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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.63 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.88 by root, Fri Nov 6 12:27:05 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 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 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h> 38#include <loader.h>
40 39
41extern char *spell_mapping[]; 40extern char *spell_mapping[];
42 41
43static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
47typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
48 const char *, 47 const char *,
49 treasurelist *, 48 treasurelist *,
50 str_hash, 49 str_hash,
51 str_equal, 50 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 52> tl_map_t;
55 53
56static tl_map_t tl_map; 54static tl_map_t tl_map;
55
56//TODO: class method
57static void
58clear (treasurelist *tl)
59{
60 void free_treasurestruct (treasure *t);
61
62 if (tl->items)
63 {
64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
67
68 tl->total_chance = 0;
69}
57 70
58/* 71/*
59 * Searches for the given treasurelist 72 * Searches for the given treasurelist
60 */ 73 */
61treasurelist * 74treasurelist *
93 } 106 }
94 107
95 return tl; 108 return tl;
96} 109}
97 110
98//TODO: class method
99void
100clear (treasurelist *tl)
101{
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109}
110
111#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
114 */ 114 */
115static void 115static void
140 140
141 f.next (); 141 f.next ();
142 142
143 for (;;) 143 for (;;)
144 { 144 {
145 coroapi::cede_to_tick_every (10); 145 coroapi::cede_to_tick ();
146 146
147 switch (f.kw) 147 switch (f.kw)
148 { 148 {
149 case KW_arch: 149 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 150 t->item = archetype::find (f.get_str ());
151
152 if (!t->item)
153 {
154 f.parse_warn ("treasure references unknown archetype");
155 t->item = archetype::empty;
156 }
157
151 break; 158 break;
152 159
153 case KW_list: f.get (t->name); break; 160 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 161 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 162 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 176 t->next = read_treasure (f);
170 return t; 177 return t;
171 178
172 default: 179 default:
173 if (!f.parse_error ("treasurelist", t->name)) 180 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 181 goto error;
175 182
176 return t; 183 return t;
177 } 184 }
178 185
179 f.next (); 186 f.next ();
180 } 187 }
188
189 // not reached
190
191error:
192 delete t;
193 return 0;
181} 194}
182 195
183/* 196/*
184 * Each treasure is parsed with the help of load_treasure(). 197 * Each treasure is parsed with the help of load_treasure().
185 */ 198 */
244 return; 257 return;
245 } 258 }
246 259
247 op->expand_tail (); 260 op->expand_tail ();
248 261
249 if (ob_blocked (op, creator->map, creator->x, creator->y)) 262 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
250 op->destroy (); 263 op->destroy ();
251 else 264 else
252 { 265 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 266 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 267 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
258 { 271 {
259 op = creator->insert (op); 272 op = creator->insert (op);
260 273
261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
262 monster_check_apply (creator, op); 275 monster_check_apply (creator, op);
263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
266 esrv_send_item (tmp, op);
267 } 276 }
268} 277}
269 278
270/* if there are change_xxx commands in the treasure, we include the changes 279/* if there are change_xxx commands in the treasure, we include the changes
271 * in the generated object 280 * in the generated object
435 444
436 if (ob->inv) 445 if (ob->inv)
437 LOG (llevError, "In generate treasure, created multiple objects.\n"); 446 LOG (llevError, "In generate treasure, created multiple objects.\n");
438 447
439 ob->destroy (); 448 ob->destroy ();
449
440 return tmp; 450 return tmp;
441} 451}
442 452
443/* 453/*
444 * This is a new way of calculating the chance for an item to have 454 * This is a new way of calculating the chance for an item to have
490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 500 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
491 */ 501 */
492int 502int
493level_for_item (const object *op, int difficulty) 503level_for_item (const object *op, int difficulty)
494{ 504{
495 int olevel = 0;
496
497 if (!op->inv) 505 if (!op->inv)
498 { 506 {
499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 507 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 return 0; 508 return 0;
501 } 509 }
502 510
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 511 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 512
505 if (olevel <= 0) 513 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 514 olevel = rndm (1, op->inv->level);
507 515
508 if (olevel > MAXLEVEL) 516 return min (olevel, MAXLEVEL);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 517}
513 518
514/* 519/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 520 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 521 * a random magical bonus is returned. This is used when determine
576 if (op->type == ARMOUR) 581 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 582 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 583
579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 584 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 585 magic = (-magic);
586
581 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 588 }
583 else 589 else
584 { 590 {
585 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
593
587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
588 magic = (-magic); 595 magic = (-magic);
596
589 op->weight = (op->weight * (100 - magic * 10)) / 100; 597 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 } 598 }
591} 599}
592 600
593/* 601/*
767 return i; 775 return i;
768 776
769 return 4; 777 return 4;
770} 778}
771 779
780/* special_potion() - so that old potion code is still done right. */
781int
782special_potion (object *op)
783{
784 if (op->attacktype)
785 return 1;
786
787 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
788 return 1;
789
790 for (int i = 0; i < NROFATTACKS; i++)
791 if (op->resist[i])
792 return 1;
793
794 return 0;
795}
796
772#define DICE2 (get_magic(2)==2?2:1) 797#define DICE2 (get_magic(2)==2?2:1)
773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 798#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
774 799
775/* 800/*
776 * fix_generated_item(): This is called after an item is generated, in 801 * fix_generated_item(): This is called after an item is generated, in
822 ARG_INT (flags))) 847 ARG_INT (flags)))
823 return; 848 return;
824 849
825 if (!(flags & GT_MINIMAL)) 850 if (!(flags & GT_MINIMAL))
826 { 851 {
827 if (op->arch == crown_arch) 852 if (IS_ARCH (op->arch, crown))
828 { 853 {
829 set_magic (difficulty, op, max_magic, flags); 854 set_magic (difficulty, op, max_magic, flags);
830 num_enchantments = calc_item_power (op, 1); 855 num_enchantments = calc_item_power (op, 1);
831 generate_artifact (op, difficulty); 856 generate_artifact (op, difficulty);
832 } 857 }
837 862
838 num_enchantments = calc_item_power (op, 1); 863 num_enchantments = calc_item_power (op, 1);
839 864
840 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 865 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
841 || op->type == HORN 866 || op->type == HORN
842 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 867 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
843 * used for shop_floors or treasures */
844 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
845 } 869 }
846 870
847 /* Object was made an artifact. Calculate its item_power rating. 871 /* Object was made an artifact. Calculate its item_power rating.
848 * the item_power in the object is what the artfiact adds. 872 * the item_power in the object is what the artfiact adds.
890 { 914 {
891 if (op->type == POTION) 915 if (op->type == POTION)
892 /* Handle healing and magic power potions */ 916 /* Handle healing and magic power potions */
893 if (op->stats.sp && !op->randomitems) 917 if (op->stats.sp && !op->randomitems)
894 { 918 {
895 object *tmp;
896
897 tmp = get_archetype (spell_mapping[op->stats.sp]); 919 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
898 insert_ob_in_ob (tmp, op); 920 insert_ob_in_ob (tmp, op);
899 op->stats.sp = 0; 921 op->stats.sp = 0;
900 } 922 }
901 } 923 }
902 else if (!op->title) /* Only modify object if not special */ 924 else if (!op->title) /* Only modify object if not special */
960 SET_FLAG (op, FLAG_CURSED); 982 SET_FLAG (op, FLAG_CURSED);
961 break; 983 break;
962 } 984 }
963 985
964 case AMULET: 986 case AMULET:
965 if (op->arch == amulet_arch) 987 if (IS_ARCH (op->arch, amulet))
966 op->value *= 5; /* Since it's not just decoration */ 988 op->value *= 5; /* Since it's not just decoration */
967 989
968 case RING: 990 case RING:
969 if (op->arch == NULL)
970 {
971 op->destroy ();
972 op = 0;
973 break;
974 }
975
976 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 991 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
977 break; 992 break;
978 993
979 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 994 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
980 SET_FLAG (op, FLAG_CURSED); 995 SET_FLAG (op, FLAG_CURSED);
981 996
1001 op->value *= 5; 1016 op->value *= 5;
1002 set_ring_bonus (op, d); 1017 set_ring_bonus (op, d);
1003 } 1018 }
1004 } 1019 }
1005 1020
1006 if (GET_ANIM_ID (op)) 1021 if (op->animation_id)
1007 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1022 op->set_anim_frame (rndm (op->anim_frames ()));
1008 1023
1009 break; 1024 break;
1010 1025
1011 case BOOK: 1026 case BOOK:
1012 /* Is it an empty book?, if yes lets make a special· 1027 /* Is it an empty book?, if yes lets make a special·
1027 op->level = rndm (creator->level); 1042 op->level = rndm (creator->level);
1028 1043
1029 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1044 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1030 /* books w/ info are worth more! */ 1045 /* books w/ info are worth more! */
1031 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1046 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1032 /* creator related stuff */
1033
1034 /* for library, chained books. Note that some monsters have no_pick
1035 * set - we don't want to set no pick in that case.
1036 */
1037 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1038 SET_FLAG (op, FLAG_NO_PICK);
1039 if (creator->slaying && !op->slaying) /* for check_inv floors */
1040 op->slaying = creator->slaying;
1041 1047
1042 /* add exp so reading it gives xp (once) */ 1048 /* add exp so reading it gives xp (once) */
1043 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1049 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1044 } 1050 }
1051
1052 /* creator related stuff */
1053
1054 /* for library, chained books. Note that some monsters have no_pick
1055 * set - we don't want to set no pick in that case.
1056 */
1057 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1058 SET_FLAG (op, FLAG_NO_PICK);
1059 if (creator->slaying && !op->slaying) /* for check_inv floors */
1060 op->slaying = creator->slaying;
1045 break; 1061 break;
1046 1062
1047 case SPELLBOOK: 1063 case SPELLBOOK:
1048 op->value = op->value * op->inv->value; 1064 op->value = op->value * op->inv->value;
1049 /* add exp so learning gives xp */ 1065 /* add exp so learning gives xp */
1134 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1135 */ 1151 */
1136static artifactlist * 1152static artifactlist *
1137get_empty_artifactlist (void) 1153get_empty_artifactlist (void)
1138{ 1154{
1139 return salloc0 <artifactlist> (); 1155 return salloc0<artifactlist> ();
1140} 1156}
1141 1157
1142/* 1158/*
1143 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1144 */ 1160 */
1145static artifact * 1161static artifact *
1146get_empty_artifact (void) 1162get_empty_artifact (void)
1147{ 1163{
1148 return salloc0 <artifact> (); 1164 return salloc0<artifact> ();
1149} 1165}
1150 1166
1151/* 1167/*
1152 * Searches the artifact lists and returns one that has the same type 1168 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1169 * of objects on it.
1158 for (artifactlist *al = first_artifactlist; al; al = al->next) 1174 for (artifactlist *al = first_artifactlist; al; al = al->next)
1159 if (al->type == type) 1175 if (al->type == type)
1160 return al; 1176 return al;
1161 1177
1162 return 0; 1178 return 0;
1163}
1164
1165/*
1166 * For debugging purposes. Dumps all tables.
1167 */
1168void
1169dump_artifacts (void)
1170{
1171 artifactlist *al;
1172 artifact *art;
1173 linked_char *next;
1174
1175 fprintf (logfile, "\n");
1176 for (al = first_artifactlist; al != NULL; al = al->next)
1177 {
1178 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1179 for (art = al->items; art != NULL; art = art->next)
1180 {
1181 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1182 if (art->allowed != NULL)
1183 {
1184 fprintf (logfile, "\tallowed combinations:");
1185 for (next = art->allowed; next != NULL; next = next->next)
1186 fprintf (logfile, "%s,", &next->name);
1187 fprintf (logfile, "\n");
1188 }
1189 }
1190 }
1191 fprintf (logfile, "\n");
1192}
1193
1194/*
1195 * For debugging purposes. Dumps all treasures recursively (see below).
1196 */
1197void
1198dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1199{
1200 treasurelist *tl;
1201 int i;
1202
1203 if (depth > 100)
1204 return;
1205
1206 while (t)
1207 {
1208 if (t->name)
1209 {
1210 for (i = 0; i < depth; i++)
1211 fprintf (logfile, " ");
1212
1213 fprintf (logfile, "{ (list: %s)\n", &t->name);
1214
1215 tl = treasurelist::find (t->name);
1216 if (tl)
1217 dump_monster_treasure_rec (name, tl->items, depth + 2);
1218
1219 for (i = 0; i < depth; i++)
1220 fprintf (logfile, " ");
1221
1222 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1223 }
1224 else
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 if (t->item && t->item->type == FLESH)
1230 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1231 else
1232 fprintf (logfile, "%s\n", &t->item->object::name);
1233 }
1234
1235 if (t->next_yes)
1236 {
1237 for (i = 0; i < depth; i++)
1238 fprintf (logfile, " ");
1239
1240 fprintf (logfile, " (if yes)\n");
1241 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1242 }
1243
1244 if (t->next_no)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248
1249 fprintf (logfile, " (if no)\n");
1250 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1251 }
1252
1253 t = t->next;
1254 }
1255}
1256
1257/*
1258 * For debugging purposes. Dumps all treasures for a given monster.
1259 * Created originally by Raphael Quinet for debugging the alchemy code.
1260 */
1261void
1262dump_monster_treasure (const char *name)
1263{
1264 archetype *at;
1265 int found;
1266
1267 found = 0;
1268 fprintf (logfile, "\n");
1269
1270 for_all_archetypes (at)
1271 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1272 {
1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1274 if (at->randomitems != NULL)
1275 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1276 else
1277 fprintf (logfile, "(nothing)\n");
1278
1279 fprintf (logfile, "\n");
1280 found++;
1281 }
1282
1283 if (found == 0)
1284 fprintf (logfile, "No objects have the name %s!\n\n", name);
1285} 1179}
1286 1180
1287/* 1181/*
1288 * Builds up the lists of artifacts from the file in the libdir. 1182 * Builds up the lists of artifacts from the file in the libdir.
1289 */ 1183 */
1303 sprintf (filename, "%s/artifacts", settings.datadir); 1197 sprintf (filename, "%s/artifacts", settings.datadir);
1304 object_thawer f (filename); 1198 object_thawer f (filename);
1305 1199
1306 if (!f) 1200 if (!f)
1307 return; 1201 return;
1308
1309 f.next ();
1310 1202
1311 for (;;) 1203 for (;;)
1312 { 1204 {
1313 switch (f.kw) 1205 switch (f.kw)
1314 { 1206 {
1476 * to cast. So convert that to into a spell and put it into 1368 * to cast. So convert that to into a spell and put it into
1477 * this object. 1369 * this object.
1478 */ 1370 */
1479 if (op->type == HORN || op->type == POTION) 1371 if (op->type == HORN || op->type == POTION)
1480 { 1372 {
1481 object *tmp_obj;
1482
1483 /* Remove any spells this object currently has in it */ 1373 /* Remove any spells this object currently has in it */
1484 while (op->inv)
1485 op->inv->destroy (); 1374 op->destroy_inv (false);
1486 1375
1487 tmp_obj = arch_to_object (change->other_arch); 1376 object *tmp = arch_to_object (change->other_arch);
1488 insert_ob_in_ob (tmp_obj, op); 1377 insert_ob_in_ob (tmp, op);
1489 } 1378 }
1490 /* No harm setting this for potions/horns */ 1379 /* No harm setting this for potions/horns */
1491 op->other_arch = change->other_arch; 1380 op->other_arch = change->other_arch;
1492 } 1381 }
1493 1382
1698#if 1 1587#if 1
1699 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1588 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1700#endif 1589#endif
1701 return; 1590 return;
1702 } 1591 }
1703 if (!strcmp (art->item->name, "NONE")) 1592
1593 if (art->item->name == shstr_NONE)
1704 return; 1594 return;
1595
1705 if (FABS (op->magic) < art->item->magic) 1596 if (fabs (op->magic) < art->item->magic)
1706 continue; /* Not magic enough to be this item */ 1597 continue; /* Not magic enough to be this item */
1707 1598
1708 /* Map difficulty not high enough */ 1599 /* Map difficulty not high enough */
1709 if (difficulty < art->difficulty) 1600 if (difficulty < art->difficulty)
1710 continue; 1601 continue;
1761 item->level = donor->level; 1652 item->level = donor->level;
1762 1653
1763 /* if donor has some attacktypes, the flesh is poisonous */ 1654 /* if donor has some attacktypes, the flesh is poisonous */
1764 if (donor->attacktype & AT_POISON) 1655 if (donor->attacktype & AT_POISON)
1765 item->type = POISON; 1656 item->type = POISON;
1657
1766 if (donor->attacktype & AT_ACID) 1658 if (donor->attacktype & AT_ACID)
1767 item->stats.hp = -1 * item->stats.food; 1659 item->stats.hp = -1 * item->stats.food;
1660
1768 SET_FLAG (item, FLAG_NO_STEAL); 1661 SET_FLAG (item, FLAG_NO_STEAL);
1769 } 1662 }
1770}
1771
1772/* special_potion() - so that old potion code is still done right. */
1773int
1774special_potion (object *op)
1775{
1776 if (op->attacktype)
1777 return 1;
1778
1779 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1780 return 1;
1781
1782 for (int i = 0; i < NROFATTACKS; i++)
1783 if (op->resist[i])
1784 return 1;
1785
1786 return 0;
1787} 1663}
1788 1664
1789void 1665void
1790free_treasurestruct (treasure *t) 1666free_treasurestruct (treasure *t)
1791{ 1667{
1809free_artifact (artifact *at) 1685free_artifact (artifact *at)
1810{ 1686{
1811 if (at->next) free_artifact (at->next); 1687 if (at->next) free_artifact (at->next);
1812 if (at->allowed) free_charlinks (at->allowed); 1688 if (at->allowed) free_charlinks (at->allowed);
1813 1689
1814 at->item->destroy (1); 1690 at->item->destroy ();
1815 1691
1816 sfree (at); 1692 sfree (at);
1817} 1693}
1818 1694
1819void 1695void

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