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(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.71 by root, Tue Apr 15 03:16:02 2008 UTC vs.
Revision 1.92 by root, Sat Nov 7 18:30:05 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 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.
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h>
38#include <loader.h> 38#include <loader.h>
39 39
40extern char *spell_mapping[]; 40extern char *spell_mapping[];
41 41
42static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
46typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
47 const char *, 47 const char *,
48 treasurelist *, 48 treasurelist *,
49 str_hash, 49 str_hash,
50 str_equal, 50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 52> tl_map_t;
54 53
55static tl_map_t tl_map; 54static tl_map_t tl_map;
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}
56 69
57/* 70/*
58 * Searches for the given treasurelist 71 * Searches for the given treasurelist
59 */ 72 */
60treasurelist * 73treasurelist *
92 } 105 }
93 106
94 return tl; 107 return tl;
95} 108}
96 109
97//TODO: class method
98void
99clear (treasurelist *tl)
100{
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108}
109
110#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
113 */ 113 */
114static void 114static void
144 coroapi::cede_to_tick (); 144 coroapi::cede_to_tick ();
145 145
146 switch (f.kw) 146 switch (f.kw)
147 { 147 {
148 case KW_arch: 148 case KW_arch:
149 t->item = archetype::get (f.get_str ()); 149 t->item = archetype::find (f.get_str ());
150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
150 break; 157 break;
151 158
152 case KW_list: f.get (t->name); break; 159 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 160 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 161 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 175 t->next = read_treasure (f);
169 return t; 176 return t;
170 177
171 default: 178 default:
172 if (!f.parse_error ("treasurelist", t->name)) 179 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 180 goto error;
174 181
175 return t; 182 return t;
176 } 183 }
177 184
178 f.next (); 185 f.next ();
179 } 186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
180} 193}
181 194
182/* 195/*
183 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
184 */ 197 */
243 return; 256 return;
244 } 257 }
245 258
246 op->expand_tail (); 259 op->expand_tail ();
247 260
248 if (op->blocked (creator->map, creator->x, creator->y)) 261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
249 op->destroy (); 262 op->destroy ();
250 else 263 else
251 { 264 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 { 270 {
258 op = creator->insert (op); 271 op = creator->insert (op);
259 272
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
261 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 } 275 }
267} 276}
268 277
269/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object 279 * in the generated object
434 443
435 if (ob->inv) 444 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 446
438 ob->destroy (); 447 ob->destroy ();
448
439 return tmp; 449 return tmp;
440} 450}
441 451
442/* 452/*
443 * 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
486 * 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)
487 * 497 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * 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.
490 */ 500 */
491int 501static int
492level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
493{ 503{
494 if (!op->inv) 504 if (!op->inv)
495 { 505 {
496 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);
513 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
514 * 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
515 * weird integer between 1-31. 525 * weird integer between 1-31.
516 * 526 *
517 */ 527 */
518int 528static int
519magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
520{ 530{
521 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
523 533
570 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 582
573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 magic = (-magic); 584 magic = (-magic);
585
575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 587 }
577 else 588 else
578 { 589 {
579 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 magic = (-magic); 594 magic = (-magic);
595
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 597 }
585} 598}
586 599
587/* 600/*
610 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
611 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
612 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
613 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
614 */ 627 */
615void 628static void
616set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
617{ 630{
618
619 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
620 632
621 if (op->type == AMULET) 633 if (op->type == AMULET)
622 { 634 {
623 if (!(rndm (21))) 635 if (!(rndm (21)))
746 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
747 * 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
748 * rings and amulets. 760 * rings and amulets.
749 * 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.
750 */ 762 */
751int 763static int
752get_magic (int diff) 764get_magic (int diff)
753{ 765{
754 int i; 766 int i;
755 767
756 if (diff < 3) 768 if (diff < 3)
759 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
760 if (rndm (diff)) 772 if (rndm (diff))
761 return i; 773 return i;
762 774
763 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;
764} 793}
765 794
766#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
767#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))
768 797
816 ARG_INT (flags))) 845 ARG_INT (flags)))
817 return; 846 return;
818 847
819 if (!(flags & GT_MINIMAL)) 848 if (!(flags & GT_MINIMAL))
820 { 849 {
821 if (op->arch == crown_arch) 850 if (IS_ARCH (op->arch, crown))
822 { 851 {
823 set_magic (difficulty, op, max_magic, flags); 852 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 853 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 854 generate_artifact (op, difficulty);
826 } 855 }
831 860
832 num_enchantments = calc_item_power (op, 1); 861 num_enchantments = calc_item_power (op, 1);
833 862
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 863 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 864 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 865 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
837 * used for shop_floors or treasures */
838 generate_artifact (op, difficulty); 866 generate_artifact (op, difficulty);
839 } 867 }
840 868
841 /* Object was made an artifact. Calculate its item_power rating. 869 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 870 * the item_power in the object is what the artfiact adds.
884 { 912 {
885 if (op->type == POTION) 913 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 914 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 915 if (op->stats.sp && !op->randomitems)
888 { 916 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 917 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 918 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 919 op->stats.sp = 0;
894 } 920 }
895 } 921 }
896 else if (!op->title) /* Only modify object if not special */ 922 else if (!op->title) /* Only modify object if not special */
954 SET_FLAG (op, FLAG_CURSED); 980 SET_FLAG (op, FLAG_CURSED);
955 break; 981 break;
956 } 982 }
957 983
958 case AMULET: 984 case AMULET:
959 if (op->arch == amulet_arch) 985 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 986 op->value *= 5; /* Since it's not just decoration */
961 987
962 case RING: 988 case RING:
963 if (op->arch == NULL)
964 {
965 op->destroy ();
966 op = 0;
967 break;
968 }
969
970 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 989 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
971 break; 990 break;
972 991
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 993 SET_FLAG (op, FLAG_CURSED);
975 994
995 op->value *= 5; 1014 op->value *= 5;
996 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
997 } 1016 }
998 } 1017 }
999 1018
1000 if (GET_ANIM_ID (op)) 1019 if (op->animation_id)
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1020 op->set_anim_frame (rndm (op->anim_frames ()));
1002 1021
1003 break; 1022 break;
1004 1023
1005 case BOOK: 1024 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special· 1025 /* Is it an empty book?, if yes lets make a special·
1021 op->level = rndm (creator->level); 1040 op->level = rndm (creator->level);
1022 1041
1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1042 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1024 /* books w/ info are worth more! */ 1043 /* books w/ info are worth more! */
1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1044 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1026 /* creator related stuff */
1027
1028 /* for library, chained books. Note that some monsters have no_pick
1029 * set - we don't want to set no pick in that case.
1030 */
1031 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1032 SET_FLAG (op, FLAG_NO_PICK);
1033 if (creator->slaying && !op->slaying) /* for check_inv floors */
1034 op->slaying = creator->slaying;
1035 1045
1036 /* add exp so reading it gives xp (once) */ 1046 /* add exp so reading it gives xp (once) */
1037 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1047 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1038 } 1048 }
1049
1050 /* creator related stuff */
1051
1052 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case.
1054 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying;
1039 break; 1059 break;
1040 1060
1041 case SPELLBOOK: 1061 case SPELLBOOK:
1042 op->value = op->value * op->inv->value; 1062 op->value = op->value * op->inv->value;
1043 /* add exp so learning gives xp */ 1063 /* add exp so learning gives xp */
1077 * 10 time multiplier). This way, the value are a bit more reasonable. 1097 * 10 time multiplier). This way, the value are a bit more reasonable.
1078 */ 1098 */
1079 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1099 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1080 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1081 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1082 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1083 else 1103 else
1084 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1085 1105
1086 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1087 break; 1107 break;
1088 1108
1089 case SCROLL: 1109 case SCROLL:
1346 * to cast. So convert that to into a spell and put it into 1366 * to cast. So convert that to into a spell and put it into
1347 * this object. 1367 * this object.
1348 */ 1368 */
1349 if (op->type == HORN || op->type == POTION) 1369 if (op->type == HORN || op->type == POTION)
1350 { 1370 {
1351 object *tmp_obj;
1352
1353 /* Remove any spells this object currently has in it */ 1371 /* Remove any spells this object currently has in it */
1354 while (op->inv)
1355 op->inv->destroy (); 1372 op->destroy_inv (false);
1356 1373
1357 tmp_obj = arch_to_object (change->other_arch); 1374 object *tmp = arch_to_object (change->other_arch);
1358 insert_ob_in_ob (tmp_obj, op); 1375 insert_ob_in_ob (tmp, op);
1359 } 1376 }
1360 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1361 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1362 } 1379 }
1363 1380
1568#if 1 1585#if 1
1569 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1586 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1570#endif 1587#endif
1571 return; 1588 return;
1572 } 1589 }
1573 if (!strcmp (art->item->name, "NONE")) 1590
1591 if (art->item->name == shstr_NONE)
1574 return; 1592 return;
1593
1575 if (FABS (op->magic) < art->item->magic) 1594 if (fabs (op->magic) < art->item->magic)
1576 continue; /* Not magic enough to be this item */ 1595 continue; /* Not magic enough to be this item */
1577 1596
1578 /* Map difficulty not high enough */ 1597 /* Map difficulty not high enough */
1579 if (difficulty < art->difficulty) 1598 if (difficulty < art->difficulty)
1580 continue; 1599 continue;
1631 item->level = donor->level; 1650 item->level = donor->level;
1632 1651
1633 /* if donor has some attacktypes, the flesh is poisonous */ 1652 /* if donor has some attacktypes, the flesh is poisonous */
1634 if (donor->attacktype & AT_POISON) 1653 if (donor->attacktype & AT_POISON)
1635 item->type = POISON; 1654 item->type = POISON;
1655
1636 if (donor->attacktype & AT_ACID) 1656 if (donor->attacktype & AT_ACID)
1637 item->stats.hp = -1 * item->stats.food; 1657 item->stats.hp = -1 * item->stats.food;
1658
1638 SET_FLAG (item, FLAG_NO_STEAL); 1659 SET_FLAG (item, FLAG_NO_STEAL);
1639 } 1660 }
1640} 1661}
1641 1662
1642/* special_potion() - so that old potion code is still done right. */ 1663static void
1643int
1644special_potion (object *op)
1645{
1646 if (op->attacktype)
1647 return 1;
1648
1649 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1650 return 1;
1651
1652 for (int i = 0; i < NROFATTACKS; i++)
1653 if (op->resist[i])
1654 return 1;
1655
1656 return 0;
1657}
1658
1659void
1660free_treasurestruct (treasure *t) 1664free_treasurestruct (treasure *t)
1661{ 1665{
1662 if (t->next) free_treasurestruct (t->next); 1666 if (t->next) free_treasurestruct (t->next);
1663 if (t->next_yes) free_treasurestruct (t->next_yes); 1667 if (t->next_yes) free_treasurestruct (t->next_yes);
1664 if (t->next_no) free_treasurestruct (t->next_no); 1668 if (t->next_no) free_treasurestruct (t->next_no);
1665 1669
1666 delete t; 1670 delete t;
1667} 1671}
1668 1672
1669void 1673static void
1670free_charlinks (linked_char *lc) 1674free_charlinks (linked_char *lc)
1671{ 1675{
1672 if (lc->next) 1676 if (lc->next)
1673 free_charlinks (lc->next); 1677 free_charlinks (lc->next);
1674 1678
1675 delete lc; 1679 delete lc;
1676} 1680}
1677 1681
1678void 1682static void
1679free_artifact (artifact *at) 1683free_artifact (artifact *at)
1680{ 1684{
1681 if (at->next) free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1682 if (at->allowed) free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1683 1687
1684 at->item->destroy (1); 1688 at->item->destroy ();
1685 1689
1686 sfree (at); 1690 sfree (at);
1687} 1691}
1688 1692
1689void
1690free_artifactlist (artifactlist *al)
1691{
1692 artifactlist *nextal;
1693
1694 for (al = first_artifactlist; al; al = nextal)
1695 {
1696 nextal = al->next;
1697
1698 if (al->items)
1699 free_artifact (al->items);
1700
1701 sfree (al);
1702 }
1703}
1704
1705void
1706free_all_treasures (void)
1707{
1708 treasurelist *tl, *next;
1709
1710 for (tl = first_treasurelist; tl; tl = next)
1711 {
1712 clear (tl);
1713
1714 next = tl->next;
1715 delete tl;
1716 }
1717
1718 free_artifactlist (first_artifactlist);
1719}

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