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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.73 by root, Sun Apr 20 05:24:55 2008 UTC vs.
Revision 1.100 by root, Sat Jan 16 13:41:37 2010 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 (©) 2005,2006,2007,2008,2009,2010 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>
39 38
40extern char *spell_mapping[]; 39extern char *spell_mapping[];
41 40
42static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
43 42
46typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
47 const char *, 46 const char *,
48 treasurelist *, 47 treasurelist *,
49 str_hash, 48 str_hash,
50 str_equal, 49 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 51> tl_map_t;
54 52
55static tl_map_t tl_map; 53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
56 68
57/* 69/*
58 * Searches for the given treasurelist 70 * Searches for the given treasurelist
59 */ 71 */
60treasurelist * 72treasurelist *
90 102
91 tl_map.insert (std::make_pair (tl->name, tl)); 103 tl_map.insert (std::make_pair (tl->name, tl));
92 } 104 }
93 105
94 return tl; 106 return tl;
95}
96
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} 107}
109 108
110#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
256 return; 255 return;
257 } 256 }
258 257
259 op->expand_tail (); 258 op->expand_tail ();
260 259
261 if (op->blocked (creator->map, creator->x, creator->y)) 260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
262 op->destroy (); 261 op->destroy ();
263 else 262 else
264 { 263 {
265 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
270 { 269 {
271 op = creator->insert (op); 270 op = creator->insert (op);
272 271
273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
274 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
275
276 if (flags & GT_UPDATE_INV)
277 if (object *tmp = creator->in_player ())
278 esrv_send_item (tmp, op);
279 } 274 }
280} 275}
281 276
282/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
283 * in the generated object 278 * in the generated object
314 } 309 }
315 else 310 else
316 { 311 {
317 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
318 { 313 {
319 object *tmp = arch_to_object (t->item); 314 object *tmp = t->item->instance ();
320 315
321 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
322 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
323 318
324 fix_generated_item (tmp, op, difficulty, t->magic, flag); 319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
371 else if (t->nrof) 366 else if (t->nrof)
372 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
373 } 368 }
374 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
375 { 370 {
376 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = t->item->instance ())
377 { 372 {
378 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
379 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
380 375
381 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
447 442
448 if (ob->inv) 443 if (ob->inv)
449 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
450 445
451 ob->destroy (); 446 ob->destroy ();
447
452 return tmp; 448 return tmp;
453} 449}
454 450
455/* 451/*
456 * This is a new way of calculating the chance for an item to have 452 * This is a new way of calculating the chance for an item to have
499 * This code presumes that op has had its spell object created (in op->inv) 495 * This code presumes that op has had its spell object created (in op->inv)
500 * 496 *
501 * elmex Wed Aug 9 17:44:59 CEST 2006: 497 * elmex Wed Aug 9 17:44:59 CEST 2006:
502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
503 */ 499 */
504int 500static int
505level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
506{ 502{
507 if (!op->inv) 503 if (!op->inv)
508 { 504 {
509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 505 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
526 * elmex Thu Aug 10 18:45:44 CEST 2006: 522 * elmex Thu Aug 10 18:45:44 CEST 2006:
527 * Scaling difficulty by max_level, as difficulty is a level and not some 523 * Scaling difficulty by max_level, as difficulty is a level and not some
528 * weird integer between 1-31. 524 * weird integer between 1-31.
529 * 525 *
530 */ 526 */
531int 527static int
532magic_from_difficulty (int difficulty) 528magic_from_difficulty (int difficulty)
533{ 529{
534 int percent = 0, magic = 0; 530 int percent = 0, magic = 0;
535 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
536 532
583 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
584 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
585 581
586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
587 magic = (-magic); 583 magic = (-magic);
584
588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
589 } 586 }
590 else 587 else
591 { 588 {
592 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
595 magic = (-magic); 593 magic = (-magic);
594
596 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
597 } 596 }
598} 597}
599 598
600/* 599/*
623 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
624 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
625 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
626 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
627 */ 626 */
628void 627static void
629set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
630{ 629{
631
632 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
633 631
634 if (op->type == AMULET) 632 if (op->type == AMULET)
635 { 633 {
636 if (!(rndm (21))) 634 if (!(rndm (21)))
759 * higher is the chance of returning a low number. 757 * higher is the chance of returning a low number.
760 * It is only used in fix_generated_treasure() to set bonuses on 758 * It is only used in fix_generated_treasure() to set bonuses on
761 * rings and amulets. 759 * rings and amulets.
762 * Another scheme is used to calculate the magic of weapons and armours. 760 * Another scheme is used to calculate the magic of weapons and armours.
763 */ 761 */
764int 762static int
765get_magic (int diff) 763get_magic (int diff)
766{ 764{
767 int i; 765 int i;
768 766
769 if (diff < 3) 767 if (diff < 3)
772 for (i = 0; i < 4; i++) 770 for (i = 0; i < 4; i++)
773 if (rndm (diff)) 771 if (rndm (diff))
774 return i; 772 return i;
775 773
776 return 4; 774 return 4;
775}
776
777/* special_potion() - so that old potion code is still done right. */
778static int
779special_potion (object *op)
780{
781 if (op->attacktype)
782 return 1;
783
784 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
785 return 1;
786
787 for (int i = 0; i < NROFATTACKS; i++)
788 if (op->resist[i])
789 return 1;
790
791 return 0;
777} 792}
778 793
779#define DICE2 (get_magic(2)==2?2:1) 794#define DICE2 (get_magic(2)==2?2:1)
780#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 795#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
781 796
818 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 833 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
819 /* So the treasure doesn't get created again */ 834 /* So the treasure doesn't get created again */
820 op->randomitems = 0; 835 op->randomitems = 0;
821 } 836 }
822 837
823 if (difficulty < 1) 838 max_it (difficulty, 1);
824 difficulty = 1;
825 839
826 if (INVOKE_OBJECT (ADD_BONUS, op, 840 if (INVOKE_OBJECT (ADD_BONUS, op,
827 ARG_OBJECT (creator != op ? creator : 0), 841 ARG_OBJECT (creator != op ? creator : 0),
828 ARG_INT (difficulty), ARG_INT (max_magic), 842 ARG_INT (difficulty), ARG_INT (max_magic),
829 ARG_INT (flags))) 843 ARG_INT (flags)))
888 * again below */ 902 * again below */
889 } 903 }
890 } 904 }
891 905
892 /* materialtype modifications. Note we allow this on artifacts. */ 906 /* materialtype modifications. Note we allow this on artifacts. */
893 set_materialname (op, difficulty, NULL); 907 select_material (op, difficulty);
894 908
895 if (flags & GT_MINIMAL) 909 if (flags & GT_MINIMAL)
896 { 910 {
897 if (op->type == POTION) 911 if (op->type == POTION)
898 /* Handle healing and magic power potions */ 912 /* Handle healing and magic power potions */
929 int too_many_tries = 0, is_special = 0; 943 int too_many_tries = 0, is_special = 0;
930 944
931 /* Handle healing and magic power potions */ 945 /* Handle healing and magic power potions */
932 if (op->stats.sp && !op->randomitems) 946 if (op->stats.sp && !op->randomitems)
933 { 947 {
934 object *tmp;
935
936 tmp = get_archetype (spell_mapping[op->stats.sp]); 948 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
937 insert_ob_in_ob (tmp, op); 949 insert_ob_in_ob (tmp, op);
938 op->stats.sp = 0; 950 op->stats.sp = 0;
939 } 951 }
940 952
941 while (!(is_special = special_potion (op)) && !op->inv) 953 while (!(is_special = special_potion (op)) && !op->inv)
949 * since the value set on those is already correct. 961 * since the value set on those is already correct.
950 */ 962 */
951 if (op->inv && op->randomitems) 963 if (op->inv && op->randomitems)
952 { 964 {
953 /* value multiplier is same as for scrolls */ 965 /* value multiplier is same as for scrolls */
954 op->value = (op->value * op->inv->value); 966 op->value *= op->inv->value;
955 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
956 } 968 }
957 else 969 else
958 { 970 {
959 op->name = "potion"; 971 op->name = "potion";
960 op->name_pl = "potions"; 972 op->name_pl = "potions";
961 } 973 }
962 974
963 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 975 if (!(flags & GT_ONLY_GOOD) && rndm (2))
964 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
977
965 break; 978 break;
966 } 979 }
967 980
968 case AMULET: 981 case AMULET:
969 if (IS_ARCH (op->arch, amulet)) 982 if (IS_ARCH (op->arch, amulet))
970 op->value *= 5; /* Since it's not just decoration */ 983 op->value *= 5; /* Since it's not just decoration */
971 984
972 case RING: 985 case RING:
973 if (!op->arch) // wtf? schmorp
974 {
975 op->destroy ();
976 op = 0;
977 break;
978 }
979
980 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 986 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
981 break; 987 break;
982 988
983 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
984 SET_FLAG (op, FLAG_CURSED); 990 SET_FLAG (op, FLAG_CURSED);
1005 op->value *= 5; 1011 op->value *= 5;
1006 set_ring_bonus (op, d); 1012 set_ring_bonus (op, d);
1007 } 1013 }
1008 } 1014 }
1009 1015
1010 if (GET_ANIM_ID (op)) 1016 if (op->animation_id)
1011 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1017 op->set_anim_frame (rndm (op->anim_frames ()));
1012 1018
1013 break; 1019 break;
1014 1020
1015 case BOOK: 1021 case BOOK:
1016 /* Is it an empty book?, if yes lets make a special· 1022 /* Is it an empty book?, if yes lets make a special·
1031 op->level = rndm (creator->level); 1037 op->level = rndm (creator->level);
1032 1038
1033 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1039 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1034 /* books w/ info are worth more! */ 1040 /* books w/ info are worth more! */
1035 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1041 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1036 /* creator related stuff */
1037
1038 /* for library, chained books. Note that some monsters have no_pick
1039 * set - we don't want to set no pick in that case.
1040 */
1041 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1042 SET_FLAG (op, FLAG_NO_PICK);
1043 if (creator->slaying && !op->slaying) /* for check_inv floors */
1044 op->slaying = creator->slaying;
1045 1042
1046 /* add exp so reading it gives xp (once) */ 1043 /* add exp so reading it gives xp (once) */
1047 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1044 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1048 } 1045 }
1046
1047 /* creator related stuff */
1048
1049 /* for library, chained books. Note that some monsters have no_pick
1050 * set - we don't want to set no pick in that case.
1051 */
1052 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1053 SET_FLAG (op, FLAG_NO_PICK);
1054 if (creator->slaying && !op->slaying) /* for check_inv floors */
1055 op->slaying = creator->slaying;
1049 break; 1056 break;
1050 1057
1051 case SPELLBOOK: 1058 case SPELLBOOK:
1052 op->value = op->value * op->inv->value; 1059 op->value = op->value * op->inv->value;
1053 /* add exp so learning gives xp */ 1060 /* add exp so learning gives xp */
1087 * 10 time multiplier). This way, the value are a bit more reasonable. 1094 * 10 time multiplier). This way, the value are a bit more reasonable.
1088 */ 1095 */
1089 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1090 /* maxhp is used to denote how many 'charges' the rod holds before */ 1097 /* maxhp is used to denote how many 'charges' the rod holds before */
1091 if (op->stats.maxhp) 1098 if (op->stats.maxhp)
1092 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1099 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1093 else 1100 else
1094 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1101 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1095 1102
1096 op->stats.hp = op->stats.maxhp; 1103 op->stats.hp = op->stats.maxhp;
1097 break; 1104 break;
1098 1105
1099 case SCROLL: 1106 case SCROLL:
1136 1143
1137/* 1144/*
1138 * Allocate and return the pointer to an empty artifactlist structure. 1145 * Allocate and return the pointer to an empty artifactlist structure.
1139 */ 1146 */
1140static artifactlist * 1147static artifactlist *
1141get_empty_artifactlist (void) 1148get_empty_artifactlist ()
1142{ 1149{
1143 return salloc0<artifactlist> (); 1150 return salloc0<artifactlist> ();
1144} 1151}
1145 1152
1146/* 1153/*
1147 * Allocate and return the pointer to an empty artifact structure. 1154 * Allocate and return the pointer to an empty artifact structure.
1148 */ 1155 */
1149static artifact * 1156static artifact *
1150get_empty_artifact (void) 1157get_empty_artifact ()
1151{ 1158{
1152 return salloc0<artifact> (); 1159 return salloc0<artifact> ();
1153} 1160}
1154 1161
1155/* 1162/*
1168 1175
1169/* 1176/*
1170 * Builds up the lists of artifacts from the file in the libdir. 1177 * Builds up the lists of artifacts from the file in the libdir.
1171 */ 1178 */
1172void 1179void
1173init_artifacts (void) 1180init_artifacts ()
1174{ 1181{
1175 static int has_been_inited = 0; 1182 static int has_been_inited = 0;
1176 char filename[MAX_BUF]; 1183 char filename[MAX_BUF];
1177 artifact *art = NULL; 1184 artifact *art = NULL;
1178 artifactlist *al; 1185 artifactlist *al;
1198 1205
1199 { 1206 {
1200 if (!strcmp (f.get_str (), "all")) 1207 if (!strcmp (f.get_str (), "all"))
1201 break; 1208 break;
1202 1209
1203 char *next, *cp = f.get_str (); 1210 const char *cp = f.get_str ();
1204 1211 char *next;
1205 do 1212 do
1206 { 1213 {
1207 if ((next = strchr (cp, ','))) 1214 if ((next = (char *)strchr (cp, ',')))
1208 *next++ = '\0'; 1215 *next++ = '\0';
1209 1216
1210 linked_char *tmp = new linked_char; 1217 linked_char *tmp = new linked_char;
1211 1218
1212 tmp->name = cp; 1219 tmp->name = cp;
1356 * to cast. So convert that to into a spell and put it into 1363 * to cast. So convert that to into a spell and put it into
1357 * this object. 1364 * this object.
1358 */ 1365 */
1359 if (op->type == HORN || op->type == POTION) 1366 if (op->type == HORN || op->type == POTION)
1360 { 1367 {
1361 object *tmp_obj;
1362
1363 /* Remove any spells this object currently has in it */ 1368 /* Remove any spells this object currently has in it */
1364 while (op->inv)
1365 op->inv->destroy (); 1369 op->destroy_inv (false);
1366 1370
1367 tmp_obj = arch_to_object (change->other_arch); 1371 object *tmp = change->other_arch->instance ();
1368 insert_ob_in_ob (tmp_obj, op); 1372 insert_ob_in_ob (tmp, op);
1369 } 1373 }
1370 /* No harm setting this for potions/horns */ 1374 /* No harm setting this for potions/horns */
1371 op->other_arch = change->other_arch; 1375 op->other_arch = change->other_arch;
1372 } 1376 }
1373 1377
1458 op->value *= change->value; 1462 op->value *= change->value;
1459 1463
1460 if (change->materials) 1464 if (change->materials)
1461 op->materials = change->materials; 1465 op->materials = change->materials;
1462 1466
1463 if (change->materialname) 1467 if (change->material != MATERIAL_NULL)
1464 op->materialname = change->materialname; 1468 op->material = change->material;
1465 1469
1466 if (change->slaying) 1470 if (change->slaying)
1467 op->slaying = change->slaying; 1471 op->slaying = change->slaying;
1468 1472
1469 if (change->race) 1473 if (change->race)
1578#if 1 1582#if 1
1579 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1583 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1580#endif 1584#endif
1581 return; 1585 return;
1582 } 1586 }
1583 if (!strcmp (art->item->name, "NONE")) 1587
1588 if (art->item->name == shstr_NONE)
1584 return; 1589 return;
1590
1585 if (FABS (op->magic) < art->item->magic) 1591 if (fabs (op->magic) < art->item->magic)
1586 continue; /* Not magic enough to be this item */ 1592 continue; /* Not magic enough to be this item */
1587 1593
1588 /* Map difficulty not high enough */ 1594 /* Map difficulty not high enough */
1589 if (difficulty < art->difficulty) 1595 if (difficulty < art->difficulty)
1590 continue; 1596 continue;
1641 item->level = donor->level; 1647 item->level = donor->level;
1642 1648
1643 /* if donor has some attacktypes, the flesh is poisonous */ 1649 /* if donor has some attacktypes, the flesh is poisonous */
1644 if (donor->attacktype & AT_POISON) 1650 if (donor->attacktype & AT_POISON)
1645 item->type = POISON; 1651 item->type = POISON;
1652
1646 if (donor->attacktype & AT_ACID) 1653 if (donor->attacktype & AT_ACID)
1647 item->stats.hp = -1 * item->stats.food; 1654 item->stats.hp = -1 * item->stats.food;
1655
1648 SET_FLAG (item, FLAG_NO_STEAL); 1656 SET_FLAG (item, FLAG_NO_STEAL);
1649 } 1657 }
1650} 1658}
1651 1659
1652/* special_potion() - so that old potion code is still done right. */ 1660static void
1653int
1654special_potion (object *op)
1655{
1656 if (op->attacktype)
1657 return 1;
1658
1659 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1660 return 1;
1661
1662 for (int i = 0; i < NROFATTACKS; i++)
1663 if (op->resist[i])
1664 return 1;
1665
1666 return 0;
1667}
1668
1669void
1670free_treasurestruct (treasure *t) 1661free_treasurestruct (treasure *t)
1671{ 1662{
1672 if (t->next) free_treasurestruct (t->next); 1663 if (t->next) free_treasurestruct (t->next);
1673 if (t->next_yes) free_treasurestruct (t->next_yes); 1664 if (t->next_yes) free_treasurestruct (t->next_yes);
1674 if (t->next_no) free_treasurestruct (t->next_no); 1665 if (t->next_no) free_treasurestruct (t->next_no);
1675 1666
1676 delete t; 1667 delete t;
1677} 1668}
1678 1669
1679void 1670static void
1680free_charlinks (linked_char *lc) 1671free_charlinks (linked_char *lc)
1681{ 1672{
1682 if (lc->next) 1673 if (lc->next)
1683 free_charlinks (lc->next); 1674 free_charlinks (lc->next);
1684 1675
1685 delete lc; 1676 delete lc;
1686} 1677}
1687 1678
1688void 1679static void
1689free_artifact (artifact *at) 1680free_artifact (artifact *at)
1690{ 1681{
1691 if (at->next) free_artifact (at->next); 1682 if (at->next) free_artifact (at->next);
1692 if (at->allowed) free_charlinks (at->allowed); 1683 if (at->allowed) free_charlinks (at->allowed);
1693 1684
1694 at->item->destroy (1); 1685 at->item->destroy ();
1695 1686
1696 sfree (at); 1687 sfree (at);
1697} 1688}
1698 1689
1699void
1700free_artifactlist (artifactlist *al)
1701{
1702 artifactlist *nextal;
1703
1704 for (al = first_artifactlist; al; al = nextal)
1705 {
1706 nextal = al->next;
1707
1708 if (al->items)
1709 free_artifact (al->items);
1710
1711 sfree (al);
1712 }
1713}
1714
1715void
1716free_all_treasures (void)
1717{
1718 treasurelist *tl, *next;
1719
1720 for (tl = first_treasurelist; tl; tl = next)
1721 {
1722 clear (tl);
1723
1724 next = tl->next;
1725 delete tl;
1726 }
1727
1728 free_artifactlist (first_artifactlist);
1729}

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