance of magic difficulty*/ 463// chance of magic difficulty
485
486/* +0 +1 +2 +3 +4 */ 464// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 465 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 466 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 467 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 468 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 469 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 470 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 471 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 472 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 473 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 474 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 475 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 476 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 477 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 478 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 479 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 480 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 481 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 482 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 483 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 484 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 485 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 486 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 487 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 488 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 489 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 490 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 491 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 492 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 493 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 494 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 495 { 0, 0, 0, 0, 100}, // 31
518}; 496};
519
520 497
521/* calculate the appropriate level for wands staves and scrolls. 498/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 499 * This code presumes that op has had its spell object created (in op->inv)
523 * 500 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 501 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 503 */
527
528int 504int
529level_for_item (const object *op, int difficulty) 505level_for_item (const object *op, int difficulty)
530{ 506{
531 int olevel = 0;
532
533 if (!op->inv) 507 if (!op->inv)
534 { 508 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 510 return 0;
537 } 511 }
538 512
539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
540 514
541 if (olevel <= 0) 515 if (olevel <= 0)
542 olevel = rndm (1, MIN (op->inv->level, 1)); 516 olevel = rndm (1, op->inv->level);
543 517
544 if (olevel > MAXLEVEL) 518 return min (olevel, MAXLEVEL);
545 olevel = MAXLEVEL;
546
547 return olevel;
548} 519}
549 520
550/* 521/*
551 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
552 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 526 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 527 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 528 * weird integer between 1-31.
558 * 529 *
559 */ 530 */
560
561int 531int
562magic_from_difficulty (int difficulty) 532magic_from_difficulty (int difficulty)
563{ 533{
564 int percent = 0, magic = 0; 534 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 535 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570 scaled_diff = 0; 540 scaled_diff = 0;
571 541
572 if (scaled_diff >= DIFFLEVELS) 542 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 543 scaled_diff = DIFFLEVELS - 1;
574 544
575 percent = RANDOM () % 100; 545 percent = rndm (100);
576 546
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 547 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 548 {
579 percent -= difftomagic_list[scaled_diff][magic]; 549 percent -= difftomagic_list[scaled_diff][magic];
580 550
586 { 556 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 557 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 558 magic = 0;
589 } 559 }
590 560
591 magic = (RANDOM () % 3) ? magic : -magic; 561 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 562 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 563
594 return magic; 564 return magic;
595} 565}
596 566
609 579
610 op->magic = magic; 580 op->magic = magic;
611 if (op->arch) 581 if (op->arch)
612 { 582 {
613 if (op->type == ARMOUR) 583 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 584 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
615 585
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 587 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
619 } 589 }
620 else 590 else
621 { 591 {
622 if (op->type == ARMOUR) 592 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 595 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 597 }
628} 598}
629 599
653 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
657 */ 627 */
658
659void 628void
660set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
661{ 630{
662 631
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 632 int r = rndm (bonus > 0 ? 25 : 11);
664 633
665 if (op->type == AMULET) 634 if (op->type == AMULET)
666 { 635 {
667 if (!(RANDOM () % 21)) 636 if (!(rndm (21)))
668 r = 20 + RANDOM () % 2; 637 r = 20 + rndm (2);
669 else 638 else
670 { 639 {
671 if (RANDOM () & 2) 640 if (rndm (2))
672 r = 10; 641 r = 10;
673 else 642 else
674 r = 11 + RANDOM () % 9; 643 r = 11 + rndm (9);
675 } 644 }
676 } 645 }
677 646
678 switch (r) 647 switch (r)
679 { 648 {
686 case 2: 655 case 2:
687 case 3: 656 case 3:
688 case 4: 657 case 4:
689 case 5: 658 case 5:
690 case 6: 659 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 660 op->stats.stat (r) += bonus;
692 break; 661 break;
693 662
694 case 7: 663 case 7:
695 op->stats.dam += bonus; 664 op->stats.dam += bonus;
696 break; 665 break;
716 case 16: 685 case 16:
717 case 17: 686 case 17:
718 case 18: 687 case 18:
719 case 19: 688 case 19:
720 { 689 {
721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 690 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
722 691
723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 692 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 693 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
725 694
726 /* Cursed items need to have higher negative values to equal out with 695 /* Cursed items need to have higher negative values to equal out with
727 * positive values for how protections work out. Put another 696 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 697 * little random element in since that they don't always end up with
729 * even values. 698 * even values.
730 */ 699 */
731 if (bonus < 0) 700 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 701 val = 2 * -val - rndm (b);
733 if (val > 35) 702 if (val > 35)
734 val = 35; /* Upper limit */ 703 val = 35; /* Upper limit */
735 b = 0; 704 b = 0;
705
736 while (op->resist[resist_table[resist]] != 0 && b < 4) 706 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
738 resist = RANDOM () % num_resist_table; 707 resist = rndm (num_resist_table);
739 } 708
740 if (b == 4) 709 if (b == 4)
741 return; /* Not able to find a free resistance */ 710 return; /* Not able to find a free resistance */
711
742 op->resist[resist_table[resist]] = val; 712 op->resist[resist_table[resist]] = val;
743 /* We should probably do something more clever here to adjust value 713 /* We should probably do something more clever here to adjust value
744 * based on how good a resistance we gave. 714 * based on how good a resistance we gave.
745 */ 715 */
746 break; 716 break;
774 case 22: 744 case 22:
775 op->stats.exp += bonus; /* Speed! */ 745 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3; 746 op->value = (op->value * 2) / 3;
777 break; 747 break;
778 } 748 }
749
779 if (bonus > 0) 750 if (bonus > 0)
780 op->value *= 2 * bonus; 751 op->value *= 2 * bonus;
781 else 752 else
782 op->value = -(op->value * 2 * bonus) / 3; 753 op->value = -(op->value * 2 * bonus) / 3;
783} 754}
788 * higher is the chance of returning a low number. 759 * higher is the chance of returning a low number.
789 * It is only used in fix_generated_treasure() to set bonuses on 760 * It is only used in fix_generated_treasure() to set bonuses on
790 * rings and amulets. 761 * rings and amulets.
791 * Another scheme is used to calculate the magic of weapons and armours. 762 * Another scheme is used to calculate the magic of weapons and armours.
792 */ 763 */
793
794int 764int
795get_magic (int diff) 765get_magic (int diff)
796{ 766{
797 int i; 767 int i;
798 768
799 if (diff < 3) 769 if (diff < 3)
800 diff = 3; 770 diff = 3;
771
801 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
802 if (RANDOM () % diff) 773 if (rndm (diff))
803 return i; 774 return i;
775
804 return 4; 776 return 4;
805} 777}
806 778
807#define DICE2 (get_magic(2)==2?2:1) 779#define DICE2 (get_magic(2)==2?2:1)
808#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 780#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
809 781
810/* 782/*
811 * fix_generated_item(): This is called after an item is generated, in 783 * fix_generated_item(): This is called after an item is generated, in
812 * order to set it up right. This produced magical bonuses, puts spells 784 * order to set it up right. This produced magical bonuses, puts spells
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 785 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
827 * value. 799 * value.
828 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 800 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
829 * a working object - don't change magic, value, etc, but set it material 801 * a working object - don't change magic, value, etc, but set it material
830 * type as appropriate, for objects that need spell objects, set those, etc 802 * type as appropriate, for objects that need spell objects, set those, etc
831 */ 803 */
832
833void 804void
834fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 805fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
835{ 806{
836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 807 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
837 808
842 save_item_power = op->item_power; 813 save_item_power = op->item_power;
843 op->item_power = 0; 814 op->item_power = 0;
844 815
845 if (op->randomitems && op->type != SPELL) 816 if (op->randomitems && op->type != SPELL)
846 { 817 {
847 create_treasure (op->randomitems, op, flags, difficulty, 0); 818 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
848 if (!op->inv)
849 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
850
851 /* So the treasure doesn't get created again */ 819 /* So the treasure doesn't get created again */
852 op->randomitems = NULL; 820 op->randomitems = 0;
853 } 821 }
854 822
855 if (difficulty < 1) 823 if (difficulty < 1)
856 difficulty = 1; 824 difficulty = 1;
857 825
861 ARG_INT (flags))) 829 ARG_INT (flags)))
862 return; 830 return;
863 831
864 if (!(flags & GT_MINIMAL)) 832 if (!(flags & GT_MINIMAL))
865 { 833 {
866 if (op->arch == crown_arch) 834 if (IS_ARCH (op->arch, crown))
867 { 835 {
868 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
869 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
870 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
871 } 839 }
874 if (!op->magic && max_magic) 842 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 843 set_magic (difficulty, op, max_magic, flags);
876 844
877 num_enchantments = calc_item_power (op, 1); 845 num_enchantments = calc_item_power (op, 1);
878 846
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 847 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
880 * used for shop_floors or treasures */ 848 || op->type == HORN
849 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 850 generate_artifact (op, difficulty);
882 } 851 }
883 852
884 /* Object was made an artifact. Calculate its item_power rating. 853 /* Object was made an artifact. Calculate its item_power rating.
885 * the item_power in the object is what the artfiact adds. 854 * the item_power in the object is what the artfiact adds.
927 { 896 {
928 if (op->type == POTION) 897 if (op->type == POTION)
929 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems) 899 if (op->stats.sp && !op->randomitems)
931 { 900 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]); 901 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 902 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 903 op->stats.sp = 0;
937 } 904 }
938 } 905 }
939 else if (!op->title) /* Only modify object if not special */ 906 else if (!op->title) /* Only modify object if not special */
942 case WEAPON: 909 case WEAPON:
943 case ARMOUR: 910 case ARMOUR:
944 case SHIELD: 911 case SHIELD:
945 case HELMET: 912 case HELMET:
946 case CLOAK: 913 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 914 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 915 set_ring_bonus (op, -DICE2);
949 break; 916 break;
950 917
951 case BRACERS: 918 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 919 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 920 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 921 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 922 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 923 op->value *= 3;
957 } 924 }
983 */ 950 */
984 if (op->inv && op->randomitems) 951 if (op->inv && op->randomitems)
985 { 952 {
986 /* value multiplier is same as for scrolls */ 953 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 954 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 955 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 956 }
990 else 957 else
991 { 958 {
992 op->name = "potion"; 959 op->name = "potion";
993 op->name_pl = "potions"; 960 op->name_pl = "potions";
994 } 961 }
995 962
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 963 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 964 SET_FLAG (op, FLAG_CURSED);
998 break; 965 break;
999 } 966 }
1000 967
1001 case AMULET: 968 case AMULET:
1002 if (op->arch == amulet_arch) 969 if (IS_ARCH (op->arch, amulet))
1003 op->value *= 5; /* Since it's not just decoration */ 970 op->value *= 5; /* Since it's not just decoration */
1004 971
1005 case RING: 972 case RING:
1006 if (op->arch == NULL) 973 if (!op->arch) // wtf? schmorp
1007 { 974 {
1008 op->destroy (); 975 op->destroy ();
1009 op = 0; 976 op = 0;
1010 break; 977 break;
1011 } 978 }
1012 979
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 980 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1014 break; 981 break;
1015 982
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 983 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED); 984 SET_FLAG (op, FLAG_CURSED);
1018 985
1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 986 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1020 987
1021 if (op->type != RING) /* Amulets have only one ability */ 988 if (op->type != RING) /* Amulets have only one ability */
1022 break; 989 break;
1023 990
1024 if (!(RANDOM () % 4)) 991 if (!(rndm (4)))
1025 { 992 {
1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 993 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 994
1028 if (d > 0) 995 if (d > 0)
1029 op->value *= 3; 996 op->value *= 3;
1030 997
1031 set_ring_bonus (op, d); 998 set_ring_bonus (op, d);
1032 999
1033 if (!(RANDOM () % 4)) 1000 if (!(rndm (4)))
1034 { 1001 {
1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1002 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1036 1003
1037 if (d > 0) 1004 if (d > 0)
1038 op->value *= 5; 1005 op->value *= 5;
1039 set_ring_bonus (op, d); 1006 set_ring_bonus (op, d);
1040 } 1007 }
1041 } 1008 }
1042 1009
1043 if (GET_ANIM_ID (op)) 1010 if (GET_ANIM_ID (op))
1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1011 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1045 1012
1046 break; 1013 break;
1047 1014
1048 case BOOK: 1015 case BOOK:
1049 /* Is it an empty book?, if yes lets make a special· 1016 /* Is it an empty book?, if yes lets make a special·
1050 * msg for it, and tailor its properties based on the· 1017 * msg for it, and tailor its properties based on the·
1051 * creator and/or map level we found it on. 1018 * creator and/or map level we found it on.
1052 */ 1019 */
1053 if (!op->msg && RANDOM () % 10) 1020 if (!op->msg && rndm (10))
1054 { 1021 {
1055 /* set the book level properly */ 1022 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1023 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057 { 1024 {
1058 if (op->map && op->map->difficulty) 1025 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1026 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1060 else 1027 else
1061 op->level = RANDOM () % 20 + 1; 1028 op->level = rndm (20) + 1;
1062 } 1029 }
1063 else 1030 else
1064 op->level = RANDOM () % creator->level; 1031 op->level = rndm (creator->level);
1065 1032
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1033 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1067 /* books w/ info are worth more! */ 1034 /* books w/ info are worth more! */
1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1035 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1069 /* creator related stuff */ 1036 /* creator related stuff */
1168 */ 1135 */
1169 1136
1170/* 1137/*
1171 * Allocate and return the pointer to an empty artifactlist structure. 1138 * Allocate and return the pointer to an empty artifactlist structure.
1172 */ 1139 */
1173
1174static artifactlist * 1140static artifactlist *
1175get_empty_artifactlist (void) 1141get_empty_artifactlist (void)
1176{ 1142{
1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1143 return salloc0<artifactlist> ();
1178
1179 if (al == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 al->next = NULL;
1182 al->items = NULL;
1183 al->total_chance = 0;
1184 return al;
1185} 1144}
1186 1145
1187/* 1146/*
1188 * Allocate and return the pointer to an empty artifact structure. 1147 * Allocate and return the pointer to an empty artifact structure.
1189 */ 1148 */
1190
1191static artifact * 1149static artifact *
1192get_empty_artifact (void) 1150get_empty_artifact (void)
1193{ 1151{
1194 artifact *a = (artifact *) malloc (sizeof (artifact)); 1152 return salloc0<artifact> ();
1195
1196 if (a == NULL)
1197 fatal (OUT_OF_MEMORY);
1198 a->item = NULL;
1199 a->next = NULL;
1200 a->chance = 0;
1201 a->difficulty = 0;
1202 a->allowed = NULL;
1203 return a;
1204} 1153}
1205 1154
1206/* 1155/*
1207 * Searches the artifact lists and returns one that has the same type 1156 * Searches the artifact lists and returns one that has the same type
1208 * of objects on it. 1157 * of objects on it.
1209 */ 1158 */
1210
1211artifactlist * 1159artifactlist *
1212find_artifactlist (int type) 1160find_artifactlist (int type)
1213{ 1161{
1214 artifactlist *al;
1215
1216 for (al = first_artifactlist; al != NULL; al = al->next) 1162 for (artifactlist *al = first_artifactlist; al; al = al->next)
1217 if (al->type == type) 1163 if (al->type == type)
1218 return al; 1164 return al;
1219 return NULL;
1220}
1221 1165
1222/*
1223 * For debugging purposes. Dumps all tables.
1224 */
1225
1226void
1227dump_artifacts (void)
1228{
1229 artifactlist *al;
1230 artifact *art;
1231 linked_char *next;
1232
1233 fprintf (logfile, "\n");
1234 for (al = first_artifactlist; al != NULL; al = al->next)
1235 {
1236 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1237 for (art = al->items; art != NULL; art = art->next)
1238 {
1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1240 if (art->allowed != NULL)
1241 {
1242 fprintf (logfile, "\tAllowed combinations:");
1243 for (next = art->allowed; next != NULL; next = next->next)
1244 fprintf (logfile, "%s,", &next->name);
1245 fprintf (logfile, "\n");
1246 }
1247 }
1248 }
1249 fprintf (logfile, "\n");
1250}
1251
1252/*
1253 * For debugging purposes. Dumps all treasures recursively (see below).
1254 */
1255void
1256dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1257{
1258 treasurelist *tl;
1259 int i;
1260
1261 if (depth > 100)
1262 return; 1166 return 0;
1263 while (t)
1264 {
1265 if (t->name)
1266 {
1267 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " ");
1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1270 tl = find_treasurelist (t->name);
1271 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 }
1277 else
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 }
1286
1287 if (t->next_yes)
1288 {
1289 for (i = 0; i < depth; i++)
1290 fprintf (logfile, " ");
1291 fprintf (logfile, " (if yes)\n");
1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1293 }
1294
1295 if (t->next_no)
1296 {
1297 for (i = 0; i < depth; i++)
1298 fprintf (logfile, " ");
1299 fprintf (logfile, " (if no)\n");
1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1301 }
1302
1303 t = t->next;
1304 }
1305}
1306
1307/*
1308 * For debugging purposes. Dumps all treasures for a given monster.
1309 * Created originally by Raphael Quinet for debugging the alchemy code.
1310 */
1311
1312void
1313dump_monster_treasure (const char *name)
1314{
1315 archetype *at;
1316 int found;
1317
1318 found = 0;
1319 fprintf (logfile, "\n");
1320 for (at = first_archetype; at != NULL; at = at->next)
1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1322 {
1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1324 if (at->clone.randomitems != NULL)
1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1326 else
1327 fprintf (logfile, "(nothing)\n");
1328 fprintf (logfile, "\n");
1329 found++;
1330 }
1331 if (found == 0)
1332 fprintf (logfile, "No objects have the name %s!\n\n", name);
1333} 1167}
1334 1168
1335/* 1169/*
1336 * Builds up the lists of artifacts from the file in the libdir. 1170 * Builds up the lists of artifacts from the file in the libdir.
1337 */ 1171 */
1338
1339void 1172void
1340init_artifacts (void) 1173init_artifacts (void)
1341{ 1174{
1342 static int has_been_inited = 0; 1175 static int has_been_inited = 0;
1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1176 char filename[MAX_BUF];
1344 artifact *art = NULL; 1177 artifact *art = NULL;
1345 linked_char *tmp;
1346 int value;
1347 artifactlist *al; 1178 artifactlist *al;
1348 1179
1349 if (has_been_inited) 1180 if (has_been_inited)
1350 return; 1181 return;
1351 else 1182 else
1352 has_been_inited = 1; 1183 has_been_inited = 1;
1353 1184
1354 sprintf (filename, "%s/artifacts", settings.datadir); 1185 sprintf (filename, "%s/artifacts", settings.datadir);
1355 object_thawer thawer (filename); 1186 object_thawer f (filename);
1356 1187
1357 if (!thawer) 1188 if (!f)
1358 return; 1189 return;
1359 1190
1360 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1191 for (;;)
1361 { 1192 {
1362 if (*buf == '#') 1193 switch (f.kw)
1363 continue;
1364 if ((cp = strchr (buf, '\n')) != NULL)
1365 *cp = '\0';
1366 cp = buf;
1367 while (*cp == ' ') /* Skip blanks */
1368 cp++;
1369 if (*cp == '\0')
1370 continue;
1371
1372 if (!strncmp (cp, "Allowed", 7))
1373 { 1194 {
1195 case KW_allowed:
1374 if (art == NULL) 1196 if (!art)
1197 art = get_empty_artifact ();
1198
1375 { 1199 {
1376 art = get_empty_artifact (); 1200 if (!strcmp (f.get_str (), "all"))
1377 nrofartifacts++; 1201 break;
1202
1203 char *next, *cp = f.get_str ();
1204
1205 do
1206 {
1207 if ((next = strchr (cp, ',')))
1208 *next++ = '\0';
1209
1210 linked_char *tmp = new linked_char;
1211
1212 tmp->name = cp;
1213 tmp->next = art->allowed;
1214 art->allowed = tmp;
1215 }
1216 while ((cp = next));
1378 } 1217 }
1379 cp = strchr (cp, ' ') + 1; 1218 break;
1380 if (!strcmp (cp, "all")) 1219
1220 case KW_chance:
1221 f.get (art->chance);
1222 break;
1223
1224 case KW_difficulty:
1225 f.get (art->difficulty);
1226 break;
1227
1228 case KW_object:
1229 {
1230 art->item = object::create ();
1231 f.get (art->item->name);
1232 f.next ();
1233
1234 if (!art->item->parse_kv (f))
1235 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1236
1237 al = find_artifactlist (art->item->type);
1238
1239 if (!al)
1240 {
1241 al = get_empty_artifactlist ();
1242 al->type = art->item->type;
1243 al->next = first_artifactlist;
1244 first_artifactlist = al;
1245 }
1246
1247 art->next = al->items;
1248 al->items = art;
1249 art = 0;
1250 }
1381 continue; 1251 continue;
1382 1252
1383 do 1253 case KW_EOF:
1254 goto done;
1255
1256 default:
1257 if (!f.parse_error ("artifacts file"))
1258 cleanup ("artifacts file required");
1384 { 1259 break;
1385 nrofallowedstr++;
1386 if ((next = strchr (cp, ',')) != NULL)
1387 *(next++) = '\0';
1388 tmp = new linked_char;
1389
1390 tmp->name = cp;
1391 tmp->next = art->allowed;
1392 art->allowed = tmp;
1393 }
1394 while ((cp = next) != NULL);
1395 }
1396 else if (sscanf (cp, "chance %d", &value))
1397 art->chance = (uint16) value;
1398 else if (sscanf (cp, "difficulty %d", &value))
1399 art->difficulty = (uint8) value;
1400 else if (!strncmp (cp, "Object", 6))
1401 { 1260 }
1402 art->item = object::create ();
1403 1261
1404 if (!load_object (thawer, art->item, 0)) 1262 f.next ();
1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1407 art->item->name = strchr (cp, ' ') + 1;
1408 al = find_artifactlist (art->item->type);
1409 if (al == NULL)
1410 {
1411 al = get_empty_artifactlist ();
1412 al->type = art->item->type;
1413 al->next = first_artifactlist;
1414 first_artifactlist = al;
1415 }
1416 art->next = al->items;
1417 al->items = art;
1418 art = NULL;
1419 }
1420 else
1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1422 } 1263 }
1423 1264
1265done:
1424 for (al = first_artifactlist; al != NULL; al = al->next) 1266 for (al = first_artifactlist; al; al = al->next)
1425 { 1267 {
1268 al->total_chance = 0;
1269
1426 for (art = al->items; art != NULL; art = art->next) 1270 for (art = al->items; art; art = art->next)
1427 { 1271 {
1428 if (!art->chance) 1272 if (!art->chance)
1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1273 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1430 else 1274 else
1431 al->total_chance += art->chance; 1275 al->total_chance += art->chance;
1436 } 1280 }
1437 1281
1438 LOG (llevDebug, "done.\n"); 1282 LOG (llevDebug, "done.\n");
1439} 1283}
1440 1284
1441
1442/* 1285/*
1443 * Used in artifact generation. The bonuses of the first object 1286 * Used in artifact generation. The bonuses of the first object
1444 * is modified by the bonuses of the second object. 1287 * is modified by the bonuses of the second object.
1445 */ 1288 */
1446
1447void 1289void
1448add_abilities (object *op, object *change) 1290add_abilities (object *op, object *change)
1449{ 1291{
1450 int i, tmp; 1292 int i, tmp;
1451 1293
1452 if (change->face != blank_face) 1294 if (change->face != blank_face)
1453 { 1295 {
1454#ifdef TREASURE_VERBOSE 1296#ifdef TREASURE_VERBOSE
1455 LOG (llevDebug, "FACE: %d\n", change->face->number); 1297 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1456#endif 1298#endif
1457 op->face = change->face; 1299 op->face = change->face;
1458 } 1300 }
1459 1301
1460 for (i = 0; i < NUM_STATS; i++) 1302 for (i = 0; i < NUM_STATS; i++)
1461 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1303 change_attr_value (&(op->stats), i, change->stats.stat (i));
1462 1304
1463 op->attacktype |= change->attacktype; 1305 op->attacktype |= change->attacktype;
1464 op->path_attuned |= change->path_attuned; 1306 op->path_attuned |= change->path_attuned;
1465 op->path_repelled |= change->path_repelled; 1307 op->path_repelled |= change->path_repelled;
1466 op->path_denied |= change->path_denied; 1308 op->path_denied |= change->path_denied;
1500 1342
1501 op->set_speed (op->speed); 1343 op->set_speed (op->speed);
1502 } 1344 }
1503 1345
1504 if (change->nrof) 1346 if (change->nrof)
1505 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1347 op->nrof = rndm (change->nrof) + 1;
1506 1348
1507 op->stats.exp += change->stats.exp; /* Speed modifier */ 1349 op->stats.exp += change->stats.exp; /* Speed modifier */
1508 op->stats.wc += change->stats.wc; 1350 op->stats.wc += change->stats.wc;
1509 op->stats.ac += change->stats.ac; 1351 op->stats.ac += change->stats.ac;
1510 1352
1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1455 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1614 } 1456 }
1615 1457
1616 op->value *= change->value; 1458 op->value *= change->value;
1617 1459
1618 if (change->material) 1460 if (change->materials)
1619 op->material = change->material; 1461 op->materials = change->materials;
1620 1462
1621 if (change->materialname) 1463 if (change->materialname)
1622 op->materialname = change->materialname; 1464 op->materialname = change->materialname;
1623 1465
1624 if (change->slaying) 1466 if (change->slaying)
1630 if (change->msg) 1472 if (change->msg)
1631 op->msg = change->msg; 1473 op->msg = change->msg;
1632} 1474}
1633 1475
1634static int 1476static int
1635legal_artifact_combination (object *op, artifact * art) 1477legal_artifact_combination (object *op, artifact *art)
1636{ 1478{
1637 int neg, success = 0; 1479 int neg, success = 0;
1638 linked_char *tmp; 1480 linked_char *tmp;
1639 const char *name; 1481 const char *name;
1640 1482
1641 if (art->allowed == (linked_char *) NULL) 1483 if (!art->allowed)
1642 return 1; /* Ie, "all" */ 1484 return 1; /* Ie, "all" */
1485
1643 for (tmp = art->allowed; tmp; tmp = tmp->next) 1486 for (tmp = art->allowed; tmp; tmp = tmp->next)
1644 { 1487 {
1645#ifdef TREASURE_VERBOSE 1488#ifdef TREASURE_VERBOSE
1646 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1489 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1647#endif 1490#endif
1648 if (*tmp->name == '!') 1491 if (*tmp->name == '!')
1649 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1650 else 1493 else
1651 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1652 1495
1653 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1654 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1497 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1655 return !neg; 1498 return !neg;
1656 1499
1657 /* Set success as true, since if the match was an inverse, it means 1500 /* Set success as true, since if the match was an inverse, it means
1658 * everything is allowed except what we match 1501 * everything is allowed except what we match
1659 */ 1502 */
1660 else if (neg) 1503 else if (neg)
1661 success = 1; 1504 success = 1;
1662 } 1505 }
1506
1663 return success; 1507 return success;
1664} 1508}
1665 1509
1666/* 1510/*
1667 * Fixes the given object, giving it the abilities and titles 1511 * Fixes the given object, giving it the abilities and titles
1718 return; 1562 return;
1719 } 1563 }
1720 1564
1721 for (i = 0; i < ARTIFACT_TRIES; i++) 1565 for (i = 0; i < ARTIFACT_TRIES; i++)
1722 { 1566 {
1723 int roll = RANDOM () % al->total_chance; 1567 int roll = rndm (al->total_chance);
1724 1568
1725 for (art = al->items; art != NULL; art = art->next) 1569 for (art = al->items; art; art = art->next)
1726 { 1570 {
1727 roll -= art->chance; 1571 roll -= art->chance;
1728 if (roll < 0) 1572 if (roll < 0)
1729 break; 1573 break;
1730 } 1574 }
1746 continue; 1590 continue;
1747 1591
1748 if (!legal_artifact_combination (op, art)) 1592 if (!legal_artifact_combination (op, art))
1749 { 1593 {
1750#ifdef TREASURE_VERBOSE 1594#ifdef TREASURE_VERBOSE
1751 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1595 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1752#endif 1596#endif
1753 continue; 1597 continue;
1754 } 1598 }
1599
1755 give_artifact_abilities (op, art->item); 1600 give_artifact_abilities (op, art->item);
1756 return; 1601 return;
1757 } 1602 }
1758} 1603}
1759 1604
1803 SET_FLAG (item, FLAG_NO_STEAL); 1648 SET_FLAG (item, FLAG_NO_STEAL);
1804 } 1649 }
1805} 1650}
1806 1651
1807/* special_potion() - so that old potion code is still done right. */ 1652/* special_potion() - so that old potion code is still done right. */
1808
1809int 1653int
1810special_potion (object *op) 1654special_potion (object *op)
1811{ 1655{
1812 if (op->attacktype) 1656 if (op->attacktype)
1813 return 1; 1657 return 1;
1823} 1667}
1824 1668
1825void 1669void
1826free_treasurestruct (treasure *t) 1670free_treasurestruct (treasure *t)
1827{ 1671{
1828 if (t->next)
1829 free_treasurestruct (t->next); 1672 if (t->next) free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes); 1673 if (t->next_yes) free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no); 1674 if (t->next_no) free_treasurestruct (t->next_no);
1834 1675
1835 delete t; 1676 delete t;
1836} 1677}
1837 1678
1838void 1679void
1843 1684
1844 delete lc; 1685 delete lc;
1845} 1686}
1846 1687
1847void 1688void
1848free_artifact (artifact * at) 1689free_artifact (artifact *at)
1849{ 1690{
1850 if (at->next)
1851 free_artifact (at->next); 1691 if (at->next) free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed); 1692 if (at->allowed) free_charlinks (at->allowed);
1855 1693
1856 at->item->destroy (1); 1694 at->item->destroy (1);
1857 1695
1858 delete at; 1696 sfree (at);
1859} 1697}
1860 1698
1861void 1699void
1862free_artifactlist (artifactlist * al) 1700free_artifactlist (artifactlist *al)
1863{ 1701{
1864 artifactlist *nextal; 1702 artifactlist *nextal;
1865 1703
1866 for (al = first_artifactlist; al; al = nextal) 1704 for (al = first_artifactlist; al; al = nextal)
1867 { 1705 {
1868 nextal = al->next; 1706 nextal = al->next;
1869 1707
1870 if (al->items) 1708 if (al->items)
1871 free_artifact (al->items); 1709 free_artifact (al->items);
1872 1710
1873 free (al); 1711 sfree (al);
1874 } 1712 }
1875} 1713}
1876 1714
1877void 1715void
1878free_all_treasures (void) 1716free_all_treasures (void)
1879{ 1717{
1880 treasurelist *tl, *next; 1718 treasurelist *tl, *next;
1881 1719
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next) 1720 for (tl = first_treasurelist; tl; tl = next)
1884 { 1721 {
1722 clear (tl);
1723
1885 next = tl->next; 1724 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl; 1725 delete tl;
1889 } 1726 }
1727
1890 free_artifactlist (first_artifactlist); 1728 free_artifactlist (first_artifactlist);
1891} 1729}

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