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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.78 by root, Sun Jul 20 16:56:34 2008 UTC vs.
Revision 1.103 by root, Sat Apr 10 01:06:21 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 (!creator->is_on_map ()
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
261 op->destroy (); 262 op->destroy ();
262 else 263 else
263 { 264 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 } 267 }
267 } 268 }
268 else 269 else
269 { 270 {
309 } 310 }
310 else 311 else
311 { 312 {
312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 { 314 {
314 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
315 316
316 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
317 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
318 319
319 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 else if (t->nrof) 367 else if (t->nrof)
367 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
368 } 369 }
369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 { 371 {
371 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
372 { 373 {
373 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
374 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
375 376
376 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
442 443
443 if (ob->inv) 444 if (ob->inv)
444 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
445 446
446 ob->destroy (); 447 ob->destroy ();
448
447 return tmp; 449 return tmp;
448} 450}
449 451
450/* 452/*
451 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
494 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
495 * 497 *
496 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
497 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
498 */ 500 */
499int 501static int
500level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
501{ 503{
502 if (!op->inv) 504 if (!op->inv)
503 { 505 {
504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
521 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
522 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
523 * weird integer between 1-31. 525 * weird integer between 1-31.
524 * 526 *
525 */ 527 */
526int 528static int
527magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
528{ 530{
529 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
530 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
531 533
621 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
622 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
623 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
624 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
625 */ 627 */
626void 628static void
627set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
628{ 630{
629
630 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
631 632
632 if (op->type == AMULET) 633 if (op->type == AMULET)
633 { 634 {
634 if (!(rndm (21))) 635 if (!(rndm (21)))
757 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
758 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
759 * rings and amulets. 760 * rings and amulets.
760 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
761 */ 762 */
762int 763static int
763get_magic (int diff) 764get_magic (int diff)
764{ 765{
765 int i; 766 int i;
766 767
767 if (diff < 3) 768 if (diff < 3)
770 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
771 if (rndm (diff)) 772 if (rndm (diff))
772 return i; 773 return i;
773 774
774 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
775} 793}
776 794
777#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
778#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
779 797
816 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
817 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
818 op->randomitems = 0; 836 op->randomitems = 0;
819 } 837 }
820 838
821 if (difficulty < 1) 839 max_it (difficulty, 1);
822 difficulty = 1;
823 840
824 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
825 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
826 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
827 ARG_INT (flags))) 844 ARG_INT (flags)))
886 * again below */ 903 * again below */
887 } 904 }
888 } 905 }
889 906
890 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
891 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
892 909
893 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
894 { 911 {
895 if (op->type == POTION) 912 if (op->type == POTION)
896 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
927 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
928 945
929 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
931 { 948 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 951 op->stats.sp = 0;
937 } 952 }
938 953
939 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
947 * since the value set on those is already correct. 962 * since the value set on those is already correct.
948 */ 963 */
949 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
950 { 965 {
951 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
952 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
954 } 969 }
955 else 970 else
956 { 971 {
957 op->name = "potion"; 972 op->name = "potion";
958 op->name_pl = "potions"; 973 op->name_pl = "potions";
959 } 974 }
960 975
961 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
962 SET_FLAG (op, FLAG_CURSED); 977 SET_FLAG (op, FLAG_CURSED);
978
963 break; 979 break;
964 } 980 }
965 981
966 case AMULET: 982 case AMULET:
967 if (IS_ARCH (op->arch, amulet)) 983 if (IS_ARCH (op->arch, amulet))
968 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
969 985
970 case RING: 986 case RING:
971 if (!op->arch) // wtf? schmorp
972 {
973 op->destroy ();
974 op = 0;
975 break;
976 }
977
978 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
979 break; 988 break;
980 989
981 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
982 SET_FLAG (op, FLAG_CURSED); 991 SET_FLAG (op, FLAG_CURSED);
1003 op->value *= 5; 1012 op->value *= 5;
1004 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1005 } 1014 }
1006 } 1015 }
1007 1016
1008 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
1009 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
1010 1019
1011 break; 1020 break;
1012 1021
1013 case BOOK: 1022 case BOOK:
1014 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1029 op->level = rndm (creator->level); 1038 op->level = rndm (creator->level);
1030 1039
1031 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1032 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1033 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1034 /* creator related stuff */
1035
1036 /* for library, chained books. Note that some monsters have no_pick
1037 * set - we don't want to set no pick in that case.
1038 */
1039 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1040 SET_FLAG (op, FLAG_NO_PICK);
1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1042 op->slaying = creator->slaying;
1043 1043
1044 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1046 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1054 SET_FLAG (op, FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1047 break; 1057 break;
1048 1058
1049 case SPELLBOOK: 1059 case SPELLBOOK:
1050 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1051 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1085 * 10 time multiplier). This way, the value are a bit more reasonable. 1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1086 */ 1096 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 /* maxhp is used to denote how many 'charges' the rod holds before */ 1098 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1090 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1091 else 1101 else
1092 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1093 1103
1094 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1095 break; 1105 break;
1096 1106
1097 case SCROLL: 1107 case SCROLL:
1134 1144
1135/* 1145/*
1136 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1137 */ 1147 */
1138static artifactlist * 1148static artifactlist *
1139get_empty_artifactlist (void) 1149get_empty_artifactlist ()
1140{ 1150{
1141 return salloc0<artifactlist> (); 1151 return salloc0<artifactlist> ();
1142} 1152}
1143 1153
1144/* 1154/*
1145 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1146 */ 1156 */
1147static artifact * 1157static artifact *
1148get_empty_artifact (void) 1158get_empty_artifact ()
1149{ 1159{
1150 return salloc0<artifact> (); 1160 return salloc0<artifact> ();
1151} 1161}
1152 1162
1153/* 1163/*
1166 1176
1167/* 1177/*
1168 * Builds up the lists of artifacts from the file in the libdir. 1178 * Builds up the lists of artifacts from the file in the libdir.
1169 */ 1179 */
1170void 1180void
1171init_artifacts (void) 1181init_artifacts ()
1172{ 1182{
1173 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1174 char filename[MAX_BUF]; 1184 char filename[MAX_BUF];
1175 artifact *art = NULL; 1185 artifact *art = NULL;
1176 artifactlist *al; 1186 artifactlist *al;
1196 1206
1197 { 1207 {
1198 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1199 break; 1209 break;
1200 1210
1201 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1202 1212 char *next;
1203 do 1213 do
1204 { 1214 {
1205 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1206 *next++ = '\0'; 1216 *next++ = '\0';
1207 1217
1208 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1209 1219
1210 tmp->name = cp; 1220 tmp->name = cp;
1354 * to cast. So convert that to into a spell and put it into 1364 * to cast. So convert that to into a spell and put it into
1355 * this object. 1365 * this object.
1356 */ 1366 */
1357 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1358 { 1368 {
1359 object *tmp_obj;
1360
1361 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1362 while (op->inv)
1363 op->inv->destroy (); 1370 op->destroy_inv (false);
1364 1371
1365 tmp_obj = arch_to_object (change->other_arch); 1372 object *tmp = change->other_arch->instance ();
1366 insert_ob_in_ob (tmp_obj, op); 1373 insert_ob_in_ob (tmp, op);
1367 } 1374 }
1375
1368 /* No harm setting this for potions/horns */ 1376 /* No harm setting this for potions/horns */
1369 op->other_arch = change->other_arch; 1377 op->other_arch = change->other_arch;
1370 } 1378 }
1371 1379
1372 if (change->stats.hp < 0) 1380 if (change->stats.hp < 0)
1456 op->value *= change->value; 1464 op->value *= change->value;
1457 1465
1458 if (change->materials) 1466 if (change->materials)
1459 op->materials = change->materials; 1467 op->materials = change->materials;
1460 1468
1461 if (change->materialname) 1469 if (change->material != MATERIAL_NULL)
1462 op->materialname = change->materialname; 1470 op->material = change->material;
1463 1471
1464 if (change->slaying) 1472 if (change->slaying)
1465 op->slaying = change->slaying; 1473 op->slaying = change->slaying;
1466 1474
1467 if (change->race) 1475 if (change->race)
1576#if 1 1584#if 1
1577 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1585 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1578#endif 1586#endif
1579 return; 1587 return;
1580 } 1588 }
1581 if (!strcmp (art->item->name, "NONE")) 1589
1590 if (art->item->name == shstr_NONE)
1582 return; 1591 return;
1592
1583 if (FABS (op->magic) < art->item->magic) 1593 if (fabs (op->magic) < art->item->magic)
1584 continue; /* Not magic enough to be this item */ 1594 continue; /* Not magic enough to be this item */
1585 1595
1586 /* Map difficulty not high enough */ 1596 /* Map difficulty not high enough */
1587 if (difficulty < art->difficulty) 1597 if (difficulty < art->difficulty)
1588 continue; 1598 continue;
1639 item->level = donor->level; 1649 item->level = donor->level;
1640 1650
1641 /* if donor has some attacktypes, the flesh is poisonous */ 1651 /* if donor has some attacktypes, the flesh is poisonous */
1642 if (donor->attacktype & AT_POISON) 1652 if (donor->attacktype & AT_POISON)
1643 item->type = POISON; 1653 item->type = POISON;
1654
1644 if (donor->attacktype & AT_ACID) 1655 if (donor->attacktype & AT_ACID)
1645 item->stats.hp = -1 * item->stats.food; 1656 item->stats.hp = -1 * item->stats.food;
1657
1646 SET_FLAG (item, FLAG_NO_STEAL); 1658 SET_FLAG (item, FLAG_NO_STEAL);
1647 } 1659 }
1648} 1660}
1649 1661
1650/* special_potion() - so that old potion code is still done right. */ 1662static void
1651int
1652special_potion (object *op)
1653{
1654 if (op->attacktype)
1655 return 1;
1656
1657 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1658 return 1;
1659
1660 for (int i = 0; i < NROFATTACKS; i++)
1661 if (op->resist[i])
1662 return 1;
1663
1664 return 0;
1665}
1666
1667void
1668free_treasurestruct (treasure *t) 1663free_treasurestruct (treasure *t)
1669{ 1664{
1670 if (t->next) free_treasurestruct (t->next); 1665 if (t->next) free_treasurestruct (t->next);
1671 if (t->next_yes) free_treasurestruct (t->next_yes); 1666 if (t->next_yes) free_treasurestruct (t->next_yes);
1672 if (t->next_no) free_treasurestruct (t->next_no); 1667 if (t->next_no) free_treasurestruct (t->next_no);
1673 1668
1674 delete t; 1669 delete t;
1675} 1670}
1676 1671
1677void 1672static void
1678free_charlinks (linked_char *lc) 1673free_charlinks (linked_char *lc)
1679{ 1674{
1680 if (lc->next) 1675 if (lc->next)
1681 free_charlinks (lc->next); 1676 free_charlinks (lc->next);
1682 1677
1683 delete lc; 1678 delete lc;
1684} 1679}
1685 1680
1686void 1681static void
1687free_artifact (artifact *at) 1682free_artifact (artifact *at)
1688{ 1683{
1689 if (at->next) free_artifact (at->next); 1684 if (at->next) free_artifact (at->next);
1690 if (at->allowed) free_charlinks (at->allowed); 1685 if (at->allowed) free_charlinks (at->allowed);
1691 1686
1692 at->item->destroy (1); 1687 at->item->destroy ();
1693 1688
1694 sfree (at); 1689 sfree (at);
1695} 1690}
1696 1691
1697void
1698free_artifactlist (artifactlist *al)
1699{
1700 artifactlist *nextal;
1701
1702 for (al = first_artifactlist; al; al = nextal)
1703 {
1704 nextal = al->next;
1705
1706 if (al->items)
1707 free_artifact (al->items);
1708
1709 sfree (al);
1710 }
1711}
1712
1713void
1714free_all_treasures (void)
1715{
1716 treasurelist *tl, *next;
1717
1718 for (tl = first_treasurelist; tl; tl = next)
1719 {
1720 clear (tl);
1721
1722 next = tl->next;
1723 delete tl;
1724 }
1725
1726 free_artifactlist (first_artifactlist);
1727}

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