Difference for common/treasure.c from version 1.52 to 1.53


version 1.52 version 1.53
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Line 1
   
 /*  /*
  * static char *rcs_treasure_c =   * static char *rcs_treasure_c =
  *   "$Id: treasure.c,v 1.52 2005/04/16 22:05:09 ryo_saeba Exp $";   *   "$Id: treasure.c,v 1.53 2005/04/27 06:25:15 mwedel Exp $";
  */   */
   
 /*  /*
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 static void change_treasure(treasure *t, object *op); /* overrule default values */  static void change_treasure(treasure *t, object *op); /* overrule default values */
   extern char *spell_mapping[];
   
 /*  /*
  * Initialize global archtype pointers:   * Initialize global archtype pointers:
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  * ! (flags & GT_ENVIRONMENT):   * ! (flags & GT_ENVIRONMENT):
  *     Automatically calls fix_flesh_item().   *     Automatically calls fix_flesh_item().
  *   *
  * flags & FLAG_STARTEQUIP:   * flags:
  *     Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's   *    GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
  *     value.   *     value.
    *    GT_MINIMAL: Does minimal processing on the object - just enough to make it
    * a working object - don't change magic, value, etc, but set it material
    *      type as appropriate, for objects that need spell objects, set those, etc
  */   */
 void fix_generated_item (object *op, object *creator, int difficulty,  void fix_generated_item (object *op, object *creator, int difficulty,
                          int max_magic, int flags)                           int max_magic, int flags)
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     }      }
   
     if (difficulty<1) difficulty=1;      if (difficulty<1) difficulty=1;
       if (!(flags & GT_MINIMAL)) {
     if (op->arch == crown_arch) {      if (op->arch == crown_arch) {
  set_magic(difficulty>25?30:difficulty+5, op, max_magic, flags);   set_magic(difficulty>25?30:difficulty+5, op, max_magic, flags);
  num_enchantments = calc_item_power(op, 1);   num_enchantments = calc_item_power(op, 1);
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      difficulty >= 999 )       difficulty >= 999 )
  generate_artifact(op, difficulty);   generate_artifact(op, difficulty);
     }      }
   
     /* Object was made an artifact.  Calculate its item_power rating.      /* Object was made an artifact.  Calculate its item_power rating.
      * the item_power in the object is what the artfiact adds.       * the item_power in the object is what the artfiact adds.
      */       */
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  */   */
  op->item_power = save_item_power;   op->item_power = save_item_power;
     }      }
       }
   
     /* materialtype modifications.  Note we allow this on artifacts. */      /* materialtype modifications.  Note we allow this on artifacts. */
   
     set_materialname(op, difficulty, NULL);      set_materialname(op, difficulty, NULL);
   
     if (!op->title) /* Only modify object if not special */      if (flags & GT_MINIMAL) {
    if (op->type == POTION)
        /* Handle healing and magic power potions */
        if (op->stats.sp && !op->randomitems) {
    object *tmp;
   
    tmp = get_archetype(spell_mapping[op->stats.sp]);
    insert_ob_in_ob(tmp, op);
    op->stats.sp=0;
        }
       }
       else if (!op->title) /* Only modify object if not special */
  switch(op->type) {   switch(op->type) {
      case WEAPON:       case WEAPON:
      case ARMOUR:       case ARMOUR:
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      case POTION: {       case POTION: {
  int too_many_tries=0,is_special=0;   int too_many_tries=0,is_special=0;
  extern char *spell_mapping[];  
   
  /* Handle healing and magic power potions */   /* Handle healing and magic power potions */
  if (op->stats.sp && !op->randomitems) {   if (op->stats.sp && !op->randomitems) {


Legend:
line(s) removed in v.1.52 
line(s) changed
 line(s) added in v.1.53

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