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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.50 by root, Thu Apr 19 16:23:46 2007 UTC vs.
Revision 1.84 by root, Thu Jan 1 11:41:17 2009 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{
235 object *tmp; 243 if (flags & GT_ENVIRONMENT)
236 244 {
237 /* 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
238 * 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
239 * 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
240 * by another object. 248 * by another object.
241 */ 249 */
242 if (flags & GT_ENVIRONMENT && op->type != SPELL) 250 //TODO: flag such as objects... as such (no drop, anybody?)
243 { 251 if (op->type == SPELL)
252 {
253 op->destroy ();
254 return;
255 }
256
257 op->expand_tail ();
258
259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
260 op->destroy ();
261 else
262 {
244 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
245 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);
265 }
246 } 266 }
247 else 267 else
248 { 268 {
249 op = creator->insert (op); 269 op = creator->insert (op);
250 270
251 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
252 monster_check_apply (creator, op); 272 monster_check_apply (creator, op);
253
254 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
255 esrv_send_item (tmp, op);
256 } 273 }
257} 274}
258 275
259/* 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
260 * in the generated object 277 * in the generated object
289 else 306 else
290 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);
291 } 308 }
292 else 309 else
293 { 310 {
294 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
295 { 312 {
296 object *tmp = arch_to_object (t->item); 313 object *tmp = arch_to_object (t->item);
297 314
298 if (t->nrof && tmp->nrof <= 1) 315 if (t->nrof && tmp->nrof <= 1)
299 tmp->nrof = rndm (t->nrof) + 1; 316 tmp->nrof = rndm (t->nrof) + 1;
346 create_treasure (tl, op, flag, difficulty, tries); 363 create_treasure (tl, op, flag, difficulty, tries);
347 } 364 }
348 else if (t->nrof) 365 else if (t->nrof)
349 create_one_treasure (tl, op, flag, difficulty, tries); 366 create_one_treasure (tl, op, flag, difficulty, tries);
350 } 367 }
351 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
352 { 369 {
353 if (object *tmp = arch_to_object (t->item)) 370 if (object *tmp = arch_to_object (t->item))
354 { 371 {
355 if (t->nrof && tmp->nrof <= 1) 372 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = rndm (t->nrof) + 1; 373 tmp->nrof = rndm (t->nrof) + 1;
358 fix_generated_item (tmp, op, difficulty, t->magic, flag); 375 fix_generated_item (tmp, op, difficulty, t->magic, flag);
359 change_treasure (t, tmp); 376 change_treasure (t, tmp);
360 put_treasure (tmp, op, flag); 377 put_treasure (tmp, op, flag);
361 } 378 }
362 } 379 }
380}
381
382void
383object::create_treasure (treasurelist *tl, int flags)
384{
385 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
363} 386}
364 387
365/* This calls the appropriate treasure creation function. tries is passed 388/* This calls the appropriate treasure creation function. tries is passed
366 * to determine how many list transitions or attempts to create treasure 389 * to determine how many list transitions or attempts to create treasure
367 * 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
380 { 403 {
381 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
382 return; 405 return;
383 } 406 }
384 407
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;
415 }
416
385 if (tl->total_chance) 417 if (tl->total_chance)
386 create_one_treasure (tl, op, flag, difficulty, tries); 418 create_one_treasure (tl, op, flag, difficulty, tries);
387 else 419 else
388 create_all_treasures (tl->items, op, flag, difficulty, tries); 420 create_all_treasures (tl->items, op, flag, difficulty, tries);
389} 421}
409 441
410 if (ob->inv) 442 if (ob->inv)
411 LOG (llevError, "In generate treasure, created multiple objects.\n"); 443 LOG (llevError, "In generate treasure, created multiple objects.\n");
412 444
413 ob->destroy (); 445 ob->destroy ();
446
414 return tmp; 447 return tmp;
415} 448}
416 449
417/* 450/*
418 * This is a new way of calculating the chance for an item to have 451 * This is a new way of calculating the chance for an item to have
464 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 497 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
465 */ 498 */
466int 499int
467level_for_item (const object *op, int difficulty) 500level_for_item (const object *op, int difficulty)
468{ 501{
469 int olevel = 0;
470
471 if (!op->inv) 502 if (!op->inv)
472 { 503 {
473 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
474 return 0; 505 return 0;
475 } 506 }
476 507
477 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
478 509
479 if (olevel <= 0) 510 if (olevel <= 0)
480 olevel = rndm (1, MIN (op->inv->level, 1)); 511 olevel = rndm (1, op->inv->level);
481 512
482 if (olevel > MAXLEVEL) 513 return min (olevel, MAXLEVEL);
483 olevel = MAXLEVEL;
484
485 return olevel;
486} 514}
487 515
488/* 516/*
489 * Based upon the specified difficulty and upon the difftomagic_list array, 517 * Based upon the specified difficulty and upon the difftomagic_list array,
490 * a random magical bonus is returned. This is used when determine 518 * a random magical bonus is returned. This is used when determine
546 574
547 op->magic = magic; 575 op->magic = magic;
548 if (op->arch) 576 if (op->arch)
549 { 577 {
550 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
551 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
552 580
553 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
554 magic = (-magic); 582 magic = (-magic);
583
555 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
556 } 585 }
557 else 586 else
558 { 587 {
559 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
560 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
561 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 591 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
562 magic = (-magic); 592 magic = (-magic);
593
563 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
564 } 595 }
565} 596}
566 597
567/* 598/*
622 case 2: 653 case 2:
623 case 3: 654 case 3:
624 case 4: 655 case 4:
625 case 5: 656 case 5:
626 case 6: 657 case 6:
627 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 658 op->stats.stat (r) += bonus;
628 break; 659 break;
629 660
630 case 7: 661 case 7:
631 op->stats.dam += bonus; 662 op->stats.dam += bonus;
632 break; 663 break;
796 ARG_INT (flags))) 827 ARG_INT (flags)))
797 return; 828 return;
798 829
799 if (!(flags & GT_MINIMAL)) 830 if (!(flags & GT_MINIMAL))
800 { 831 {
801 if (op->arch == crown_arch) 832 if (IS_ARCH (op->arch, crown))
802 { 833 {
803 set_magic (difficulty, op, max_magic, flags); 834 set_magic (difficulty, op, max_magic, flags);
804 num_enchantments = calc_item_power (op, 1); 835 num_enchantments = calc_item_power (op, 1);
805 generate_artifact (op, difficulty); 836 generate_artifact (op, difficulty);
806 } 837 }
811 842
812 num_enchantments = calc_item_power (op, 1); 843 num_enchantments = calc_item_power (op, 1);
813 844
814 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 845 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
815 || op->type == HORN 846 || op->type == HORN
816 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 847 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
817 * used for shop_floors or treasures */
818 generate_artifact (op, difficulty); 848 generate_artifact (op, difficulty);
819 } 849 }
820 850
821 /* Object was made an artifact. Calculate its item_power rating. 851 /* Object was made an artifact. Calculate its item_power rating.
822 * the item_power in the object is what the artfiact adds. 852 * the item_power in the object is what the artfiact adds.
864 { 894 {
865 if (op->type == POTION) 895 if (op->type == POTION)
866 /* Handle healing and magic power potions */ 896 /* Handle healing and magic power potions */
867 if (op->stats.sp && !op->randomitems) 897 if (op->stats.sp && !op->randomitems)
868 { 898 {
869 object *tmp;
870
871 tmp = get_archetype (spell_mapping[op->stats.sp]); 899 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
872 insert_ob_in_ob (tmp, op); 900 insert_ob_in_ob (tmp, op);
873 op->stats.sp = 0; 901 op->stats.sp = 0;
874 } 902 }
875 } 903 }
876 else if (!op->title) /* Only modify object if not special */ 904 else if (!op->title) /* Only modify object if not special */
934 SET_FLAG (op, FLAG_CURSED); 962 SET_FLAG (op, FLAG_CURSED);
935 break; 963 break;
936 } 964 }
937 965
938 case AMULET: 966 case AMULET:
939 if (op->arch == amulet_arch) 967 if (IS_ARCH (op->arch, amulet))
940 op->value *= 5; /* Since it's not just decoration */ 968 op->value *= 5; /* Since it's not just decoration */
941 969
942 case RING: 970 case RING:
943 if (op->arch == NULL)
944 {
945 op->destroy ();
946 op = 0;
947 break;
948 }
949
950 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 971 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
951 break; 972 break;
952 973
953 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 974 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
954 SET_FLAG (op, FLAG_CURSED); 975 SET_FLAG (op, FLAG_CURSED);
955 976
1108 * Allocate and return the pointer to an empty artifactlist structure. 1129 * Allocate and return the pointer to an empty artifactlist structure.
1109 */ 1130 */
1110static artifactlist * 1131static artifactlist *
1111get_empty_artifactlist (void) 1132get_empty_artifactlist (void)
1112{ 1133{
1113 return salloc0 <artifactlist> (); 1134 return salloc0<artifactlist> ();
1114} 1135}
1115 1136
1116/* 1137/*
1117 * Allocate and return the pointer to an empty artifact structure. 1138 * Allocate and return the pointer to an empty artifact structure.
1118 */ 1139 */
1119static artifact * 1140static artifact *
1120get_empty_artifact (void) 1141get_empty_artifact (void)
1121{ 1142{
1122 return salloc0 <artifact> (); 1143 return salloc0<artifact> ();
1123} 1144}
1124 1145
1125/* 1146/*
1126 * Searches the artifact lists and returns one that has the same type 1147 * Searches the artifact lists and returns one that has the same type
1127 * of objects on it. 1148 * of objects on it.
1132 for (artifactlist *al = first_artifactlist; al; al = al->next) 1153 for (artifactlist *al = first_artifactlist; al; al = al->next)
1133 if (al->type == type) 1154 if (al->type == type)
1134 return al; 1155 return al;
1135 1156
1136 return 0; 1157 return 0;
1137}
1138
1139/*
1140 * For debugging purposes. Dumps all tables.
1141 */
1142void
1143dump_artifacts (void)
1144{
1145 artifactlist *al;
1146 artifact *art;
1147 linked_char *next;
1148
1149 fprintf (logfile, "\n");
1150 for (al = first_artifactlist; al != NULL; al = al->next)
1151 {
1152 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1153 for (art = al->items; art != NULL; art = art->next)
1154 {
1155 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1156 if (art->allowed != NULL)
1157 {
1158 fprintf (logfile, "\tallowed combinations:");
1159 for (next = art->allowed; next != NULL; next = next->next)
1160 fprintf (logfile, "%s,", &next->name);
1161 fprintf (logfile, "\n");
1162 }
1163 }
1164 }
1165 fprintf (logfile, "\n");
1166}
1167
1168/*
1169 * For debugging purposes. Dumps all treasures recursively (see below).
1170 */
1171void
1172dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1173{
1174 treasurelist *tl;
1175 int i;
1176
1177 if (depth > 100)
1178 return;
1179
1180 while (t)
1181 {
1182 if (t->name)
1183 {
1184 for (i = 0; i < depth; i++)
1185 fprintf (logfile, " ");
1186
1187 fprintf (logfile, "{ (list: %s)\n", &t->name);
1188
1189 tl = treasurelist::find (t->name);
1190 if (tl)
1191 dump_monster_treasure_rec (name, tl->items, depth + 2);
1192
1193 for (i = 0; i < depth; i++)
1194 fprintf (logfile, " ");
1195
1196 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1197 }
1198 else
1199 {
1200 for (i = 0; i < depth; i++)
1201 fprintf (logfile, " ");
1202
1203 if (t->item && t->item->clone.type == FLESH)
1204 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1205 else
1206 fprintf (logfile, "%s\n", &t->item->clone.name);
1207 }
1208
1209 if (t->next_yes)
1210 {
1211 for (i = 0; i < depth; i++)
1212 fprintf (logfile, " ");
1213
1214 fprintf (logfile, " (if yes)\n");
1215 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1216 }
1217
1218 if (t->next_no)
1219 {
1220 for (i = 0; i < depth; i++)
1221 fprintf (logfile, " ");
1222
1223 fprintf (logfile, " (if no)\n");
1224 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1225 }
1226
1227 t = t->next;
1228 }
1229}
1230
1231/*
1232 * For debugging purposes. Dumps all treasures for a given monster.
1233 * Created originally by Raphael Quinet for debugging the alchemy code.
1234 */
1235void
1236dump_monster_treasure (const char *name)
1237{
1238 archetype *at;
1239 int found;
1240
1241 found = 0;
1242 fprintf (logfile, "\n");
1243
1244 for (at = first_archetype; at != NULL; at = at->next)
1245 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1246 {
1247 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1248 if (at->clone.randomitems != NULL)
1249 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1250 else
1251 fprintf (logfile, "(nothing)\n");
1252
1253 fprintf (logfile, "\n");
1254 found++;
1255 }
1256
1257 if (found == 0)
1258 fprintf (logfile, "No objects have the name %s!\n\n", name);
1259} 1158}
1260 1159
1261/* 1160/*
1262 * Builds up the lists of artifacts from the file in the libdir. 1161 * Builds up the lists of artifacts from the file in the libdir.
1263 */ 1162 */
1277 sprintf (filename, "%s/artifacts", settings.datadir); 1176 sprintf (filename, "%s/artifacts", settings.datadir);
1278 object_thawer f (filename); 1177 object_thawer f (filename);
1279 1178
1280 if (!f) 1179 if (!f)
1281 return; 1180 return;
1282
1283 f.next ();
1284 1181
1285 for (;;) 1182 for (;;)
1286 { 1183 {
1287 switch (f.kw) 1184 switch (f.kw)
1288 { 1185 {
1392#endif 1289#endif
1393 op->face = change->face; 1290 op->face = change->face;
1394 } 1291 }
1395 1292
1396 for (i = 0; i < NUM_STATS; i++) 1293 for (i = 0; i < NUM_STATS; i++)
1397 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1294 change_attr_value (&(op->stats), i, change->stats.stat (i));
1398 1295
1399 op->attacktype |= change->attacktype; 1296 op->attacktype |= change->attacktype;
1400 op->path_attuned |= change->path_attuned; 1297 op->path_attuned |= change->path_attuned;
1401 op->path_repelled |= change->path_repelled; 1298 op->path_repelled |= change->path_repelled;
1402 op->path_denied |= change->path_denied; 1299 op->path_denied |= change->path_denied;
1450 * to cast. So convert that to into a spell and put it into 1347 * to cast. So convert that to into a spell and put it into
1451 * this object. 1348 * this object.
1452 */ 1349 */
1453 if (op->type == HORN || op->type == POTION) 1350 if (op->type == HORN || op->type == POTION)
1454 { 1351 {
1455 object *tmp_obj;
1456
1457 /* Remove any spells this object currently has in it */ 1352 /* Remove any spells this object currently has in it */
1458 while (op->inv)
1459 op->inv->destroy (); 1353 op->destroy_inv (false);
1460 1354
1461 tmp_obj = arch_to_object (change->other_arch); 1355 object *tmp = arch_to_object (change->other_arch);
1462 insert_ob_in_ob (tmp_obj, op); 1356 insert_ob_in_ob (tmp, op);
1463 } 1357 }
1464 /* No harm setting this for potions/horns */ 1358 /* No harm setting this for potions/horns */
1465 op->other_arch = change->other_arch; 1359 op->other_arch = change->other_arch;
1466 } 1360 }
1467 1361
1566 if (change->msg) 1460 if (change->msg)
1567 op->msg = change->msg; 1461 op->msg = change->msg;
1568} 1462}
1569 1463
1570static int 1464static int
1571legal_artifact_combination (object *op, artifact * art) 1465legal_artifact_combination (object *op, artifact *art)
1572{ 1466{
1573 int neg, success = 0; 1467 int neg, success = 0;
1574 linked_char *tmp; 1468 linked_char *tmp;
1575 const char *name; 1469 const char *name;
1576 1470
1577 if (art->allowed == (linked_char *) NULL) 1471 if (!art->allowed)
1578 return 1; /* Ie, "all" */ 1472 return 1; /* Ie, "all" */
1473
1579 for (tmp = art->allowed; tmp; tmp = tmp->next) 1474 for (tmp = art->allowed; tmp; tmp = tmp->next)
1580 { 1475 {
1581#ifdef TREASURE_VERBOSE 1476#ifdef TREASURE_VERBOSE
1582 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1477 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1583#endif 1478#endif
1585 name = tmp->name + 1, neg = 1; 1480 name = tmp->name + 1, neg = 1;
1586 else 1481 else
1587 name = tmp->name, neg = 0; 1482 name = tmp->name, neg = 0;
1588 1483
1589 /* If we match name, then return the opposite of 'neg' */ 1484 /* If we match name, then return the opposite of 'neg' */
1590 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1485 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1591 return !neg; 1486 return !neg;
1592 1487
1593 /* Set success as true, since if the match was an inverse, it means 1488 /* Set success as true, since if the match was an inverse, it means
1594 * everything is allowed except what we match 1489 * everything is allowed except what we match
1595 */ 1490 */
1596 else if (neg) 1491 else if (neg)
1597 success = 1; 1492 success = 1;
1598 } 1493 }
1494
1599 return success; 1495 return success;
1600} 1496}
1601 1497
1602/* 1498/*
1603 * Fixes the given object, giving it the abilities and titles 1499 * Fixes the given object, giving it the abilities and titles
1670#if 1 1566#if 1
1671 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1567 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1672#endif 1568#endif
1673 return; 1569 return;
1674 } 1570 }
1675 if (!strcmp (art->item->name, "NONE")) 1571
1572 if (art->item->name == shstr_NONE)
1676 return; 1573 return;
1574
1677 if (FABS (op->magic) < art->item->magic) 1575 if (fabs (op->magic) < art->item->magic)
1678 continue; /* Not magic enough to be this item */ 1576 continue; /* Not magic enough to be this item */
1679 1577
1680 /* Map difficulty not high enough */ 1578 /* Map difficulty not high enough */
1681 if (difficulty < art->difficulty) 1579 if (difficulty < art->difficulty)
1682 continue; 1580 continue;
1733 item->level = donor->level; 1631 item->level = donor->level;
1734 1632
1735 /* if donor has some attacktypes, the flesh is poisonous */ 1633 /* if donor has some attacktypes, the flesh is poisonous */
1736 if (donor->attacktype & AT_POISON) 1634 if (donor->attacktype & AT_POISON)
1737 item->type = POISON; 1635 item->type = POISON;
1636
1738 if (donor->attacktype & AT_ACID) 1637 if (donor->attacktype & AT_ACID)
1739 item->stats.hp = -1 * item->stats.food; 1638 item->stats.hp = -1 * item->stats.food;
1639
1740 SET_FLAG (item, FLAG_NO_STEAL); 1640 SET_FLAG (item, FLAG_NO_STEAL);
1741 } 1641 }
1742} 1642}
1743 1643
1744/* special_potion() - so that old potion code is still done right. */ 1644/* special_potion() - so that old potion code is still done right. */
1781free_artifact (artifact *at) 1681free_artifact (artifact *at)
1782{ 1682{
1783 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1784 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1785 1685
1786 at->item->destroy (1); 1686 at->item->destroy ();
1787 1687
1788 sfree (at); 1688 sfree (at);
1789} 1689}
1790 1690
1791void 1691void

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