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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.57 by root, Tue Apr 24 00:42:02 2007 UTC vs.
Revision 1.81 by root, Mon Sep 29 10:31:32 2008 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 25 * 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 26 * slows the startup some (and not actual game play), it is by default
33 32
34//#define TREASURE_VERBOSE 33//#define TREASURE_VERBOSE
35 34
36#include <global.h> 35#include <global.h>
37#include <treasure.h> 36#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h> 37#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
57 54
58/* 55/*
140 137
141 f.next (); 138 f.next ();
142 139
143 for (;;) 140 for (;;)
144 { 141 {
145 coroapi::cede_to_tick_every (10); 142 coroapi::cede_to_tick ();
146 143
147 switch (f.kw) 144 switch (f.kw)
148 { 145 {
149 case KW_arch: 146 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 147 t->item = archetype::find (f.get_str ());
148
149 if (!t->item)
150 {
151 f.parse_warn ("treasure references unknown archetype");
152 t->item = archetype::empty;
153 }
154
151 break; 155 break;
152 156
153 case KW_list: f.get (t->name); break; 157 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 158 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 159 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 173 t->next = read_treasure (f);
170 return t; 174 return t;
171 175
172 default: 176 default:
173 if (!f.parse_error ("treasurelist", t->name)) 177 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 178 goto error;
175 179
176 return t; 180 return t;
177 } 181 }
178 182
179 f.next (); 183 f.next ();
180 } 184 }
185
186 // not reached
187
188error:
189 delete t;
190 return 0;
181} 191}
182 192
183/* 193/*
184 * Each treasure is parsed with the help of load_treasure(). 194 * Each treasure is parsed with the help of load_treasure().
185 */ 195 */
197 207
198 /* This is a one of the many items on the list should be generated. 208 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no 209 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 210 * fields of the treasures are not being used.
201 */ 211 */
202 tl->total_chance = 0;
203
204 if (one) 212 if (one)
205 { 213 {
206 for (treasure *t = tl->items; t; t = t->next) 214 for (treasure *t = tl->items; t; t = t->next)
207 { 215 {
208 if (t->next_yes || t->next_no) 216 if (t->next_yes || t->next_no)
209 { 217 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 218 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n"); 219 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 220 }
213 221
214 tl->total_chance += t->chance; 222 tl->total_chance += t->chance;
215 } 223 }
240 * by another object. 248 * by another object.
241 */ 249 */
242 //TODO: flag such as objects... as such (no drop, anybody?) 250 //TODO: flag such as objects... as such (no drop, anybody?)
243 if (op->type == SPELL) 251 if (op->type == SPELL)
244 { 252 {
245 op->destroy (); 253 op->destroy (true);
246 return; 254 return;
247 } 255 }
248 256
249 op->expand_tail (); 257 op->expand_tail ();
250 258
251 if (ob_blocked (op, creator->map, creator->x, creator->y)) 259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
252 op->destroy (); 260 op->destroy (true);
253 else 261 else
254 { 262 {
255 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 } 265 }
260 { 268 {
261 op = creator->insert (op); 269 op = creator->insert (op);
262 270
263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
264 monster_check_apply (creator, op); 272 monster_check_apply (creator, op);
265
266 if (flags & GT_UPDATE_INV)
267 if (object *tmp = creator->in_player ())
268 esrv_send_item (tmp, op);
269 } 273 }
270} 274}
271 275
272/* if there are change_xxx commands in the treasure, we include the changes 276/* if there are change_xxx commands in the treasure, we include the changes
273 * in the generated object 277 * in the generated object
302 else 306 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 307 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
304 } 308 }
305 else 309 else
306 { 310 {
307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
308 { 312 {
309 object *tmp = arch_to_object (t->item); 313 object *tmp = arch_to_object (t->item);
310 314
311 if (t->nrof && tmp->nrof <= 1) 315 if (t->nrof && tmp->nrof <= 1)
312 tmp->nrof = rndm (t->nrof) + 1; 316 tmp->nrof = rndm (t->nrof) + 1;
359 create_treasure (tl, op, flag, difficulty, tries); 363 create_treasure (tl, op, flag, difficulty, tries);
360 } 364 }
361 else if (t->nrof) 365 else if (t->nrof)
362 create_one_treasure (tl, op, flag, difficulty, tries); 366 create_one_treasure (tl, op, flag, difficulty, tries);
363 } 367 }
364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
365 { 369 {
366 if (object *tmp = arch_to_object (t->item)) 370 if (object *tmp = arch_to_object (t->item))
367 { 371 {
368 if (t->nrof && tmp->nrof <= 1) 372 if (t->nrof && tmp->nrof <= 1)
369 tmp->nrof = rndm (t->nrof) + 1; 373 tmp->nrof = rndm (t->nrof) + 1;
399 { 403 {
400 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
401 return; 405 return;
402 } 406 }
403 407
408 if (op->flag [FLAG_TREASURE_ENV])
409 {
410 // do not generate items when there already is something above the object
411 if (op->flag [FLAG_IS_FLOOR] && op->above)
412 return;
413
414 flag |= GT_ENVIRONMENT;
415 }
416
404 if (tl->total_chance) 417 if (tl->total_chance)
405 create_one_treasure (tl, op, flag, difficulty, tries); 418 create_one_treasure (tl, op, flag, difficulty, tries);
406 else 419 else
407 create_all_treasures (tl->items, op, flag, difficulty, tries); 420 create_all_treasures (tl->items, op, flag, difficulty, tries);
408} 421}
427 tmp->remove (); 440 tmp->remove ();
428 441
429 if (ob->inv) 442 if (ob->inv)
430 LOG (llevError, "In generate treasure, created multiple objects.\n"); 443 LOG (llevError, "In generate treasure, created multiple objects.\n");
431 444
432 ob->destroy (); 445 ob->destroy (true);
446
433 return tmp; 447 return tmp;
434} 448}
435 449
436/* 450/*
437 * This is a new way of calculating the chance for an item to have 451 * This is a new way of calculating the chance for an item to have
483 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 497 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
484 */ 498 */
485int 499int
486level_for_item (const object *op, int difficulty) 500level_for_item (const object *op, int difficulty)
487{ 501{
488 int olevel = 0;
489
490 if (!op->inv) 502 if (!op->inv)
491 { 503 {
492 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
493 return 0; 505 return 0;
494 } 506 }
495 507
496 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
497 509
498 if (olevel <= 0) 510 if (olevel <= 0)
499 olevel = rndm (1, MIN (op->inv->level, 1)); 511 olevel = rndm (1, op->inv->level);
500 512
501 if (olevel > MAXLEVEL) 513 return min (olevel, MAXLEVEL);
502 olevel = MAXLEVEL;
503
504 return olevel;
505} 514}
506 515
507/* 516/*
508 * Based upon the specified difficulty and upon the difftomagic_list array, 517 * Based upon the specified difficulty and upon the difftomagic_list array,
509 * a random magical bonus is returned. This is used when determine 518 * a random magical bonus is returned. This is used when determine
565 574
566 op->magic = magic; 575 op->magic = magic;
567 if (op->arch) 576 if (op->arch)
568 { 577 {
569 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
570 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
571 580
572 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
573 magic = (-magic); 582 magic = (-magic);
583
574 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
575 } 585 }
576 else 586 else
577 { 587 {
578 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
580 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 591 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
581 magic = (-magic); 592 magic = (-magic);
593
582 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
583 } 595 }
584} 596}
585 597
586/* 598/*
641 case 2: 653 case 2:
642 case 3: 654 case 3:
643 case 4: 655 case 4:
644 case 5: 656 case 5:
645 case 6: 657 case 6:
646 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 658 op->stats.stat (r) += bonus;
647 break; 659 break;
648 660
649 case 7: 661 case 7:
650 op->stats.dam += bonus; 662 op->stats.dam += bonus;
651 break; 663 break;
815 ARG_INT (flags))) 827 ARG_INT (flags)))
816 return; 828 return;
817 829
818 if (!(flags & GT_MINIMAL)) 830 if (!(flags & GT_MINIMAL))
819 { 831 {
820 if (op->arch == crown_arch) 832 if (IS_ARCH (op->arch, crown))
821 { 833 {
822 set_magic (difficulty, op, max_magic, flags); 834 set_magic (difficulty, op, max_magic, flags);
823 num_enchantments = calc_item_power (op, 1); 835 num_enchantments = calc_item_power (op, 1);
824 generate_artifact (op, difficulty); 836 generate_artifact (op, difficulty);
825 } 837 }
830 842
831 num_enchantments = calc_item_power (op, 1); 843 num_enchantments = calc_item_power (op, 1);
832 844
833 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 845 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
834 || op->type == HORN 846 || op->type == HORN
835 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 847 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
836 * used for shop_floors or treasures */
837 generate_artifact (op, difficulty); 848 generate_artifact (op, difficulty);
838 } 849 }
839 850
840 /* Object was made an artifact. Calculate its item_power rating. 851 /* Object was made an artifact. Calculate its item_power rating.
841 * the item_power in the object is what the artfiact adds. 852 * the item_power in the object is what the artfiact adds.
883 { 894 {
884 if (op->type == POTION) 895 if (op->type == POTION)
885 /* Handle healing and magic power potions */ 896 /* Handle healing and magic power potions */
886 if (op->stats.sp && !op->randomitems) 897 if (op->stats.sp && !op->randomitems)
887 { 898 {
888 object *tmp;
889
890 tmp = get_archetype (spell_mapping[op->stats.sp]); 899 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
891 insert_ob_in_ob (tmp, op); 900 insert_ob_in_ob (tmp, op);
892 op->stats.sp = 0; 901 op->stats.sp = 0;
893 } 902 }
894 } 903 }
895 else if (!op->title) /* Only modify object if not special */ 904 else if (!op->title) /* Only modify object if not special */
953 SET_FLAG (op, FLAG_CURSED); 962 SET_FLAG (op, FLAG_CURSED);
954 break; 963 break;
955 } 964 }
956 965
957 case AMULET: 966 case AMULET:
958 if (op->arch == amulet_arch) 967 if (IS_ARCH (op->arch, amulet))
959 op->value *= 5; /* Since it's not just decoration */ 968 op->value *= 5; /* Since it's not just decoration */
960 969
961 case RING: 970 case RING:
962 if (op->arch == NULL)
963 {
964 op->destroy ();
965 op = 0;
966 break;
967 }
968
969 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 971 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
970 break; 972 break;
971 973
972 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 974 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
973 SET_FLAG (op, FLAG_CURSED); 975 SET_FLAG (op, FLAG_CURSED);
974 976
1127 * Allocate and return the pointer to an empty artifactlist structure. 1129 * Allocate and return the pointer to an empty artifactlist structure.
1128 */ 1130 */
1129static artifactlist * 1131static artifactlist *
1130get_empty_artifactlist (void) 1132get_empty_artifactlist (void)
1131{ 1133{
1132 return salloc0 <artifactlist> (); 1134 return salloc0<artifactlist> ();
1133} 1135}
1134 1136
1135/* 1137/*
1136 * Allocate and return the pointer to an empty artifact structure. 1138 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1139 */
1138static artifact * 1140static artifact *
1139get_empty_artifact (void) 1141get_empty_artifact (void)
1140{ 1142{
1141 return salloc0 <artifact> (); 1143 return salloc0<artifact> ();
1142} 1144}
1143 1145
1144/* 1146/*
1145 * Searches the artifact lists and returns one that has the same type 1147 * Searches the artifact lists and returns one that has the same type
1146 * of objects on it. 1148 * of objects on it.
1151 for (artifactlist *al = first_artifactlist; al; al = al->next) 1153 for (artifactlist *al = first_artifactlist; al; al = al->next)
1152 if (al->type == type) 1154 if (al->type == type)
1153 return al; 1155 return al;
1154 1156
1155 return 0; 1157 return 0;
1156}
1157
1158/*
1159 * For debugging purposes. Dumps all tables.
1160 */
1161void
1162dump_artifacts (void)
1163{
1164 artifactlist *al;
1165 artifact *art;
1166 linked_char *next;
1167
1168 fprintf (logfile, "\n");
1169 for (al = first_artifactlist; al != NULL; al = al->next)
1170 {
1171 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1172 for (art = al->items; art != NULL; art = art->next)
1173 {
1174 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1175 if (art->allowed != NULL)
1176 {
1177 fprintf (logfile, "\tallowed combinations:");
1178 for (next = art->allowed; next != NULL; next = next->next)
1179 fprintf (logfile, "%s,", &next->name);
1180 fprintf (logfile, "\n");
1181 }
1182 }
1183 }
1184 fprintf (logfile, "\n");
1185}
1186
1187/*
1188 * For debugging purposes. Dumps all treasures recursively (see below).
1189 */
1190void
1191dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1192{
1193 treasurelist *tl;
1194 int i;
1195
1196 if (depth > 100)
1197 return;
1198
1199 while (t)
1200 {
1201 if (t->name)
1202 {
1203 for (i = 0; i < depth; i++)
1204 fprintf (logfile, " ");
1205
1206 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207
1208 tl = treasurelist::find (t->name);
1209 if (tl)
1210 dump_monster_treasure_rec (name, tl->items, depth + 2);
1211
1212 for (i = 0; i < depth; i++)
1213 fprintf (logfile, " ");
1214
1215 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1216 }
1217 else
1218 {
1219 for (i = 0; i < depth; i++)
1220 fprintf (logfile, " ");
1221
1222 if (t->item && t->item->clone.type == FLESH)
1223 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1224 else
1225 fprintf (logfile, "%s\n", &t->item->clone.name);
1226 }
1227
1228 if (t->next_yes)
1229 {
1230 for (i = 0; i < depth; i++)
1231 fprintf (logfile, " ");
1232
1233 fprintf (logfile, " (if yes)\n");
1234 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1235 }
1236
1237 if (t->next_no)
1238 {
1239 for (i = 0; i < depth; i++)
1240 fprintf (logfile, " ");
1241
1242 fprintf (logfile, " (if no)\n");
1243 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1244 }
1245
1246 t = t->next;
1247 }
1248}
1249
1250/*
1251 * For debugging purposes. Dumps all treasures for a given monster.
1252 * Created originally by Raphael Quinet for debugging the alchemy code.
1253 */
1254void
1255dump_monster_treasure (const char *name)
1256{
1257 archetype *at;
1258 int found;
1259
1260 found = 0;
1261 fprintf (logfile, "\n");
1262
1263 for (at = first_archetype; at != NULL; at = at->next)
1264 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1265 {
1266 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1267 if (at->clone.randomitems != NULL)
1268 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1269 else
1270 fprintf (logfile, "(nothing)\n");
1271
1272 fprintf (logfile, "\n");
1273 found++;
1274 }
1275
1276 if (found == 0)
1277 fprintf (logfile, "No objects have the name %s!\n\n", name);
1278} 1158}
1279 1159
1280/* 1160/*
1281 * Builds up the lists of artifacts from the file in the libdir. 1161 * Builds up the lists of artifacts from the file in the libdir.
1282 */ 1162 */
1296 sprintf (filename, "%s/artifacts", settings.datadir); 1176 sprintf (filename, "%s/artifacts", settings.datadir);
1297 object_thawer f (filename); 1177 object_thawer f (filename);
1298 1178
1299 if (!f) 1179 if (!f)
1300 return; 1180 return;
1301
1302 f.next ();
1303 1181
1304 for (;;) 1182 for (;;)
1305 { 1183 {
1306 switch (f.kw) 1184 switch (f.kw)
1307 { 1185 {
1411#endif 1289#endif
1412 op->face = change->face; 1290 op->face = change->face;
1413 } 1291 }
1414 1292
1415 for (i = 0; i < NUM_STATS; i++) 1293 for (i = 0; i < NUM_STATS; i++)
1416 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1294 change_attr_value (&(op->stats), i, change->stats.stat (i));
1417 1295
1418 op->attacktype |= change->attacktype; 1296 op->attacktype |= change->attacktype;
1419 op->path_attuned |= change->path_attuned; 1297 op->path_attuned |= change->path_attuned;
1420 op->path_repelled |= change->path_repelled; 1298 op->path_repelled |= change->path_repelled;
1421 op->path_denied |= change->path_denied; 1299 op->path_denied |= change->path_denied;
1469 * to cast. So convert that to into a spell and put it into 1347 * to cast. So convert that to into a spell and put it into
1470 * this object. 1348 * this object.
1471 */ 1349 */
1472 if (op->type == HORN || op->type == POTION) 1350 if (op->type == HORN || op->type == POTION)
1473 { 1351 {
1474 object *tmp_obj;
1475
1476 /* Remove any spells this object currently has in it */ 1352 /* Remove any spells this object currently has in it */
1477 while (op->inv)
1478 op->inv->destroy (); 1353 op->destroy_inv (false);
1479 1354
1480 tmp_obj = arch_to_object (change->other_arch); 1355 object *tmp = arch_to_object (change->other_arch);
1481 insert_ob_in_ob (tmp_obj, op); 1356 insert_ob_in_ob (tmp, op);
1482 } 1357 }
1483 /* No harm setting this for potions/horns */ 1358 /* No harm setting this for potions/horns */
1484 op->other_arch = change->other_arch; 1359 op->other_arch = change->other_arch;
1485 } 1360 }
1486 1361
1605 name = tmp->name + 1, neg = 1; 1480 name = tmp->name + 1, neg = 1;
1606 else 1481 else
1607 name = tmp->name, neg = 0; 1482 name = tmp->name, neg = 0;
1608 1483
1609 /* If we match name, then return the opposite of 'neg' */ 1484 /* If we match name, then return the opposite of 'neg' */
1610 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1485 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1611 return !neg; 1486 return !neg;
1612 1487
1613 /* Set success as true, since if the match was an inverse, it means 1488 /* Set success as true, since if the match was an inverse, it means
1614 * everything is allowed except what we match 1489 * everything is allowed except what we match
1615 */ 1490 */
1802free_artifact (artifact *at) 1677free_artifact (artifact *at)
1803{ 1678{
1804 if (at->next) free_artifact (at->next); 1679 if (at->next) free_artifact (at->next);
1805 if (at->allowed) free_charlinks (at->allowed); 1680 if (at->allowed) free_charlinks (at->allowed);
1806 1681
1807 at->item->destroy (1); 1682 at->item->destroy (true);
1808 1683
1809 sfree (at); 1684 sfree (at);
1810} 1685}
1811 1686
1812void 1687void

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