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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.47 by root, Tue Apr 17 18:24:30 2007 UTC vs.
Revision 1.73 by root, Sun Apr 20 05:24:55 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
54> tl_map_t; 53> tl_map_t;
55 54
56static tl_map_t tl_map; 55static tl_map_t tl_map;
57 56
58/* 57/*
59 * Initialize global archtype pointers:
60 */
61void
62init_archetype_pointers ()
63{
64 int prev_warn = warn_archetypes;
65
66 warn_archetypes = 1;
67
68 if (ring_arch == NULL)
69 ring_arch = archetype::find ("ring");
70 if (amulet_arch == NULL)
71 amulet_arch = archetype::find ("amulet");
72 if (staff_arch == NULL)
73 staff_arch = archetype::find ("staff");
74 if (crown_arch == NULL)
75 crown_arch = archetype::find ("crown");
76
77 warn_archetypes = prev_warn;
78}
79
80/*
81 * Searches for the given treasurelist 58 * Searches for the given treasurelist
82 */ 59 */
83treasurelist * 60treasurelist *
84treasurelist::find (const char *name) 61treasurelist::find (const char *name)
85{ 62{
162 139
163 f.next (); 140 f.next ();
164 141
165 for (;;) 142 for (;;)
166 { 143 {
167 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
168 145
169 switch (f.kw) 146 switch (f.kw)
170 { 147 {
171 case KW_arch: 148 case KW_arch:
172 if (!(t->item = archetype::find (f.get_str ()))) 149 t->item = archetype::find (f.get_str ());
173 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); 150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
174 break; 157 break;
175 158
176 case KW_list: f.get (t->name); break; 159 case KW_list: f.get (t->name); break;
177 case KW_change_name: f.get (t->change_arch.name); break; 160 case KW_change_name: f.get (t->change_arch.name); break;
178 case KW_change_title: f.get (t->change_arch.title); break; 161 case KW_change_title: f.get (t->change_arch.title); break;
192 t->next = read_treasure (f); 175 t->next = read_treasure (f);
193 return t; 176 return t;
194 177
195 default: 178 default:
196 if (!f.parse_error ("treasurelist", t->name)) 179 if (!f.parse_error ("treasurelist", t->name))
197 return 0; 180 goto error;
198 181
199 return t; 182 return t;
200 } 183 }
201 184
202 f.next (); 185 f.next ();
203 } 186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
204} 193}
205 194
206/* 195/*
207 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
208 */ 197 */
220 209
221 /* This is a one of the many items on the list should be generated. 210 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no 211 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used. 212 * fields of the treasures are not being used.
224 */ 213 */
225 tl->total_chance = 0;
226
227 if (one) 214 if (one)
228 { 215 {
229 for (treasure *t = tl->items; t; t = t->next) 216 for (treasure *t = tl->items; t; t = t->next)
230 { 217 {
231 if (t->next_yes || t->next_no) 218 if (t->next_yes || t->next_no)
232 { 219 {
233 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
234 LOG (llevError, " the next_yes or next_no field is set\n"); 221 LOG (llevError, " the next_yes or next_no field is set\n");
235 } 222 }
236 223
237 tl->total_chance += t->chance; 224 tl->total_chance += t->chance;
238 } 225 }
253 * start with equipment, but only their abilities). 240 * start with equipment, but only their abilities).
254 */ 241 */
255static void 242static void
256put_treasure (object *op, object *creator, int flags) 243put_treasure (object *op, object *creator, int flags)
257{ 244{
258 object *tmp; 245 if (flags & GT_ENVIRONMENT)
259 246 {
260 /* Bit of a hack - spells should never be put onto the map. The entire 247 /* Bit of a hack - spells should never be put onto the map. The entire
261 * treasure stuff is a problem - there is no clear idea of knowing 248 * treasure stuff is a problem - there is no clear idea of knowing
262 * this is the original object, or if this is an object that should be created 249 * this is the original object, or if this is an object that should be created
263 * by another object. 250 * by another object.
264 */ 251 */
265 if (flags & GT_ENVIRONMENT && op->type != SPELL) 252 //TODO: flag such as objects... as such (no drop, anybody?)
266 { 253 if (op->type == SPELL)
254 {
255 op->destroy ();
256 return;
257 }
258
259 op->expand_tail ();
260
261 if (op->blocked (creator->map, creator->x, creator->y))
262 op->destroy ();
263 else
264 {
267 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
268 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
269 } 268 }
270 else 269 else
271 { 270 {
272 op = creator->insert (op); 271 op = creator->insert (op);
273 272
274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
275 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
276 275
277 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 276 if (flags & GT_UPDATE_INV)
277 if (object *tmp = creator->in_player ())
278 esrv_send_item (tmp, op); 278 esrv_send_item (tmp, op);
279 } 279 }
280} 280}
281 281
282/* if there are change_xxx commands in the treasure, we include the changes 282/* if there are change_xxx commands in the treasure, we include the changes
283 * in the generated object 283 * in the generated object
312 else 312 else
313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
314 } 314 }
315 else 315 else
316 { 316 {
317 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 317 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
318 { 318 {
319 object *tmp = arch_to_object (t->item); 319 object *tmp = arch_to_object (t->item);
320 320
321 if (t->nrof && tmp->nrof <= 1) 321 if (t->nrof && tmp->nrof <= 1)
322 tmp->nrof = rndm (t->nrof) + 1; 322 tmp->nrof = rndm (t->nrof) + 1;
369 create_treasure (tl, op, flag, difficulty, tries); 369 create_treasure (tl, op, flag, difficulty, tries);
370 } 370 }
371 else if (t->nrof) 371 else if (t->nrof)
372 create_one_treasure (tl, op, flag, difficulty, tries); 372 create_one_treasure (tl, op, flag, difficulty, tries);
373 } 373 }
374 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 374 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
375 { 375 {
376 if (object *tmp = arch_to_object (t->item)) 376 if (object *tmp = arch_to_object (t->item))
377 { 377 {
378 if (t->nrof && tmp->nrof <= 1) 378 if (t->nrof && tmp->nrof <= 1)
379 tmp->nrof = rndm (t->nrof) + 1; 379 tmp->nrof = rndm (t->nrof) + 1;
381 fix_generated_item (tmp, op, difficulty, t->magic, flag); 381 fix_generated_item (tmp, op, difficulty, t->magic, flag);
382 change_treasure (t, tmp); 382 change_treasure (t, tmp);
383 put_treasure (tmp, op, flag); 383 put_treasure (tmp, op, flag);
384 } 384 }
385 } 385 }
386}
387
388void
389object::create_treasure (treasurelist *tl, int flags)
390{
391 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
386} 392}
387 393
388/* This calls the appropriate treasure creation function. tries is passed 394/* This calls the appropriate treasure creation function. tries is passed
389 * to determine how many list transitions or attempts to create treasure 395 * to determine how many list transitions or attempts to create treasure
390 * have been made. It is really in place to prevent infinite loops with 396 * have been made. It is really in place to prevent infinite loops with
403 { 409 {
404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 410 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
405 return; 411 return;
406 } 412 }
407 413
414 if (op->flag [FLAG_TREASURE_ENV])
415 {
416 // do not generate items when there already is something above the object
417 if (op->flag [FLAG_IS_FLOOR] && op->above)
418 return;
419
420 flag |= GT_ENVIRONMENT;
421 }
422
408 if (tl->total_chance) 423 if (tl->total_chance)
409 create_one_treasure (tl, op, flag, difficulty, tries); 424 create_one_treasure (tl, op, flag, difficulty, tries);
410 else 425 else
411 create_all_treasures (tl->items, op, flag, difficulty, tries); 426 create_all_treasures (tl->items, op, flag, difficulty, tries);
412} 427}
419object * 434object *
420generate_treasure (treasurelist *tl, int difficulty) 435generate_treasure (treasurelist *tl, int difficulty)
421{ 436{
422 difficulty = clamp (difficulty, 1, settings.max_level); 437 difficulty = clamp (difficulty, 1, settings.max_level);
423 438
424 object *ob = object::create (), *tmp; 439 object *ob = object::create ();
425 440
426 create_treasure (tl, ob, 0, difficulty, 0); 441 create_treasure (tl, ob, 0, difficulty, 0);
427 442
428 /* Don't want to free the object we are about to return */ 443 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 444 object *tmp = ob->inv;
430 if (tmp != NULL) 445 if (tmp)
431 tmp->remove (); 446 tmp->remove ();
432 447
433 if (ob->inv) 448 if (ob->inv)
434 LOG (llevError, "In generate treasure, created multiple objects.\n"); 449 LOG (llevError, "In generate treasure, created multiple objects.\n");
435 450
443 * The array has two arguments, the difficulty of the level, and the 458 * The array has two arguments, the difficulty of the level, and the
444 * magical bonus "wanted". 459 * magical bonus "wanted".
445 */ 460 */
446 461
447static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 462static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
448
449// chance of magic difficulty 463// chance of magic difficulty
450// +0 +1 +2 +3 +4 464// +0 +1 +2 +3 +4
451 {95, 2, 2, 1, 0}, // 1 465 {95, 2, 2, 1, 0}, // 1
452 {92, 5, 2, 1, 0}, // 2 466 {92, 5, 2, 1, 0}, // 2
453 {85, 10, 4, 1, 0}, // 3 467 {85, 10, 4, 1, 0}, // 3
479 { 0, 0, 0, 3, 97}, // 29 493 { 0, 0, 0, 3, 97}, // 29
480 { 0, 0, 0, 0, 100}, // 30 494 { 0, 0, 0, 0, 100}, // 30
481 { 0, 0, 0, 0, 100}, // 31 495 { 0, 0, 0, 0, 100}, // 31
482}; 496};
483 497
484
485/* calculate the appropriate level for wands staves and scrolls. 498/* calculate the appropriate level for wands staves and scrolls.
486 * This code presumes that op has had its spell object created (in op->inv) 499 * This code presumes that op has had its spell object created (in op->inv)
487 * 500 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 501 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 */ 503 */
491
492int 504int
493level_for_item (const object *op, int difficulty) 505level_for_item (const object *op, int difficulty)
494{ 506{
495 int olevel = 0;
496
497 if (!op->inv) 507 if (!op->inv)
498 { 508 {
499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 return 0; 510 return 0;
501 } 511 }
502 512
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 514
505 if (olevel <= 0) 515 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 516 olevel = rndm (1, op->inv->level);
507 517
508 if (olevel > MAXLEVEL) 518 return min (olevel, MAXLEVEL);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 519}
513 520
514/* 521/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
572 579
573 op->magic = magic; 580 op->magic = magic;
574 if (op->arch) 581 if (op->arch)
575 { 582 {
576 if (op->type == ARMOUR) 583 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 584 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 585
579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 587 magic = (-magic);
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 589 }
583 else 590 else
584 { 591 {
585 if (op->type == ARMOUR) 592 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
648 case 2: 655 case 2:
649 case 3: 656 case 3:
650 case 4: 657 case 4:
651 case 5: 658 case 5:
652 case 6: 659 case 6:
653 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 660 op->stats.stat (r) += bonus;
654 break; 661 break;
655 662
656 case 7: 663 case 7:
657 op->stats.dam += bonus; 664 op->stats.dam += bonus;
658 break; 665 break;
806 save_item_power = op->item_power; 813 save_item_power = op->item_power;
807 op->item_power = 0; 814 op->item_power = 0;
808 815
809 if (op->randomitems && op->type != SPELL) 816 if (op->randomitems && op->type != SPELL)
810 { 817 {
811 create_treasure (op->randomitems, op, flags, difficulty, 0); 818 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
812 if (!op->inv)
813 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
814
815 /* So the treasure doesn't get created again */ 819 /* So the treasure doesn't get created again */
816 op->randomitems = 0; 820 op->randomitems = 0;
817 } 821 }
818 822
819 if (difficulty < 1) 823 if (difficulty < 1)
825 ARG_INT (flags))) 829 ARG_INT (flags)))
826 return; 830 return;
827 831
828 if (!(flags & GT_MINIMAL)) 832 if (!(flags & GT_MINIMAL))
829 { 833 {
830 if (op->arch == crown_arch) 834 if (IS_ARCH (op->arch, crown))
831 { 835 {
832 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
833 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
834 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
835 } 839 }
840 844
841 num_enchantments = calc_item_power (op, 1); 845 num_enchantments = calc_item_power (op, 1);
842 846
843 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 847 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
844 || op->type == HORN 848 || op->type == HORN
845 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 849 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
846 * used for shop_floors or treasures */
847 generate_artifact (op, difficulty); 850 generate_artifact (op, difficulty);
848 } 851 }
849 852
850 /* Object was made an artifact. Calculate its item_power rating. 853 /* Object was made an artifact. Calculate its item_power rating.
851 * the item_power in the object is what the artfiact adds. 854 * the item_power in the object is what the artfiact adds.
893 { 896 {
894 if (op->type == POTION) 897 if (op->type == POTION)
895 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
896 if (op->stats.sp && !op->randomitems) 899 if (op->stats.sp && !op->randomitems)
897 { 900 {
898 object *tmp;
899
900 tmp = get_archetype (spell_mapping[op->stats.sp]); 901 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
901 insert_ob_in_ob (tmp, op); 902 insert_ob_in_ob (tmp, op);
902 op->stats.sp = 0; 903 op->stats.sp = 0;
903 } 904 }
904 } 905 }
905 else if (!op->title) /* Only modify object if not special */ 906 else if (!op->title) /* Only modify object if not special */
963 SET_FLAG (op, FLAG_CURSED); 964 SET_FLAG (op, FLAG_CURSED);
964 break; 965 break;
965 } 966 }
966 967
967 case AMULET: 968 case AMULET:
968 if (op->arch == amulet_arch) 969 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */ 970 op->value *= 5; /* Since it's not just decoration */
970 971
971 case RING: 972 case RING:
972 if (op->arch == NULL) 973 if (!op->arch) // wtf? schmorp
973 { 974 {
974 op->destroy (); 975 op->destroy ();
975 op = 0; 976 op = 0;
976 break; 977 break;
977 } 978 }
978 979
979 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 980 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
980 break; 981 break;
981 982
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 983 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED); 984 SET_FLAG (op, FLAG_CURSED);
984 985
1137 * Allocate and return the pointer to an empty artifactlist structure. 1138 * Allocate and return the pointer to an empty artifactlist structure.
1138 */ 1139 */
1139static artifactlist * 1140static artifactlist *
1140get_empty_artifactlist (void) 1141get_empty_artifactlist (void)
1141{ 1142{
1142 return salloc0 <artifactlist> (); 1143 return salloc0<artifactlist> ();
1143} 1144}
1144 1145
1145/* 1146/*
1146 * Allocate and return the pointer to an empty artifact structure. 1147 * Allocate and return the pointer to an empty artifact structure.
1147 */ 1148 */
1148static artifact * 1149static artifact *
1149get_empty_artifact (void) 1150get_empty_artifact (void)
1150{ 1151{
1151 return salloc0 <artifact> (); 1152 return salloc0<artifact> ();
1152} 1153}
1153 1154
1154/* 1155/*
1155 * Searches the artifact lists and returns one that has the same type 1156 * Searches the artifact lists and returns one that has the same type
1156 * of objects on it. 1157 * of objects on it.
1161 for (artifactlist *al = first_artifactlist; al; al = al->next) 1162 for (artifactlist *al = first_artifactlist; al; al = al->next)
1162 if (al->type == type) 1163 if (al->type == type)
1163 return al; 1164 return al;
1164 1165
1165 return 0; 1166 return 0;
1166}
1167
1168/*
1169 * For debugging purposes. Dumps all tables.
1170 */
1171void
1172dump_artifacts (void)
1173{
1174 artifactlist *al;
1175 artifact *art;
1176 linked_char *next;
1177
1178 fprintf (logfile, "\n");
1179 for (al = first_artifactlist; al != NULL; al = al->next)
1180 {
1181 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1182 for (art = al->items; art != NULL; art = art->next)
1183 {
1184 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1185 if (art->allowed != NULL)
1186 {
1187 fprintf (logfile, "\tallowed combinations:");
1188 for (next = art->allowed; next != NULL; next = next->next)
1189 fprintf (logfile, "%s,", &next->name);
1190 fprintf (logfile, "\n");
1191 }
1192 }
1193 }
1194 fprintf (logfile, "\n");
1195}
1196
1197/*
1198 * For debugging purposes. Dumps all treasures recursively (see below).
1199 */
1200void
1201dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1202{
1203 treasurelist *tl;
1204 int i;
1205
1206 if (depth > 100)
1207 return;
1208
1209 while (t)
1210 {
1211 if (t->name)
1212 {
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 fprintf (logfile, "{ (list: %s)\n", &t->name);
1217
1218 tl = treasurelist::find (t->name);
1219 if (tl)
1220 dump_monster_treasure_rec (name, tl->items, depth + 2);
1221
1222 for (i = 0; i < depth; i++)
1223 fprintf (logfile, " ");
1224
1225 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1226 }
1227 else
1228 {
1229 for (i = 0; i < depth; i++)
1230 fprintf (logfile, " ");
1231
1232 if (t->item && t->item->clone.type == FLESH)
1233 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1234 else
1235 fprintf (logfile, "%s\n", &t->item->clone.name);
1236 }
1237
1238 if (t->next_yes)
1239 {
1240 for (i = 0; i < depth; i++)
1241 fprintf (logfile, " ");
1242
1243 fprintf (logfile, " (if yes)\n");
1244 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1245 }
1246
1247 if (t->next_no)
1248 {
1249 for (i = 0; i < depth; i++)
1250 fprintf (logfile, " ");
1251
1252 fprintf (logfile, " (if no)\n");
1253 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1254 }
1255
1256 t = t->next;
1257 }
1258}
1259
1260/*
1261 * For debugging purposes. Dumps all treasures for a given monster.
1262 * Created originally by Raphael Quinet for debugging the alchemy code.
1263 */
1264void
1265dump_monster_treasure (const char *name)
1266{
1267 archetype *at;
1268 int found;
1269
1270 found = 0;
1271 fprintf (logfile, "\n");
1272
1273 for (at = first_archetype; at != NULL; at = at->next)
1274 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1275 {
1276 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1277 if (at->clone.randomitems != NULL)
1278 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1279 else
1280 fprintf (logfile, "(nothing)\n");
1281
1282 fprintf (logfile, "\n");
1283 found++;
1284 }
1285
1286 if (found == 0)
1287 fprintf (logfile, "No objects have the name %s!\n\n", name);
1288} 1167}
1289 1168
1290/* 1169/*
1291 * Builds up the lists of artifacts from the file in the libdir. 1170 * Builds up the lists of artifacts from the file in the libdir.
1292 */ 1171 */
1306 sprintf (filename, "%s/artifacts", settings.datadir); 1185 sprintf (filename, "%s/artifacts", settings.datadir);
1307 object_thawer f (filename); 1186 object_thawer f (filename);
1308 1187
1309 if (!f) 1188 if (!f)
1310 return; 1189 return;
1311
1312 f.next ();
1313 1190
1314 for (;;) 1191 for (;;)
1315 { 1192 {
1316 switch (f.kw) 1193 switch (f.kw)
1317 { 1194 {
1349 break; 1226 break;
1350 1227
1351 case KW_object: 1228 case KW_object:
1352 { 1229 {
1353 art->item = object::create (); 1230 art->item = object::create ();
1231 f.get (art->item->name);
1232 f.next ();
1354 1233
1355 if (!art->item->parse_kv (f)) 1234 if (!art->item->parse_kv (f))
1356 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1235 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1357 1236
1358 al = find_artifactlist (art->item->type); 1237 al = find_artifactlist (art->item->type);
1419#endif 1298#endif
1420 op->face = change->face; 1299 op->face = change->face;
1421 } 1300 }
1422 1301
1423 for (i = 0; i < NUM_STATS; i++) 1302 for (i = 0; i < NUM_STATS; i++)
1424 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1303 change_attr_value (&(op->stats), i, change->stats.stat (i));
1425 1304
1426 op->attacktype |= change->attacktype; 1305 op->attacktype |= change->attacktype;
1427 op->path_attuned |= change->path_attuned; 1306 op->path_attuned |= change->path_attuned;
1428 op->path_repelled |= change->path_repelled; 1307 op->path_repelled |= change->path_repelled;
1429 op->path_denied |= change->path_denied; 1308 op->path_denied |= change->path_denied;
1593 if (change->msg) 1472 if (change->msg)
1594 op->msg = change->msg; 1473 op->msg = change->msg;
1595} 1474}
1596 1475
1597static int 1476static int
1598legal_artifact_combination (object *op, artifact * art) 1477legal_artifact_combination (object *op, artifact *art)
1599{ 1478{
1600 int neg, success = 0; 1479 int neg, success = 0;
1601 linked_char *tmp; 1480 linked_char *tmp;
1602 const char *name; 1481 const char *name;
1603 1482
1604 if (art->allowed == (linked_char *) NULL) 1483 if (!art->allowed)
1605 return 1; /* Ie, "all" */ 1484 return 1; /* Ie, "all" */
1485
1606 for (tmp = art->allowed; tmp; tmp = tmp->next) 1486 for (tmp = art->allowed; tmp; tmp = tmp->next)
1607 { 1487 {
1608#ifdef TREASURE_VERBOSE 1488#ifdef TREASURE_VERBOSE
1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1489 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1610#endif 1490#endif
1612 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1613 else 1493 else
1614 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1615 1495
1616 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1497 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1618 return !neg; 1498 return !neg;
1619 1499
1620 /* Set success as true, since if the match was an inverse, it means 1500 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match 1501 * everything is allowed except what we match
1622 */ 1502 */
1623 else if (neg) 1503 else if (neg)
1624 success = 1; 1504 success = 1;
1625 } 1505 }
1506
1626 return success; 1507 return success;
1627} 1508}
1628 1509
1629/* 1510/*
1630 * Fixes the given object, giving it the abilities and titles 1511 * Fixes the given object, giving it the abilities and titles

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