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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.66 by root, Wed Sep 12 11:10:10 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 Roguelike Realtime MORPG. 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 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 <crossfire@schmorp.de> 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.
25 * 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
26 * 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
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 <funcpoint.h>
38#include <loader.h> 38#include <loader.h>
39 39
40extern char *spell_mapping[]; 40extern char *spell_mapping[];
41 41
42static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
46typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
47 const char *, 47 const char *,
48 treasurelist *, 48 treasurelist *,
49 str_hash, 49 str_hash,
50 str_equal, 50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 52> tl_map_t;
54 53
55static 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}
56 70
57/* 71/*
58 * Searches for the given treasurelist 72 * Searches for the given treasurelist
59 */ 73 */
60treasurelist * 74treasurelist *
92 } 106 }
93 107
94 return tl; 108 return tl;
95} 109}
96 110
97//TODO: class method
98void
99clear (treasurelist *tl)
100{
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108}
109
110#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
113 */ 114 */
114static void 115static void
139 140
140 f.next (); 141 f.next ();
141 142
142 for (;;) 143 for (;;)
143 { 144 {
144 coroapi::cede_to_tick_every (10); 145 coroapi::cede_to_tick ();
145 146
146 switch (f.kw) 147 switch (f.kw)
147 { 148 {
148 case KW_arch: 149 case KW_arch:
149 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
150 break; 158 break;
151 159
152 case KW_list: f.get (t->name); break; 160 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 161 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 162 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 176 t->next = read_treasure (f);
169 return t; 177 return t;
170 178
171 default: 179 default:
172 if (!f.parse_error ("treasurelist", t->name)) 180 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 181 goto error;
174 182
175 return t; 183 return t;
176 } 184 }
177 185
178 f.next (); 186 f.next ();
179 } 187 }
188
189 // not reached
190
191error:
192 delete t;
193 return 0;
180} 194}
181 195
182/* 196/*
183 * Each treasure is parsed with the help of load_treasure(). 197 * Each treasure is parsed with the help of load_treasure().
184 */ 198 */
243 return; 257 return;
244 } 258 }
245 259
246 op->expand_tail (); 260 op->expand_tail ();
247 261
248 if (op->blocked (creator->map, creator->x, creator->y)) 262 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
249 op->destroy (); 263 op->destroy ();
250 else 264 else
251 { 265 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 266 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
253 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);
257 { 271 {
258 op = creator->insert (op); 272 op = creator->insert (op);
259 273
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
261 monster_check_apply (creator, op); 275 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 } 276 }
267} 277}
268 278
269/* 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
270 * in the generated object 280 * in the generated object
434 444
435 if (ob->inv) 445 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 446 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 447
438 ob->destroy (); 448 ob->destroy ();
449
439 return tmp; 450 return tmp;
440} 451}
441 452
442/* 453/*
443 * 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
489 * 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.
490 */ 501 */
491int 502int
492level_for_item (const object *op, int difficulty) 503level_for_item (const object *op, int difficulty)
493{ 504{
494 int olevel = 0;
495
496 if (!op->inv) 505 if (!op->inv)
497 { 506 {
498 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);
499 return 0; 508 return 0;
500 } 509 }
501 510
502 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 511 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
503 512
504 if (olevel <= 0) 513 if (olevel <= 0)
505 olevel = rndm (1, MIN (op->inv->level, 1)); 514 olevel = rndm (1, op->inv->level);
506 515
507 if (olevel > MAXLEVEL) 516 return min (olevel, MAXLEVEL);
508 olevel = MAXLEVEL;
509
510 return olevel;
511} 517}
512 518
513/* 519/*
514 * Based upon the specified difficulty and upon the difftomagic_list array, 520 * Based upon the specified difficulty and upon the difftomagic_list array,
515 * a random magical bonus is returned. This is used when determine 521 * a random magical bonus is returned. This is used when determine
575 if (op->type == ARMOUR) 581 if (op->type == ARMOUR)
576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 582 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
577 583
578 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 */
579 magic = (-magic); 585 magic = (-magic);
586
580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
581 } 588 }
582 else 589 else
583 { 590 {
584 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
593
586 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 */
587 magic = (-magic); 595 magic = (-magic);
596
588 op->weight = (op->weight * (100 - magic * 10)) / 100; 597 op->weight = (op->weight * (100 - magic * 10)) / 100;
589 } 598 }
590} 599}
591 600
592/* 601/*
766 return i; 775 return i;
767 776
768 return 4; 777 return 4;
769} 778}
770 779
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
771#define DICE2 (get_magic(2)==2?2:1) 797#define DICE2 (get_magic(2)==2?2:1)
772#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))
773 799
774/* 800/*
775 * 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
821 ARG_INT (flags))) 847 ARG_INT (flags)))
822 return; 848 return;
823 849
824 if (!(flags & GT_MINIMAL)) 850 if (!(flags & GT_MINIMAL))
825 { 851 {
826 if (op->arch == crown_arch) 852 if (IS_ARCH (op->arch, crown))
827 { 853 {
828 set_magic (difficulty, op, max_magic, flags); 854 set_magic (difficulty, op, max_magic, flags);
829 num_enchantments = calc_item_power (op, 1); 855 num_enchantments = calc_item_power (op, 1);
830 generate_artifact (op, difficulty); 856 generate_artifact (op, difficulty);
831 } 857 }
836 862
837 num_enchantments = calc_item_power (op, 1); 863 num_enchantments = calc_item_power (op, 1);
838 864
839 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 865 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
840 || op->type == HORN 866 || op->type == HORN
841 || 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 */
842 * used for shop_floors or treasures */
843 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
844 } 869 }
845 870
846 /* Object was made an artifact. Calculate its item_power rating. 871 /* Object was made an artifact. Calculate its item_power rating.
847 * the item_power in the object is what the artfiact adds. 872 * the item_power in the object is what the artfiact adds.
889 { 914 {
890 if (op->type == POTION) 915 if (op->type == POTION)
891 /* Handle healing and magic power potions */ 916 /* Handle healing and magic power potions */
892 if (op->stats.sp && !op->randomitems) 917 if (op->stats.sp && !op->randomitems)
893 { 918 {
894 object *tmp;
895
896 tmp = get_archetype (spell_mapping[op->stats.sp]); 919 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
897 insert_ob_in_ob (tmp, op); 920 insert_ob_in_ob (tmp, op);
898 op->stats.sp = 0; 921 op->stats.sp = 0;
899 } 922 }
900 } 923 }
901 else if (!op->title) /* Only modify object if not special */ 924 else if (!op->title) /* Only modify object if not special */
959 SET_FLAG (op, FLAG_CURSED); 982 SET_FLAG (op, FLAG_CURSED);
960 break; 983 break;
961 } 984 }
962 985
963 case AMULET: 986 case AMULET:
964 if (op->arch == amulet_arch) 987 if (IS_ARCH (op->arch, amulet))
965 op->value *= 5; /* Since it's not just decoration */ 988 op->value *= 5; /* Since it's not just decoration */
966 989
967 case RING: 990 case RING:
968 if (op->arch == NULL)
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 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! */
976 break; 992 break;
977 993
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 994 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED); 995 SET_FLAG (op, FLAG_CURSED);
980 996
1000 op->value *= 5; 1016 op->value *= 5;
1001 set_ring_bonus (op, d); 1017 set_ring_bonus (op, d);
1002 } 1018 }
1003 } 1019 }
1004 1020
1005 if (GET_ANIM_ID (op)) 1021 if (op->animation_id)
1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1022 op->set_anim_frame (rndm (op->anim_frames ()));
1007 1023
1008 break; 1024 break;
1009 1025
1010 case BOOK: 1026 case BOOK:
1011 /* Is it an empty book?, if yes lets make a special· 1027 /* Is it an empty book?, if yes lets make a special·
1026 op->level = rndm (creator->level); 1042 op->level = rndm (creator->level);
1027 1043
1028 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);
1029 /* books w/ info are worth more! */ 1045 /* books w/ info are worth more! */
1030 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));
1031 /* creator related stuff */
1032
1033 /* for library, chained books. Note that some monsters have no_pick
1034 * set - we don't want to set no pick in that case.
1035 */
1036 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1037 SET_FLAG (op, FLAG_NO_PICK);
1038 if (creator->slaying && !op->slaying) /* for check_inv floors */
1039 op->slaying = creator->slaying;
1040 1047
1041 /* add exp so reading it gives xp (once) */ 1048 /* add exp so reading it gives xp (once) */
1042 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;
1043 } 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;
1044 break; 1061 break;
1045 1062
1046 case SPELLBOOK: 1063 case SPELLBOOK:
1047 op->value = op->value * op->inv->value; 1064 op->value = op->value * op->inv->value;
1048 /* add exp so learning gives xp */ 1065 /* add exp so learning gives xp */
1133 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1134 */ 1151 */
1135static artifactlist * 1152static artifactlist *
1136get_empty_artifactlist (void) 1153get_empty_artifactlist (void)
1137{ 1154{
1138 return salloc0 <artifactlist> (); 1155 return salloc0<artifactlist> ();
1139} 1156}
1140 1157
1141/* 1158/*
1142 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1143 */ 1160 */
1144static artifact * 1161static artifact *
1145get_empty_artifact (void) 1162get_empty_artifact (void)
1146{ 1163{
1147 return salloc0 <artifact> (); 1164 return salloc0<artifact> ();
1148} 1165}
1149 1166
1150/* 1167/*
1151 * 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
1152 * of objects on it. 1169 * of objects on it.
1157 for (artifactlist *al = first_artifactlist; al; al = al->next) 1174 for (artifactlist *al = first_artifactlist; al; al = al->next)
1158 if (al->type == type) 1175 if (al->type == type)
1159 return al; 1176 return al;
1160 1177
1161 return 0; 1178 return 0;
1162}
1163
1164/*
1165 * For debugging purposes. Dumps all tables.
1166 */
1167void
1168dump_artifacts (void)
1169{
1170 artifactlist *al;
1171 artifact *art;
1172 linked_char *next;
1173
1174 fprintf (logfile, "\n");
1175 for (al = first_artifactlist; al != NULL; al = al->next)
1176 {
1177 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1178 for (art = al->items; art != NULL; art = art->next)
1179 {
1180 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1181 if (art->allowed != NULL)
1182 {
1183 fprintf (logfile, "\tallowed combinations:");
1184 for (next = art->allowed; next != NULL; next = next->next)
1185 fprintf (logfile, "%s,", &next->name);
1186 fprintf (logfile, "\n");
1187 }
1188 }
1189 }
1190 fprintf (logfile, "\n");
1191}
1192
1193/*
1194 * For debugging purposes. Dumps all treasures recursively (see below).
1195 */
1196void
1197dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1198{
1199 treasurelist *tl;
1200 int i;
1201
1202 if (depth > 100)
1203 return;
1204
1205 while (t)
1206 {
1207 if (t->name)
1208 {
1209 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " ");
1211
1212 fprintf (logfile, "{ (list: %s)\n", &t->name);
1213
1214 tl = treasurelist::find (t->name);
1215 if (tl)
1216 dump_monster_treasure_rec (name, tl->items, depth + 2);
1217
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1222 }
1223 else
1224 {
1225 for (i = 0; i < depth; i++)
1226 fprintf (logfile, " ");
1227
1228 if (t->item && t->item->type == FLESH)
1229 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1230 else
1231 fprintf (logfile, "%s\n", &t->item->object::name);
1232 }
1233
1234 if (t->next_yes)
1235 {
1236 for (i = 0; i < depth; i++)
1237 fprintf (logfile, " ");
1238
1239 fprintf (logfile, " (if yes)\n");
1240 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1241 }
1242
1243 if (t->next_no)
1244 {
1245 for (i = 0; i < depth; i++)
1246 fprintf (logfile, " ");
1247
1248 fprintf (logfile, " (if no)\n");
1249 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1250 }
1251
1252 t = t->next;
1253 }
1254}
1255
1256/*
1257 * For debugging purposes. Dumps all treasures for a given monster.
1258 * Created originally by Raphael Quinet for debugging the alchemy code.
1259 */
1260void
1261dump_monster_treasure (const char *name)
1262{
1263 archetype *at;
1264 int found;
1265
1266 found = 0;
1267 fprintf (logfile, "\n");
1268
1269 for_all_archetypes (at)
1270 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1271 {
1272 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1273 if (at->randomitems != NULL)
1274 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1275 else
1276 fprintf (logfile, "(nothing)\n");
1277
1278 fprintf (logfile, "\n");
1279 found++;
1280 }
1281
1282 if (found == 0)
1283 fprintf (logfile, "No objects have the name %s!\n\n", name);
1284} 1179}
1285 1180
1286/* 1181/*
1287 * 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.
1288 */ 1183 */
1473 * 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
1474 * this object. 1369 * this object.
1475 */ 1370 */
1476 if (op->type == HORN || op->type == POTION) 1371 if (op->type == HORN || op->type == POTION)
1477 { 1372 {
1478 object *tmp_obj;
1479
1480 /* Remove any spells this object currently has in it */ 1373 /* Remove any spells this object currently has in it */
1481 while (op->inv)
1482 op->inv->destroy (); 1374 op->destroy_inv (false);
1483 1375
1484 tmp_obj = arch_to_object (change->other_arch); 1376 object *tmp = arch_to_object (change->other_arch);
1485 insert_ob_in_ob (tmp_obj, op); 1377 insert_ob_in_ob (tmp, op);
1486 } 1378 }
1487 /* No harm setting this for potions/horns */ 1379 /* No harm setting this for potions/horns */
1488 op->other_arch = change->other_arch; 1380 op->other_arch = change->other_arch;
1489 } 1381 }
1490 1382
1695#if 1 1587#if 1
1696 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);
1697#endif 1589#endif
1698 return; 1590 return;
1699 } 1591 }
1700 if (!strcmp (art->item->name, "NONE")) 1592
1593 if (art->item->name == shstr_NONE)
1701 return; 1594 return;
1595
1702 if (FABS (op->magic) < art->item->magic) 1596 if (fabs (op->magic) < art->item->magic)
1703 continue; /* Not magic enough to be this item */ 1597 continue; /* Not magic enough to be this item */
1704 1598
1705 /* Map difficulty not high enough */ 1599 /* Map difficulty not high enough */
1706 if (difficulty < art->difficulty) 1600 if (difficulty < art->difficulty)
1707 continue; 1601 continue;
1758 item->level = donor->level; 1652 item->level = donor->level;
1759 1653
1760 /* if donor has some attacktypes, the flesh is poisonous */ 1654 /* if donor has some attacktypes, the flesh is poisonous */
1761 if (donor->attacktype & AT_POISON) 1655 if (donor->attacktype & AT_POISON)
1762 item->type = POISON; 1656 item->type = POISON;
1657
1763 if (donor->attacktype & AT_ACID) 1658 if (donor->attacktype & AT_ACID)
1764 item->stats.hp = -1 * item->stats.food; 1659 item->stats.hp = -1 * item->stats.food;
1660
1765 SET_FLAG (item, FLAG_NO_STEAL); 1661 SET_FLAG (item, FLAG_NO_STEAL);
1766 } 1662 }
1767}
1768
1769/* special_potion() - so that old potion code is still done right. */
1770int
1771special_potion (object *op)
1772{
1773 if (op->attacktype)
1774 return 1;
1775
1776 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1777 return 1;
1778
1779 for (int i = 0; i < NROFATTACKS; i++)
1780 if (op->resist[i])
1781 return 1;
1782
1783 return 0;
1784} 1663}
1785 1664
1786void 1665void
1787free_treasurestruct (treasure *t) 1666free_treasurestruct (treasure *t)
1788{ 1667{
1806free_artifact (artifact *at) 1685free_artifact (artifact *at)
1807{ 1686{
1808 if (at->next) free_artifact (at->next); 1687 if (at->next) free_artifact (at->next);
1809 if (at->allowed) free_charlinks (at->allowed); 1688 if (at->allowed) free_charlinks (at->allowed);
1810 1689
1811 at->item->destroy (1); 1690 at->item->destroy ();
1812 1691
1813 sfree (at); 1692 sfree (at);
1814} 1693}
1815 1694
1816void 1695void

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