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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.77 by root, Mon May 5 22:18:00 2008 UTC vs.
Revision 1.98 by root, Sun Nov 29 17:41:07 2009 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 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 * 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.
45typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
46 const char *, 47 const char *,
47 treasurelist *, 48 treasurelist *,
48 str_hash, 49 str_hash,
49 str_equal, 50 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
51 true
52> tl_map_t; 52> tl_map_t;
53 53
54static tl_map_t tl_map; 54static tl_map_t tl_map;
55
56//TODO: class method
57static void free_treasurestruct (treasure *t); // bleh desu
58static void
59clear (treasurelist *tl)
60{
61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
66
67 tl->total_chance = 0;
68}
55 69
56/* 70/*
57 * Searches for the given treasurelist 71 * Searches for the given treasurelist
58 */ 72 */
59treasurelist * 73treasurelist *
89 103
90 tl_map.insert (std::make_pair (tl->name, tl)); 104 tl_map.insert (std::make_pair (tl->name, tl));
91 } 105 }
92 106
93 return tl; 107 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} 108}
108 109
109#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
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
578 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
580 582
581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 magic = (-magic); 584 magic = (-magic);
585
583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
584 } 587 }
585 else 588 else
586 { 589 {
587 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
589 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
590 magic = (-magic); 594 magic = (-magic);
595
591 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
592 } 597 }
593} 598}
594 599
595/* 600/*
618 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
619 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
620 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
621 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
622 */ 627 */
623void 628static void
624set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
625{ 630{
626
627 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
628 632
629 if (op->type == AMULET) 633 if (op->type == AMULET)
630 { 634 {
631 if (!(rndm (21))) 635 if (!(rndm (21)))
754 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
755 * 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
756 * rings and amulets. 760 * rings and amulets.
757 * 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.
758 */ 762 */
759int 763static int
760get_magic (int diff) 764get_magic (int diff)
761{ 765{
762 int i; 766 int i;
763 767
764 if (diff < 3) 768 if (diff < 3)
767 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
768 if (rndm (diff)) 772 if (rndm (diff))
769 return i; 773 return i;
770 774
771 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;
772} 793}
773 794
774#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
775#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))
776 797
813 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
814 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
815 op->randomitems = 0; 836 op->randomitems = 0;
816 } 837 }
817 838
818 if (difficulty < 1) 839 max_it (difficulty, 1);
819 difficulty = 1;
820 840
821 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
822 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
823 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
824 ARG_INT (flags))) 844 ARG_INT (flags)))
883 * again below */ 903 * again below */
884 } 904 }
885 } 905 }
886 906
887 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
888 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
889 909
890 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
891 { 911 {
892 if (op->type == POTION) 912 if (op->type == POTION)
893 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
924 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
925 945
926 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
927 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
928 { 948 {
929 object *tmp;
930
931 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
932 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
933 op->stats.sp = 0; 951 op->stats.sp = 0;
934 } 952 }
935 953
936 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
944 * since the value set on those is already correct. 962 * since the value set on those is already correct.
945 */ 963 */
946 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
947 { 965 {
948 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
949 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
950 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
951 } 969 }
952 else 970 else
953 { 971 {
954 op->name = "potion"; 972 op->name = "potion";
955 op->name_pl = "potions"; 973 op->name_pl = "potions";
956 } 974 }
957 975
958 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
959 SET_FLAG (op, FLAG_CURSED); 977 SET_FLAG (op, FLAG_CURSED);
978
960 break; 979 break;
961 } 980 }
962 981
963 case AMULET: 982 case AMULET:
964 if (IS_ARCH (op->arch, amulet)) 983 if (IS_ARCH (op->arch, amulet))
965 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
966 985
967 case RING: 986 case RING:
968 if (!op->arch) // wtf? schmorp
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 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! */
976 break; 988 break;
977 989
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED); 991 SET_FLAG (op, FLAG_CURSED);
1000 op->value *= 5; 1012 op->value *= 5;
1001 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1002 } 1014 }
1003 } 1015 }
1004 1016
1005 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
1007 1019
1008 break; 1020 break;
1009 1021
1010 case BOOK: 1022 case BOOK:
1011 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1026 op->level = rndm (creator->level); 1038 op->level = rndm (creator->level);
1027 1039
1028 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);
1029 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1030 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));
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 1043
1041 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1042 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;
1043 } 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;
1044 break; 1057 break;
1045 1058
1046 case SPELLBOOK: 1059 case SPELLBOOK:
1047 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1048 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1082 * 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.
1083 */ 1096 */
1084 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);
1085 /* 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 */
1086 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1087 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);
1088 else 1101 else
1089 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);
1090 1103
1091 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1092 break; 1105 break;
1093 1106
1094 case SCROLL: 1107 case SCROLL:
1131 1144
1132/* 1145/*
1133 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1134 */ 1147 */
1135static artifactlist * 1148static artifactlist *
1136get_empty_artifactlist (void) 1149get_empty_artifactlist ()
1137{ 1150{
1138 return salloc0<artifactlist> (); 1151 return salloc0<artifactlist> ();
1139} 1152}
1140 1153
1141/* 1154/*
1142 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1143 */ 1156 */
1144static artifact * 1157static artifact *
1145get_empty_artifact (void) 1158get_empty_artifact ()
1146{ 1159{
1147 return salloc0<artifact> (); 1160 return salloc0<artifact> ();
1148} 1161}
1149 1162
1150/* 1163/*
1163 1176
1164/* 1177/*
1165 * 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.
1166 */ 1179 */
1167void 1180void
1168init_artifacts (void) 1181init_artifacts ()
1169{ 1182{
1170 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1171 char filename[MAX_BUF]; 1184 char filename[MAX_BUF];
1172 artifact *art = NULL; 1185 artifact *art = NULL;
1173 artifactlist *al; 1186 artifactlist *al;
1193 1206
1194 { 1207 {
1195 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1196 break; 1209 break;
1197 1210
1198 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1199 1212 char *next;
1200 do 1213 do
1201 { 1214 {
1202 if ((next = strchr (cp, ','))) 1215 if ((next = strchr (cp, ',')))
1203 *next++ = '\0'; 1216 *next++ = '\0';
1204 1217
1351 * 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
1352 * this object. 1365 * this object.
1353 */ 1366 */
1354 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1355 { 1368 {
1356 object *tmp_obj;
1357
1358 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1359 while (op->inv)
1360 op->inv->destroy (); 1370 op->destroy_inv (false);
1361 1371
1362 tmp_obj = arch_to_object (change->other_arch); 1372 object *tmp = change->other_arch->instance ();
1363 insert_ob_in_ob (tmp_obj, op); 1373 insert_ob_in_ob (tmp, op);
1364 } 1374 }
1365 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1366 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1367 } 1377 }
1368 1378
1453 op->value *= change->value; 1463 op->value *= change->value;
1454 1464
1455 if (change->materials) 1465 if (change->materials)
1456 op->materials = change->materials; 1466 op->materials = change->materials;
1457 1467
1458 if (change->materialname) 1468 if (change->material != MATERIAL_NULL)
1459 op->materialname = change->materialname; 1469 op->material = change->material;
1460 1470
1461 if (change->slaying) 1471 if (change->slaying)
1462 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1463 1473
1464 if (change->race) 1474 if (change->race)
1573#if 1 1583#if 1
1574 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1584 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1575#endif 1585#endif
1576 return; 1586 return;
1577 } 1587 }
1578 if (!strcmp (art->item->name, "NONE")) 1588
1589 if (art->item->name == shstr_NONE)
1579 return; 1590 return;
1591
1580 if (FABS (op->magic) < art->item->magic) 1592 if (fabs (op->magic) < art->item->magic)
1581 continue; /* Not magic enough to be this item */ 1593 continue; /* Not magic enough to be this item */
1582 1594
1583 /* Map difficulty not high enough */ 1595 /* Map difficulty not high enough */
1584 if (difficulty < art->difficulty) 1596 if (difficulty < art->difficulty)
1585 continue; 1597 continue;
1636 item->level = donor->level; 1648 item->level = donor->level;
1637 1649
1638 /* if donor has some attacktypes, the flesh is poisonous */ 1650 /* if donor has some attacktypes, the flesh is poisonous */
1639 if (donor->attacktype & AT_POISON) 1651 if (donor->attacktype & AT_POISON)
1640 item->type = POISON; 1652 item->type = POISON;
1653
1641 if (donor->attacktype & AT_ACID) 1654 if (donor->attacktype & AT_ACID)
1642 item->stats.hp = -1 * item->stats.food; 1655 item->stats.hp = -1 * item->stats.food;
1656
1643 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1644 } 1658 }
1645} 1659}
1646 1660
1647/* special_potion() - so that old potion code is still done right. */ 1661static void
1648int
1649special_potion (object *op)
1650{
1651 if (op->attacktype)
1652 return 1;
1653
1654 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1655 return 1;
1656
1657 for (int i = 0; i < NROFATTACKS; i++)
1658 if (op->resist[i])
1659 return 1;
1660
1661 return 0;
1662}
1663
1664void
1665free_treasurestruct (treasure *t) 1662free_treasurestruct (treasure *t)
1666{ 1663{
1667 if (t->next) free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1668 if (t->next_yes) free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1669 if (t->next_no) free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1670 1667
1671 delete t; 1668 delete t;
1672} 1669}
1673 1670
1674void 1671static void
1675free_charlinks (linked_char *lc) 1672free_charlinks (linked_char *lc)
1676{ 1673{
1677 if (lc->next) 1674 if (lc->next)
1678 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1679 1676
1680 delete lc; 1677 delete lc;
1681} 1678}
1682 1679
1683void 1680static void
1684free_artifact (artifact *at) 1681free_artifact (artifact *at)
1685{ 1682{
1686 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1687 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1688 1685
1689 at->item->destroy (1); 1686 at->item->destroy ();
1690 1687
1691 sfree (at); 1688 sfree (at);
1692} 1689}
1693 1690
1694void
1695free_artifactlist (artifactlist *al)
1696{
1697 artifactlist *nextal;
1698
1699 for (al = first_artifactlist; al; al = nextal)
1700 {
1701 nextal = al->next;
1702
1703 if (al->items)
1704 free_artifact (al->items);
1705
1706 sfree (al);
1707 }
1708}
1709
1710void
1711free_all_treasures (void)
1712{
1713 treasurelist *tl, *next;
1714
1715 for (tl = first_treasurelist; tl; tl = next)
1716 {
1717 clear (tl);
1718
1719 next = tl->next;
1720 delete tl;
1721 }
1722
1723 free_artifactlist (first_artifactlist);
1724}

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