Sfoglia il codice sorgente

- Fixed standing up not really standing you up.
- Moved battle_consume_ammo to the end of skill_castend_damage_id, skill_castend_nodamage_id and skill_castend_pos2 rather than battle_calc_weapon_attack. They will trigger when the player's arrow_atk state is active and a ground skill was not invoked. It should fix all issues with splash/ground skills consuming ammo per target rather than once per skill use.
- Added structure state to the ground skills, their fields are magic_power, into_abyss and ammo_consume to indicate the states that were previously stored in val3.
- Corrected Desperado ammo consumption (should be 10)


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6455 54d463be-8e91-2dee-dedb-b68131a5f0ec

skotlex 19 anni fa
parent
commit
827f003768
7 ha cambiato i file con 66 aggiunte e 72 eliminazioni
  1. 10 0
      Changelog-Trunk.txt
  2. 1 0
      db/Changelog.txt
  3. 1 1
      db/skill_require_db.txt
  4. 16 48
      src/map/battle.c
  5. 1 0
      src/map/clif.c
  6. 5 0
      src/map/map.h
  7. 32 23
      src/map/skill.c

+ 10 - 0
Changelog-Trunk.txt

@@ -4,6 +4,16 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 
 2006/05/02
+	* Fixed standing up not really standing you up. [Skotlex]
+	* Moved battle_consume_ammo to the end of skill_castend_damage_id,
+	  skill_castend_nodamage_id and skill_castend_pos2 rather than
+	  battle_calc_weapon_attack. They will trigger when the player's arrow_atk
+	  state is active and a ground skill was not invoked. It should fix all
+	  issues with splash/ground skills consuming ammo per target rather than once
+	  per skill use. [Skotlex]
+	* Added structure state to the ground skills, their fields are magic_power,
+	  into_abyss and ammo_consume to indicate the states that were previously
+	  stored in val3. [Skotlex]
 	* Implemented desperado as explained by Rockman-EXE. The skill-effect is
 	  not showing up though, I'll need some logged packets to see what's missing.
 	  [Skotlex]

+ 1 - 0
db/Changelog.txt

@@ -27,6 +27,7 @@
 
 =========================
 05/02
+	* Corrected Desperado ammo consumption (should be 10) [Skotlex]
 	* Lowered all card drop rates to 0.01% as they are in Aegis X.2 [Playtester]
 	* Updating old/wrong mob drops to Aegis X.2 drops [Playtester]
 	- progress 10%

+ 1 - 1
db/skill_require_db.txt

@@ -403,7 +403,7 @@
 513,0,0,15:20:25:30:35,0,0,0,17:18,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_DISARM
 514,0,0,11:12:13:14:15,0,0,0,17:18,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_PIERCINGSHOT
 515,0,0,22:24:26:28:30:32:34:36:38:40,0,0,0,17,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_RAPIDSHOWER
-516,0,0,32:34:36:38:40:42:44:46:48:50,0,0,0,17,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_DESPERADO
+516,0,0,32:34:36:38:40:42:44:46:48:50,0,0,0,17,3,10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_DESPERADO
 517,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,20,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_GATLINGFEVER
 518,0,0,3:6:9:12:15:18:21:24:27:30,0,0,0,19,4,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_DUST
 519,0,0,20:25:30:35:40:45:50:55:60:65,0,0,0,19,4,1:2:3:4:5:6:7:8:9:10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_FULLBUSTER

+ 16 - 48
src/map/battle.c

@@ -947,12 +947,6 @@ void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
 	if (!battle_config.arrow_decrement)
 		return;
 	
-	if (skill == AC_SHOWER) {
-		//Can't consume arrows this way as it triggers per target, gotta wait for the direct invocation with lv -1
-		if (lv > 0)
-			return;
-		lv *= -1;
-	}
 	if (skill)
 	{
 		qty = skill_get_ammo_qty(skill, lv);
@@ -1071,31 +1065,14 @@ static struct Damage battle_calc_weapon_attack(
 		}
 	}
 	//Set miscellaneous data that needs be filled regardless of hit/miss
-	if(sd) {
-		if (!skill_num) //Ammo condition for weapons is lower below.
-		switch (sd->status.weapon) {
-			case W_BOW:
-			case W_REVOLVER:
-			case W_RIFLE:
-			case W_SHOTGUN:
-			case W_GATLING:
-			case W_GRENADE:
-				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
-				flag.arrow = 1;
-				break;
-		}
-	} else if (status_get_range(src) > 3)
-		wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
-
-	if(skill_num && 
-		(skill_get_ammotype(skill_num) ||
-		(sd && skill_isammotype(sd, skill_num)))
-	){
-		//Skills that require a consumable are also long-ranged arrow-types
+	if(
+		(sd && sd->state.arrow_atk) ||
+		(!sd && ((skill_num && skill_get_ammotype(skill_num)) || status_get_range(src)>3))
+	) {	
 		wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
 		flag.arrow = 1;
 	}
-
+	
 	if(skill_num){
 		wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL;
 		switch(skill_num)
@@ -1164,11 +1141,6 @@ static struct Damage battle_calc_weapon_attack(
 	if(is_boss(target)) //Bosses can't be knocked-back
 		wd.blewcount = 0;
 
-	if (sd)
-	{	//Arrow consumption
-		sd->state.arrow_atk = flag.arrow;
-	}
-
 /* Apparently counter attack no longer causes you to be critical'ed by mobs. [Skotlex]
 	//Check for counter 
 	if(!skill_num)
@@ -1186,8 +1158,6 @@ static struct Damage battle_calc_weapon_attack(
 			wd.type=0x0b;
 			wd.dmg_lv=ATK_LUCKY;
 			if (wd.div_ < 0) wd.div_*=-1;
-			if (sd && flag.arrow)
-				battle_consume_ammo(sd, skill_num, skill_lv);
 			return wd;
 		}
 	}
@@ -1376,8 +1346,6 @@ static struct Damage battle_calc_weapon_attack(
 
 	if(tsd && tsd->special_state.no_weapon_damage) {
 		if (wd.div_ < 0) wd.div_*=-1;
-		if (sd && flag.arrow)
-			battle_consume_ammo(sd, skill_num, skill_lv);
 		return wd;
 	}
 
@@ -2144,11 +2112,8 @@ static struct Damage battle_calc_weapon_attack(
 		if (flag.lh && (flag.hit || wd.damage2>0))
 			wd.damage2 = 1;
 		if (!(battle_config.skill_min_damage&1)) 
-		{	//Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
-			if (sd && flag.arrow)
-				battle_consume_ammo(sd, skill_num, skill_lv);
+			//Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
 			return wd;
-		}
 	}
 	
 	if(sd && !skill_num && !flag.cri)
@@ -2207,8 +2172,6 @@ static struct Damage battle_calc_weapon_attack(
 			if(wd.damage > 0 && wd.damage2 < 1) wd.damage2 = 1;
 			flag.lh = 1;
 		}
-		if (flag.arrow) //Consume the arrow.
-			battle_consume_ammo(sd, skill_num, skill_lv);
 	}
 	
 	if(wd.damage > 0 || wd.damage2 > 0)
@@ -3117,11 +3080,13 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
 	race = status_get_race(target);
 	ele = status_get_elem_type(target);
 
-	if (sd && (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
-		&& sd->equip_index[10] < 0)
-  	{
-		clif_arrow_fail(sd,0);
-		return 0;
+	if (sd)
+	{
+		sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
+		if (sd->state.arrow_atk && sd->equip_index[10]<0) {
+			clif_arrow_fail(sd,0);
+			return 0;
+		}
 	}
 
 	if (sc && sc->data[SC_CLOAKING].timer != -1 && !sc->data[SC_CLOAKING].val4)
@@ -3175,6 +3140,9 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
 			
 	wd = battle_calc_weapon_attack(src,target, 0, 0,0);
 
+	if (sd && sd->state.arrow_atk) //Consume arrow.
+		battle_consume_ammo(sd, 0, 0);
+	
 	damage = wd.damage + wd.damage2;
 	if (damage > 0 && src != target) {
 		rdamage = battle_calc_return_damage(target, &damage, wd.flag);

+ 1 - 0
src/map/clif.c

@@ -8790,6 +8790,7 @@ void clif_parse_ActionRequest(int fd, struct map_session_data *sd) {
 			clif_send(buf, packet_len_table[0x8a], &sd->bl, SELF);
 			return;
 		}
+		pc_setstand(sd);
 		skill_gangsterparadise(sd, 0); // ギャングスターパラダイス解除 fixed Valaris
 		skill_rest(sd, 0); // TK_HPTIME standing up mode [Dralnu]
 		WBUFW(buf, 0) = 0x8a;

+ 5 - 0
src/map/map.h

@@ -356,6 +356,11 @@ struct skill_unit_group {
 	int group_id;
 	int unit_count,alive_count;
 	struct skill_unit *unit;
+	struct {
+		unsigned ammo_consume : 1;
+		unsigned magic_power : 1;
+		unsigned into_abyss : 1;
+	} state;
 };
 struct skill_unit_group_tickset {
 	unsigned int tick;

+ 32 - 23
src/map/skill.c

@@ -2732,8 +2732,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
 				skill_castend_damage_id);
 			//Skill-attack at the end in case it has knockback. [Skotlex]
 			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
-			if (sd)
-				battle_consume_ammo(sd, skillid, -skilllv);
 		}
 		break;
 
@@ -3136,6 +3134,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
 
 	map_freeblock_unlock();	
 
+	if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
+		battle_consume_ammo(sd, skillid, skilllv);
 	return 0;
 }
 
@@ -5104,7 +5104,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
 			   (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
 				(skill_get_inf2(su->group->skill_id) & INF2_TRAP))
 			{	
-				if(sd && su->group->val3 != BD_INTOABYSS)
+				if(sd && !su->group->state.into_abyss)
 				{	//Avoid collecting traps when it does not costs to place them down. [Skotlex]
 					if(battle_config.skill_removetrap_type){
 						for(i=0;i<10;i++) {
@@ -5605,6 +5605,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
 	if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
 		mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
 	
+	if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
+		battle_consume_ammo(sd, skillid, skilllv);
+
 	map_freeblock_unlock();
 	return 0;
 }
@@ -5976,11 +5979,13 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
 	case AC_SHOWER:	//Ground-placed skill implementation.
 	case GS_DESPERADO:
 		skill_unitsetting(src,skillid,skilllv,x,y,0);
+		flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
 		break;
 
 	case RG_GRAFFITI:			/* Graffiti [Valaris] */
 		skill_clear_unitgroup(src);
 		skill_unitsetting(src,skillid,skilllv,x,y,0);
+		flag|=1;
 		break;
 
 	case RG_CLEANER: // [Valaris]
@@ -5993,6 +5998,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
 	case SA_LANDPROTECTOR:	/* ƒ‰ƒ“ƒhƒvƒ?ƒeƒNƒ^? */
 	case NJ_SUITON:
 		skill_unitsetting(src,skillid,skilllv,x,y,0);
+		flag|=1;
 		break;
 
 	case WZ_METEOR:				//ƒ?ƒeƒIƒXƒg?ƒ€
@@ -6128,6 +6134,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
 			sg = skill_unitsetting(src,skillid,skilllv,x,y,0);	
 			sc_start4(src,SkillStatusChangeTable[skillid],100,
 				skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
+			flag|=1;
 		}
 		break;
 
@@ -6156,12 +6163,11 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
 	case GS_GROUNDDRIFT:		/* ƒOƒ‰ƒEƒ“ƒhƒhƒŠƒtƒg*/
 	case NJ_KAENSIN:			/* ‰Î‰Š�w*/
 	case NJ_BAKUENRYU:			/* ”š‰Š—´*/
-		skill_unitsetting(src,skillid,skilllv,x,y,0);
-		break;
-		
 	case NJ_HYOUSYOURAKU:
 		skill_unitsetting(src,skillid,skilllv,x,y,0);
+		flag|=1;
 		break;
+		
 	case NJ_RAIGEKISAI:
 		map_foreachinrange(skill_attack_area, src,
 			skill_get_splash(skillid, skilllv), BL_CHAR,
@@ -6172,6 +6178,9 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
 	if (sc && sc->data[SC_MAGICPOWER].timer != -1)
 		status_change_end(&sd->bl,SC_MAGICPOWER,-1);
 
+	if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
+		battle_consume_ammo(sd, skillid, skilllv);
+		
 	return 0;
 }
 
@@ -6387,8 +6396,6 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
 	case HT_FLASHER:			/* ƒtƒ‰ƒbƒVƒƒ? */
 	case HT_FREEZINGTRAP:		/* ƒtƒŠ?ƒWƒ“ƒOƒgƒ‰ƒbƒv */
 	case HT_BLASTMINE:			/* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
-		if (sc && sc->data[SC_INTOABYSS].timer != -1)
-			val3 = BD_INTOABYSS;	//Store into abyss state, to know it shouldn't give traps back. [Skotlex]
 		if (map_flag_gvg(src->m))
 			limit *= 4; // longer trap times in WOE [celest]
 		if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
@@ -6515,9 +6522,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
 		break;
 	}
 
-	if (val3==0 && (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)))
-		val3 = HW_MAGICPOWER; //Store the magic power flag. [Skotlex]
-		
+	
 	nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
 		skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
 	group->val1=val1;
@@ -6525,6 +6530,10 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
 	group->val3=val3;
 	group->target_flag=target;
 	group->bl_flag= skill_get_unit_bl_target(skillid);
+	group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
+	group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
+	group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
+	
 	if(skillid==HT_TALKIEBOX ||
 	   skillid==RG_GRAFFITI){
 		group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
@@ -6788,7 +6797,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
 			ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
 	}
 	//Temporarily set magic power to have it take effect. [Skotlex]
-	if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
+	if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
 	{
 		if (sd)
 		{	//This is needed since we are not going to recall status_calc_pc...
@@ -6863,8 +6872,6 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
 					//Otherwise, Knockback attack.
 					skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
 			break;
-			case AC_SHOWER:
-				sg->val2++; //Store count of hitted enemies to know when to delete an arrow.
 			default:
 				skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);			
 		}
@@ -6893,7 +6900,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
 			sg->unit_id = UNT_USED_TRAPS;
 			clif_changetraplook(&src->bl, UNT_USED_TRAPS);
 			sg->limit=DIFF_TICK(tick,sg->tick)+1500;
-			sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
+			sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
 		}
 		break;
 
@@ -6930,7 +6937,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
 		sg->unit_id = UNT_USED_TRAPS;
 		clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
 		sg->limit=DIFF_TICK(tick,sg->tick)+1500;
-		sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
+		sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
 		break;
 
 	case UNT_BLASTMINE:
@@ -6949,7 +6956,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
 		sg->unit_id = UNT_USED_TRAPS;
 		clif_changetraplook(&src->bl, UNT_USED_TRAPS);
 		sg->limit=DIFF_TICK(tick,sg->tick)+1500;
-		sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
+		sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
 		break;
 		
 	case UNT_TALKIEBOX:
@@ -6961,7 +6968,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
 			clif_changetraplook(&src->bl, UNT_USED_TRAPS);
 			sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
 			sg->val2 = -1; //“¥‚ñ‚¾
-			sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
+			sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
 		}
 		break;
 
@@ -7089,7 +7096,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
 		skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
 		break;
 	}
-	if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
+	if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
 	{	//Unset Magic Power.
 		if (sd)
 		{
@@ -7148,7 +7155,7 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t
 		if(target && target == bl){
 			status_change_end(bl,SC_ANKLE,-1);
 			sg->limit=DIFF_TICK(tick,sg->tick)+1000;
-			sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
+			sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
 		}
 		else
 			return 0;
@@ -8266,6 +8273,8 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
 	if(!(type&1))
 		return 1;
 
+	sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
+
 	if(delitem_flag) {
 		for(i=0;i<10;i++) {
 			if(index[i] >= 0)
@@ -9509,8 +9518,8 @@ int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group)
 		}
 	}
 
-	if (group->skill_id == AC_SHOWER && group->val2 && src->type==BL_PC)
-		battle_consume_ammo((TBL_PC*)src, group->skill_id, -group->skill_lv); //Delete arrow if at least one target was hit.
+	if (src->type==BL_PC && group->state.ammo_consume)
+		battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
 
 	group->alive_count=0;
 	if(group->unit!=NULL){
@@ -9687,7 +9696,7 @@ int skill_unit_timer_sub( struct block_list *bl, va_list ap )
 					struct block_list *src=map_id2bl(group->src_id);
 					if(group->unit_id == UNT_ANKLESNARE && group->val2);
 					else{
-						if(src && src->type==BL_PC && group->val3 != BD_INTOABYSS)
+						if(src && src->type==BL_PC && !group->state.into_abyss)
 						{	//Avoid generating trap items when it did not cost to create them. [Skotlex]
 							struct item item_tmp;
 							memset(&item_tmp,0,sizeof(item_tmp));