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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.31 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.61 by root, Mon May 28 21:21:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 (at your option) any later version. 11 * 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, but
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 GNU General Public License for more details. 16 * 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 along
19 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 23 */
24
25#define ALLOWED_COMBINATION
26 24
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * 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
29 * 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
30 * left on 28 * left on
31 */ 29 */
32#define TREASURE_DEBUG 30#define TREASURE_DEBUG
33 31
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 33
36/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
37 35
38#include <global.h> 36#include <global.h>
39#include <treasure.h> 37#include <treasure.h>
40#include <funcpoint.h> 38#include <funcpoint.h>
41#include <loader.h> 39#include <loader.h>
42 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
43 44
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 46
47/* 47typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 48 const char *,
49 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
50 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
51void 99void
52init_archetype_pointers () 100clear (treasurelist *tl)
53{ 101{
54 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
55 107
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; 108 tl->total_chance = 0;
88
89 return t;
90} 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
91 131
92/* 132/*
93 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
95 */ 135 */
96
97static treasure * 136static treasure *
98load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
99{ 138{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
102 int value;
103 140
104 nroftreasures++; 141 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 142
109 if (*buf == '#') 143 for (;;)
110 continue; 144 {
111 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 146
117 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 148 {
122 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
123 t->name = variable; 150 t->item = archetype::get (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 151 break;
125 t->change_arch.name = variable; 152
126 else if (sscanf (cp, "change_title %s", variable)) 153 case KW_list: f.get (t->name); break;
127 t->change_arch.title = variable; 154 case KW_change_name: f.get (t->change_arch.name); break;
128 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_title: f.get (t->change_arch.title); break;
129 t->change_arch.slaying = variable; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
130 else if (sscanf (cp, "chance %d", &value)) 157 case KW_chance: f.get (t->chance); break;
131 t->chance = (uint8) value; 158 case KW_nrof: f.get (t->nrof); break;
132 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_magic: f.get (t->magic); break;
133 t->nrof = (uint16) value; 160
134 else if (sscanf (cp, "magic %d", &value)) 161 case KW_yes: t->next_yes = read_treasure (f); continue;
135 t->magic = (uint8) value; 162 case KW_no: t->next_no = read_treasure (f); continue;
136 else if (!strcmp (cp, "yes")) 163
137 t->next_yes = load_treasure (fp, line); 164 case KW_end:
138 else if (!strcmp (cp, "no")) 165 f.next ();
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 {
144 t->next = load_treasure (fp, line);
145 return t; 166 return t;
146 }
147 else
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
149 }
150 LOG (llevError, "treasure lacks 'end'.\n");
151 return t;
152}
153 167
154#ifdef TREASURE_DEBUG 168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
155 171
156/* recursived checks the linked list. Treasurelist is passed only 172 default:
157 * so that the treasure name can be printed out 173 if (!f.parse_error ("treasurelist", t->name))
158 */ 174 return 0;
159static void
160check_treasurelist (const treasure *t, const treasurelist * tl)
161{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next)
168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 check_treasurelist (t->next_no, tl);
173}
174#endif
175 175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
176/* 183/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
179 */ 185 */
180 186treasurelist *
181void 187treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 188{
184 FILE *fp; 189 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;
189 190
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 193 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
194 return; 196 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 197
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. 198 /* 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 199 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
217 */ 201 */
218 if (!strncmp (buf, "treasureone", 11)) 202 if (one)
203 {
204 for (treasure *t = tl->items; t; t = t->next)
205 {
206 if (t->next_yes || t->next_no)
219 { 207 {
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); 208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 209 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 210 }
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);
237 211
238#ifdef TREASURE_DEBUG 212 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 213 }
240 * verify that list transitions work (ie, the list that it is supposed 214 }
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}
248 215
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; 216 return tl;
270} 217}
271
272 218
273/* 219/*
274 * Generates the objects specified by the given treasure. 220 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 221 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 222 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 228 * start with equipment, but only their abilities).
283 */ 229 */
284static void 230static void
285put_treasure (object *op, object *creator, int flags) 231put_treasure (object *op, object *creator, int flags)
286{ 232{
287 object *tmp; 233 if (flags & GT_ENVIRONMENT)
288 234 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* 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 236 * 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 237 * this is the original object, or if this is an object that should be created
292 * by another object. 238 * by another object.
293 */ 239 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 241 if (op->type == SPELL)
242 {
243 op->destroy ();
244 return;
245 }
246
247 op->expand_tail ();
248
249 if (ob_blocked (op, creator->map, creator->x, creator->y))
250 op->destroy ();
251 else
252 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 }
298 } 256 }
299 else 257 else
300 { 258 {
301 op = creator->insert (op); 259 op = creator->insert (op);
302 260
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op); 262 monster_check_apply (creator, op);
305 263
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
307 esrv_send_item (tmp, op); 266 esrv_send_item (tmp, op);
308 } 267 }
309} 268}
310 269
311/* if there are change_xxx commands in the treasure, we include the changes 270/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 271 * in the generated object
326 285
327 if (t->change_arch.slaying) 286 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 287 op->slaying = t->change_arch.slaying;
329} 288}
330 289
331void 290static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 291create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 292{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 293 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 294 {
338 if (t->name) 295 if (t->name)
339 { 296 {
340 if (difficulty >= t->magic) 297 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name); 298 if (treasurelist *tl = treasurelist::find (t->name))
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries); 299 create_treasure (tl, op, flag, difficulty, tries);
345 } 300 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
346 } 302 }
347 else 303 else
348 { 304 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 { 306 {
351 tmp = arch_to_object (t->item); 307 object *tmp = arch_to_object (t->item);
308
352 if (t->nrof && tmp->nrof <= 1) 309 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 310 tmp->nrof = rndm (t->nrof) + 1;
311
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 312 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 313 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 314 put_treasure (tmp, op, flag);
357 } 315 }
358 } 316 }
359 317
360 if (t->next_yes != NULL) 318 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 319 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 320 }
363 else if (t->next_no != NULL) 321 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 322 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 323
366 if (t->next != NULL) 324 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 325 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 326}
369 327
370void 328static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 329create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 330{
373 int value = RANDOM () % tl->total_chance; 331 int value = rndm (tl->total_chance);
374 treasure *t; 332 treasure *t;
375 333
376 if (tries++ > 100) 334 if (tries++ > 100)
377 { 335 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 336 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 337 return;
380 } 338 }
381 339
382 for (t = tl->items; t != NULL; t = t->next) 340 for (t = tl->items; t; t = t->next)
383 { 341 {
384 value -= t->chance; 342 value -= t->chance;
385 343
386 if (value < 0) 344 if (value < 0)
387 break; 345 break;
388 } 346 }
389 347
390 if (!t || value >= 0) 348 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 349 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 350
397 if (t->name) 351 if (t->name)
398 { 352 {
399 if (difficulty >= t->magic) 353 if (difficulty >= t->magic)
400 { 354 {
401 treasurelist *tl = find_treasurelist (t->name); 355 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 356 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 357 create_treasure (tl, op, flag, difficulty, tries);
404 } 358 }
405 else if (t->nrof) 359 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 360 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 361 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
412 { 363 {
413 object *tmp = arch_to_object (t->item); 364 if (object *tmp = arch_to_object (t->item))
414 365 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 366 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 367 tmp->nrof = rndm (t->nrof) + 1;
420 368
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 369 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 370 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 371 put_treasure (tmp, op, flag);
372 }
424 } 373 }
374}
375
376void
377object::create_treasure (treasurelist *tl, int flags)
378{
379 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 380}
426 381
427/* This calls the appropriate treasure creation function. tries is passed 382/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 383 * 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 384 * have been made. It is really in place to prevent infinite loops with
432 * to do that. 387 * to do that.
433 */ 388 */
434void 389void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 390create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 391{
392 // empty treasurelists are legal
393 if (!tl->items)
394 return;
437 395
438 if (tries++ > 100) 396 if (tries++ > 100)
439 { 397 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 399 return;
442 } 400 }
401
402 if (op->flag [FLAG_TREASURE_ENV])
403 {
404 // do not generate items when there already is something above the object
405 if (op->flag [FLAG_IS_FLOOR] && op->above)
406 return;
407
408 flag |= GT_ENVIRONMENT;
409 }
410
443 if (tl->total_chance) 411 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 412 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 413 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 414 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 415}
454object * 422object *
455generate_treasure (treasurelist *tl, int difficulty) 423generate_treasure (treasurelist *tl, int difficulty)
456{ 424{
457 difficulty = clamp (difficulty, 1, settings.max_level); 425 difficulty = clamp (difficulty, 1, settings.max_level);
458 426
459 object *ob = object::create (), *tmp; 427 object *ob = object::create ();
460 428
461 create_treasure (tl, ob, 0, difficulty, 0); 429 create_treasure (tl, ob, 0, difficulty, 0);
462 430
463 /* Don't want to free the object we are about to return */ 431 /* Don't want to free the object we are about to return */
464 tmp = ob->inv; 432 object *tmp = ob->inv;
465 if (tmp != NULL) 433 if (tmp)
466 tmp->remove (); 434 tmp->remove ();
467 435
468 if (ob->inv) 436 if (ob->inv)
469 LOG (llevError, "In generate treasure, created multiple objects.\n"); 437 LOG (llevError, "In generate treasure, created multiple objects.\n");
470 438
478 * The array has two arguments, the difficulty of the level, and the 446 * The array has two arguments, the difficulty of the level, and the
479 * magical bonus "wanted". 447 * magical bonus "wanted".
480 */ 448 */
481 449
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 450static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
484/*chance of magic difficulty*/ 451// chance of magic difficulty
485
486/* +0 +1 +2 +3 +4 */ 452// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 453 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 454 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 455 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 456 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 457 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 458 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 459 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 460 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 461 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 462 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 463 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 464 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 465 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 466 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 467 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 468 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 469 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 470 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 471 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 472 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 473 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 474 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 475 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 476 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 477 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 478 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 479 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 480 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 481 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 482 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 483 { 0, 0, 0, 0, 100}, // 31
518}; 484};
519
520 485
521/* calculate the appropriate level for wands staves and scrolls. 486/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 487 * This code presumes that op has had its spell object created (in op->inv)
523 * 488 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 489 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 491 */
527
528int 492int
529level_for_item (const object *op, int difficulty) 493level_for_item (const object *op, int difficulty)
530{ 494{
531 int olevel = 0; 495 int olevel = 0;
532 496
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 519 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 520 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 521 * weird integer between 1-31.
558 * 522 *
559 */ 523 */
560
561int 524int
562magic_from_difficulty (int difficulty) 525magic_from_difficulty (int difficulty)
563{ 526{
564 int percent = 0, magic = 0; 527 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570 scaled_diff = 0; 533 scaled_diff = 0;
571 534
572 if (scaled_diff >= DIFFLEVELS) 535 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 536 scaled_diff = DIFFLEVELS - 1;
574 537
575 percent = RANDOM () % 100; 538 percent = rndm (100);
576 539
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 540 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 541 {
579 percent -= difftomagic_list[scaled_diff][magic]; 542 percent -= difftomagic_list[scaled_diff][magic];
580 543
586 { 549 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 550 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 551 magic = 0;
589 } 552 }
590 553
591 magic = (RANDOM () % 3) ? magic : -magic; 554 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 555 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 556
594 return magic; 557 return magic;
595} 558}
596 559
611 if (op->arch) 574 if (op->arch)
612 { 575 {
613 if (op->type == ARMOUR) 576 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 578
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 580 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 582 }
620 else 583 else
621 { 584 {
622 if (op->type == ARMOUR) 585 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 588 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 589 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 590 }
628} 591}
629 592
653 * 1) Since rings can have multiple bonuses, if the same bonus 616 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 617 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 618 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 619 * 2) Add code to deal with new PR method.
657 */ 620 */
658
659void 621void
660set_ring_bonus (object *op, int bonus) 622set_ring_bonus (object *op, int bonus)
661{ 623{
662 624
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
664 626
665 if (op->type == AMULET) 627 if (op->type == AMULET)
666 { 628 {
667 if (!(RANDOM () % 21)) 629 if (!(rndm (21)))
668 r = 20 + RANDOM () % 2; 630 r = 20 + rndm (2);
669 else 631 else
670 { 632 {
671 if (RANDOM () & 2) 633 if (rndm (2))
672 r = 10; 634 r = 10;
673 else 635 else
674 r = 11 + RANDOM () % 9; 636 r = 11 + rndm (9);
675 } 637 }
676 } 638 }
677 639
678 switch (r) 640 switch (r)
679 { 641 {
686 case 2: 648 case 2:
687 case 3: 649 case 3:
688 case 4: 650 case 4:
689 case 5: 651 case 5:
690 case 6: 652 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 653 op->stats.stat (r) += bonus;
692 break; 654 break;
693 655
694 case 7: 656 case 7:
695 op->stats.dam += bonus; 657 op->stats.dam += bonus;
696 break; 658 break;
716 case 16: 678 case 16:
717 case 17: 679 case 17:
718 case 18: 680 case 18:
719 case 19: 681 case 19:
720 { 682 {
721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 683 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
722 684
723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 685 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 686 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
725 687
726 /* Cursed items need to have higher negative values to equal out with 688 /* Cursed items need to have higher negative values to equal out with
727 * positive values for how protections work out. Put another 689 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 690 * little random element in since that they don't always end up with
729 * even values. 691 * even values.
730 */ 692 */
731 if (bonus < 0) 693 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 694 val = 2 * -val - rndm (b);
733 if (val > 35) 695 if (val > 35)
734 val = 35; /* Upper limit */ 696 val = 35; /* Upper limit */
735 b = 0; 697 b = 0;
698
736 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
738 resist = RANDOM () % num_resist_table; 700 resist = rndm (num_resist_table);
739 } 701
740 if (b == 4) 702 if (b == 4)
741 return; /* Not able to find a free resistance */ 703 return; /* Not able to find a free resistance */
704
742 op->resist[resist_table[resist]] = val; 705 op->resist[resist_table[resist]] = val;
743 /* We should probably do something more clever here to adjust value 706 /* We should probably do something more clever here to adjust value
744 * based on how good a resistance we gave. 707 * based on how good a resistance we gave.
745 */ 708 */
746 break; 709 break;
774 case 22: 737 case 22:
775 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3; 739 op->value = (op->value * 2) / 3;
777 break; 740 break;
778 } 741 }
742
779 if (bonus > 0) 743 if (bonus > 0)
780 op->value *= 2 * bonus; 744 op->value *= 2 * bonus;
781 else 745 else
782 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -(op->value * 2 * bonus) / 3;
783} 747}
788 * higher is the chance of returning a low number. 752 * higher is the chance of returning a low number.
789 * It is only used in fix_generated_treasure() to set bonuses on 753 * It is only used in fix_generated_treasure() to set bonuses on
790 * rings and amulets. 754 * rings and amulets.
791 * Another scheme is used to calculate the magic of weapons and armours. 755 * Another scheme is used to calculate the magic of weapons and armours.
792 */ 756 */
793
794int 757int
795get_magic (int diff) 758get_magic (int diff)
796{ 759{
797 int i; 760 int i;
798 761
799 if (diff < 3) 762 if (diff < 3)
800 diff = 3; 763 diff = 3;
764
801 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
802 if (RANDOM () % diff) 766 if (rndm (diff))
803 return i; 767 return i;
768
804 return 4; 769 return 4;
805} 770}
806 771
807#define DICE2 (get_magic(2)==2?2:1) 772#define DICE2 (get_magic(2)==2?2:1)
808#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
809 774
810/* 775/*
811 * fix_generated_item(): This is called after an item is generated, in 776 * 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 777 * order to set it up right. This produced magical bonuses, puts spells
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 778 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
827 * value. 792 * value.
828 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 793 * 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 794 * 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 795 * type as appropriate, for objects that need spell objects, set those, etc
831 */ 796 */
832
833void 797void
834fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 798fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
835{ 799{
836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 800 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
837 801
842 save_item_power = op->item_power; 806 save_item_power = op->item_power;
843 op->item_power = 0; 807 op->item_power = 0;
844 808
845 if (op->randomitems && op->type != SPELL) 809 if (op->randomitems && op->type != SPELL)
846 { 810 {
847 create_treasure (op->randomitems, op, flags, difficulty, 0); 811 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 */ 812 /* So the treasure doesn't get created again */
852 op->randomitems = NULL; 813 op->randomitems = 0;
853 } 814 }
854 815
855 if (difficulty < 1) 816 if (difficulty < 1)
856 difficulty = 1; 817 difficulty = 1;
857 818
874 if (!op->magic && max_magic) 835 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
876 837
877 num_enchantments = calc_item_power (op, 1); 838 num_enchantments = calc_item_power (op, 1);
878 839
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 840 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
841 || op->type == HORN
842 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 843 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 844 generate_artifact (op, difficulty);
882 } 845 }
883 846
884 /* Object was made an artifact. Calculate its item_power rating. 847 /* Object was made an artifact. Calculate its item_power rating.
942 case WEAPON: 905 case WEAPON:
943 case ARMOUR: 906 case ARMOUR:
944 case SHIELD: 907 case SHIELD:
945 case HELMET: 908 case HELMET:
946 case CLOAK: 909 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 910 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 911 set_ring_bonus (op, -DICE2);
949 break; 912 break;
950 913
951 case BRACERS: 914 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 915 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 916 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 917 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 918 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 919 op->value *= 3;
957 } 920 }
983 */ 946 */
984 if (op->inv && op->randomitems) 947 if (op->inv && op->randomitems)
985 { 948 {
986 /* value multiplier is same as for scrolls */ 949 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 950 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 951 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 952 }
990 else 953 else
991 { 954 {
992 op->name = "potion"; 955 op->name = "potion";
993 op->name_pl = "potions"; 956 op->name_pl = "potions";
994 } 957 }
995 958
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 959 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 960 SET_FLAG (op, FLAG_CURSED);
998 break; 961 break;
999 } 962 }
1000 963
1001 case AMULET: 964 case AMULET:
1011 } 974 }
1012 975
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 976 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1014 break; 977 break;
1015 978
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 979 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED); 980 SET_FLAG (op, FLAG_CURSED);
1018 981
1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 982 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1020 983
1021 if (op->type != RING) /* Amulets have only one ability */ 984 if (op->type != RING) /* Amulets have only one ability */
1022 break; 985 break;
1023 986
1024 if (!(RANDOM () % 4)) 987 if (!(rndm (4)))
1025 { 988 {
1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 989 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 990
1028 if (d > 0) 991 if (d > 0)
1029 op->value *= 3; 992 op->value *= 3;
1030 993
1031 set_ring_bonus (op, d); 994 set_ring_bonus (op, d);
1032 995
1033 if (!(RANDOM () % 4)) 996 if (!(rndm (4)))
1034 { 997 {
1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 998 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1036 999
1037 if (d > 0) 1000 if (d > 0)
1038 op->value *= 5; 1001 op->value *= 5;
1039 set_ring_bonus (op, d); 1002 set_ring_bonus (op, d);
1040 } 1003 }
1041 } 1004 }
1042 1005
1043 if (GET_ANIM_ID (op)) 1006 if (GET_ANIM_ID (op))
1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1007 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1045 1008
1046 break; 1009 break;
1047 1010
1048 case BOOK: 1011 case BOOK:
1049 /* Is it an empty book?, if yes lets make a special· 1012 /* Is it an empty book?, if yes lets make a special·
1050 * msg for it, and tailor its properties based on the· 1013 * msg for it, and tailor its properties based on the·
1051 * creator and/or map level we found it on. 1014 * creator and/or map level we found it on.
1052 */ 1015 */
1053 if (!op->msg && RANDOM () % 10) 1016 if (!op->msg && rndm (10))
1054 { 1017 {
1055 /* set the book level properly */ 1018 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1019 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057 { 1020 {
1058 if (op->map && op->map->difficulty) 1021 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1022 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1060 else 1023 else
1061 op->level = RANDOM () % 20 + 1; 1024 op->level = rndm (20) + 1;
1062 } 1025 }
1063 else 1026 else
1064 op->level = RANDOM () % creator->level; 1027 op->level = rndm (creator->level);
1065 1028
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1029 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1067 /* books w/ info are worth more! */ 1030 /* books w/ info are worth more! */
1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1031 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1069 /* creator related stuff */ 1032 /* creator related stuff */
1168 */ 1131 */
1169 1132
1170/* 1133/*
1171 * Allocate and return the pointer to an empty artifactlist structure. 1134 * Allocate and return the pointer to an empty artifactlist structure.
1172 */ 1135 */
1173
1174static artifactlist * 1136static artifactlist *
1175get_empty_artifactlist (void) 1137get_empty_artifactlist (void)
1176{ 1138{
1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1139 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} 1140}
1186 1141
1187/* 1142/*
1188 * Allocate and return the pointer to an empty artifact structure. 1143 * Allocate and return the pointer to an empty artifact structure.
1189 */ 1144 */
1190
1191static artifact * 1145static artifact *
1192get_empty_artifact (void) 1146get_empty_artifact (void)
1193{ 1147{
1194 artifact *a = (artifact *) malloc (sizeof (artifact)); 1148 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} 1149}
1205 1150
1206/* 1151/*
1207 * Searches the artifact lists and returns one that has the same type 1152 * Searches the artifact lists and returns one that has the same type
1208 * of objects on it. 1153 * of objects on it.
1209 */ 1154 */
1210
1211artifactlist * 1155artifactlist *
1212find_artifactlist (int type) 1156find_artifactlist (int type)
1213{ 1157{
1214 artifactlist *al;
1215
1216 for (al = first_artifactlist; al != NULL; al = al->next) 1158 for (artifactlist *al = first_artifactlist; al; al = al->next)
1217 if (al->type == type) 1159 if (al->type == type)
1218 return al; 1160 return al;
1161
1219 return NULL; 1162 return 0;
1220} 1163}
1221 1164
1222/* 1165/*
1223 * For debugging purposes. Dumps all tables. 1166 * For debugging purposes. Dumps all tables.
1224 */ 1167 */
1225
1226void 1168void
1227dump_artifacts (void) 1169dump_artifacts (void)
1228{ 1170{
1229 artifactlist *al; 1171 artifactlist *al;
1230 artifact *art; 1172 artifact *art;
1237 for (art = al->items; art != NULL; art = art->next) 1179 for (art = al->items; art != NULL; art = art->next)
1238 { 1180 {
1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1181 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1240 if (art->allowed != NULL) 1182 if (art->allowed != NULL)
1241 { 1183 {
1242 fprintf (logfile, "\tAllowed combinations:"); 1184 fprintf (logfile, "\tallowed combinations:");
1243 for (next = art->allowed; next != NULL; next = next->next) 1185 for (next = art->allowed; next != NULL; next = next->next)
1244 fprintf (logfile, "%s,", &next->name); 1186 fprintf (logfile, "%s,", &next->name);
1245 fprintf (logfile, "\n"); 1187 fprintf (logfile, "\n");
1246 } 1188 }
1247 } 1189 }
1258 treasurelist *tl; 1200 treasurelist *tl;
1259 int i; 1201 int i;
1260 1202
1261 if (depth > 100) 1203 if (depth > 100)
1262 return; 1204 return;
1205
1263 while (t) 1206 while (t)
1264 { 1207 {
1265 if (t->name) 1208 if (t->name)
1266 { 1209 {
1267 for (i = 0; i < depth; i++) 1210 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " "); 1211 fprintf (logfile, " ");
1212
1269 fprintf (logfile, "{ (list: %s)\n", &t->name); 1213 fprintf (logfile, "{ (list: %s)\n", &t->name);
1214
1270 tl = find_treasurelist (t->name); 1215 tl = treasurelist::find (t->name);
1271 if (tl) 1216 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1217 dump_monster_treasure_rec (name, tl->items, depth + 2);
1218
1273 for (i = 0; i < depth; i++) 1219 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1220 fprintf (logfile, " ");
1221
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1222 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1223 }
1277 else 1224 else
1278 { 1225 {
1279 for (i = 0; i < depth; i++) 1226 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1227 fprintf (logfile, " ");
1228
1281 if (t->item && t->item->clone.type == FLESH) 1229 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1230 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1231 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1232 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1233 }
1286 1234
1287 if (t->next_yes) 1235 if (t->next_yes)
1288 { 1236 {
1289 for (i = 0; i < depth; i++) 1237 for (i = 0; i < depth; i++)
1290 fprintf (logfile, " "); 1238 fprintf (logfile, " ");
1239
1291 fprintf (logfile, " (if yes)\n"); 1240 fprintf (logfile, " (if yes)\n");
1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1241 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1293 } 1242 }
1294 1243
1295 if (t->next_no) 1244 if (t->next_no)
1296 { 1245 {
1297 for (i = 0; i < depth; i++) 1246 for (i = 0; i < depth; i++)
1298 fprintf (logfile, " "); 1247 fprintf (logfile, " ");
1248
1299 fprintf (logfile, " (if no)\n"); 1249 fprintf (logfile, " (if no)\n");
1300 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1250 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1301 } 1251 }
1302 1252
1303 t = t->next; 1253 t = t->next;
1306 1256
1307/* 1257/*
1308 * For debugging purposes. Dumps all treasures for a given monster. 1258 * For debugging purposes. Dumps all treasures for a given monster.
1309 * Created originally by Raphael Quinet for debugging the alchemy code. 1259 * Created originally by Raphael Quinet for debugging the alchemy code.
1310 */ 1260 */
1311
1312void 1261void
1313dump_monster_treasure (const char *name) 1262dump_monster_treasure (const char *name)
1314{ 1263{
1315 archetype *at; 1264 archetype *at;
1316 int found; 1265 int found;
1317 1266
1318 found = 0; 1267 found = 0;
1319 fprintf (logfile, "\n"); 1268 fprintf (logfile, "\n");
1269
1320 for (at = first_archetype; at != NULL; at = at->next) 1270 for (at = first_archetype; at != NULL; at = at->next)
1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1271 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1322 { 1272 {
1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1324 if (at->clone.randomitems != NULL) 1274 if (at->clone.randomitems != NULL)
1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1275 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1326 else 1276 else
1327 fprintf (logfile, "(nothing)\n"); 1277 fprintf (logfile, "(nothing)\n");
1278
1328 fprintf (logfile, "\n"); 1279 fprintf (logfile, "\n");
1329 found++; 1280 found++;
1330 } 1281 }
1282
1331 if (found == 0) 1283 if (found == 0)
1332 fprintf (logfile, "No objects have the name %s!\n\n", name); 1284 fprintf (logfile, "No objects have the name %s!\n\n", name);
1333} 1285}
1334 1286
1335/* 1287/*
1336 * Builds up the lists of artifacts from the file in the libdir. 1288 * Builds up the lists of artifacts from the file in the libdir.
1337 */ 1289 */
1338
1339void 1290void
1340init_artifacts (void) 1291init_artifacts (void)
1341{ 1292{
1342 static int has_been_inited = 0; 1293 static int has_been_inited = 0;
1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1294 char filename[MAX_BUF];
1344 artifact *art = NULL; 1295 artifact *art = NULL;
1345 linked_char *tmp;
1346 int value;
1347 artifactlist *al; 1296 artifactlist *al;
1348 1297
1349 if (has_been_inited) 1298 if (has_been_inited)
1350 return; 1299 return;
1351 else 1300 else
1352 has_been_inited = 1; 1301 has_been_inited = 1;
1353 1302
1354 sprintf (filename, "%s/artifacts", settings.datadir); 1303 sprintf (filename, "%s/artifacts", settings.datadir);
1355 object_thawer thawer (filename); 1304 object_thawer f (filename);
1356 1305
1357 if (!thawer) 1306 if (!f)
1358 return; 1307 return;
1359 1308
1360 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1309 f.next ();
1361 {
1362 if (*buf == '#')
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 1310
1372 if (!strncmp (cp, "Allowed", 7)) 1311 for (;;)
1312 {
1313 switch (f.kw)
1373 { 1314 {
1315 case KW_allowed:
1374 if (art == NULL) 1316 if (!art)
1317 art = get_empty_artifact ();
1318
1375 { 1319 {
1376 art = get_empty_artifact (); 1320 if (!strcmp (f.get_str (), "all"))
1377 nrofartifacts++; 1321 break;
1322
1323 char *next, *cp = f.get_str ();
1324
1325 do
1326 {
1327 if ((next = strchr (cp, ',')))
1328 *next++ = '\0';
1329
1330 linked_char *tmp = new linked_char;
1331
1332 tmp->name = cp;
1333 tmp->next = art->allowed;
1334 art->allowed = tmp;
1335 }
1336 while ((cp = next));
1378 } 1337 }
1379 cp = strchr (cp, ' ') + 1; 1338 break;
1380 if (!strcmp (cp, "all")) 1339
1340 case KW_chance:
1341 f.get (art->chance);
1342 break;
1343
1344 case KW_difficulty:
1345 f.get (art->difficulty);
1346 break;
1347
1348 case KW_object:
1349 {
1350 art->item = object::create ();
1351 f.get (art->item->name);
1352 f.next ();
1353
1354 if (!art->item->parse_kv (f))
1355 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1356
1357 al = find_artifactlist (art->item->type);
1358
1359 if (!al)
1360 {
1361 al = get_empty_artifactlist ();
1362 al->type = art->item->type;
1363 al->next = first_artifactlist;
1364 first_artifactlist = al;
1365 }
1366
1367 art->next = al->items;
1368 al->items = art;
1369 art = 0;
1370 }
1381 continue; 1371 continue;
1382 1372
1383 do 1373 case KW_EOF:
1374 goto done;
1375
1376 default:
1377 if (!f.parse_error ("artifacts file"))
1378 cleanup ("artifacts file required");
1384 { 1379 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 { 1380 }
1402 art->item = object::create ();
1403 1381
1404 if (!load_object (thawer, art->item, 0)) 1382 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 } 1383 }
1423 1384
1385done:
1424 for (al = first_artifactlist; al != NULL; al = al->next) 1386 for (al = first_artifactlist; al; al = al->next)
1425 { 1387 {
1388 al->total_chance = 0;
1389
1426 for (art = al->items; art != NULL; art = art->next) 1390 for (art = al->items; art; art = art->next)
1427 { 1391 {
1428 if (!art->chance) 1392 if (!art->chance)
1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1393 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1430 else 1394 else
1431 al->total_chance += art->chance; 1395 al->total_chance += art->chance;
1436 } 1400 }
1437 1401
1438 LOG (llevDebug, "done.\n"); 1402 LOG (llevDebug, "done.\n");
1439} 1403}
1440 1404
1441
1442/* 1405/*
1443 * Used in artifact generation. The bonuses of the first object 1406 * Used in artifact generation. The bonuses of the first object
1444 * is modified by the bonuses of the second object. 1407 * is modified by the bonuses of the second object.
1445 */ 1408 */
1446
1447void 1409void
1448add_abilities (object *op, object *change) 1410add_abilities (object *op, object *change)
1449{ 1411{
1450 int i, tmp; 1412 int i, tmp;
1451 1413
1452 if (change->face != blank_face) 1414 if (change->face != blank_face)
1453 { 1415 {
1454#ifdef TREASURE_VERBOSE 1416#ifdef TREASURE_VERBOSE
1455 LOG (llevDebug, "FACE: %d\n", change->face->number); 1417 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1456#endif 1418#endif
1457 op->face = change->face; 1419 op->face = change->face;
1458 } 1420 }
1459 1421
1460 for (i = 0; i < NUM_STATS; i++) 1422 for (i = 0; i < NUM_STATS; i++)
1461 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1423 change_attr_value (&(op->stats), i, change->stats.stat (i));
1462 1424
1463 op->attacktype |= change->attacktype; 1425 op->attacktype |= change->attacktype;
1464 op->path_attuned |= change->path_attuned; 1426 op->path_attuned |= change->path_attuned;
1465 op->path_repelled |= change->path_repelled; 1427 op->path_repelled |= change->path_repelled;
1466 op->path_denied |= change->path_denied; 1428 op->path_denied |= change->path_denied;
1500 1462
1501 op->set_speed (op->speed); 1463 op->set_speed (op->speed);
1502 } 1464 }
1503 1465
1504 if (change->nrof) 1466 if (change->nrof)
1505 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1467 op->nrof = rndm (change->nrof) + 1;
1506 1468
1507 op->stats.exp += change->stats.exp; /* Speed modifier */ 1469 op->stats.exp += change->stats.exp; /* Speed modifier */
1508 op->stats.wc += change->stats.wc; 1470 op->stats.wc += change->stats.wc;
1509 op->stats.ac += change->stats.ac; 1471 op->stats.ac += change->stats.ac;
1510 1472
1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1575 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1614 } 1576 }
1615 1577
1616 op->value *= change->value; 1578 op->value *= change->value;
1617 1579
1618 if (change->material) 1580 if (change->materials)
1619 op->material = change->material; 1581 op->materials = change->materials;
1620 1582
1621 if (change->materialname) 1583 if (change->materialname)
1622 op->materialname = change->materialname; 1584 op->materialname = change->materialname;
1623 1585
1624 if (change->slaying) 1586 if (change->slaying)
1630 if (change->msg) 1592 if (change->msg)
1631 op->msg = change->msg; 1593 op->msg = change->msg;
1632} 1594}
1633 1595
1634static int 1596static int
1635legal_artifact_combination (object *op, artifact * art) 1597legal_artifact_combination (object *op, artifact *art)
1636{ 1598{
1637 int neg, success = 0; 1599 int neg, success = 0;
1638 linked_char *tmp; 1600 linked_char *tmp;
1639 const char *name; 1601 const char *name;
1640 1602
1641 if (art->allowed == (linked_char *) NULL) 1603 if (!art->allowed)
1642 return 1; /* Ie, "all" */ 1604 return 1; /* Ie, "all" */
1605
1643 for (tmp = art->allowed; tmp; tmp = tmp->next) 1606 for (tmp = art->allowed; tmp; tmp = tmp->next)
1644 { 1607 {
1645#ifdef TREASURE_VERBOSE 1608#ifdef TREASURE_VERBOSE
1646 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1647#endif 1610#endif
1648 if (*tmp->name == '!') 1611 if (*tmp->name == '!')
1649 name = tmp->name + 1, neg = 1; 1612 name = tmp->name + 1, neg = 1;
1650 else 1613 else
1651 name = tmp->name, neg = 0; 1614 name = tmp->name, neg = 0;
1658 * everything is allowed except what we match 1621 * everything is allowed except what we match
1659 */ 1622 */
1660 else if (neg) 1623 else if (neg)
1661 success = 1; 1624 success = 1;
1662 } 1625 }
1626
1663 return success; 1627 return success;
1664} 1628}
1665 1629
1666/* 1630/*
1667 * Fixes the given object, giving it the abilities and titles 1631 * Fixes the given object, giving it the abilities and titles
1718 return; 1682 return;
1719 } 1683 }
1720 1684
1721 for (i = 0; i < ARTIFACT_TRIES; i++) 1685 for (i = 0; i < ARTIFACT_TRIES; i++)
1722 { 1686 {
1723 int roll = RANDOM () % al->total_chance; 1687 int roll = rndm (al->total_chance);
1724 1688
1725 for (art = al->items; art != NULL; art = art->next) 1689 for (art = al->items; art; art = art->next)
1726 { 1690 {
1727 roll -= art->chance; 1691 roll -= art->chance;
1728 if (roll < 0) 1692 if (roll < 0)
1729 break; 1693 break;
1730 } 1694 }
1746 continue; 1710 continue;
1747 1711
1748 if (!legal_artifact_combination (op, art)) 1712 if (!legal_artifact_combination (op, art))
1749 { 1713 {
1750#ifdef TREASURE_VERBOSE 1714#ifdef TREASURE_VERBOSE
1751 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1715 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1752#endif 1716#endif
1753 continue; 1717 continue;
1754 } 1718 }
1719
1755 give_artifact_abilities (op, art->item); 1720 give_artifact_abilities (op, art->item);
1756 return; 1721 return;
1757 } 1722 }
1758} 1723}
1759 1724
1803 SET_FLAG (item, FLAG_NO_STEAL); 1768 SET_FLAG (item, FLAG_NO_STEAL);
1804 } 1769 }
1805} 1770}
1806 1771
1807/* special_potion() - so that old potion code is still done right. */ 1772/* special_potion() - so that old potion code is still done right. */
1808
1809int 1773int
1810special_potion (object *op) 1774special_potion (object *op)
1811{ 1775{
1812 if (op->attacktype) 1776 if (op->attacktype)
1813 return 1; 1777 return 1;
1823} 1787}
1824 1788
1825void 1789void
1826free_treasurestruct (treasure *t) 1790free_treasurestruct (treasure *t)
1827{ 1791{
1828 if (t->next)
1829 free_treasurestruct (t->next); 1792 if (t->next) free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes); 1793 if (t->next_yes) free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no); 1794 if (t->next_no) free_treasurestruct (t->next_no);
1834 1795
1835 delete t; 1796 delete t;
1836} 1797}
1837 1798
1838void 1799void
1843 1804
1844 delete lc; 1805 delete lc;
1845} 1806}
1846 1807
1847void 1808void
1848free_artifact (artifact * at) 1809free_artifact (artifact *at)
1849{ 1810{
1850 if (at->next)
1851 free_artifact (at->next); 1811 if (at->next) free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed); 1812 if (at->allowed) free_charlinks (at->allowed);
1855 1813
1856 at->item->destroy (1); 1814 at->item->destroy (1);
1857 1815
1858 delete at; 1816 sfree (at);
1859} 1817}
1860 1818
1861void 1819void
1862free_artifactlist (artifactlist * al) 1820free_artifactlist (artifactlist *al)
1863{ 1821{
1864 artifactlist *nextal; 1822 artifactlist *nextal;
1865 1823
1866 for (al = first_artifactlist; al; al = nextal) 1824 for (al = first_artifactlist; al; al = nextal)
1867 { 1825 {
1868 nextal = al->next; 1826 nextal = al->next;
1869 1827
1870 if (al->items) 1828 if (al->items)
1871 free_artifact (al->items); 1829 free_artifact (al->items);
1872 1830
1873 free (al); 1831 sfree (al);
1874 } 1832 }
1875} 1833}
1876 1834
1877void 1835void
1878free_all_treasures (void) 1836free_all_treasures (void)
1879{ 1837{
1880 treasurelist *tl, *next; 1838 treasurelist *tl, *next;
1881 1839
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next) 1840 for (tl = first_treasurelist; tl; tl = next)
1884 { 1841 {
1842 clear (tl);
1843
1885 next = tl->next; 1844 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl; 1845 delete tl;
1889 } 1846 }
1847
1890 free_artifactlist (first_artifactlist); 1848 free_artifactlist (first_artifactlist);
1891} 1849}

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