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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.58 by root, Sat Apr 28 17:51:57 2007 UTC vs.
Revision 1.86 by root, Mon Oct 12 14:00:57 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
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 <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * 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
27 * 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
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h> 38#include <loader.h>
40 39
41extern char *spell_mapping[]; 40extern char *spell_mapping[];
42 41
43static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
47typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
48 const char *, 47 const char *,
49 treasurelist *, 48 treasurelist *,
50 str_hash, 49 str_hash,
51 str_equal, 50 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 52> tl_map_t;
55 53
56static tl_map_t tl_map; 54static tl_map_t tl_map;
57 55
58/* 56/*
140 138
141 f.next (); 139 f.next ();
142 140
143 for (;;) 141 for (;;)
144 { 142 {
145 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
146 144
147 switch (f.kw) 145 switch (f.kw)
148 { 146 {
149 case KW_arch: 147 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
151 break; 156 break;
152 157
153 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 174 t->next = read_treasure (f);
170 return t; 175 return t;
171 176
172 default: 177 default:
173 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 179 goto error;
175 180
176 return t; 181 return t;
177 } 182 }
178 183
179 f.next (); 184 f.next ();
180 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
181} 192}
182 193
183/* 194/*
184 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
185 */ 196 */
203 { 214 {
204 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
205 { 216 {
206 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
207 { 218 {
208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
209 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
210 } 221 }
211 222
212 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
213 } 224 }
244 return; 255 return;
245 } 256 }
246 257
247 op->expand_tail (); 258 op->expand_tail ();
248 259
249 if (ob_blocked (op, creator->map, creator->x, creator->y)) 260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
250 op->destroy (); 261 op->destroy ();
251 else 262 else
252 { 263 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
254 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);
258 { 269 {
259 op = creator->insert (op); 270 op = creator->insert (op);
260 271
261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
262 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
266 esrv_send_item (tmp, op);
267 } 274 }
268} 275}
269 276
270/* 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
271 * in the generated object 278 * in the generated object
300 else 307 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
302 } 309 }
303 else 310 else
304 { 311 {
305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
306 { 313 {
307 object *tmp = arch_to_object (t->item); 314 object *tmp = arch_to_object (t->item);
308 315
309 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
310 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
357 create_treasure (tl, op, flag, difficulty, tries); 364 create_treasure (tl, op, flag, difficulty, tries);
358 } 365 }
359 else if (t->nrof) 366 else if (t->nrof)
360 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
361 } 368 }
362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
363 { 370 {
364 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = arch_to_object (t->item))
365 { 372 {
366 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
367 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
399 return; 406 return;
400 } 407 }
401 408
402 if (op->flag [FLAG_TREASURE_ENV]) 409 if (op->flag [FLAG_TREASURE_ENV])
410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
403 flag |= GT_ENVIRONMENT; 415 flag |= GT_ENVIRONMENT;
416 }
404 417
405 if (tl->total_chance) 418 if (tl->total_chance)
406 create_one_treasure (tl, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
407 else 420 else
408 create_all_treasures (tl->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
429 442
430 if (ob->inv) 443 if (ob->inv)
431 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
432 445
433 ob->destroy (); 446 ob->destroy ();
447
434 return tmp; 448 return tmp;
435} 449}
436 450
437/* 451/*
438 * 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
484 * 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.
485 */ 499 */
486int 500int
487level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
488{ 502{
489 int olevel = 0;
490
491 if (!op->inv) 503 if (!op->inv)
492 { 504 {
493 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);
494 return 0; 506 return 0;
495 } 507 }
496 508
497 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
498 510
499 if (olevel <= 0) 511 if (olevel <= 0)
500 olevel = rndm (1, MIN (op->inv->level, 1)); 512 olevel = rndm (1, op->inv->level);
501 513
502 if (olevel > MAXLEVEL) 514 return min (olevel, MAXLEVEL);
503 olevel = MAXLEVEL;
504
505 return olevel;
506} 515}
507 516
508/* 517/*
509 * Based upon the specified difficulty and upon the difftomagic_list array, 518 * Based upon the specified difficulty and upon the difftomagic_list array,
510 * a random magical bonus is returned. This is used when determine 519 * a random magical bonus is returned. This is used when determine
566 575
567 op->magic = magic; 576 op->magic = magic;
568 if (op->arch) 577 if (op->arch)
569 { 578 {
570 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 581
573 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 */
574 magic = (-magic); 583 magic = (-magic);
584
575 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 586 }
577 else 587 else
578 { 588 {
579 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
581 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 */
582 magic = (-magic); 593 magic = (-magic);
594
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 596 }
585} 597}
586 598
587/* 599/*
642 case 2: 654 case 2:
643 case 3: 655 case 3:
644 case 4: 656 case 4:
645 case 5: 657 case 5:
646 case 6: 658 case 6:
647 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
648 break; 660 break;
649 661
650 case 7: 662 case 7:
651 op->stats.dam += bonus; 663 op->stats.dam += bonus;
652 break; 664 break;
816 ARG_INT (flags))) 828 ARG_INT (flags)))
817 return; 829 return;
818 830
819 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
820 { 832 {
821 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
822 { 834 {
823 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
826 } 838 }
831 843
832 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
833 845
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 847 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 848 || 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); 849 generate_artifact (op, difficulty);
839 } 850 }
840 851
841 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
884 { 895 {
885 if (op->type == POTION) 896 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
888 { 899 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 902 op->stats.sp = 0;
894 } 903 }
895 } 904 }
896 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
954 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
955 break; 964 break;
956 } 965 }
957 966
958 case AMULET: 967 case AMULET:
959 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
961 970
962 case RING: 971 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! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
971 break; 973 break;
972 974
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
975 977
995 op->value *= 5; 997 op->value *= 5;
996 set_ring_bonus (op, d); 998 set_ring_bonus (op, d);
997 } 999 }
998 } 1000 }
999 1001
1000 if (GET_ANIM_ID (op)) 1002 if (op->animation_id)
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1003 op->set_anim_frame (rndm (op->anim_frames ()));
1002 1004
1003 break; 1005 break;
1004 1006
1005 case BOOK: 1007 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special· 1008 /* Is it an empty book?, if yes lets make a special·
1128 * Allocate and return the pointer to an empty artifactlist structure. 1130 * Allocate and return the pointer to an empty artifactlist structure.
1129 */ 1131 */
1130static artifactlist * 1132static artifactlist *
1131get_empty_artifactlist (void) 1133get_empty_artifactlist (void)
1132{ 1134{
1133 return salloc0 <artifactlist> (); 1135 return salloc0<artifactlist> ();
1134} 1136}
1135 1137
1136/* 1138/*
1137 * Allocate and return the pointer to an empty artifact structure. 1139 * Allocate and return the pointer to an empty artifact structure.
1138 */ 1140 */
1139static artifact * 1141static artifact *
1140get_empty_artifact (void) 1142get_empty_artifact (void)
1141{ 1143{
1142 return salloc0 <artifact> (); 1144 return salloc0<artifact> ();
1143} 1145}
1144 1146
1145/* 1147/*
1146 * Searches the artifact lists and returns one that has the same type 1148 * Searches the artifact lists and returns one that has the same type
1147 * of objects on it. 1149 * of objects on it.
1152 for (artifactlist *al = first_artifactlist; al; al = al->next) 1154 for (artifactlist *al = first_artifactlist; al; al = al->next)
1153 if (al->type == type) 1155 if (al->type == type)
1154 return al; 1156 return al;
1155 1157
1156 return 0; 1158 return 0;
1157}
1158
1159/*
1160 * For debugging purposes. Dumps all tables.
1161 */
1162void
1163dump_artifacts (void)
1164{
1165 artifactlist *al;
1166 artifact *art;
1167 linked_char *next;
1168
1169 fprintf (logfile, "\n");
1170 for (al = first_artifactlist; al != NULL; al = al->next)
1171 {
1172 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1173 for (art = al->items; art != NULL; art = art->next)
1174 {
1175 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1176 if (art->allowed != NULL)
1177 {
1178 fprintf (logfile, "\tallowed combinations:");
1179 for (next = art->allowed; next != NULL; next = next->next)
1180 fprintf (logfile, "%s,", &next->name);
1181 fprintf (logfile, "\n");
1182 }
1183 }
1184 }
1185 fprintf (logfile, "\n");
1186}
1187
1188/*
1189 * For debugging purposes. Dumps all treasures recursively (see below).
1190 */
1191void
1192dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1193{
1194 treasurelist *tl;
1195 int i;
1196
1197 if (depth > 100)
1198 return;
1199
1200 while (t)
1201 {
1202 if (t->name)
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206
1207 fprintf (logfile, "{ (list: %s)\n", &t->name);
1208
1209 tl = treasurelist::find (t->name);
1210 if (tl)
1211 dump_monster_treasure_rec (name, tl->items, depth + 2);
1212
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1217 }
1218 else
1219 {
1220 for (i = 0; i < depth; i++)
1221 fprintf (logfile, " ");
1222
1223 if (t->item && t->item->clone.type == FLESH)
1224 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1225 else
1226 fprintf (logfile, "%s\n", &t->item->clone.name);
1227 }
1228
1229 if (t->next_yes)
1230 {
1231 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " ");
1233
1234 fprintf (logfile, " (if yes)\n");
1235 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1236 }
1237
1238 if (t->next_no)
1239 {
1240 for (i = 0; i < depth; i++)
1241 fprintf (logfile, " ");
1242
1243 fprintf (logfile, " (if no)\n");
1244 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1245 }
1246
1247 t = t->next;
1248 }
1249}
1250
1251/*
1252 * For debugging purposes. Dumps all treasures for a given monster.
1253 * Created originally by Raphael Quinet for debugging the alchemy code.
1254 */
1255void
1256dump_monster_treasure (const char *name)
1257{
1258 archetype *at;
1259 int found;
1260
1261 found = 0;
1262 fprintf (logfile, "\n");
1263
1264 for (at = first_archetype; at != NULL; at = at->next)
1265 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1266 {
1267 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1268 if (at->clone.randomitems != NULL)
1269 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1270 else
1271 fprintf (logfile, "(nothing)\n");
1272
1273 fprintf (logfile, "\n");
1274 found++;
1275 }
1276
1277 if (found == 0)
1278 fprintf (logfile, "No objects have the name %s!\n\n", name);
1279} 1159}
1280 1160
1281/* 1161/*
1282 * Builds up the lists of artifacts from the file in the libdir. 1162 * Builds up the lists of artifacts from the file in the libdir.
1283 */ 1163 */
1297 sprintf (filename, "%s/artifacts", settings.datadir); 1177 sprintf (filename, "%s/artifacts", settings.datadir);
1298 object_thawer f (filename); 1178 object_thawer f (filename);
1299 1179
1300 if (!f) 1180 if (!f)
1301 return; 1181 return;
1302
1303 f.next ();
1304 1182
1305 for (;;) 1183 for (;;)
1306 { 1184 {
1307 switch (f.kw) 1185 switch (f.kw)
1308 { 1186 {
1412#endif 1290#endif
1413 op->face = change->face; 1291 op->face = change->face;
1414 } 1292 }
1415 1293
1416 for (i = 0; i < NUM_STATS; i++) 1294 for (i = 0; i < NUM_STATS; i++)
1417 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1295 change_attr_value (&(op->stats), i, change->stats.stat (i));
1418 1296
1419 op->attacktype |= change->attacktype; 1297 op->attacktype |= change->attacktype;
1420 op->path_attuned |= change->path_attuned; 1298 op->path_attuned |= change->path_attuned;
1421 op->path_repelled |= change->path_repelled; 1299 op->path_repelled |= change->path_repelled;
1422 op->path_denied |= change->path_denied; 1300 op->path_denied |= change->path_denied;
1470 * to cast. So convert that to into a spell and put it into 1348 * to cast. So convert that to into a spell and put it into
1471 * this object. 1349 * this object.
1472 */ 1350 */
1473 if (op->type == HORN || op->type == POTION) 1351 if (op->type == HORN || op->type == POTION)
1474 { 1352 {
1475 object *tmp_obj;
1476
1477 /* Remove any spells this object currently has in it */ 1353 /* Remove any spells this object currently has in it */
1478 while (op->inv)
1479 op->inv->destroy (); 1354 op->destroy_inv (false);
1480 1355
1481 tmp_obj = arch_to_object (change->other_arch); 1356 object *tmp = arch_to_object (change->other_arch);
1482 insert_ob_in_ob (tmp_obj, op); 1357 insert_ob_in_ob (tmp, op);
1483 } 1358 }
1484 /* No harm setting this for potions/horns */ 1359 /* No harm setting this for potions/horns */
1485 op->other_arch = change->other_arch; 1360 op->other_arch = change->other_arch;
1486 } 1361 }
1487 1362
1606 name = tmp->name + 1, neg = 1; 1481 name = tmp->name + 1, neg = 1;
1607 else 1482 else
1608 name = tmp->name, neg = 0; 1483 name = tmp->name, neg = 0;
1609 1484
1610 /* If we match name, then return the opposite of 'neg' */ 1485 /* If we match name, then return the opposite of 'neg' */
1611 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1486 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1612 return !neg; 1487 return !neg;
1613 1488
1614 /* Set success as true, since if the match was an inverse, it means 1489 /* Set success as true, since if the match was an inverse, it means
1615 * everything is allowed except what we match 1490 * everything is allowed except what we match
1616 */ 1491 */
1692#if 1 1567#if 1
1693 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1568 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1694#endif 1569#endif
1695 return; 1570 return;
1696 } 1571 }
1697 if (!strcmp (art->item->name, "NONE")) 1572
1573 if (art->item->name == shstr_NONE)
1698 return; 1574 return;
1575
1699 if (FABS (op->magic) < art->item->magic) 1576 if (fabs (op->magic) < art->item->magic)
1700 continue; /* Not magic enough to be this item */ 1577 continue; /* Not magic enough to be this item */
1701 1578
1702 /* Map difficulty not high enough */ 1579 /* Map difficulty not high enough */
1703 if (difficulty < art->difficulty) 1580 if (difficulty < art->difficulty)
1704 continue; 1581 continue;
1755 item->level = donor->level; 1632 item->level = donor->level;
1756 1633
1757 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1758 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1759 item->type = POISON; 1636 item->type = POISON;
1637
1760 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1761 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -1 * item->stats.food;
1640
1762 SET_FLAG (item, FLAG_NO_STEAL); 1641 SET_FLAG (item, FLAG_NO_STEAL);
1763 } 1642 }
1764} 1643}
1765 1644
1766/* special_potion() - so that old potion code is still done right. */ 1645/* special_potion() - so that old potion code is still done right. */
1803free_artifact (artifact *at) 1682free_artifact (artifact *at)
1804{ 1683{
1805 if (at->next) free_artifact (at->next); 1684 if (at->next) free_artifact (at->next);
1806 if (at->allowed) free_charlinks (at->allowed); 1685 if (at->allowed) free_charlinks (at->allowed);
1807 1686
1808 at->item->destroy (1); 1687 at->item->destroy ();
1809 1688
1810 sfree (at); 1689 sfree (at);
1811} 1690}
1812 1691
1813void 1692void

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