forked from github/server
fix illusioncastle reporting.
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79de2ba2ed
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22c05963fd
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@ -60,13 +60,7 @@ extern "C" {
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} extra;
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} extra;
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struct construction *improvement;
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struct construction *improvement;
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/* next level, if upgradable. if more than one of these items
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/* next level, if upgradable. */
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* can be built (weapons, armour) per turn, must not be NULL,
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* but point to the same type again:
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* const_sword.improvement = &const_sword
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* last level of a building points to NULL, as do objects of
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* an unlimited size.
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*/
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} construction;
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} construction;
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void free_construction(struct construction *cons);
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void free_construction(struct construction *cons);
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@ -192,7 +192,6 @@ const char *buildingtype(const building_type * btype, const building * b, int bs
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}
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}
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if (btype->construction && btype->construction->extra.name) {
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if (btype->construction && btype->construction->extra.name) {
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if (b) {
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if (b) {
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assert(b->type == btype);
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bsize = adjust_size(b, bsize);
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bsize = adjust_size(b, bsize);
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}
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}
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for (con = btype->construction; con; con = con->improvement) {
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for (con = btype->construction; con; con = con->improvement) {
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@ -386,7 +386,7 @@ const char **illusion)
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if (illusion) {
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if (illusion) {
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*illusion = NULL;
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*illusion = NULL;
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if (is_building_type(b->type, "illusioncastle")) {
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if (b->attribs && is_building_type(b->type, "illusioncastle")) {
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const attrib *a = a_find(b->attribs, &at_icastle);
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const attrib *a = a_find(b->attribs, &at_icastle);
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if (a != NULL) {
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if (a != NULL) {
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*illusion = buildingtype(icastle_type(a), b, b->size);
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*illusion = buildingtype(icastle_type(a), b, b->size);
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