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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.75 by root, Tue Apr 22 07:01:46 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 <loader.h>
38 38
39extern char *spell_mapping[]; 39extern char *spell_mapping[];
40 40
41static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
42 42
45typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
46 const char *, 46 const char *,
47 treasurelist *, 47 treasurelist *,
48 str_hash, 48 str_hash,
49 str_equal, 49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
51 true
52> tl_map_t; 51> tl_map_t;
53 52
54static 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}
55 68
56/* 69/*
57 * Searches for the given treasurelist 70 * Searches for the given treasurelist
58 */ 71 */
59treasurelist * 72treasurelist *
89 102
90 tl_map.insert (std::make_pair (tl->name, tl)); 103 tl_map.insert (std::make_pair (tl->name, tl));
91 } 104 }
92 105
93 return tl; 106 return tl;
94}
95
96//TODO: class method
97void
98clear (treasurelist *tl)
99{
100 if (tl->items)
101 {
102 free_treasurestruct (tl->items);
103 tl->items = 0;
104 }
105
106 tl->total_chance = 0;
107} 107}
108 108
109#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
255 return; 255 return;
256 } 256 }
257 257
258 op->expand_tail (); 258 op->expand_tail ();
259 259
260 if (op->blocked (creator->map, creator->x, creator->y)) 260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy (); 261 op->destroy ();
262 else 262 else
263 { 263 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
265 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);
309 } 309 }
310 else 310 else
311 { 311 {
312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 { 313 {
314 object *tmp = arch_to_object (t->item); 314 object *tmp = t->item->instance ();
315 315
316 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
317 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
318 318
319 fix_generated_item (tmp, op, difficulty, t->magic, flag); 319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 else if (t->nrof) 366 else if (t->nrof)
367 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
368 } 368 }
369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 { 370 {
371 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = t->item->instance ())
372 { 372 {
373 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
374 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
375 375
376 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
442 442
443 if (ob->inv) 443 if (ob->inv)
444 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
445 445
446 ob->destroy (); 446 ob->destroy ();
447
447 return tmp; 448 return tmp;
448} 449}
449 450
450/* 451/*
451 * 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
494 * 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)
495 * 496 *
496 * elmex Wed Aug 9 17:44:59 CEST 2006: 497 * elmex Wed Aug 9 17:44:59 CEST 2006:
497 * 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.
498 */ 499 */
499int 500static int
500level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
501{ 502{
502 if (!op->inv) 503 if (!op->inv)
503 { 504 {
504 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);
521 * elmex Thu Aug 10 18:45:44 CEST 2006: 522 * elmex Thu Aug 10 18:45:44 CEST 2006:
522 * 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
523 * weird integer between 1-31. 524 * weird integer between 1-31.
524 * 525 *
525 */ 526 */
526int 527static int
527magic_from_difficulty (int difficulty) 528magic_from_difficulty (int difficulty)
528{ 529{
529 int percent = 0, magic = 0; 530 int percent = 0, magic = 0;
530 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
531 532
578 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
580 581
581 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 */
582 magic = (-magic); 583 magic = (-magic);
584
583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
584 } 586 }
585 else 587 else
586 { 588 {
587 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
589 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 */
590 magic = (-magic); 593 magic = (-magic);
594
591 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
592 } 596 }
593} 597}
594 598
595/* 599/*
618 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
619 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
620 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
621 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
622 */ 626 */
623void 627static void
624set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
625{ 629{
626
627 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
628 631
629 if (op->type == AMULET) 632 if (op->type == AMULET)
630 { 633 {
631 if (!(rndm (21))) 634 if (!(rndm (21)))
754 * higher is the chance of returning a low number. 757 * higher is the chance of returning a low number.
755 * 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
756 * rings and amulets. 759 * rings and amulets.
757 * 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.
758 */ 761 */
759int 762static int
760get_magic (int diff) 763get_magic (int diff)
761{ 764{
762 int i; 765 int i;
763 766
764 if (diff < 3) 767 if (diff < 3)
767 for (i = 0; i < 4; i++) 770 for (i = 0; i < 4; i++)
768 if (rndm (diff)) 771 if (rndm (diff))
769 return i; 772 return i;
770 773
771 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;
772} 792}
773 793
774#define DICE2 (get_magic(2)==2?2:1) 794#define DICE2 (get_magic(2)==2?2:1)
775#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))
776 796
813 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 833 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
814 /* So the treasure doesn't get created again */ 834 /* So the treasure doesn't get created again */
815 op->randomitems = 0; 835 op->randomitems = 0;
816 } 836 }
817 837
818 if (difficulty < 1) 838 max_it (difficulty, 1);
819 difficulty = 1;
820 839
821 if (INVOKE_OBJECT (ADD_BONUS, op, 840 if (INVOKE_OBJECT (ADD_BONUS, op,
822 ARG_OBJECT (creator != op ? creator : 0), 841 ARG_OBJECT (creator != op ? creator : 0),
823 ARG_INT (difficulty), ARG_INT (max_magic), 842 ARG_INT (difficulty), ARG_INT (max_magic),
824 ARG_INT (flags))) 843 ARG_INT (flags)))
883 * again below */ 902 * again below */
884 } 903 }
885 } 904 }
886 905
887 /* materialtype modifications. Note we allow this on artifacts. */ 906 /* materialtype modifications. Note we allow this on artifacts. */
888 set_materialname (op, difficulty, NULL); 907 select_material (op, difficulty);
889 908
890 if (flags & GT_MINIMAL) 909 if (flags & GT_MINIMAL)
891 { 910 {
892 if (op->type == POTION) 911 if (op->type == POTION)
893 /* Handle healing and magic power potions */ 912 /* Handle healing and magic power potions */
924 int too_many_tries = 0, is_special = 0; 943 int too_many_tries = 0, is_special = 0;
925 944
926 /* Handle healing and magic power potions */ 945 /* Handle healing and magic power potions */
927 if (op->stats.sp && !op->randomitems) 946 if (op->stats.sp && !op->randomitems)
928 { 947 {
929 object *tmp;
930
931 tmp = get_archetype (spell_mapping[op->stats.sp]); 948 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
932 insert_ob_in_ob (tmp, op); 949 insert_ob_in_ob (tmp, op);
933 op->stats.sp = 0; 950 op->stats.sp = 0;
934 } 951 }
935 952
936 while (!(is_special = special_potion (op)) && !op->inv) 953 while (!(is_special = special_potion (op)) && !op->inv)
944 * since the value set on those is already correct. 961 * since the value set on those is already correct.
945 */ 962 */
946 if (op->inv && op->randomitems) 963 if (op->inv && op->randomitems)
947 { 964 {
948 /* value multiplier is same as for scrolls */ 965 /* value multiplier is same as for scrolls */
949 op->value = (op->value * op->inv->value); 966 op->value *= op->inv->value;
950 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
951 } 968 }
952 else 969 else
953 { 970 {
954 op->name = "potion"; 971 op->name = "potion";
955 op->name_pl = "potions"; 972 op->name_pl = "potions";
956 } 973 }
957 974
958 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 975 if (!(flags & GT_ONLY_GOOD) && rndm (2))
959 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
977
960 break; 978 break;
961 } 979 }
962 980
963 case AMULET: 981 case AMULET:
964 if (IS_ARCH (op->arch, amulet)) 982 if (IS_ARCH (op->arch, amulet))
965 op->value *= 5; /* Since it's not just decoration */ 983 op->value *= 5; /* Since it's not just decoration */
966 984
967 case RING: 985 case RING:
968 if (!op->arch) // wtf? schmorp
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 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! */
976 break; 987 break;
977 988
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED); 990 SET_FLAG (op, FLAG_CURSED);
1000 op->value *= 5; 1011 op->value *= 5;
1001 set_ring_bonus (op, d); 1012 set_ring_bonus (op, d);
1002 } 1013 }
1003 } 1014 }
1004 1015
1005 if (GET_ANIM_ID (op)) 1016 if (op->animation_id)
1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1017 op->set_anim_frame (rndm (op->anim_frames ()));
1007 1018
1008 break; 1019 break;
1009 1020
1010 case BOOK: 1021 case BOOK:
1011 /* Is it an empty book?, if yes lets make a special· 1022 /* Is it an empty book?, if yes lets make a special·
1026 op->level = rndm (creator->level); 1037 op->level = rndm (creator->level);
1027 1038
1028 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);
1029 /* books w/ info are worth more! */ 1040 /* books w/ info are worth more! */
1030 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));
1031 /* creator related stuff */
1032
1033 /* for library, chained books. Note that some monsters have no_pick
1034 * set - we don't want to set no pick in that case.
1035 */
1036 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1037 SET_FLAG (op, FLAG_NO_PICK);
1038 if (creator->slaying && !op->slaying) /* for check_inv floors */
1039 op->slaying = creator->slaying;
1040 1042
1041 /* add exp so reading it gives xp (once) */ 1043 /* add exp so reading it gives xp (once) */
1042 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;
1043 } 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;
1044 break; 1056 break;
1045 1057
1046 case SPELLBOOK: 1058 case SPELLBOOK:
1047 op->value = op->value * op->inv->value; 1059 op->value = op->value * op->inv->value;
1048 /* add exp so learning gives xp */ 1060 /* add exp so learning gives xp */
1082 * 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.
1083 */ 1095 */
1084 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);
1085 /* 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 */
1086 if (op->stats.maxhp) 1098 if (op->stats.maxhp)
1087 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);
1088 else 1100 else
1089 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);
1090 1102
1091 op->stats.hp = op->stats.maxhp; 1103 op->stats.hp = op->stats.maxhp;
1092 break; 1104 break;
1093 1105
1094 case SCROLL: 1106 case SCROLL:
1131 1143
1132/* 1144/*
1133 * Allocate and return the pointer to an empty artifactlist structure. 1145 * Allocate and return the pointer to an empty artifactlist structure.
1134 */ 1146 */
1135static artifactlist * 1147static artifactlist *
1136get_empty_artifactlist (void) 1148get_empty_artifactlist ()
1137{ 1149{
1138 return salloc0<artifactlist> (); 1150 return salloc0<artifactlist> ();
1139} 1151}
1140 1152
1141/* 1153/*
1142 * Allocate and return the pointer to an empty artifact structure. 1154 * Allocate and return the pointer to an empty artifact structure.
1143 */ 1155 */
1144static artifact * 1156static artifact *
1145get_empty_artifact (void) 1157get_empty_artifact ()
1146{ 1158{
1147 return salloc0<artifact> (); 1159 return salloc0<artifact> ();
1148} 1160}
1149 1161
1150/* 1162/*
1163 1175
1164/* 1176/*
1165 * 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.
1166 */ 1178 */
1167void 1179void
1168init_artifacts (void) 1180init_artifacts ()
1169{ 1181{
1170 static int has_been_inited = 0; 1182 static int has_been_inited = 0;
1171 char filename[MAX_BUF]; 1183 char filename[MAX_BUF];
1172 artifact *art = NULL; 1184 artifact *art = NULL;
1173 artifactlist *al; 1185 artifactlist *al;
1193 1205
1194 { 1206 {
1195 if (!strcmp (f.get_str (), "all")) 1207 if (!strcmp (f.get_str (), "all"))
1196 break; 1208 break;
1197 1209
1198 char *next, *cp = f.get_str (); 1210 const char *cp = f.get_str ();
1199 1211 char *next;
1200 do 1212 do
1201 { 1213 {
1202 if ((next = strchr (cp, ','))) 1214 if ((next = (char *)strchr (cp, ',')))
1203 *next++ = '\0'; 1215 *next++ = '\0';
1204 1216
1205 linked_char *tmp = new linked_char; 1217 linked_char *tmp = new linked_char;
1206 1218
1207 tmp->name = cp; 1219 tmp->name = cp;
1351 * 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
1352 * this object. 1364 * this object.
1353 */ 1365 */
1354 if (op->type == HORN || op->type == POTION) 1366 if (op->type == HORN || op->type == POTION)
1355 { 1367 {
1356 object *tmp_obj;
1357
1358 /* Remove any spells this object currently has in it */ 1368 /* Remove any spells this object currently has in it */
1359 while (op->inv)
1360 op->inv->destroy (); 1369 op->destroy_inv (false);
1361 1370
1362 tmp_obj = arch_to_object (change->other_arch); 1371 object *tmp = change->other_arch->instance ();
1363 insert_ob_in_ob (tmp_obj, op); 1372 insert_ob_in_ob (tmp, op);
1364 } 1373 }
1365 /* No harm setting this for potions/horns */ 1374 /* No harm setting this for potions/horns */
1366 op->other_arch = change->other_arch; 1375 op->other_arch = change->other_arch;
1367 } 1376 }
1368 1377
1453 op->value *= change->value; 1462 op->value *= change->value;
1454 1463
1455 if (change->materials) 1464 if (change->materials)
1456 op->materials = change->materials; 1465 op->materials = change->materials;
1457 1466
1458 if (change->materialname) 1467 if (change->material != MATERIAL_NULL)
1459 op->materialname = change->materialname; 1468 op->material = change->material;
1460 1469
1461 if (change->slaying) 1470 if (change->slaying)
1462 op->slaying = change->slaying; 1471 op->slaying = change->slaying;
1463 1472
1464 if (change->race) 1473 if (change->race)
1573#if 1 1582#if 1
1574 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);
1575#endif 1584#endif
1576 return; 1585 return;
1577 } 1586 }
1578 if (!strcmp (art->item->name, "NONE")) 1587
1588 if (art->item->name == shstr_NONE)
1579 return; 1589 return;
1590
1580 if (FABS (op->magic) < art->item->magic) 1591 if (fabs (op->magic) < art->item->magic)
1581 continue; /* Not magic enough to be this item */ 1592 continue; /* Not magic enough to be this item */
1582 1593
1583 /* Map difficulty not high enough */ 1594 /* Map difficulty not high enough */
1584 if (difficulty < art->difficulty) 1595 if (difficulty < art->difficulty)
1585 continue; 1596 continue;
1636 item->level = donor->level; 1647 item->level = donor->level;
1637 1648
1638 /* if donor has some attacktypes, the flesh is poisonous */ 1649 /* if donor has some attacktypes, the flesh is poisonous */
1639 if (donor->attacktype & AT_POISON) 1650 if (donor->attacktype & AT_POISON)
1640 item->type = POISON; 1651 item->type = POISON;
1652
1641 if (donor->attacktype & AT_ACID) 1653 if (donor->attacktype & AT_ACID)
1642 item->stats.hp = -1 * item->stats.food; 1654 item->stats.hp = -1 * item->stats.food;
1655
1643 SET_FLAG (item, FLAG_NO_STEAL); 1656 SET_FLAG (item, FLAG_NO_STEAL);
1644 } 1657 }
1645} 1658}
1646 1659
1647/* special_potion() - so that old potion code is still done right. */ 1660static void
1648int
1649special_potion (object *op)
1650{
1651 if (op->attacktype)
1652 return 1;
1653
1654 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1655 return 1;
1656
1657 for (int i = 0; i < NROFATTACKS; i++)
1658 if (op->resist[i])
1659 return 1;
1660
1661 return 0;
1662}
1663
1664void
1665free_treasurestruct (treasure *t) 1661free_treasurestruct (treasure *t)
1666{ 1662{
1667 if (t->next) free_treasurestruct (t->next); 1663 if (t->next) free_treasurestruct (t->next);
1668 if (t->next_yes) free_treasurestruct (t->next_yes); 1664 if (t->next_yes) free_treasurestruct (t->next_yes);
1669 if (t->next_no) free_treasurestruct (t->next_no); 1665 if (t->next_no) free_treasurestruct (t->next_no);
1670 1666
1671 delete t; 1667 delete t;
1672} 1668}
1673 1669
1674void 1670static void
1675free_charlinks (linked_char *lc) 1671free_charlinks (linked_char *lc)
1676{ 1672{
1677 if (lc->next) 1673 if (lc->next)
1678 free_charlinks (lc->next); 1674 free_charlinks (lc->next);
1679 1675
1680 delete lc; 1676 delete lc;
1681} 1677}
1682 1678
1683void 1679static void
1684free_artifact (artifact *at) 1680free_artifact (artifact *at)
1685{ 1681{
1686 if (at->next) free_artifact (at->next); 1682 if (at->next) free_artifact (at->next);
1687 if (at->allowed) free_charlinks (at->allowed); 1683 if (at->allowed) free_charlinks (at->allowed);
1688 1684
1689 at->item->destroy (1); 1685 at->item->destroy ();
1690 1686
1691 sfree (at); 1687 sfree (at);
1692} 1688}
1693 1689
1694void
1695free_artifactlist (artifactlist *al)
1696{
1697 artifactlist *nextal;
1698
1699 for (al = first_artifactlist; al; al = nextal)
1700 {
1701 nextal = al->next;
1702
1703 if (al->items)
1704 free_artifact (al->items);
1705
1706 sfree (al);
1707 }
1708}
1709
1710void
1711free_all_treasures (void)
1712{
1713 treasurelist *tl, *next;
1714
1715 for (tl = first_treasurelist; tl; tl = next)
1716 {
1717 clear (tl);
1718
1719 next = tl->next;
1720 delete tl;
1721 }
1722
1723 free_artifactlist (first_artifactlist);
1724}

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