Changeset 938
- Timestamp:
- 05/18/08 14:22:36 (4 months ago)
- Files:
-
- trunk/src/cmd2.c (modified) (1 diff)
- trunk/src/externs.h (modified) (1 diff)
- trunk/src/obj-make.c (modified) (2 diffs)
- trunk/src/obj-util.c (modified) (1 diff)
- trunk/src/object.h (modified) (1 diff)
- trunk/src/tvalsval.h (modified) (1 diff)
- trunk/src/variable.c (modified) (1 diff)
- trunk/src/wizard.c (modified) (2 diffs)
- trunk/src/xtra2.c (modified) (4 diffs)
Legend:
- Unmodified
- Added
- Removed
- Modified
- Copied
- Moved
trunk/src/cmd2.c
r918 r938 230 230 /* Small chests often drop gold */ 231 231 if (tiny && (randint0(100) < 75)) 232 make_gold(i_ptr, value );232 make_gold(i_ptr, value, SV_GOLD_ANY); 233 233 234 234 /* Otherwise drop an item */ trunk/src/externs.h
r928 r938 117 117 extern u32b inkey_scan; 118 118 extern bool inkey_flag; 119 extern s16b coin_type;120 119 extern bool opening_chest; 121 120 extern bool shimmer_monsters; trunk/src/obj-make.c
r918 r938 1441 1441 * Make a money object 1442 1442 */ 1443 void make_gold(object_type *j_ptr, int lev )1443 void make_gold(object_type *j_ptr, int lev, int coin_type) 1444 1444 { 1445 1445 int sval; … … 1453 1453 1454 1454 /* Pick a treasure variety scaled by level, or force a type */ 1455 if (coin_type )1455 if (coin_type != SV_GOLD_ANY) 1456 1456 sval = coin_type; 1457 1457 else trunk/src/obj-util.c
r918 r938 2384 2384 2385 2385 /* Make some gold */ 2386 make_gold(i_ptr, level );2386 make_gold(i_ptr, level, SV_GOLD_ANY); 2387 2387 2388 2388 /* Give it to the floor */ trunk/src/object.h
r918 r938 66 66 void apply_magic(object_type *o_ptr, int lev, bool okay, bool good, bool great); 67 67 bool make_object(object_type *j_ptr, int lev, bool good, bool great); 68 void make_gold(object_type *j_ptr, int lev );68 void make_gold(object_type *j_ptr, int lev, int coin_type); 69 69 int object_pseudo_heavy(const object_type *o_ptr); 70 70 int object_pseudo_light(const object_type *o_ptr); trunk/src/tvalsval.h
r918 r938 328 328 enum sval_gold /* tval 100 */ 329 329 { 330 SV_GOLD_ANY = -1, 330 331 SV_COPPER = 0, 331 332 SV_SILVER = 1, trunk/src/variable.c
r918 r938 105 105 u32b inkey_scan; /* See the "inkey()" function */ 106 106 bool inkey_flag; /* See the "inkey()" function */ 107 108 s16b coin_type; /* Hack -- force coin type */109 107 110 108 bool opening_chest; /* Hack -- prevent chest generation */ trunk/src/wizard.c
r918 r938 1034 1034 1035 1035 if (k_info[k_idx].tval == TV_GOLD) 1036 { 1037 coin_type = k_info[k_idx].sval; 1038 make_gold(i_ptr, p_ptr->depth); 1039 coin_type = 0; 1040 } 1036 make_gold(i_ptr, p_ptr->depth, k_info[k_idx].sval); 1041 1037 1042 1038 /* Drop the object from heaven */ … … 1488 1484 1489 1485 if (k_info[k_idx].tval == TV_GOLD) 1490 { 1491 coin_type = sval; 1492 make_gold(i_ptr, p_ptr->depth); 1493 coin_type = 0; 1494 } 1486 make_gold(i_ptr, p_ptr->depth, sval); 1495 1487 1496 1488 /* Drop the object from heaven */ trunk/src/xtra2.c
r937 r938 1167 1167 1168 1168 /* Assume nothing */ 1169 return ( 0);1169 return (SV_GOLD_ANY); 1170 1170 } 1171 1171 … … 1339 1339 else if (r_ptr->flags[0] & RF0_DROP_1D2) number += 1; 1340 1340 1341 /* Hack -- handle creeping coins */1342 coin_type = force_coin;1343 1344 1341 /* Average monster level and current depth */ 1345 1342 level = (p_ptr->depth + r_ptr->level) / 2; … … 1358 1355 { 1359 1356 /* Make some gold */ 1360 make_gold(i_ptr, level );1357 make_gold(i_ptr, level, force_coin); 1361 1358 dump_gold++; 1362 1359 } … … 1378 1375 drop_near(i_ptr, -1, y, x); 1379 1376 } 1380 1381 /* Reset "coin" type */1382 coin_type = 0;1383 1377 1384 1378 /* Take note of any dropped treasure */
