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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.79 by root, Tue Jul 29 02:00:55 2008 UTC vs.
Revision 1.97 by root, Sun Nov 29 10:55:18 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
50 slice_allocator< std::pair<const char *const, treasurelist *> > 51 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t; 52> tl_map_t;
52 53
53static tl_map_t tl_map; 54static tl_map_t tl_map;
54 55
56//TODO: class method
57static void free_treasurestruct (treasure *t); // bleh desu
58static void
59clear (treasurelist *tl)
60{
61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
66
67 tl->total_chance = 0;
68}
69
55/* 70/*
56 * Searches for the given treasurelist 71 * Searches for the given treasurelist
57 */ 72 */
58treasurelist * 73treasurelist *
59treasurelist::find (const char *name) 74treasurelist::find (const char *name)
88 103
89 tl_map.insert (std::make_pair (tl->name, tl)); 104 tl_map.insert (std::make_pair (tl->name, tl));
90 } 105 }
91 106
92 return tl; 107 return tl;
93}
94
95//TODO: class method
96void
97clear (treasurelist *tl)
98{
99 if (tl->items)
100 {
101 free_treasurestruct (tl->items);
102 tl->items = 0;
103 }
104
105 tl->total_chance = 0;
106} 108}
107 109
108#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
109/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
110 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
441 443
442 if (ob->inv) 444 if (ob->inv)
443 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
444 446
445 ob->destroy (); 447 ob->destroy ();
448
446 return tmp; 449 return tmp;
447} 450}
448 451
449/* 452/*
450 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
493 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
494 * 497 *
495 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
496 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
497 */ 500 */
498int 501static int
499level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
500{ 503{
501 if (!op->inv) 504 if (!op->inv)
502 { 505 {
503 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
520 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
521 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
522 * weird integer between 1-31. 525 * weird integer between 1-31.
523 * 526 *
524 */ 527 */
525int 528static int
526magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
527{ 530{
528 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
529 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
530 533
620 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
621 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
622 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
623 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
624 */ 627 */
625void 628static void
626set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
627{ 630{
628
629 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
630 632
631 if (op->type == AMULET) 633 if (op->type == AMULET)
632 { 634 {
633 if (!(rndm (21))) 635 if (!(rndm (21)))
756 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
757 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
758 * rings and amulets. 760 * rings and amulets.
759 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
760 */ 762 */
761int 763static int
762get_magic (int diff) 764get_magic (int diff)
763{ 765{
764 int i; 766 int i;
765 767
766 if (diff < 3) 768 if (diff < 3)
769 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
770 if (rndm (diff)) 772 if (rndm (diff))
771 return i; 773 return i;
772 774
773 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
774} 793}
775 794
776#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
777#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
778 797
815 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
816 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
817 op->randomitems = 0; 836 op->randomitems = 0;
818 } 837 }
819 838
820 if (difficulty < 1) 839 max_it (difficulty, 1);
821 difficulty = 1;
822 840
823 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
824 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
825 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
826 ARG_INT (flags))) 844 ARG_INT (flags)))
885 * again below */ 903 * again below */
886 } 904 }
887 } 905 }
888 906
889 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
890 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
891 909
892 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
893 { 911 {
894 if (op->type == POTION) 912 if (op->type == POTION)
895 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
926 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
927 945
928 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
929 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
930 { 948 {
931 object *tmp;
932
933 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
934 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
935 op->stats.sp = 0; 951 op->stats.sp = 0;
936 } 952 }
937 953
938 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
946 * since the value set on those is already correct. 962 * since the value set on those is already correct.
947 */ 963 */
948 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
949 { 965 {
950 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
951 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
952 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
953 } 969 }
954 else 970 else
955 { 971 {
956 op->name = "potion"; 972 op->name = "potion";
957 op->name_pl = "potions"; 973 op->name_pl = "potions";
958 } 974 }
959 975
960 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
961 SET_FLAG (op, FLAG_CURSED); 977 SET_FLAG (op, FLAG_CURSED);
978
962 break; 979 break;
963 } 980 }
964 981
965 case AMULET: 982 case AMULET:
966 if (IS_ARCH (op->arch, amulet)) 983 if (IS_ARCH (op->arch, amulet))
967 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
968 985
969 case RING: 986 case RING:
970 if (!op->arch) // wtf? schmorp
971 {
972 op->destroy ();
973 op = 0;
974 break;
975 }
976
977 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
978 break; 988 break;
979 989
980 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
981 SET_FLAG (op, FLAG_CURSED); 991 SET_FLAG (op, FLAG_CURSED);
1002 op->value *= 5; 1012 op->value *= 5;
1003 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1004 } 1014 }
1005 } 1015 }
1006 1016
1007 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
1008 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
1009 1019
1010 break; 1020 break;
1011 1021
1012 case BOOK: 1022 case BOOK:
1013 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1028 op->level = rndm (creator->level); 1038 op->level = rndm (creator->level);
1029 1039
1030 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1031 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1032 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1033 /* creator related stuff */
1034
1035 /* for library, chained books. Note that some monsters have no_pick
1036 * set - we don't want to set no pick in that case.
1037 */
1038 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1039 SET_FLAG (op, FLAG_NO_PICK);
1040 if (creator->slaying && !op->slaying) /* for check_inv floors */
1041 op->slaying = creator->slaying;
1042 1043
1043 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1044 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1045 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1054 SET_FLAG (op, FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1046 break; 1057 break;
1047 1058
1048 case SPELLBOOK: 1059 case SPELLBOOK:
1049 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1050 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1084 * 10 time multiplier). This way, the value are a bit more reasonable. 1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1085 */ 1096 */
1086 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087 /* maxhp is used to denote how many 'charges' the rod holds before */ 1098 /* maxhp is used to denote how many 'charges' the rod holds before */
1088 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1089 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1090 else 1101 else
1091 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1092 1103
1093 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1094 break; 1105 break;
1095 1106
1096 case SCROLL: 1107 case SCROLL:
1133 1144
1134/* 1145/*
1135 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1136 */ 1147 */
1137static artifactlist * 1148static artifactlist *
1138get_empty_artifactlist (void) 1149get_empty_artifactlist ()
1139{ 1150{
1140 return salloc0<artifactlist> (); 1151 return salloc0<artifactlist> ();
1141} 1152}
1142 1153
1143/* 1154/*
1144 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1145 */ 1156 */
1146static artifact * 1157static artifact *
1147get_empty_artifact (void) 1158get_empty_artifact ()
1148{ 1159{
1149 return salloc0<artifact> (); 1160 return salloc0<artifact> ();
1150} 1161}
1151 1162
1152/* 1163/*
1165 1176
1166/* 1177/*
1167 * Builds up the lists of artifacts from the file in the libdir. 1178 * Builds up the lists of artifacts from the file in the libdir.
1168 */ 1179 */
1169void 1180void
1170init_artifacts (void) 1181init_artifacts ()
1171{ 1182{
1172 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1173 char filename[MAX_BUF]; 1184 char filename[MAX_BUF];
1174 artifact *art = NULL; 1185 artifact *art = NULL;
1175 artifactlist *al; 1186 artifactlist *al;
1195 1206
1196 { 1207 {
1197 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1198 break; 1209 break;
1199 1210
1200 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1201 1212 char *next;
1202 do 1213 do
1203 { 1214 {
1204 if ((next = strchr (cp, ','))) 1215 if ((next = strchr (cp, ',')))
1205 *next++ = '\0'; 1216 *next++ = '\0';
1206 1217
1353 * to cast. So convert that to into a spell and put it into 1364 * to cast. So convert that to into a spell and put it into
1354 * this object. 1365 * this object.
1355 */ 1366 */
1356 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1357 { 1368 {
1358 object *tmp_obj;
1359
1360 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1361 while (op->inv)
1362 op->inv->destroy (); 1370 op->destroy_inv (false);
1363 1371
1364 tmp_obj = arch_to_object (change->other_arch); 1372 object *tmp = arch_to_object (change->other_arch);
1365 insert_ob_in_ob (tmp_obj, op); 1373 insert_ob_in_ob (tmp, op);
1366 } 1374 }
1367 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1368 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1369 } 1377 }
1370 1378
1455 op->value *= change->value; 1463 op->value *= change->value;
1456 1464
1457 if (change->materials) 1465 if (change->materials)
1458 op->materials = change->materials; 1466 op->materials = change->materials;
1459 1467
1460 if (change->materialname) 1468 if (change->material != MATERIAL_NULL)
1461 op->materialname = change->materialname; 1469 op->material = change->material;
1462 1470
1463 if (change->slaying) 1471 if (change->slaying)
1464 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1465 1473
1466 if (change->race) 1474 if (change->race)
1575#if 1 1583#if 1
1576 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1584 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1577#endif 1585#endif
1578 return; 1586 return;
1579 } 1587 }
1580 if (!strcmp (art->item->name, "NONE")) 1588
1589 if (art->item->name == shstr_NONE)
1581 return; 1590 return;
1591
1582 if (FABS (op->magic) < art->item->magic) 1592 if (fabs (op->magic) < art->item->magic)
1583 continue; /* Not magic enough to be this item */ 1593 continue; /* Not magic enough to be this item */
1584 1594
1585 /* Map difficulty not high enough */ 1595 /* Map difficulty not high enough */
1586 if (difficulty < art->difficulty) 1596 if (difficulty < art->difficulty)
1587 continue; 1597 continue;
1638 item->level = donor->level; 1648 item->level = donor->level;
1639 1649
1640 /* if donor has some attacktypes, the flesh is poisonous */ 1650 /* if donor has some attacktypes, the flesh is poisonous */
1641 if (donor->attacktype & AT_POISON) 1651 if (donor->attacktype & AT_POISON)
1642 item->type = POISON; 1652 item->type = POISON;
1653
1643 if (donor->attacktype & AT_ACID) 1654 if (donor->attacktype & AT_ACID)
1644 item->stats.hp = -1 * item->stats.food; 1655 item->stats.hp = -1 * item->stats.food;
1656
1645 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1646 } 1658 }
1647} 1659}
1648 1660
1649/* special_potion() - so that old potion code is still done right. */ 1661static void
1650int
1651special_potion (object *op)
1652{
1653 if (op->attacktype)
1654 return 1;
1655
1656 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1657 return 1;
1658
1659 for (int i = 0; i < NROFATTACKS; i++)
1660 if (op->resist[i])
1661 return 1;
1662
1663 return 0;
1664}
1665
1666void
1667free_treasurestruct (treasure *t) 1662free_treasurestruct (treasure *t)
1668{ 1663{
1669 if (t->next) free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1670 if (t->next_yes) free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1671 if (t->next_no) free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1672 1667
1673 delete t; 1668 delete t;
1674} 1669}
1675 1670
1676void 1671static void
1677free_charlinks (linked_char *lc) 1672free_charlinks (linked_char *lc)
1678{ 1673{
1679 if (lc->next) 1674 if (lc->next)
1680 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1681 1676
1682 delete lc; 1677 delete lc;
1683} 1678}
1684 1679
1685void 1680static void
1686free_artifact (artifact *at) 1681free_artifact (artifact *at)
1687{ 1682{
1688 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1689 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1690 1685
1691 at->item->destroy (1); 1686 at->item->destroy ();
1692 1687
1693 sfree (at); 1688 sfree (at);
1694} 1689}
1695 1690
1696void
1697free_artifactlist (artifactlist *al)
1698{
1699 artifactlist *nextal;
1700
1701 for (al = first_artifactlist; al; al = nextal)
1702 {
1703 nextal = al->next;
1704
1705 if (al->items)
1706 free_artifact (al->items);
1707
1708 sfree (al);
1709 }
1710}
1711
1712void
1713free_all_treasures (void)
1714{
1715 treasurelist *tl, *next;
1716
1717 for (tl = first_treasurelist; tl; tl = next)
1718 {
1719 clear (tl);
1720
1721 next = tl->next;
1722 delete tl;
1723 }
1724
1725 free_artifactlist (first_artifactlist);
1726}

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