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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.51 by root, Thu Apr 19 16:36:00 2007 UTC vs.
Revision 1.74 by root, Mon Apr 21 23:35:24 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;
140 138
141 f.next (); 139 f.next ();
142 140
143 for (;;) 141 for (;;)
144 { 142 {
145 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
146 144
147 switch (f.kw) 145 switch (f.kw)
148 { 146 {
149 case KW_arch: 147 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
151 break; 156 break;
152 157
153 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 174 t->next = read_treasure (f);
170 return t; 175 return t;
171 176
172 default: 177 default:
173 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 179 goto error;
175 180
176 return t; 181 return t;
177 } 182 }
178 183
179 f.next (); 184 f.next ();
180 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
181} 192}
182 193
183/* 194/*
184 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
185 */ 196 */
197 208
198 /* This is a one of the many items on the list should be generated. 209 /* 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 210 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
201 */ 212 */
202 tl->total_chance = 0;
203
204 if (one) 213 if (one)
205 { 214 {
206 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
207 { 216 {
208 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
209 { 218 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 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"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 221 }
213 222
214 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
215 } 224 }
230 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
231 */ 240 */
232static void 241static void
233put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
234{ 243{
244 if (flags & GT_ENVIRONMENT)
245 {
235 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* 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 247 * 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 248 * this is the original object, or if this is an object that should be created
238 * by another object. 249 * by another object.
239 */ 250 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
241 { 252 if (op->type == SPELL)
253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
242 if (ob_blocked (op, creator->map, creator->x, creator->y)) 260 if (op->blocked (creator->map, creator->x, creator->y))
243 op->destroy (); 261 op->destroy ();
244 else 262 else
245 { 263 {
246 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
247 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
293 else 311 else
294 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 312 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
295 } 313 }
296 else 314 else
297 { 315 {
298 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
299 { 317 {
300 object *tmp = arch_to_object (t->item); 318 object *tmp = arch_to_object (t->item);
301 319
302 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
303 tmp->nrof = rndm (t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
350 create_treasure (tl, op, flag, difficulty, tries); 368 create_treasure (tl, op, flag, difficulty, tries);
351 } 369 }
352 else if (t->nrof) 370 else if (t->nrof)
353 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
354 } 372 }
355 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
356 { 374 {
357 if (object *tmp = arch_to_object (t->item)) 375 if (object *tmp = arch_to_object (t->item))
358 { 376 {
359 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = rndm (t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
362 fix_generated_item (tmp, op, difficulty, t->magic, flag); 380 fix_generated_item (tmp, op, difficulty, t->magic, flag);
363 change_treasure (t, tmp); 381 change_treasure (t, tmp);
364 put_treasure (tmp, op, flag); 382 put_treasure (tmp, op, flag);
365 } 383 }
366 } 384 }
385}
386
387void
388object::create_treasure (treasurelist *tl, int flags)
389{
390 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
367} 391}
368 392
369/* This calls the appropriate treasure creation function. tries is passed 393/* This calls the appropriate treasure creation function. tries is passed
370 * to determine how many list transitions or attempts to create treasure 394 * 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 395 * have been made. It is really in place to prevent infinite loops with
382 406
383 if (tries++ > 100) 407 if (tries++ > 100)
384 { 408 {
385 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 409 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
386 return; 410 return;
411 }
412
413 if (op->flag [FLAG_TREASURE_ENV])
414 {
415 // do not generate items when there already is something above the object
416 if (op->flag [FLAG_IS_FLOOR] && op->above)
417 return;
418
419 flag |= GT_ENVIRONMENT;
387 } 420 }
388 421
389 if (tl->total_chance) 422 if (tl->total_chance)
390 create_one_treasure (tl, op, flag, difficulty, tries); 423 create_one_treasure (tl, op, flag, difficulty, tries);
391 else 424 else
468 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
469 */ 502 */
470int 503int
471level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
472{ 505{
473 int olevel = 0;
474
475 if (!op->inv) 506 if (!op->inv)
476 { 507 {
477 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
478 return 0; 509 return 0;
479 } 510 }
480 511
481 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
482 513
483 if (olevel <= 0) 514 if (olevel <= 0)
484 olevel = rndm (1, MIN (op->inv->level, 1)); 515 olevel = rndm (1, op->inv->level);
485 516
486 if (olevel > MAXLEVEL) 517 return min (olevel, MAXLEVEL);
487 olevel = MAXLEVEL;
488
489 return olevel;
490} 518}
491 519
492/* 520/*
493 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
494 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
550 578
551 op->magic = magic; 579 op->magic = magic;
552 if (op->arch) 580 if (op->arch)
553 { 581 {
554 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
556 584
557 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
558 magic = (-magic); 586 magic = (-magic);
559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
560 } 588 }
561 else 589 else
562 { 590 {
563 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
626 case 2: 654 case 2:
627 case 3: 655 case 3:
628 case 4: 656 case 4:
629 case 5: 657 case 5:
630 case 6: 658 case 6:
631 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
632 break; 660 break;
633 661
634 case 7: 662 case 7:
635 op->stats.dam += bonus; 663 op->stats.dam += bonus;
636 break; 664 break;
800 ARG_INT (flags))) 828 ARG_INT (flags)))
801 return; 829 return;
802 830
803 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
804 { 832 {
805 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
806 { 834 {
807 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
808 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
809 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
810 } 838 }
815 843
816 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
817 845
818 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
819 || op->type == HORN 847 || op->type == HORN
820 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 848 || 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); 849 generate_artifact (op, difficulty);
823 } 850 }
824 851
825 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
826 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
868 { 895 {
869 if (op->type == POTION) 896 if (op->type == POTION)
870 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
871 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
872 { 899 {
873 object *tmp;
874
875 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
876 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
877 op->stats.sp = 0; 902 op->stats.sp = 0;
878 } 903 }
879 } 904 }
880 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
938 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
939 break; 964 break;
940 } 965 }
941 966
942 case AMULET: 967 case AMULET:
943 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
944 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
945 970
946 case RING: 971 case RING:
947 if (op->arch == NULL) 972 if (!op->arch) // wtf? schmorp
948 { 973 {
949 op->destroy (); 974 op->destroy ();
950 op = 0; 975 op = 0;
951 break; 976 break;
952 } 977 }
953 978
954 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 979 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
955 break; 980 break;
956 981
957 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
958 SET_FLAG (op, FLAG_CURSED); 983 SET_FLAG (op, FLAG_CURSED);
959 984
1112 * Allocate and return the pointer to an empty artifactlist structure. 1137 * Allocate and return the pointer to an empty artifactlist structure.
1113 */ 1138 */
1114static artifactlist * 1139static artifactlist *
1115get_empty_artifactlist (void) 1140get_empty_artifactlist (void)
1116{ 1141{
1117 return salloc0 <artifactlist> (); 1142 return salloc0<artifactlist> ();
1118} 1143}
1119 1144
1120/* 1145/*
1121 * Allocate and return the pointer to an empty artifact structure. 1146 * Allocate and return the pointer to an empty artifact structure.
1122 */ 1147 */
1123static artifact * 1148static artifact *
1124get_empty_artifact (void) 1149get_empty_artifact (void)
1125{ 1150{
1126 return salloc0 <artifact> (); 1151 return salloc0<artifact> ();
1127} 1152}
1128 1153
1129/* 1154/*
1130 * Searches the artifact lists and returns one that has the same type 1155 * Searches the artifact lists and returns one that has the same type
1131 * of objects on it. 1156 * of objects on it.
1136 for (artifactlist *al = first_artifactlist; al; al = al->next) 1161 for (artifactlist *al = first_artifactlist; al; al = al->next)
1137 if (al->type == type) 1162 if (al->type == type)
1138 return al; 1163 return al;
1139 1164
1140 return 0; 1165 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} 1166}
1264 1167
1265/* 1168/*
1266 * Builds up the lists of artifacts from the file in the libdir. 1169 * Builds up the lists of artifacts from the file in the libdir.
1267 */ 1170 */
1281 sprintf (filename, "%s/artifacts", settings.datadir); 1184 sprintf (filename, "%s/artifacts", settings.datadir);
1282 object_thawer f (filename); 1185 object_thawer f (filename);
1283 1186
1284 if (!f) 1187 if (!f)
1285 return; 1188 return;
1286
1287 f.next ();
1288 1189
1289 for (;;) 1190 for (;;)
1290 { 1191 {
1291 switch (f.kw) 1192 switch (f.kw)
1292 { 1193 {
1396#endif 1297#endif
1397 op->face = change->face; 1298 op->face = change->face;
1398 } 1299 }
1399 1300
1400 for (i = 0; i < NUM_STATS; i++) 1301 for (i = 0; i < NUM_STATS; i++)
1401 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1402 1303
1403 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1404 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1405 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1406 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1570 if (change->msg) 1471 if (change->msg)
1571 op->msg = change->msg; 1472 op->msg = change->msg;
1572} 1473}
1573 1474
1574static int 1475static int
1575legal_artifact_combination (object *op, artifact * art) 1476legal_artifact_combination (object *op, artifact *art)
1576{ 1477{
1577 int neg, success = 0; 1478 int neg, success = 0;
1578 linked_char *tmp; 1479 linked_char *tmp;
1579 const char *name; 1480 const char *name;
1580 1481
1581 if (art->allowed == (linked_char *) NULL) 1482 if (!art->allowed)
1582 return 1; /* Ie, "all" */ 1483 return 1; /* Ie, "all" */
1484
1583 for (tmp = art->allowed; tmp; tmp = tmp->next) 1485 for (tmp = art->allowed; tmp; tmp = tmp->next)
1584 { 1486 {
1585#ifdef TREASURE_VERBOSE 1487#ifdef TREASURE_VERBOSE
1586 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1488 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1587#endif 1489#endif
1589 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1590 else 1492 else
1591 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1592 1494
1593 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1594 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1496 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1595 return !neg; 1497 return !neg;
1596 1498
1597 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1598 * everything is allowed except what we match 1500 * everything is allowed except what we match
1599 */ 1501 */
1600 else if (neg) 1502 else if (neg)
1601 success = 1; 1503 success = 1;
1602 } 1504 }
1505
1603 return success; 1506 return success;
1604} 1507}
1605 1508
1606/* 1509/*
1607 * Fixes the given object, giving it the abilities and titles 1510 * Fixes the given object, giving it the abilities and titles

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