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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.52 by root, Thu Apr 19 19:24:25 2007 UTC vs.
Revision 1.79 by root, Tue Jul 29 02:00:55 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
33 32
34//#define TREASURE_VERBOSE 33//#define TREASURE_VERBOSE
35 34
36#include <global.h> 35#include <global.h>
37#include <treasure.h> 36#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h> 37#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
57 54
58/* 55/*
140 137
141 f.next (); 138 f.next ();
142 139
143 for (;;) 140 for (;;)
144 { 141 {
145 coroapi::cede_to_tick_every (10); 142 coroapi::cede_to_tick ();
146 143
147 switch (f.kw) 144 switch (f.kw)
148 { 145 {
149 case KW_arch: 146 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 147 t->item = archetype::find (f.get_str ());
148
149 if (!t->item)
150 {
151 f.parse_warn ("treasure references unknown archetype");
152 t->item = archetype::empty;
153 }
154
151 break; 155 break;
152 156
153 case KW_list: f.get (t->name); break; 157 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 158 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 159 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 173 t->next = read_treasure (f);
170 return t; 174 return t;
171 175
172 default: 176 default:
173 if (!f.parse_error ("treasurelist", t->name)) 177 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 178 goto error;
175 179
176 return t; 180 return t;
177 } 181 }
178 182
179 f.next (); 183 f.next ();
180 } 184 }
185
186 // not reached
187
188error:
189 delete t;
190 return 0;
181} 191}
182 192
183/* 193/*
184 * Each treasure is parsed with the help of load_treasure(). 194 * Each treasure is parsed with the help of load_treasure().
185 */ 195 */
197 207
198 /* This is a one of the many items on the list should be generated. 208 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no 209 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 210 * fields of the treasures are not being used.
201 */ 211 */
202 tl->total_chance = 0;
203
204 if (one) 212 if (one)
205 { 213 {
206 for (treasure *t = tl->items; t; t = t->next) 214 for (treasure *t = tl->items; t; t = t->next)
207 { 215 {
208 if (t->next_yes || t->next_no) 216 if (t->next_yes || t->next_no)
209 { 217 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 218 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n"); 219 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 220 }
213 221
214 tl->total_chance += t->chance; 222 tl->total_chance += t->chance;
215 } 223 }
230 * start with equipment, but only their abilities). 238 * start with equipment, but only their abilities).
231 */ 239 */
232static void 240static void
233put_treasure (object *op, object *creator, int flags) 241put_treasure (object *op, object *creator, int flags)
234{ 242{
243 if (flags & GT_ENVIRONMENT)
244 {
235 /* Bit of a hack - spells should never be put onto the map. The entire 245 /* Bit of a hack - spells should never be put onto the map. The entire
236 * treasure stuff is a problem - there is no clear idea of knowing 246 * treasure stuff is a problem - there is no clear idea of knowing
237 * this is the original object, or if this is an object that should be created 247 * this is the original object, or if this is an object that should be created
238 * by another object. 248 * by another object.
239 */ 249 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL) 250 //TODO: flag such as objects... as such (no drop, anybody?)
241 { 251 if (op->type == SPELL)
252 {
253 op->destroy ();
254 return;
255 }
256
257 op->expand_tail ();
258
242 if (ob_blocked (op, creator->map, creator->x, creator->y)) 259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
243 op->destroy (); 260 op->destroy ();
244 else 261 else
245 { 262 {
246 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
247 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
251 { 268 {
252 op = creator->insert (op); 269 op = creator->insert (op);
253 270
254 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
255 monster_check_apply (creator, op); 272 monster_check_apply (creator, op);
256
257 if (flags & GT_UPDATE_INV)
258 if (object *tmp = creator->in_player ())
259 esrv_send_item (tmp, op);
260 } 273 }
261} 274}
262 275
263/* if there are change_xxx commands in the treasure, we include the changes 276/* if there are change_xxx commands in the treasure, we include the changes
264 * in the generated object 277 * in the generated object
293 else 306 else
294 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 307 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
295 } 308 }
296 else 309 else
297 { 310 {
298 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
299 { 312 {
300 object *tmp = arch_to_object (t->item); 313 object *tmp = arch_to_object (t->item);
301 314
302 if (t->nrof && tmp->nrof <= 1) 315 if (t->nrof && tmp->nrof <= 1)
303 tmp->nrof = rndm (t->nrof) + 1; 316 tmp->nrof = rndm (t->nrof) + 1;
350 create_treasure (tl, op, flag, difficulty, tries); 363 create_treasure (tl, op, flag, difficulty, tries);
351 } 364 }
352 else if (t->nrof) 365 else if (t->nrof)
353 create_one_treasure (tl, op, flag, difficulty, tries); 366 create_one_treasure (tl, op, flag, difficulty, tries);
354 } 367 }
355 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
356 { 369 {
357 if (object *tmp = arch_to_object (t->item)) 370 if (object *tmp = arch_to_object (t->item))
358 { 371 {
359 if (t->nrof && tmp->nrof <= 1) 372 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = rndm (t->nrof) + 1; 373 tmp->nrof = rndm (t->nrof) + 1;
362 fix_generated_item (tmp, op, difficulty, t->magic, flag); 375 fix_generated_item (tmp, op, difficulty, t->magic, flag);
363 change_treasure (t, tmp); 376 change_treasure (t, tmp);
364 put_treasure (tmp, op, flag); 377 put_treasure (tmp, op, flag);
365 } 378 }
366 } 379 }
380}
381
382void
383object::create_treasure (treasurelist *tl, int flags)
384{
385 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
367} 386}
368 387
369/* This calls the appropriate treasure creation function. tries is passed 388/* This calls the appropriate treasure creation function. tries is passed
370 * to determine how many list transitions or attempts to create treasure 389 * to determine how many list transitions or attempts to create treasure
371 * have been made. It is really in place to prevent infinite loops with 390 * have been made. It is really in place to prevent infinite loops with
382 401
383 if (tries++ > 100) 402 if (tries++ > 100)
384 { 403 {
385 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
386 return; 405 return;
406 }
407
408 if (op->flag [FLAG_TREASURE_ENV])
409 {
410 // do not generate items when there already is something above the object
411 if (op->flag [FLAG_IS_FLOOR] && op->above)
412 return;
413
414 flag |= GT_ENVIRONMENT;
387 } 415 }
388 416
389 if (tl->total_chance) 417 if (tl->total_chance)
390 create_one_treasure (tl, op, flag, difficulty, tries); 418 create_one_treasure (tl, op, flag, difficulty, tries);
391 else 419 else
468 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 496 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
469 */ 497 */
470int 498int
471level_for_item (const object *op, int difficulty) 499level_for_item (const object *op, int difficulty)
472{ 500{
473 int olevel = 0;
474
475 if (!op->inv) 501 if (!op->inv)
476 { 502 {
477 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 503 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
478 return 0; 504 return 0;
479 } 505 }
480 506
481 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 507 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
482 508
483 if (olevel <= 0) 509 if (olevel <= 0)
484 olevel = rndm (1, MIN (op->inv->level, 1)); 510 olevel = rndm (1, op->inv->level);
485 511
486 if (olevel > MAXLEVEL) 512 return min (olevel, MAXLEVEL);
487 olevel = MAXLEVEL;
488
489 return olevel;
490} 513}
491 514
492/* 515/*
493 * Based upon the specified difficulty and upon the difftomagic_list array, 516 * Based upon the specified difficulty and upon the difftomagic_list array,
494 * a random magical bonus is returned. This is used when determine 517 * a random magical bonus is returned. This is used when determine
550 573
551 op->magic = magic; 574 op->magic = magic;
552 if (op->arch) 575 if (op->arch)
553 { 576 {
554 if (op->type == ARMOUR) 577 if (op->type == ARMOUR)
555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 578 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
556 579
557 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 580 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
558 magic = (-magic); 581 magic = (-magic);
582
559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
560 } 584 }
561 else 585 else
562 { 586 {
563 if (op->type == ARMOUR) 587 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
589
565 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 590 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
566 magic = (-magic); 591 magic = (-magic);
592
567 op->weight = (op->weight * (100 - magic * 10)) / 100; 593 op->weight = (op->weight * (100 - magic * 10)) / 100;
568 } 594 }
569} 595}
570 596
571/* 597/*
626 case 2: 652 case 2:
627 case 3: 653 case 3:
628 case 4: 654 case 4:
629 case 5: 655 case 5:
630 case 6: 656 case 6:
631 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 657 op->stats.stat (r) += bonus;
632 break; 658 break;
633 659
634 case 7: 660 case 7:
635 op->stats.dam += bonus; 661 op->stats.dam += bonus;
636 break; 662 break;
800 ARG_INT (flags))) 826 ARG_INT (flags)))
801 return; 827 return;
802 828
803 if (!(flags & GT_MINIMAL)) 829 if (!(flags & GT_MINIMAL))
804 { 830 {
805 if (op->arch == crown_arch) 831 if (IS_ARCH (op->arch, crown))
806 { 832 {
807 set_magic (difficulty, op, max_magic, flags); 833 set_magic (difficulty, op, max_magic, flags);
808 num_enchantments = calc_item_power (op, 1); 834 num_enchantments = calc_item_power (op, 1);
809 generate_artifact (op, difficulty); 835 generate_artifact (op, difficulty);
810 } 836 }
815 841
816 num_enchantments = calc_item_power (op, 1); 842 num_enchantments = calc_item_power (op, 1);
817 843
818 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 844 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
819 || op->type == HORN 845 || op->type == HORN
820 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 846 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
821 * used for shop_floors or treasures */
822 generate_artifact (op, difficulty); 847 generate_artifact (op, difficulty);
823 } 848 }
824 849
825 /* Object was made an artifact. Calculate its item_power rating. 850 /* Object was made an artifact. Calculate its item_power rating.
826 * the item_power in the object is what the artfiact adds. 851 * the item_power in the object is what the artfiact adds.
868 { 893 {
869 if (op->type == POTION) 894 if (op->type == POTION)
870 /* Handle healing and magic power potions */ 895 /* Handle healing and magic power potions */
871 if (op->stats.sp && !op->randomitems) 896 if (op->stats.sp && !op->randomitems)
872 { 897 {
873 object *tmp;
874
875 tmp = get_archetype (spell_mapping[op->stats.sp]); 898 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
876 insert_ob_in_ob (tmp, op); 899 insert_ob_in_ob (tmp, op);
877 op->stats.sp = 0; 900 op->stats.sp = 0;
878 } 901 }
879 } 902 }
880 else if (!op->title) /* Only modify object if not special */ 903 else if (!op->title) /* Only modify object if not special */
938 SET_FLAG (op, FLAG_CURSED); 961 SET_FLAG (op, FLAG_CURSED);
939 break; 962 break;
940 } 963 }
941 964
942 case AMULET: 965 case AMULET:
943 if (op->arch == amulet_arch) 966 if (IS_ARCH (op->arch, amulet))
944 op->value *= 5; /* Since it's not just decoration */ 967 op->value *= 5; /* Since it's not just decoration */
945 968
946 case RING: 969 case RING:
947 if (op->arch == NULL) 970 if (!op->arch) // wtf? schmorp
948 { 971 {
949 op->destroy (); 972 op->destroy ();
950 op = 0; 973 op = 0;
951 break; 974 break;
952 } 975 }
953 976
954 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 977 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
955 break; 978 break;
956 979
957 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 980 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
958 SET_FLAG (op, FLAG_CURSED); 981 SET_FLAG (op, FLAG_CURSED);
959 982
1112 * Allocate and return the pointer to an empty artifactlist structure. 1135 * Allocate and return the pointer to an empty artifactlist structure.
1113 */ 1136 */
1114static artifactlist * 1137static artifactlist *
1115get_empty_artifactlist (void) 1138get_empty_artifactlist (void)
1116{ 1139{
1117 return salloc0 <artifactlist> (); 1140 return salloc0<artifactlist> ();
1118} 1141}
1119 1142
1120/* 1143/*
1121 * Allocate and return the pointer to an empty artifact structure. 1144 * Allocate and return the pointer to an empty artifact structure.
1122 */ 1145 */
1123static artifact * 1146static artifact *
1124get_empty_artifact (void) 1147get_empty_artifact (void)
1125{ 1148{
1126 return salloc0 <artifact> (); 1149 return salloc0<artifact> ();
1127} 1150}
1128 1151
1129/* 1152/*
1130 * Searches the artifact lists and returns one that has the same type 1153 * Searches the artifact lists and returns one that has the same type
1131 * of objects on it. 1154 * of objects on it.
1136 for (artifactlist *al = first_artifactlist; al; al = al->next) 1159 for (artifactlist *al = first_artifactlist; al; al = al->next)
1137 if (al->type == type) 1160 if (al->type == type)
1138 return al; 1161 return al;
1139 1162
1140 return 0; 1163 return 0;
1141}
1142
1143/*
1144 * For debugging purposes. Dumps all tables.
1145 */
1146void
1147dump_artifacts (void)
1148{
1149 artifactlist *al;
1150 artifact *art;
1151 linked_char *next;
1152
1153 fprintf (logfile, "\n");
1154 for (al = first_artifactlist; al != NULL; al = al->next)
1155 {
1156 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1157 for (art = al->items; art != NULL; art = art->next)
1158 {
1159 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1160 if (art->allowed != NULL)
1161 {
1162 fprintf (logfile, "\tallowed combinations:");
1163 for (next = art->allowed; next != NULL; next = next->next)
1164 fprintf (logfile, "%s,", &next->name);
1165 fprintf (logfile, "\n");
1166 }
1167 }
1168 }
1169 fprintf (logfile, "\n");
1170}
1171
1172/*
1173 * For debugging purposes. Dumps all treasures recursively (see below).
1174 */
1175void
1176dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1177{
1178 treasurelist *tl;
1179 int i;
1180
1181 if (depth > 100)
1182 return;
1183
1184 while (t)
1185 {
1186 if (t->name)
1187 {
1188 for (i = 0; i < depth; i++)
1189 fprintf (logfile, " ");
1190
1191 fprintf (logfile, "{ (list: %s)\n", &t->name);
1192
1193 tl = treasurelist::find (t->name);
1194 if (tl)
1195 dump_monster_treasure_rec (name, tl->items, depth + 2);
1196
1197 for (i = 0; i < depth; i++)
1198 fprintf (logfile, " ");
1199
1200 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1201 }
1202 else
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206
1207 if (t->item && t->item->clone.type == FLESH)
1208 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1209 else
1210 fprintf (logfile, "%s\n", &t->item->clone.name);
1211 }
1212
1213 if (t->next_yes)
1214 {
1215 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " ");
1217
1218 fprintf (logfile, " (if yes)\n");
1219 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1220 }
1221
1222 if (t->next_no)
1223 {
1224 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " ");
1226
1227 fprintf (logfile, " (if no)\n");
1228 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1229 }
1230
1231 t = t->next;
1232 }
1233}
1234
1235/*
1236 * For debugging purposes. Dumps all treasures for a given monster.
1237 * Created originally by Raphael Quinet for debugging the alchemy code.
1238 */
1239void
1240dump_monster_treasure (const char *name)
1241{
1242 archetype *at;
1243 int found;
1244
1245 found = 0;
1246 fprintf (logfile, "\n");
1247
1248 for (at = first_archetype; at != NULL; at = at->next)
1249 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1250 {
1251 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1252 if (at->clone.randomitems != NULL)
1253 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1254 else
1255 fprintf (logfile, "(nothing)\n");
1256
1257 fprintf (logfile, "\n");
1258 found++;
1259 }
1260
1261 if (found == 0)
1262 fprintf (logfile, "No objects have the name %s!\n\n", name);
1263} 1164}
1264 1165
1265/* 1166/*
1266 * Builds up the lists of artifacts from the file in the libdir. 1167 * Builds up the lists of artifacts from the file in the libdir.
1267 */ 1168 */
1281 sprintf (filename, "%s/artifacts", settings.datadir); 1182 sprintf (filename, "%s/artifacts", settings.datadir);
1282 object_thawer f (filename); 1183 object_thawer f (filename);
1283 1184
1284 if (!f) 1185 if (!f)
1285 return; 1186 return;
1286
1287 f.next ();
1288 1187
1289 for (;;) 1188 for (;;)
1290 { 1189 {
1291 switch (f.kw) 1190 switch (f.kw)
1292 { 1191 {
1396#endif 1295#endif
1397 op->face = change->face; 1296 op->face = change->face;
1398 } 1297 }
1399 1298
1400 for (i = 0; i < NUM_STATS; i++) 1299 for (i = 0; i < NUM_STATS; i++)
1401 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1300 change_attr_value (&(op->stats), i, change->stats.stat (i));
1402 1301
1403 op->attacktype |= change->attacktype; 1302 op->attacktype |= change->attacktype;
1404 op->path_attuned |= change->path_attuned; 1303 op->path_attuned |= change->path_attuned;
1405 op->path_repelled |= change->path_repelled; 1304 op->path_repelled |= change->path_repelled;
1406 op->path_denied |= change->path_denied; 1305 op->path_denied |= change->path_denied;
1590 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1591 else 1490 else
1592 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1593 1492
1594 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1595 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1596 return !neg; 1495 return !neg;
1597 1496
1598 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1599 * everything is allowed except what we match 1498 * everything is allowed except what we match
1600 */ 1499 */

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