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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.28 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.57 by root, Tue Apr 24 00:42:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23
24#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h> 38#include <funcpoint.h>
40#include <loader.h> 39#include <loader.h>
41 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
42 44
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 46
46/* 47typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 48 const char *,
48 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
49 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
50void 99void
51init_archetype_pointers () 100clear (treasurelist *tl)
52{ 101{
53 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
54 107
55 warn_archetypes = 1;
56 if (ring_arch == NULL)
57 ring_arch = archetype::find ("ring");
58 if (amulet_arch == NULL)
59 amulet_arch = archetype::find ("amulet");
60 if (staff_arch == NULL)
61 staff_arch = archetype::find ("staff");
62 if (crown_arch == NULL)
63 crown_arch = archetype::find ("crown");
64 warn_archetypes = prev_warn;
65}
66
67/*
68 * Allocate and return the pointer to an empty treasurelist structure.
69 */
70
71static treasurelist *
72get_empty_treasurelist (void)
73{
74 return new treasurelist;
75}
76
77/*
78 * Allocate and return the pointer to an empty treasure structure.
79 */
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85
86 t->chance = 100; 108 tl->total_chance = 0;
87
88 return t;
89} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
90 131
91/* 132/*
92 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
94 */ 135 */
95
96static treasure * 136static treasure *
97load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
98{ 138{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
101 int value;
102 140
103 nroftreasures++; 141 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 142
108 if (*buf == '#') 143 for (;;)
109 continue; 144 {
110 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 146
116 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 148 {
121 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
122 t->name = variable; 150 t->item = archetype::get (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 151 break;
124 t->change_arch.name = variable; 152
125 else if (sscanf (cp, "change_title %s", variable)) 153 case KW_list: f.get (t->name); break;
126 t->change_arch.title = variable; 154 case KW_change_name: f.get (t->change_arch.name); break;
127 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_title: f.get (t->change_arch.title); break;
128 t->change_arch.slaying = variable; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
129 else if (sscanf (cp, "chance %d", &value)) 157 case KW_chance: f.get (t->chance); break;
130 t->chance = (uint8) value; 158 case KW_nrof: f.get (t->nrof); break;
131 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_magic: f.get (t->magic); break;
132 t->nrof = (uint16) value; 160
133 else if (sscanf (cp, "magic %d", &value)) 161 case KW_yes: t->next_yes = read_treasure (f); continue;
134 t->magic = (uint8) value; 162 case KW_no: t->next_no = read_treasure (f); continue;
135 else if (!strcmp (cp, "yes")) 163
136 t->next_yes = load_treasure (fp, line); 164 case KW_end:
137 else if (!strcmp (cp, "no")) 165 f.next ();
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 {
143 t->next = load_treasure (fp, line);
144 return t; 166 return t;
145 }
146 else
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
148 }
149 LOG (llevError, "treasure lacks 'end'.\n");
150 return t;
151}
152 167
153#ifdef TREASURE_DEBUG 168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
154 171
155/* recursived checks the linked list. Treasurelist is passed only 172 default:
156 * so that the treasure name can be printed out 173 if (!f.parse_error ("treasurelist", t->name))
157 */ 174 return 0;
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176 175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
177/* 183/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
180 */ 185 */
181 186treasurelist *
182void 187treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 188{
185 FILE *fp; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 190
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 193 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
195 return; 196 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 197
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
218 */ 201 */
219 if (!strncmp (buf, "treasureone", 11)) 202 tl->total_chance = 0;
203
204 if (one)
205 {
206 for (treasure *t = tl->items; t; t = t->next)
207 {
208 if (t->next_yes || t->next_no)
220 { 209 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 211 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 212 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 213
239#ifdef TREASURE_DEBUG 214 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 215 }
241 * verify that list transitions work (ie, the list that it is supposed 216 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 217
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 218 return tl;
271} 219}
272
273 220
274/* 221/*
275 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 224 * If there is a certain percental chance for a treasure to be generated,
283 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
284 */ 231 */
285static void 232static void
286put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
287{ 234{
288 object *tmp; 235 if (flags & GT_ENVIRONMENT)
289 236 {
290 /* Bit of a hack - spells should never be put onto the map. The entire 237 /* Bit of a hack - spells should never be put onto the map. The entire
291 * treasure stuff is a problem - there is no clear idea of knowing 238 * treasure stuff is a problem - there is no clear idea of knowing
292 * this is the original object, or if this is an object that should be created 239 * this is the original object, or if this is an object that should be created
293 * by another object. 240 * by another object.
294 */ 241 */
295 if (flags & GT_ENVIRONMENT && op->type != SPELL) 242 //TODO: flag such as objects... as such (no drop, anybody?)
296 { 243 if (op->type == SPELL)
297 op->x = creator->x; 244 {
298 op->y = creator->y; 245 op->destroy ();
246 return;
247 }
248
249 op->expand_tail ();
250
251 if (ob_blocked (op, creator->map, creator->x, creator->y))
252 op->destroy ();
253 else
254 {
299 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 255 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
300 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 }
301 } 258 }
302 else 259 else
303 { 260 {
304 op = insert_ob_in_ob (op, creator); 261 op = creator->insert (op);
305 262
306 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
307 monster_check_apply (creator, op); 264 monster_check_apply (creator, op);
308 265
309 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 266 if (flags & GT_UPDATE_INV)
267 if (object *tmp = creator->in_player ())
310 esrv_send_item (tmp, op); 268 esrv_send_item (tmp, op);
311 } 269 }
312} 270}
313 271
314/* if there are change_xxx commands in the treasure, we include the changes 272/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 273 * in the generated object
329 287
330 if (t->change_arch.slaying) 288 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 289 op->slaying = t->change_arch.slaying;
332} 290}
333 291
334void 292static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 293create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 294{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 295 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 296 {
341 if (t->name) 297 if (t->name)
342 { 298 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 299 if (difficulty >= t->magic)
300 if (treasurelist *tl = treasurelist::find (t->name))
301 create_treasure (tl, op, flag, difficulty, tries);
302 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
304 }
305 else
306 {
307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
344 { 308 {
345 treasurelist *tl = find_treasurelist (t->name);
346 if (tl)
347 create_treasure (tl, op, flag, difficulty, tries);
348 }
349 }
350 else
351 {
352 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))
353 {
354 tmp = arch_to_object (t->item); 309 object *tmp = arch_to_object (t->item);
310
355 if (t->nrof && tmp->nrof <= 1) 311 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 312 tmp->nrof = rndm (t->nrof) + 1;
313
357 fix_generated_item (tmp, op, difficulty, t->magic, flag); 314 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 change_treasure (t, tmp); 315 change_treasure (t, tmp);
359 put_treasure (tmp, op, flag); 316 put_treasure (tmp, op, flag);
360 } 317 }
361 } 318 }
362 319
363 if (t->next_yes != NULL) 320 if (t->next_yes)
364 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 321 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
365 } 322 }
366 else if (t->next_no != NULL) 323 else if (t->next_no)
367 create_all_treasures (t->next_no, op, flag, difficulty, tries); 324 create_all_treasures (t->next_no, op, flag, difficulty, tries);
368 325
369 if (t->next != NULL) 326 if (t->next)
370 create_all_treasures (t->next, op, flag, difficulty, tries); 327 create_all_treasures (t->next, op, flag, difficulty, tries);
371} 328}
372 329
373void 330static void
374create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 331create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
375{ 332{
376 int value = RANDOM () % tl->total_chance; 333 int value = rndm (tl->total_chance);
377 treasure *t; 334 treasure *t;
378 335
379 if (tries++ > 100) 336 if (tries++ > 100)
380 { 337 {
381 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 338 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
382 return; 339 return;
383 } 340 }
384 341
385 for (t = tl->items; t != NULL; t = t->next) 342 for (t = tl->items; t; t = t->next)
386 { 343 {
387 value -= t->chance; 344 value -= t->chance;
388 345
389 if (value < 0) 346 if (value < 0)
390 break; 347 break;
391 } 348 }
392 349
393 if (!t || value >= 0) 350 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 351 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
396 abort ();
397 return;
398 }
399 352
400 if (t->name) 353 if (t->name)
401 { 354 {
402 if (!strcmp (t->name, "NONE"))
403 return;
404
405 if (difficulty >= t->magic) 355 if (difficulty >= t->magic)
406 { 356 {
407 treasurelist *tl = find_treasurelist (t->name); 357 treasurelist *tl = treasurelist::find (t->name);
408 if (tl) 358 if (tl)
409 create_treasure (tl, op, flag, difficulty, tries); 359 create_treasure (tl, op, flag, difficulty, tries);
410 } 360 }
411 else if (t->nrof) 361 else if (t->nrof)
412 create_one_treasure (tl, op, flag, difficulty, tries); 362 create_one_treasure (tl, op, flag, difficulty, tries);
413
414 return;
415 } 363 }
416
417 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
418 { 365 {
419 object *tmp = arch_to_object (t->item); 366 if (object *tmp = arch_to_object (t->item))
420 367 {
421 if (!tmp)
422 return;
423
424 if (t->nrof && tmp->nrof <= 1) 368 if (t->nrof && tmp->nrof <= 1)
425 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 369 tmp->nrof = rndm (t->nrof) + 1;
426 370
427 fix_generated_item (tmp, op, difficulty, t->magic, flag); 371 fix_generated_item (tmp, op, difficulty, t->magic, flag);
428 change_treasure (t, tmp); 372 change_treasure (t, tmp);
429 put_treasure (tmp, op, flag); 373 put_treasure (tmp, op, flag);
374 }
430 } 375 }
376}
377
378void
379object::create_treasure (treasurelist *tl, int flags)
380{
381 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
431} 382}
432 383
433/* This calls the appropriate treasure creation function. tries is passed 384/* This calls the appropriate treasure creation function. tries is passed
434 * to determine how many list transitions or attempts to create treasure 385 * to determine how many list transitions or attempts to create treasure
435 * have been made. It is really in place to prevent infinite loops with 386 * have been made. It is really in place to prevent infinite loops with
436 * list transitions, or so that excessively good treasure will not be 387 * list transitions, or so that excessively good treasure will not be
437 * created on weak maps, because it will exceed the number of allowed tries 388 * created on weak maps, because it will exceed the number of allowed tries
438 * to do that. 389 * to do that.
439 */ 390 */
440void 391void
441create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 392create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
442{ 393{
394 // empty treasurelists are legal
395 if (!tl->items)
396 return;
443 397
444 if (tries++ > 100) 398 if (tries++ > 100)
445 { 399 {
446 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 400 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
447 return; 401 return;
448 } 402 }
403
449 if (t->total_chance) 404 if (tl->total_chance)
450 create_one_treasure (t, op, flag, difficulty, tries); 405 create_one_treasure (tl, op, flag, difficulty, tries);
451 else 406 else
452 create_all_treasures (t->items, op, flag, difficulty, tries); 407 create_all_treasures (tl->items, op, flag, difficulty, tries);
453} 408}
454 409
455/* This is similar to the old generate treasure function. However, 410/* This is similar to the old generate treasure function. However,
456 * it instead takes a treasurelist. It is really just a wrapper around 411 * it instead takes a treasurelist. It is really just a wrapper around
457 * create_treasure. We create a dummy object that the treasure gets 412 * create_treasure. We create a dummy object that the treasure gets
458 * inserted into, and then return that treausre 413 * inserted into, and then return that treausre
459 */ 414 */
460object * 415object *
461generate_treasure (treasurelist *t, int difficulty) 416generate_treasure (treasurelist *tl, int difficulty)
462{ 417{
463 difficulty = clamp (difficulty, 1, settings.max_level); 418 difficulty = clamp (difficulty, 1, settings.max_level);
464 419
465 object *ob = object::create (), *tmp; 420 object *ob = object::create ();
466 421
467 create_treasure (t, ob, 0, difficulty, 0); 422 create_treasure (tl, ob, 0, difficulty, 0);
468 423
469 /* Don't want to free the object we are about to return */ 424 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 425 object *tmp = ob->inv;
471 if (tmp != NULL) 426 if (tmp)
472 tmp->remove (); 427 tmp->remove ();
473 428
474 if (ob->inv) 429 if (ob->inv)
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 430 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 431
484 * The array has two arguments, the difficulty of the level, and the 439 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted". 440 * magical bonus "wanted".
486 */ 441 */
487 442
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 443static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490/*chance of magic difficulty*/ 444// chance of magic difficulty
491
492/* +0 +1 +2 +3 +4 */ 445// +0 +1 +2 +3 +4
493 {95, 2, 2, 1, 0}, /*1 */ 446 {95, 2, 2, 1, 0}, // 1
494 {92, 5, 2, 1, 0}, /*2 */ 447 {92, 5, 2, 1, 0}, // 2
495 {85, 10, 4, 1, 0}, /*3 */ 448 {85, 10, 4, 1, 0}, // 3
496 {80, 14, 4, 2, 0}, /*4 */ 449 {80, 14, 4, 2, 0}, // 4
497 {75, 17, 5, 2, 1}, /*5 */ 450 {75, 17, 5, 2, 1}, // 5
498 {70, 18, 8, 3, 1}, /*6 */ 451 {70, 18, 8, 3, 1}, // 6
499 {65, 21, 10, 3, 1}, /*7 */ 452 {65, 21, 10, 3, 1}, // 7
500 {60, 22, 12, 4, 2}, /*8 */ 453 {60, 22, 12, 4, 2}, // 8
501 {55, 25, 14, 4, 2}, /*9 */ 454 {55, 25, 14, 4, 2}, // 9
502 {50, 27, 16, 5, 2}, /*10 */ 455 {50, 27, 16, 5, 2}, // 10
503 {45, 28, 18, 6, 3}, /*11 */ 456 {45, 28, 18, 6, 3}, // 11
504 {42, 28, 20, 7, 3}, /*12 */ 457 {42, 28, 20, 7, 3}, // 12
505 {40, 27, 21, 8, 4}, /*13 */ 458 {40, 27, 21, 8, 4}, // 13
506 {38, 25, 22, 10, 5}, /*14 */ 459 {38, 25, 22, 10, 5}, // 14
507 {36, 23, 23, 12, 6}, /*15 */ 460 {36, 23, 23, 12, 6}, // 15
508 {33, 21, 24, 14, 8}, /*16 */ 461 {33, 21, 24, 14, 8}, // 16
509 {31, 19, 25, 16, 9}, /*17 */ 462 {31, 19, 25, 16, 9}, // 17
510 {27, 15, 30, 18, 10}, /*18 */ 463 {27, 15, 30, 18, 10}, // 18
511 {20, 12, 30, 25, 13}, /*19 */ 464 {20, 12, 30, 25, 13}, // 19
512 {15, 10, 28, 30, 17}, /*20 */ 465 {15, 10, 28, 30, 17}, // 20
513 {13, 9, 27, 28, 23}, /*21 */ 466 {13, 9, 27, 28, 23}, // 21
514 {10, 8, 25, 28, 29}, /*22 */ 467 {10, 8, 25, 28, 29}, // 22
515 {8, 7, 23, 26, 36}, /*23 */ 468 { 8, 7, 23, 26, 36}, // 23
516 {6, 6, 20, 22, 46}, /*24 */ 469 { 6, 6, 20, 22, 46}, // 24
517 {4, 5, 17, 18, 56}, /*25 */ 470 { 4, 5, 17, 18, 56}, // 25
518 {2, 4, 12, 14, 68}, /*26 */ 471 { 2, 4, 12, 14, 68}, // 26
519 {0, 3, 7, 10, 80}, /*27 */ 472 { 0, 3, 7, 10, 80}, // 27
520 {0, 0, 3, 7, 90}, /*28 */ 473 { 0, 0, 3, 7, 90}, // 28
521 {0, 0, 0, 3, 97}, /*29 */ 474 { 0, 0, 0, 3, 97}, // 29
522 {0, 0, 0, 0, 100}, /*30 */ 475 { 0, 0, 0, 0, 100}, // 30
523 {0, 0, 0, 0, 100}, /*31 */ 476 { 0, 0, 0, 0, 100}, // 31
524}; 477};
525
526 478
527/* calculate the appropriate level for wands staves and scrolls. 479/* calculate the appropriate level for wands staves and scrolls.
528 * This code presumes that op has had its spell object created (in op->inv) 480 * This code presumes that op has had its spell object created (in op->inv)
529 * 481 *
530 * elmex Wed Aug 9 17:44:59 CEST 2006: 482 * elmex Wed Aug 9 17:44:59 CEST 2006:
531 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 483 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
532 */ 484 */
533
534int 485int
535level_for_item (const object *op, int difficulty) 486level_for_item (const object *op, int difficulty)
536{ 487{
537 int olevel = 0; 488 int olevel = 0;
538 489
561 * elmex Thu Aug 10 18:45:44 CEST 2006: 512 * elmex Thu Aug 10 18:45:44 CEST 2006:
562 * Scaling difficulty by max_level, as difficulty is a level and not some 513 * Scaling difficulty by max_level, as difficulty is a level and not some
563 * weird integer between 1-31. 514 * weird integer between 1-31.
564 * 515 *
565 */ 516 */
566
567int 517int
568magic_from_difficulty (int difficulty) 518magic_from_difficulty (int difficulty)
569{ 519{
570 int percent = 0, magic = 0; 520 int percent = 0, magic = 0;
571 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 521 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
576 scaled_diff = 0; 526 scaled_diff = 0;
577 527
578 if (scaled_diff >= DIFFLEVELS) 528 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 529 scaled_diff = DIFFLEVELS - 1;
580 530
581 percent = RANDOM () % 100; 531 percent = rndm (100);
582 532
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 533 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 534 {
585 percent -= difftomagic_list[scaled_diff][magic]; 535 percent -= difftomagic_list[scaled_diff][magic];
586 536
592 { 542 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 543 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 544 magic = 0;
595 } 545 }
596 546
597 magic = (RANDOM () % 3) ? magic : -magic; 547 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 548 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 549
600 return magic; 550 return magic;
601} 551}
602 552
617 if (op->arch) 567 if (op->arch)
618 { 568 {
619 if (op->type == ARMOUR) 569 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 570 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 571
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 572 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 573 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 574 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 575 }
626 else 576 else
627 { 577 {
628 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 580 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 581 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 582 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 583 }
634} 584}
635 585
659 * 1) Since rings can have multiple bonuses, if the same bonus 609 * 1) Since rings can have multiple bonuses, if the same bonus
660 * is rolled again, increase it - the bonuses now stack with 610 * is rolled again, increase it - the bonuses now stack with
661 * other bonuses previously rolled and ones the item might natively have. 611 * other bonuses previously rolled and ones the item might natively have.
662 * 2) Add code to deal with new PR method. 612 * 2) Add code to deal with new PR method.
663 */ 613 */
664
665void 614void
666set_ring_bonus (object *op, int bonus) 615set_ring_bonus (object *op, int bonus)
667{ 616{
668 617
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 618 int r = rndm (bonus > 0 ? 25 : 11);
670 619
671 if (op->type == AMULET) 620 if (op->type == AMULET)
672 { 621 {
673 if (!(RANDOM () % 21)) 622 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 623 r = 20 + rndm (2);
675 else 624 else
676 { 625 {
677 if (RANDOM () & 2) 626 if (rndm (2))
678 r = 10; 627 r = 10;
679 else 628 else
680 r = 11 + RANDOM () % 9; 629 r = 11 + rndm (9);
681 } 630 }
682 } 631 }
683 632
684 switch (r) 633 switch (r)
685 { 634 {
722 case 16: 671 case 16:
723 case 17: 672 case 17:
724 case 18: 673 case 18:
725 case 19: 674 case 19:
726 { 675 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 676 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 677
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 678 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 679 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 680
732 /* Cursed items need to have higher negative values to equal out with 681 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 682 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
735 * even values. 684 * even values.
736 */ 685 */
737 if (bonus < 0) 686 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 687 val = 2 * -val - rndm (b);
739 if (val > 35) 688 if (val > 35)
740 val = 35; /* Upper limit */ 689 val = 35; /* Upper limit */
741 b = 0; 690 b = 0;
691
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 692 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 693 resist = rndm (num_resist_table);
745 } 694
746 if (b == 4) 695 if (b == 4)
747 return; /* Not able to find a free resistance */ 696 return; /* Not able to find a free resistance */
697
748 op->resist[resist_table[resist]] = val; 698 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 699 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 700 * based on how good a resistance we gave.
751 */ 701 */
752 break; 702 break;
780 case 22: 730 case 22:
781 op->stats.exp += bonus; /* Speed! */ 731 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 732 op->value = (op->value * 2) / 3;
783 break; 733 break;
784 } 734 }
735
785 if (bonus > 0) 736 if (bonus > 0)
786 op->value *= 2 * bonus; 737 op->value *= 2 * bonus;
787 else 738 else
788 op->value = -(op->value * 2 * bonus) / 3; 739 op->value = -(op->value * 2 * bonus) / 3;
789} 740}
794 * higher is the chance of returning a low number. 745 * higher is the chance of returning a low number.
795 * It is only used in fix_generated_treasure() to set bonuses on 746 * It is only used in fix_generated_treasure() to set bonuses on
796 * rings and amulets. 747 * rings and amulets.
797 * Another scheme is used to calculate the magic of weapons and armours. 748 * Another scheme is used to calculate the magic of weapons and armours.
798 */ 749 */
799
800int 750int
801get_magic (int diff) 751get_magic (int diff)
802{ 752{
803 int i; 753 int i;
804 754
805 if (diff < 3) 755 if (diff < 3)
806 diff = 3; 756 diff = 3;
757
807 for (i = 0; i < 4; i++) 758 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 759 if (rndm (diff))
809 return i; 760 return i;
761
810 return 4; 762 return 4;
811} 763}
812 764
813#define DICE2 (get_magic(2)==2?2:1) 765#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 766#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 767
816/* 768/*
817 * fix_generated_item(): This is called after an item is generated, in 769 * fix_generated_item(): This is called after an item is generated, in
818 * order to set it up right. This produced magical bonuses, puts spells 770 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 771 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 785 * value.
834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 786 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
835 * a working object - don't change magic, value, etc, but set it material 787 * a working object - don't change magic, value, etc, but set it material
836 * type as appropriate, for objects that need spell objects, set those, etc 788 * type as appropriate, for objects that need spell objects, set those, etc
837 */ 789 */
838
839void 790void
840fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 791fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
841{ 792{
842 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 793 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
843 794
848 save_item_power = op->item_power; 799 save_item_power = op->item_power;
849 op->item_power = 0; 800 op->item_power = 0;
850 801
851 if (op->randomitems && op->type != SPELL) 802 if (op->randomitems && op->type != SPELL)
852 { 803 {
853 create_treasure (op->randomitems, op, flags, difficulty, 0); 804 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
854 if (!op->inv)
855 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
856
857 /* So the treasure doesn't get created again */ 805 /* So the treasure doesn't get created again */
858 op->randomitems = NULL; 806 op->randomitems = 0;
859 } 807 }
860 808
861 if (difficulty < 1) 809 if (difficulty < 1)
862 difficulty = 1; 810 difficulty = 1;
863 811
880 if (!op->magic && max_magic) 828 if (!op->magic && max_magic)
881 set_magic (difficulty, op, max_magic, flags); 829 set_magic (difficulty, op, max_magic, flags);
882 830
883 num_enchantments = calc_item_power (op, 1); 831 num_enchantments = calc_item_power (op, 1);
884 832
885 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 833 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
834 || op->type == HORN
835 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
886 * used for shop_floors or treasures */ 836 * used for shop_floors or treasures */
887 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
888 } 838 }
889 839
890 /* Object was made an artifact. Calculate its item_power rating. 840 /* Object was made an artifact. Calculate its item_power rating.
948 case WEAPON: 898 case WEAPON:
949 case ARMOUR: 899 case ARMOUR:
950 case SHIELD: 900 case SHIELD:
951 case HELMET: 901 case HELMET:
952 case CLOAK: 902 case CLOAK:
953 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 903 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
954 set_ring_bonus (op, -DICE2); 904 set_ring_bonus (op, -DICE2);
955 break; 905 break;
956 906
957 case BRACERS: 907 case BRACERS:
958 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 908 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
959 { 909 {
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 910 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961 if (!QUERY_FLAG (op, FLAG_CURSED)) 911 if (!QUERY_FLAG (op, FLAG_CURSED))
962 op->value *= 3; 912 op->value *= 3;
963 } 913 }
989 */ 939 */
990 if (op->inv && op->randomitems) 940 if (op->inv && op->randomitems)
991 { 941 {
992 /* value multiplier is same as for scrolls */ 942 /* value multiplier is same as for scrolls */
993 op->value = (op->value * op->inv->value); 943 op->value = (op->value * op->inv->value);
994 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 944 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
995 } 945 }
996 else 946 else
997 { 947 {
998 op->name = "potion"; 948 op->name = "potion";
999 op->name_pl = "potions"; 949 op->name_pl = "potions";
1000 } 950 }
1001 951
1002 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 952 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1003 SET_FLAG (op, FLAG_CURSED); 953 SET_FLAG (op, FLAG_CURSED);
1004 break; 954 break;
1005 } 955 }
1006 956
1007 case AMULET: 957 case AMULET:
1017 } 967 }
1018 968
1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 969 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1020 break; 970 break;
1021 971
1022 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 972 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 SET_FLAG (op, FLAG_CURSED); 973 SET_FLAG (op, FLAG_CURSED);
1024 974
1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 975 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1026 976
1027 if (op->type != RING) /* Amulets have only one ability */ 977 if (op->type != RING) /* Amulets have only one ability */
1028 break; 978 break;
1029 979
1030 if (!(RANDOM () % 4)) 980 if (!(rndm (4)))
1031 { 981 {
1032 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 982 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 983
1034 if (d > 0) 984 if (d > 0)
1035 op->value *= 3; 985 op->value *= 3;
1036 986
1037 set_ring_bonus (op, d); 987 set_ring_bonus (op, d);
1038 988
1039 if (!(RANDOM () % 4)) 989 if (!(rndm (4)))
1040 { 990 {
1041 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 991 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1042 992
1043 if (d > 0) 993 if (d > 0)
1044 op->value *= 5; 994 op->value *= 5;
1045 set_ring_bonus (op, d); 995 set_ring_bonus (op, d);
1046 } 996 }
1047 } 997 }
1048 998
1049 if (GET_ANIM_ID (op)) 999 if (GET_ANIM_ID (op))
1050 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1000 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1051 1001
1052 break; 1002 break;
1053 1003
1054 case BOOK: 1004 case BOOK:
1055 /* Is it an empty book?, if yes lets make a special· 1005 /* Is it an empty book?, if yes lets make a special·
1056 * msg for it, and tailor its properties based on the· 1006 * msg for it, and tailor its properties based on the·
1057 * creator and/or map level we found it on. 1007 * creator and/or map level we found it on.
1058 */ 1008 */
1059 if (!op->msg && RANDOM () % 10) 1009 if (!op->msg && rndm (10))
1060 { 1010 {
1061 /* set the book level properly */ 1011 /* set the book level properly */
1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1012 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1063 { 1013 {
1064 if (op->map && op->map->difficulty) 1014 if (op->map && op->map->difficulty)
1065 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1015 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1066 else 1016 else
1067 op->level = RANDOM () % 20 + 1; 1017 op->level = rndm (20) + 1;
1068 } 1018 }
1069 else 1019 else
1070 op->level = RANDOM () % creator->level; 1020 op->level = rndm (creator->level);
1071 1021
1072 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1022 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1073 /* books w/ info are worth more! */ 1023 /* books w/ info are worth more! */
1074 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1024 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1075 /* creator related stuff */ 1025 /* creator related stuff */
1174 */ 1124 */
1175 1125
1176/* 1126/*
1177 * Allocate and return the pointer to an empty artifactlist structure. 1127 * Allocate and return the pointer to an empty artifactlist structure.
1178 */ 1128 */
1179
1180static artifactlist * 1129static artifactlist *
1181get_empty_artifactlist (void) 1130get_empty_artifactlist (void)
1182{ 1131{
1183 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1132 return salloc0 <artifactlist> ();
1184
1185 if (tl == NULL)
1186 fatal (OUT_OF_MEMORY);
1187 tl->next = NULL;
1188 tl->items = NULL;
1189 tl->total_chance = 0;
1190 return tl;
1191} 1133}
1192 1134
1193/* 1135/*
1194 * Allocate and return the pointer to an empty artifact structure. 1136 * Allocate and return the pointer to an empty artifact structure.
1195 */ 1137 */
1196
1197static artifact * 1138static artifact *
1198get_empty_artifact (void) 1139get_empty_artifact (void)
1199{ 1140{
1200 artifact *t = (artifact *) malloc (sizeof (artifact)); 1141 return salloc0 <artifact> ();
1201
1202 if (t == NULL)
1203 fatal (OUT_OF_MEMORY);
1204 t->item = NULL;
1205 t->next = NULL;
1206 t->chance = 0;
1207 t->difficulty = 0;
1208 t->allowed = NULL;
1209 return t;
1210} 1142}
1211 1143
1212/* 1144/*
1213 * Searches the artifact lists and returns one that has the same type 1145 * Searches the artifact lists and returns one that has the same type
1214 * of objects on it. 1146 * of objects on it.
1215 */ 1147 */
1216
1217artifactlist * 1148artifactlist *
1218find_artifactlist (int type) 1149find_artifactlist (int type)
1219{ 1150{
1220 artifactlist *al;
1221
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1151 for (artifactlist *al = first_artifactlist; al; al = al->next)
1223 if (al->type == type) 1152 if (al->type == type)
1224 return al; 1153 return al;
1154
1225 return NULL; 1155 return 0;
1226} 1156}
1227 1157
1228/* 1158/*
1229 * For debugging purposes. Dumps all tables. 1159 * For debugging purposes. Dumps all tables.
1230 */ 1160 */
1231
1232void 1161void
1233dump_artifacts (void) 1162dump_artifacts (void)
1234{ 1163{
1235 artifactlist *al; 1164 artifactlist *al;
1236 artifact *art; 1165 artifact *art;
1243 for (art = al->items; art != NULL; art = art->next) 1172 for (art = al->items; art != NULL; art = art->next)
1244 { 1173 {
1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1174 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246 if (art->allowed != NULL) 1175 if (art->allowed != NULL)
1247 { 1176 {
1248 fprintf (logfile, "\tAllowed combinations:"); 1177 fprintf (logfile, "\tallowed combinations:");
1249 for (next = art->allowed; next != NULL; next = next->next) 1178 for (next = art->allowed; next != NULL; next = next->next)
1250 fprintf (logfile, "%s,", &next->name); 1179 fprintf (logfile, "%s,", &next->name);
1251 fprintf (logfile, "\n"); 1180 fprintf (logfile, "\n");
1252 } 1181 }
1253 } 1182 }
1264 treasurelist *tl; 1193 treasurelist *tl;
1265 int i; 1194 int i;
1266 1195
1267 if (depth > 100) 1196 if (depth > 100)
1268 return; 1197 return;
1269 while (t != NULL) 1198
1199 while (t)
1270 { 1200 {
1271 if (t->name != NULL) 1201 if (t->name)
1272 { 1202 {
1273 for (i = 0; i < depth; i++) 1203 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1204 fprintf (logfile, " ");
1205
1275 fprintf (logfile, "{ (list: %s)\n", &t->name); 1206 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207
1276 tl = find_treasurelist (t->name); 1208 tl = treasurelist::find (t->name);
1277 if (tl) 1209 if (tl)
1278 dump_monster_treasure_rec (name, tl->items, depth + 2); 1210 dump_monster_treasure_rec (name, tl->items, depth + 2);
1211
1279 for (i = 0; i < depth; i++) 1212 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1213 fprintf (logfile, " ");
1214
1281 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1215 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1282 } 1216 }
1283 else 1217 else
1284 { 1218 {
1285 for (i = 0; i < depth; i++) 1219 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " "); 1220 fprintf (logfile, " ");
1221
1287 if (t->item->clone.type == FLESH) 1222 if (t->item && t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1223 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else 1224 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name); 1225 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 } 1226 }
1227
1292 if (t->next_yes != NULL) 1228 if (t->next_yes)
1293 { 1229 {
1294 for (i = 0; i < depth; i++) 1230 for (i = 0; i < depth; i++)
1295 fprintf (logfile, " "); 1231 fprintf (logfile, " ");
1232
1296 fprintf (logfile, " (if yes)\n"); 1233 fprintf (logfile, " (if yes)\n");
1297 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1234 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1298 } 1235 }
1236
1299 if (t->next_no != NULL) 1237 if (t->next_no)
1300 { 1238 {
1301 for (i = 0; i < depth; i++) 1239 for (i = 0; i < depth; i++)
1302 fprintf (logfile, " "); 1240 fprintf (logfile, " ");
1241
1303 fprintf (logfile, " (if no)\n"); 1242 fprintf (logfile, " (if no)\n");
1304 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1243 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1305 } 1244 }
1245
1306 t = t->next; 1246 t = t->next;
1307 } 1247 }
1308} 1248}
1309 1249
1310/* 1250/*
1311 * For debugging purposes. Dumps all treasures for a given monster. 1251 * For debugging purposes. Dumps all treasures for a given monster.
1312 * Created originally by Raphael Quinet for debugging the alchemy code. 1252 * Created originally by Raphael Quinet for debugging the alchemy code.
1313 */ 1253 */
1314
1315void 1254void
1316dump_monster_treasure (const char *name) 1255dump_monster_treasure (const char *name)
1317{ 1256{
1318 archetype *at; 1257 archetype *at;
1319 int found; 1258 int found;
1320 1259
1321 found = 0; 1260 found = 0;
1322 fprintf (logfile, "\n"); 1261 fprintf (logfile, "\n");
1262
1323 for (at = first_archetype; at != NULL; at = at->next) 1263 for (at = first_archetype; at != NULL; at = at->next)
1324 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1264 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1325 { 1265 {
1326 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1266 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1327 if (at->clone.randomitems != NULL) 1267 if (at->clone.randomitems != NULL)
1328 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1268 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1329 else 1269 else
1330 fprintf (logfile, "(nothing)\n"); 1270 fprintf (logfile, "(nothing)\n");
1271
1331 fprintf (logfile, "\n"); 1272 fprintf (logfile, "\n");
1332 found++; 1273 found++;
1333 } 1274 }
1275
1334 if (found == 0) 1276 if (found == 0)
1335 fprintf (logfile, "No objects have the name %s!\n\n", name); 1277 fprintf (logfile, "No objects have the name %s!\n\n", name);
1336} 1278}
1337 1279
1338/* 1280/*
1339 * Builds up the lists of artifacts from the file in the libdir. 1281 * Builds up the lists of artifacts from the file in the libdir.
1340 */ 1282 */
1341
1342void 1283void
1343init_artifacts (void) 1284init_artifacts (void)
1344{ 1285{
1345 static int has_been_inited = 0; 1286 static int has_been_inited = 0;
1346 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1287 char filename[MAX_BUF];
1347 artifact *art = NULL; 1288 artifact *art = NULL;
1348 linked_char *tmp;
1349 int value;
1350 artifactlist *al; 1289 artifactlist *al;
1351 1290
1352 if (has_been_inited) 1291 if (has_been_inited)
1353 return; 1292 return;
1354 else 1293 else
1355 has_been_inited = 1; 1294 has_been_inited = 1;
1356 1295
1357 sprintf (filename, "%s/artifacts", settings.datadir); 1296 sprintf (filename, "%s/artifacts", settings.datadir);
1358 object_thawer thawer (filename); 1297 object_thawer f (filename);
1359 1298
1360 if (!thawer) 1299 if (!f)
1361 return; 1300 return;
1362 1301
1363 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1302 f.next ();
1364 {
1365 if (*buf == '#')
1366 continue;
1367 if ((cp = strchr (buf, '\n')) != NULL)
1368 *cp = '\0';
1369 cp = buf;
1370 while (*cp == ' ') /* Skip blanks */
1371 cp++;
1372 if (*cp == '\0')
1373 continue;
1374 1303
1375 if (!strncmp (cp, "Allowed", 7)) 1304 for (;;)
1305 {
1306 switch (f.kw)
1376 { 1307 {
1308 case KW_allowed:
1377 if (art == NULL) 1309 if (!art)
1310 art = get_empty_artifact ();
1311
1378 { 1312 {
1379 art = get_empty_artifact (); 1313 if (!strcmp (f.get_str (), "all"))
1380 nrofartifacts++; 1314 break;
1315
1316 char *next, *cp = f.get_str ();
1317
1318 do
1319 {
1320 if ((next = strchr (cp, ',')))
1321 *next++ = '\0';
1322
1323 linked_char *tmp = new linked_char;
1324
1325 tmp->name = cp;
1326 tmp->next = art->allowed;
1327 art->allowed = tmp;
1328 }
1329 while ((cp = next));
1381 } 1330 }
1382 cp = strchr (cp, ' ') + 1; 1331 break;
1383 if (!strcmp (cp, "all")) 1332
1333 case KW_chance:
1334 f.get (art->chance);
1335 break;
1336
1337 case KW_difficulty:
1338 f.get (art->difficulty);
1339 break;
1340
1341 case KW_object:
1342 {
1343 art->item = object::create ();
1344 f.get (art->item->name);
1345 f.next ();
1346
1347 if (!art->item->parse_kv (f))
1348 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1349
1350 al = find_artifactlist (art->item->type);
1351
1352 if (!al)
1353 {
1354 al = get_empty_artifactlist ();
1355 al->type = art->item->type;
1356 al->next = first_artifactlist;
1357 first_artifactlist = al;
1358 }
1359
1360 art->next = al->items;
1361 al->items = art;
1362 art = 0;
1363 }
1384 continue; 1364 continue;
1385 1365
1386 do 1366 case KW_EOF:
1367 goto done;
1368
1369 default:
1370 if (!f.parse_error ("artifacts file"))
1371 cleanup ("artifacts file required");
1387 { 1372 break;
1388 nrofallowedstr++;
1389 if ((next = strchr (cp, ',')) != NULL)
1390 *(next++) = '\0';
1391 tmp = new linked_char;
1392
1393 tmp->name = cp;
1394 tmp->next = art->allowed;
1395 art->allowed = tmp;
1396 }
1397 while ((cp = next) != NULL);
1398 }
1399 else if (sscanf (cp, "chance %d", &value))
1400 art->chance = (uint16) value;
1401 else if (sscanf (cp, "difficulty %d", &value))
1402 art->difficulty = (uint8) value;
1403 else if (!strncmp (cp, "Object", 6))
1404 { 1373 }
1405 art->item = object::create ();
1406 1374
1407 if (!load_object (thawer, art->item, 0)) 1375 f.next ();
1408 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1409
1410 art->item->name = strchr (cp, ' ') + 1;
1411 al = find_artifactlist (art->item->type);
1412 if (al == NULL)
1413 {
1414 al = get_empty_artifactlist ();
1415 al->type = art->item->type;
1416 al->next = first_artifactlist;
1417 first_artifactlist = al;
1418 }
1419 art->next = al->items;
1420 al->items = art;
1421 art = NULL;
1422 }
1423 else
1424 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1425 } 1376 }
1426 1377
1378done:
1427 for (al = first_artifactlist; al != NULL; al = al->next) 1379 for (al = first_artifactlist; al; al = al->next)
1428 { 1380 {
1381 al->total_chance = 0;
1382
1429 for (art = al->items; art != NULL; art = art->next) 1383 for (art = al->items; art; art = art->next)
1430 { 1384 {
1431 if (!art->chance) 1385 if (!art->chance)
1432 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1386 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1433 else 1387 else
1434 al->total_chance += art->chance; 1388 al->total_chance += art->chance;
1439 } 1393 }
1440 1394
1441 LOG (llevDebug, "done.\n"); 1395 LOG (llevDebug, "done.\n");
1442} 1396}
1443 1397
1444
1445/* 1398/*
1446 * Used in artifact generation. The bonuses of the first object 1399 * Used in artifact generation. The bonuses of the first object
1447 * is modified by the bonuses of the second object. 1400 * is modified by the bonuses of the second object.
1448 */ 1401 */
1449
1450void 1402void
1451add_abilities (object *op, object *change) 1403add_abilities (object *op, object *change)
1452{ 1404{
1453 int i, tmp; 1405 int i, tmp;
1454 1406
1455 if (change->face != blank_face) 1407 if (change->face != blank_face)
1456 { 1408 {
1457#ifdef TREASURE_VERBOSE 1409#ifdef TREASURE_VERBOSE
1458 LOG (llevDebug, "FACE: %d\n", change->face->number); 1410 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1459#endif 1411#endif
1460 op->face = change->face; 1412 op->face = change->face;
1461 } 1413 }
1462 1414
1463 for (i = 0; i < NUM_STATS; i++) 1415 for (i = 0; i < NUM_STATS; i++)
1503 1455
1504 op->set_speed (op->speed); 1456 op->set_speed (op->speed);
1505 } 1457 }
1506 1458
1507 if (change->nrof) 1459 if (change->nrof)
1508 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1460 op->nrof = rndm (change->nrof) + 1;
1509 1461
1510 op->stats.exp += change->stats.exp; /* Speed modifier */ 1462 op->stats.exp += change->stats.exp; /* Speed modifier */
1511 op->stats.wc += change->stats.wc; 1463 op->stats.wc += change->stats.wc;
1512 op->stats.ac += change->stats.ac; 1464 op->stats.ac += change->stats.ac;
1513 1465
1616 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1568 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1617 } 1569 }
1618 1570
1619 op->value *= change->value; 1571 op->value *= change->value;
1620 1572
1621 if (change->material) 1573 if (change->materials)
1622 op->material = change->material; 1574 op->materials = change->materials;
1623 1575
1624 if (change->materialname) 1576 if (change->materialname)
1625 op->materialname = change->materialname; 1577 op->materialname = change->materialname;
1626 1578
1627 if (change->slaying) 1579 if (change->slaying)
1633 if (change->msg) 1585 if (change->msg)
1634 op->msg = change->msg; 1586 op->msg = change->msg;
1635} 1587}
1636 1588
1637static int 1589static int
1638legal_artifact_combination (object *op, artifact * art) 1590legal_artifact_combination (object *op, artifact *art)
1639{ 1591{
1640 int neg, success = 0; 1592 int neg, success = 0;
1641 linked_char *tmp; 1593 linked_char *tmp;
1642 const char *name; 1594 const char *name;
1643 1595
1644 if (art->allowed == (linked_char *) NULL) 1596 if (!art->allowed)
1645 return 1; /* Ie, "all" */ 1597 return 1; /* Ie, "all" */
1598
1646 for (tmp = art->allowed; tmp; tmp = tmp->next) 1599 for (tmp = art->allowed; tmp; tmp = tmp->next)
1647 { 1600 {
1648#ifdef TREASURE_VERBOSE 1601#ifdef TREASURE_VERBOSE
1649 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1602 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1650#endif 1603#endif
1651 if (*tmp->name == '!') 1604 if (*tmp->name == '!')
1652 name = tmp->name + 1, neg = 1; 1605 name = tmp->name + 1, neg = 1;
1653 else 1606 else
1654 name = tmp->name, neg = 0; 1607 name = tmp->name, neg = 0;
1661 * everything is allowed except what we match 1614 * everything is allowed except what we match
1662 */ 1615 */
1663 else if (neg) 1616 else if (neg)
1664 success = 1; 1617 success = 1;
1665 } 1618 }
1619
1666 return success; 1620 return success;
1667} 1621}
1668 1622
1669/* 1623/*
1670 * Fixes the given object, giving it the abilities and titles 1624 * Fixes the given object, giving it the abilities and titles
1721 return; 1675 return;
1722 } 1676 }
1723 1677
1724 for (i = 0; i < ARTIFACT_TRIES; i++) 1678 for (i = 0; i < ARTIFACT_TRIES; i++)
1725 { 1679 {
1726 int roll = RANDOM () % al->total_chance; 1680 int roll = rndm (al->total_chance);
1727 1681
1728 for (art = al->items; art != NULL; art = art->next) 1682 for (art = al->items; art; art = art->next)
1729 { 1683 {
1730 roll -= art->chance; 1684 roll -= art->chance;
1731 if (roll < 0) 1685 if (roll < 0)
1732 break; 1686 break;
1733 } 1687 }
1749 continue; 1703 continue;
1750 1704
1751 if (!legal_artifact_combination (op, art)) 1705 if (!legal_artifact_combination (op, art))
1752 { 1706 {
1753#ifdef TREASURE_VERBOSE 1707#ifdef TREASURE_VERBOSE
1754 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1708 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1755#endif 1709#endif
1756 continue; 1710 continue;
1757 } 1711 }
1712
1758 give_artifact_abilities (op, art->item); 1713 give_artifact_abilities (op, art->item);
1759 return; 1714 return;
1760 } 1715 }
1761} 1716}
1762 1717
1806 SET_FLAG (item, FLAG_NO_STEAL); 1761 SET_FLAG (item, FLAG_NO_STEAL);
1807 } 1762 }
1808} 1763}
1809 1764
1810/* special_potion() - so that old potion code is still done right. */ 1765/* special_potion() - so that old potion code is still done right. */
1811
1812int 1766int
1813special_potion (object *op) 1767special_potion (object *op)
1814{ 1768{
1815
1816 int i;
1817
1818 if (op->attacktype) 1769 if (op->attacktype)
1819 return 1; 1770 return 1;
1820 1771
1821 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1772 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1822 return 1; 1773 return 1;
1823 1774
1824 for (i = 0; i < NROFATTACKS; i++) 1775 for (int i = 0; i < NROFATTACKS; i++)
1825 if (op->resist[i]) 1776 if (op->resist[i])
1826 return 1; 1777 return 1;
1827 1778
1828 return 0; 1779 return 0;
1829} 1780}
1830 1781
1831void 1782void
1832free_treasurestruct (treasure *t) 1783free_treasurestruct (treasure *t)
1833{ 1784{
1834 if (t->next)
1835 free_treasurestruct (t->next); 1785 if (t->next) free_treasurestruct (t->next);
1836 if (t->next_yes)
1837 free_treasurestruct (t->next_yes); 1786 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no)
1839 free_treasurestruct (t->next_no); 1787 if (t->next_no) free_treasurestruct (t->next_no);
1840 1788
1841 delete t; 1789 delete t;
1842} 1790}
1843 1791
1844void 1792void
1849 1797
1850 delete lc; 1798 delete lc;
1851} 1799}
1852 1800
1853void 1801void
1854free_artifact (artifact * at) 1802free_artifact (artifact *at)
1855{ 1803{
1856 if (at->next)
1857 free_artifact (at->next); 1804 if (at->next) free_artifact (at->next);
1858
1859 if (at->allowed)
1860 free_charlinks (at->allowed); 1805 if (at->allowed) free_charlinks (at->allowed);
1861 1806
1862 at->item->destroy (1); 1807 at->item->destroy (1);
1863 1808
1864 delete at; 1809 sfree (at);
1865} 1810}
1866 1811
1867void 1812void
1868free_artifactlist (artifactlist * al) 1813free_artifactlist (artifactlist *al)
1869{ 1814{
1870 artifactlist *nextal; 1815 artifactlist *nextal;
1871 1816
1872 for (al = first_artifactlist; al; al = nextal) 1817 for (al = first_artifactlist; al; al = nextal)
1873 { 1818 {
1874 nextal = al->next; 1819 nextal = al->next;
1875 1820
1876 if (al->items) 1821 if (al->items)
1877 free_artifact (al->items); 1822 free_artifact (al->items);
1878 1823
1879 free (al); 1824 sfree (al);
1880 } 1825 }
1881} 1826}
1882 1827
1883void 1828void
1884free_all_treasures (void) 1829free_all_treasures (void)
1885{ 1830{
1886 treasurelist *tl, *next; 1831 treasurelist *tl, *next;
1887 1832
1888
1889 for (tl = first_treasurelist; tl != NULL; tl = next) 1833 for (tl = first_treasurelist; tl; tl = next)
1890 { 1834 {
1835 clear (tl);
1836
1891 next = tl->next; 1837 next = tl->next;
1892 if (tl->items)
1893 free_treasurestruct (tl->items);
1894 delete tl; 1838 delete tl;
1895 } 1839 }
1840
1896 free_artifactlist (first_artifactlist); 1841 free_artifactlist (first_artifactlist);
1897} 1842}

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