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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.74 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.102 by root, Wed Apr 7 19:54:45 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 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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);
269 { 269 {
270 op = creator->insert (op); 270 op = creator->insert (op);
271 271
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
273 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
274
275 if (flags & GT_UPDATE_INV)
276 if (object *tmp = creator->in_player ())
277 esrv_send_item (tmp, op);
278 } 274 }
279} 275}
280 276
281/* 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
282 * in the generated object 278 * in the generated object
313 } 309 }
314 else 310 else
315 { 311 {
316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
317 { 313 {
318 object *tmp = arch_to_object (t->item); 314 object *tmp = t->item->instance ();
319 315
320 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
321 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
322 318
323 fix_generated_item (tmp, op, difficulty, t->magic, flag); 319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
370 else if (t->nrof) 366 else if (t->nrof)
371 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
372 } 368 }
373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
374 { 370 {
375 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = t->item->instance ())
376 { 372 {
377 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
378 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
379 375
380 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
446 442
447 if (ob->inv) 443 if (ob->inv)
448 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
449 445
450 ob->destroy (); 446 ob->destroy ();
447
451 return tmp; 448 return tmp;
452} 449}
453 450
454/* 451/*
455 * 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
498 * 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)
499 * 496 *
500 * elmex Wed Aug 9 17:44:59 CEST 2006: 497 * elmex Wed Aug 9 17:44:59 CEST 2006:
501 * 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.
502 */ 499 */
503int 500static int
504level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
505{ 502{
506 if (!op->inv) 503 if (!op->inv)
507 { 504 {
508 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);
525 * elmex Thu Aug 10 18:45:44 CEST 2006: 522 * elmex Thu Aug 10 18:45:44 CEST 2006:
526 * 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
527 * weird integer between 1-31. 524 * weird integer between 1-31.
528 * 525 *
529 */ 526 */
530int 527static int
531magic_from_difficulty (int difficulty) 528magic_from_difficulty (int difficulty)
532{ 529{
533 int percent = 0, magic = 0; 530 int percent = 0, magic = 0;
534 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
535 532
582 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
584 581
585 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 */
586 magic = (-magic); 583 magic = (-magic);
584
587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
588 } 586 }
589 else 587 else
590 { 588 {
591 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
593 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 */
594 magic = (-magic); 593 magic = (-magic);
594
595 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
596 } 596 }
597} 597}
598 598
599/* 599/*
622 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
623 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
624 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
625 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
626 */ 626 */
627void 627static void
628set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
629{ 629{
630
631 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
632 631
633 if (op->type == AMULET) 632 if (op->type == AMULET)
634 { 633 {
635 if (!(rndm (21))) 634 if (!(rndm (21)))
758 * higher is the chance of returning a low number. 757 * higher is the chance of returning a low number.
759 * 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
760 * rings and amulets. 759 * rings and amulets.
761 * 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.
762 */ 761 */
763int 762static int
764get_magic (int diff) 763get_magic (int diff)
765{ 764{
766 int i; 765 int i;
767 766
768 if (diff < 3) 767 if (diff < 3)
771 for (i = 0; i < 4; i++) 770 for (i = 0; i < 4; i++)
772 if (rndm (diff)) 771 if (rndm (diff))
773 return i; 772 return i;
774 773
775 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;
776} 792}
777 793
778#define DICE2 (get_magic(2)==2?2:1) 794#define DICE2 (get_magic(2)==2?2:1)
779#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))
780 796
817 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 833 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
818 /* So the treasure doesn't get created again */ 834 /* So the treasure doesn't get created again */
819 op->randomitems = 0; 835 op->randomitems = 0;
820 } 836 }
821 837
822 if (difficulty < 1) 838 max_it (difficulty, 1);
823 difficulty = 1;
824 839
825 if (INVOKE_OBJECT (ADD_BONUS, op, 840 if (INVOKE_OBJECT (ADD_BONUS, op,
826 ARG_OBJECT (creator != op ? creator : 0), 841 ARG_OBJECT (creator != op ? creator : 0),
827 ARG_INT (difficulty), ARG_INT (max_magic), 842 ARG_INT (difficulty), ARG_INT (max_magic),
828 ARG_INT (flags))) 843 ARG_INT (flags)))
887 * again below */ 902 * again below */
888 } 903 }
889 } 904 }
890 905
891 /* materialtype modifications. Note we allow this on artifacts. */ 906 /* materialtype modifications. Note we allow this on artifacts. */
892 set_materialname (op, difficulty, NULL); 907 select_material (op, difficulty);
893 908
894 if (flags & GT_MINIMAL) 909 if (flags & GT_MINIMAL)
895 { 910 {
896 if (op->type == POTION) 911 if (op->type == POTION)
897 /* Handle healing and magic power potions */ 912 /* Handle healing and magic power potions */
928 int too_many_tries = 0, is_special = 0; 943 int too_many_tries = 0, is_special = 0;
929 944
930 /* Handle healing and magic power potions */ 945 /* Handle healing and magic power potions */
931 if (op->stats.sp && !op->randomitems) 946 if (op->stats.sp && !op->randomitems)
932 { 947 {
933 object *tmp;
934
935 tmp = get_archetype (spell_mapping[op->stats.sp]); 948 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
936 insert_ob_in_ob (tmp, op); 949 insert_ob_in_ob (tmp, op);
937 op->stats.sp = 0; 950 op->stats.sp = 0;
938 } 951 }
939 952
940 while (!(is_special = special_potion (op)) && !op->inv) 953 while (!(is_special = special_potion (op)) && !op->inv)
948 * since the value set on those is already correct. 961 * since the value set on those is already correct.
949 */ 962 */
950 if (op->inv && op->randomitems) 963 if (op->inv && op->randomitems)
951 { 964 {
952 /* value multiplier is same as for scrolls */ 965 /* value multiplier is same as for scrolls */
953 op->value = (op->value * op->inv->value); 966 op->value *= op->inv->value;
954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 } 968 }
956 else 969 else
957 { 970 {
958 op->name = "potion"; 971 op->name = "potion";
959 op->name_pl = "potions"; 972 op->name_pl = "potions";
960 } 973 }
961 974
962 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 975 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
977
964 break; 978 break;
965 } 979 }
966 980
967 case AMULET: 981 case AMULET:
968 if (IS_ARCH (op->arch, amulet)) 982 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */ 983 op->value *= 5; /* Since it's not just decoration */
970 984
971 case RING: 985 case RING:
972 if (!op->arch) // wtf? schmorp
973 {
974 op->destroy ();
975 op = 0;
976 break;
977 }
978
979 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! */
980 break; 987 break;
981 988
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED); 990 SET_FLAG (op, FLAG_CURSED);
1004 op->value *= 5; 1011 op->value *= 5;
1005 set_ring_bonus (op, d); 1012 set_ring_bonus (op, d);
1006 } 1013 }
1007 } 1014 }
1008 1015
1009 if (GET_ANIM_ID (op)) 1016 if (op->animation_id)
1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1017 op->set_anim_frame (rndm (op->anim_frames ()));
1011 1018
1012 break; 1019 break;
1013 1020
1014 case BOOK: 1021 case BOOK:
1015 /* Is it an empty book?, if yes lets make a special· 1022 /* Is it an empty book?, if yes lets make a special·
1030 op->level = rndm (creator->level); 1037 op->level = rndm (creator->level);
1031 1038
1032 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);
1033 /* books w/ info are worth more! */ 1040 /* books w/ info are worth more! */
1034 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));
1035 /* creator related stuff */
1036
1037 /* for library, chained books. Note that some monsters have no_pick
1038 * set - we don't want to set no pick in that case.
1039 */
1040 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1041 SET_FLAG (op, FLAG_NO_PICK);
1042 if (creator->slaying && !op->slaying) /* for check_inv floors */
1043 op->slaying = creator->slaying;
1044 1042
1045 /* add exp so reading it gives xp (once) */ 1043 /* add exp so reading it gives xp (once) */
1046 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;
1047 } 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;
1048 break; 1056 break;
1049 1057
1050 case SPELLBOOK: 1058 case SPELLBOOK:
1051 op->value = op->value * op->inv->value; 1059 op->value = op->value * op->inv->value;
1052 /* add exp so learning gives xp */ 1060 /* add exp so learning gives xp */
1086 * 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.
1087 */ 1095 */
1088 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);
1089 /* 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 */
1090 if (op->stats.maxhp) 1098 if (op->stats.maxhp)
1091 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);
1092 else 1100 else
1093 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);
1094 1102
1095 op->stats.hp = op->stats.maxhp; 1103 op->stats.hp = op->stats.maxhp;
1096 break; 1104 break;
1097 1105
1098 case SCROLL: 1106 case SCROLL:
1135 1143
1136/* 1144/*
1137 * Allocate and return the pointer to an empty artifactlist structure. 1145 * Allocate and return the pointer to an empty artifactlist structure.
1138 */ 1146 */
1139static artifactlist * 1147static artifactlist *
1140get_empty_artifactlist (void) 1148get_empty_artifactlist ()
1141{ 1149{
1142 return salloc0<artifactlist> (); 1150 return salloc0<artifactlist> ();
1143} 1151}
1144 1152
1145/* 1153/*
1146 * Allocate and return the pointer to an empty artifact structure. 1154 * Allocate and return the pointer to an empty artifact structure.
1147 */ 1155 */
1148static artifact * 1156static artifact *
1149get_empty_artifact (void) 1157get_empty_artifact ()
1150{ 1158{
1151 return salloc0<artifact> (); 1159 return salloc0<artifact> ();
1152} 1160}
1153 1161
1154/* 1162/*
1167 1175
1168/* 1176/*
1169 * 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.
1170 */ 1178 */
1171void 1179void
1172init_artifacts (void) 1180init_artifacts ()
1173{ 1181{
1174 static int has_been_inited = 0; 1182 static int has_been_inited = 0;
1175 char filename[MAX_BUF]; 1183 char filename[MAX_BUF];
1176 artifact *art = NULL; 1184 artifact *art = NULL;
1177 artifactlist *al; 1185 artifactlist *al;
1197 1205
1198 { 1206 {
1199 if (!strcmp (f.get_str (), "all")) 1207 if (!strcmp (f.get_str (), "all"))
1200 break; 1208 break;
1201 1209
1202 char *next, *cp = f.get_str (); 1210 const char *cp = f.get_str ();
1203 1211 char *next;
1204 do 1212 do
1205 { 1213 {
1206 if ((next = strchr (cp, ','))) 1214 if ((next = (char *)strchr (cp, ',')))
1207 *next++ = '\0'; 1215 *next++ = '\0';
1208 1216
1209 linked_char *tmp = new linked_char; 1217 linked_char *tmp = new linked_char;
1210 1218
1211 tmp->name = cp; 1219 tmp->name = cp;
1355 * 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
1356 * this object. 1364 * this object.
1357 */ 1365 */
1358 if (op->type == HORN || op->type == POTION) 1366 if (op->type == HORN || op->type == POTION)
1359 { 1367 {
1360 object *tmp_obj;
1361
1362 /* Remove any spells this object currently has in it */ 1368 /* Remove any spells this object currently has in it */
1363 while (op->inv)
1364 op->inv->destroy (); 1369 op->destroy_inv (false);
1365 1370
1366 tmp_obj = arch_to_object (change->other_arch); 1371 object *tmp = change->other_arch->instance ();
1367 insert_ob_in_ob (tmp_obj, op); 1372 insert_ob_in_ob (tmp, op);
1368 } 1373 }
1374
1369 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1370 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1371 } 1377 }
1372 1378
1373 if (change->stats.hp < 0) 1379 if (change->stats.hp < 0)
1457 op->value *= change->value; 1463 op->value *= change->value;
1458 1464
1459 if (change->materials) 1465 if (change->materials)
1460 op->materials = change->materials; 1466 op->materials = change->materials;
1461 1467
1462 if (change->materialname) 1468 if (change->material != MATERIAL_NULL)
1463 op->materialname = change->materialname; 1469 op->material = change->material;
1464 1470
1465 if (change->slaying) 1471 if (change->slaying)
1466 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1467 1473
1468 if (change->race) 1474 if (change->race)
1577#if 1 1583#if 1
1578 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1584 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1579#endif 1585#endif
1580 return; 1586 return;
1581 } 1587 }
1582 if (!strcmp (art->item->name, "NONE")) 1588
1589 if (art->item->name == shstr_NONE)
1583 return; 1590 return;
1591
1584 if (FABS (op->magic) < art->item->magic) 1592 if (fabs (op->magic) < art->item->magic)
1585 continue; /* Not magic enough to be this item */ 1593 continue; /* Not magic enough to be this item */
1586 1594
1587 /* Map difficulty not high enough */ 1595 /* Map difficulty not high enough */
1588 if (difficulty < art->difficulty) 1596 if (difficulty < art->difficulty)
1589 continue; 1597 continue;
1640 item->level = donor->level; 1648 item->level = donor->level;
1641 1649
1642 /* if donor has some attacktypes, the flesh is poisonous */ 1650 /* if donor has some attacktypes, the flesh is poisonous */
1643 if (donor->attacktype & AT_POISON) 1651 if (donor->attacktype & AT_POISON)
1644 item->type = POISON; 1652 item->type = POISON;
1653
1645 if (donor->attacktype & AT_ACID) 1654 if (donor->attacktype & AT_ACID)
1646 item->stats.hp = -1 * item->stats.food; 1655 item->stats.hp = -1 * item->stats.food;
1656
1647 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1648 } 1658 }
1649} 1659}
1650 1660
1651/* special_potion() - so that old potion code is still done right. */ 1661static void
1652int
1653special_potion (object *op)
1654{
1655 if (op->attacktype)
1656 return 1;
1657
1658 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1659 return 1;
1660
1661 for (int i = 0; i < NROFATTACKS; i++)
1662 if (op->resist[i])
1663 return 1;
1664
1665 return 0;
1666}
1667
1668void
1669free_treasurestruct (treasure *t) 1662free_treasurestruct (treasure *t)
1670{ 1663{
1671 if (t->next) free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1672 if (t->next_yes) free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1673 if (t->next_no) free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1674 1667
1675 delete t; 1668 delete t;
1676} 1669}
1677 1670
1678void 1671static void
1679free_charlinks (linked_char *lc) 1672free_charlinks (linked_char *lc)
1680{ 1673{
1681 if (lc->next) 1674 if (lc->next)
1682 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1683 1676
1684 delete lc; 1677 delete lc;
1685} 1678}
1686 1679
1687void 1680static void
1688free_artifact (artifact *at) 1681free_artifact (artifact *at)
1689{ 1682{
1690 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1691 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1692 1685
1693 at->item->destroy (1); 1686 at->item->destroy ();
1694 1687
1695 sfree (at); 1688 sfree (at);
1696} 1689}
1697 1690
1698void
1699free_artifactlist (artifactlist *al)
1700{
1701 artifactlist *nextal;
1702
1703 for (al = first_artifactlist; al; al = nextal)
1704 {
1705 nextal = al->next;
1706
1707 if (al->items)
1708 free_artifact (al->items);
1709
1710 sfree (al);
1711 }
1712}
1713
1714void
1715free_all_treasures (void)
1716{
1717 treasurelist *tl, *next;
1718
1719 for (tl = first_treasurelist; tl; tl = next)
1720 {
1721 clear (tl);
1722
1723 next = tl->next;
1724 delete tl;
1725 }
1726
1727 free_artifactlist (first_artifactlist);
1728}

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