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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.53 by root, Sat Apr 21 16:56:30 2007 UTC vs.
Revision 1.83 by root, Sun Oct 5 14:16:13 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)
242 op->deactivate_recursive (); 252 {
253 op->destroy ();
254 return;
255 }
256
243 op->expand_tail (); 257 op->expand_tail ();
244 258
245 if (ob_blocked (op, creator->map, creator->x, creator->y)) 259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
246 op->destroy (); 260 op->destroy ();
247 else 261 else
248 { 262 {
249 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
250 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);
254 { 268 {
255 op = creator->insert (op); 269 op = creator->insert (op);
256 270
257 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
258 monster_check_apply (creator, op); 272 monster_check_apply (creator, op);
259
260 if (flags & GT_UPDATE_INV)
261 if (object *tmp = creator->in_player ())
262 esrv_send_item (tmp, op);
263 } 273 }
264} 274}
265 275
266/* 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
267 * in the generated object 277 * in the generated object
296 else 306 else
297 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);
298 } 308 }
299 else 309 else
300 { 310 {
301 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
302 { 312 {
303 object *tmp = arch_to_object (t->item); 313 object *tmp = arch_to_object (t->item);
304 314
305 if (t->nrof && tmp->nrof <= 1) 315 if (t->nrof && tmp->nrof <= 1)
306 tmp->nrof = rndm (t->nrof) + 1; 316 tmp->nrof = rndm (t->nrof) + 1;
353 create_treasure (tl, op, flag, difficulty, tries); 363 create_treasure (tl, op, flag, difficulty, tries);
354 } 364 }
355 else if (t->nrof) 365 else if (t->nrof)
356 create_one_treasure (tl, op, flag, difficulty, tries); 366 create_one_treasure (tl, op, flag, difficulty, tries);
357 } 367 }
358 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
359 { 369 {
360 if (object *tmp = arch_to_object (t->item)) 370 if (object *tmp = arch_to_object (t->item))
361 { 371 {
362 if (t->nrof && tmp->nrof <= 1) 372 if (t->nrof && tmp->nrof <= 1)
363 tmp->nrof = rndm (t->nrof) + 1; 373 tmp->nrof = rndm (t->nrof) + 1;
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 375 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 376 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 377 put_treasure (tmp, op, flag);
368 } 378 }
369 } 379 }
380}
381
382void
383object::create_treasure (treasurelist *tl, int flags)
384{
385 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
370} 386}
371 387
372/* This calls the appropriate treasure creation function. tries is passed 388/* This calls the appropriate treasure creation function. tries is passed
373 * to determine how many list transitions or attempts to create treasure 389 * to determine how many list transitions or attempts to create treasure
374 * 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
387 { 403 {
388 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
389 return; 405 return;
390 } 406 }
391 407
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
392 if (tl->total_chance) 417 if (tl->total_chance)
393 create_one_treasure (tl, op, flag, difficulty, tries); 418 create_one_treasure (tl, op, flag, difficulty, tries);
394 else 419 else
395 create_all_treasures (tl->items, op, flag, difficulty, tries); 420 create_all_treasures (tl->items, op, flag, difficulty, tries);
396} 421}
416 441
417 if (ob->inv) 442 if (ob->inv)
418 LOG (llevError, "In generate treasure, created multiple objects.\n"); 443 LOG (llevError, "In generate treasure, created multiple objects.\n");
419 444
420 ob->destroy (); 445 ob->destroy ();
446
421 return tmp; 447 return tmp;
422} 448}
423 449
424/* 450/*
425 * 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
471 * 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.
472 */ 498 */
473int 499int
474level_for_item (const object *op, int difficulty) 500level_for_item (const object *op, int difficulty)
475{ 501{
476 int olevel = 0;
477
478 if (!op->inv) 502 if (!op->inv)
479 { 503 {
480 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);
481 return 0; 505 return 0;
482 } 506 }
483 507
484 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
485 509
486 if (olevel <= 0) 510 if (olevel <= 0)
487 olevel = rndm (1, MIN (op->inv->level, 1)); 511 olevel = rndm (1, op->inv->level);
488 512
489 if (olevel > MAXLEVEL) 513 return min (olevel, MAXLEVEL);
490 olevel = MAXLEVEL;
491
492 return olevel;
493} 514}
494 515
495/* 516/*
496 * Based upon the specified difficulty and upon the difftomagic_list array, 517 * Based upon the specified difficulty and upon the difftomagic_list array,
497 * a random magical bonus is returned. This is used when determine 518 * a random magical bonus is returned. This is used when determine
553 574
554 op->magic = magic; 575 op->magic = magic;
555 if (op->arch) 576 if (op->arch)
556 { 577 {
557 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
558 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
559 580
560 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 */
561 magic = (-magic); 582 magic = (-magic);
583
562 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
563 } 585 }
564 else 586 else
565 { 587 {
566 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
567 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
568 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 */
569 magic = (-magic); 592 magic = (-magic);
593
570 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
571 } 595 }
572} 596}
573 597
574/* 598/*
629 case 2: 653 case 2:
630 case 3: 654 case 3:
631 case 4: 655 case 4:
632 case 5: 656 case 5:
633 case 6: 657 case 6:
634 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 658 op->stats.stat (r) += bonus;
635 break; 659 break;
636 660
637 case 7: 661 case 7:
638 op->stats.dam += bonus; 662 op->stats.dam += bonus;
639 break; 663 break;
803 ARG_INT (flags))) 827 ARG_INT (flags)))
804 return; 828 return;
805 829
806 if (!(flags & GT_MINIMAL)) 830 if (!(flags & GT_MINIMAL))
807 { 831 {
808 if (op->arch == crown_arch) 832 if (IS_ARCH (op->arch, crown))
809 { 833 {
810 set_magic (difficulty, op, max_magic, flags); 834 set_magic (difficulty, op, max_magic, flags);
811 num_enchantments = calc_item_power (op, 1); 835 num_enchantments = calc_item_power (op, 1);
812 generate_artifact (op, difficulty); 836 generate_artifact (op, difficulty);
813 } 837 }
818 842
819 num_enchantments = calc_item_power (op, 1); 843 num_enchantments = calc_item_power (op, 1);
820 844
821 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 845 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822 || op->type == HORN 846 || op->type == HORN
823 || 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 */
824 * used for shop_floors or treasures */
825 generate_artifact (op, difficulty); 848 generate_artifact (op, difficulty);
826 } 849 }
827 850
828 /* Object was made an artifact. Calculate its item_power rating. 851 /* Object was made an artifact. Calculate its item_power rating.
829 * the item_power in the object is what the artfiact adds. 852 * the item_power in the object is what the artfiact adds.
871 { 894 {
872 if (op->type == POTION) 895 if (op->type == POTION)
873 /* Handle healing and magic power potions */ 896 /* Handle healing and magic power potions */
874 if (op->stats.sp && !op->randomitems) 897 if (op->stats.sp && !op->randomitems)
875 { 898 {
876 object *tmp;
877
878 tmp = get_archetype (spell_mapping[op->stats.sp]); 899 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
879 insert_ob_in_ob (tmp, op); 900 insert_ob_in_ob (tmp, op);
880 op->stats.sp = 0; 901 op->stats.sp = 0;
881 } 902 }
882 } 903 }
883 else if (!op->title) /* Only modify object if not special */ 904 else if (!op->title) /* Only modify object if not special */
941 SET_FLAG (op, FLAG_CURSED); 962 SET_FLAG (op, FLAG_CURSED);
942 break; 963 break;
943 } 964 }
944 965
945 case AMULET: 966 case AMULET:
946 if (op->arch == amulet_arch) 967 if (IS_ARCH (op->arch, amulet))
947 op->value *= 5; /* Since it's not just decoration */ 968 op->value *= 5; /* Since it's not just decoration */
948 969
949 case RING: 970 case RING:
950 if (op->arch == NULL)
951 {
952 op->destroy ();
953 op = 0;
954 break;
955 }
956
957 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! */
958 break; 972 break;
959 973
960 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 974 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
961 SET_FLAG (op, FLAG_CURSED); 975 SET_FLAG (op, FLAG_CURSED);
962 976
1115 * Allocate and return the pointer to an empty artifactlist structure. 1129 * Allocate and return the pointer to an empty artifactlist structure.
1116 */ 1130 */
1117static artifactlist * 1131static artifactlist *
1118get_empty_artifactlist (void) 1132get_empty_artifactlist (void)
1119{ 1133{
1120 return salloc0 <artifactlist> (); 1134 return salloc0<artifactlist> ();
1121} 1135}
1122 1136
1123/* 1137/*
1124 * Allocate and return the pointer to an empty artifact structure. 1138 * Allocate and return the pointer to an empty artifact structure.
1125 */ 1139 */
1126static artifact * 1140static artifact *
1127get_empty_artifact (void) 1141get_empty_artifact (void)
1128{ 1142{
1129 return salloc0 <artifact> (); 1143 return salloc0<artifact> ();
1130} 1144}
1131 1145
1132/* 1146/*
1133 * 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
1134 * of objects on it. 1148 * of objects on it.
1139 for (artifactlist *al = first_artifactlist; al; al = al->next) 1153 for (artifactlist *al = first_artifactlist; al; al = al->next)
1140 if (al->type == type) 1154 if (al->type == type)
1141 return al; 1155 return al;
1142 1156
1143 return 0; 1157 return 0;
1144}
1145
1146/*
1147 * For debugging purposes. Dumps all tables.
1148 */
1149void
1150dump_artifacts (void)
1151{
1152 artifactlist *al;
1153 artifact *art;
1154 linked_char *next;
1155
1156 fprintf (logfile, "\n");
1157 for (al = first_artifactlist; al != NULL; al = al->next)
1158 {
1159 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1160 for (art = al->items; art != NULL; art = art->next)
1161 {
1162 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1163 if (art->allowed != NULL)
1164 {
1165 fprintf (logfile, "\tallowed combinations:");
1166 for (next = art->allowed; next != NULL; next = next->next)
1167 fprintf (logfile, "%s,", &next->name);
1168 fprintf (logfile, "\n");
1169 }
1170 }
1171 }
1172 fprintf (logfile, "\n");
1173}
1174
1175/*
1176 * For debugging purposes. Dumps all treasures recursively (see below).
1177 */
1178void
1179dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1180{
1181 treasurelist *tl;
1182 int i;
1183
1184 if (depth > 100)
1185 return;
1186
1187 while (t)
1188 {
1189 if (t->name)
1190 {
1191 for (i = 0; i < depth; i++)
1192 fprintf (logfile, " ");
1193
1194 fprintf (logfile, "{ (list: %s)\n", &t->name);
1195
1196 tl = treasurelist::find (t->name);
1197 if (tl)
1198 dump_monster_treasure_rec (name, tl->items, depth + 2);
1199
1200 for (i = 0; i < depth; i++)
1201 fprintf (logfile, " ");
1202
1203 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1204 }
1205 else
1206 {
1207 for (i = 0; i < depth; i++)
1208 fprintf (logfile, " ");
1209
1210 if (t->item && t->item->clone.type == FLESH)
1211 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1212 else
1213 fprintf (logfile, "%s\n", &t->item->clone.name);
1214 }
1215
1216 if (t->next_yes)
1217 {
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, " (if yes)\n");
1222 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1223 }
1224
1225 if (t->next_no)
1226 {
1227 for (i = 0; i < depth; i++)
1228 fprintf (logfile, " ");
1229
1230 fprintf (logfile, " (if no)\n");
1231 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1232 }
1233
1234 t = t->next;
1235 }
1236}
1237
1238/*
1239 * For debugging purposes. Dumps all treasures for a given monster.
1240 * Created originally by Raphael Quinet for debugging the alchemy code.
1241 */
1242void
1243dump_monster_treasure (const char *name)
1244{
1245 archetype *at;
1246 int found;
1247
1248 found = 0;
1249 fprintf (logfile, "\n");
1250
1251 for (at = first_archetype; at != NULL; at = at->next)
1252 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1253 {
1254 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1255 if (at->clone.randomitems != NULL)
1256 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1257 else
1258 fprintf (logfile, "(nothing)\n");
1259
1260 fprintf (logfile, "\n");
1261 found++;
1262 }
1263
1264 if (found == 0)
1265 fprintf (logfile, "No objects have the name %s!\n\n", name);
1266} 1158}
1267 1159
1268/* 1160/*
1269 * 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.
1270 */ 1162 */
1284 sprintf (filename, "%s/artifacts", settings.datadir); 1176 sprintf (filename, "%s/artifacts", settings.datadir);
1285 object_thawer f (filename); 1177 object_thawer f (filename);
1286 1178
1287 if (!f) 1179 if (!f)
1288 return; 1180 return;
1289
1290 f.next ();
1291 1181
1292 for (;;) 1182 for (;;)
1293 { 1183 {
1294 switch (f.kw) 1184 switch (f.kw)
1295 { 1185 {
1399#endif 1289#endif
1400 op->face = change->face; 1290 op->face = change->face;
1401 } 1291 }
1402 1292
1403 for (i = 0; i < NUM_STATS; i++) 1293 for (i = 0; i < NUM_STATS; i++)
1404 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1294 change_attr_value (&(op->stats), i, change->stats.stat (i));
1405 1295
1406 op->attacktype |= change->attacktype; 1296 op->attacktype |= change->attacktype;
1407 op->path_attuned |= change->path_attuned; 1297 op->path_attuned |= change->path_attuned;
1408 op->path_repelled |= change->path_repelled; 1298 op->path_repelled |= change->path_repelled;
1409 op->path_denied |= change->path_denied; 1299 op->path_denied |= change->path_denied;
1457 * 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
1458 * this object. 1348 * this object.
1459 */ 1349 */
1460 if (op->type == HORN || op->type == POTION) 1350 if (op->type == HORN || op->type == POTION)
1461 { 1351 {
1462 object *tmp_obj;
1463
1464 /* Remove any spells this object currently has in it */ 1352 /* Remove any spells this object currently has in it */
1465 while (op->inv)
1466 op->inv->destroy (); 1353 op->destroy_inv (false);
1467 1354
1468 tmp_obj = arch_to_object (change->other_arch); 1355 object *tmp = arch_to_object (change->other_arch);
1469 insert_ob_in_ob (tmp_obj, op); 1356 insert_ob_in_ob (tmp, op);
1470 } 1357 }
1471 /* No harm setting this for potions/horns */ 1358 /* No harm setting this for potions/horns */
1472 op->other_arch = change->other_arch; 1359 op->other_arch = change->other_arch;
1473 } 1360 }
1474 1361
1593 name = tmp->name + 1, neg = 1; 1480 name = tmp->name + 1, neg = 1;
1594 else 1481 else
1595 name = tmp->name, neg = 0; 1482 name = tmp->name, neg = 0;
1596 1483
1597 /* If we match name, then return the opposite of 'neg' */ 1484 /* If we match name, then return the opposite of 'neg' */
1598 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)))
1599 return !neg; 1486 return !neg;
1600 1487
1601 /* 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
1602 * everything is allowed except what we match 1489 * everything is allowed except what we match
1603 */ 1490 */
1742 item->level = donor->level; 1629 item->level = donor->level;
1743 1630
1744 /* if donor has some attacktypes, the flesh is poisonous */ 1631 /* if donor has some attacktypes, the flesh is poisonous */
1745 if (donor->attacktype & AT_POISON) 1632 if (donor->attacktype & AT_POISON)
1746 item->type = POISON; 1633 item->type = POISON;
1634
1747 if (donor->attacktype & AT_ACID) 1635 if (donor->attacktype & AT_ACID)
1748 item->stats.hp = -1 * item->stats.food; 1636 item->stats.hp = -1 * item->stats.food;
1637
1749 SET_FLAG (item, FLAG_NO_STEAL); 1638 SET_FLAG (item, FLAG_NO_STEAL);
1750 } 1639 }
1751} 1640}
1752 1641
1753/* special_potion() - so that old potion code is still done right. */ 1642/* special_potion() - so that old potion code is still done right. */
1790free_artifact (artifact *at) 1679free_artifact (artifact *at)
1791{ 1680{
1792 if (at->next) free_artifact (at->next); 1681 if (at->next) free_artifact (at->next);
1793 if (at->allowed) free_charlinks (at->allowed); 1682 if (at->allowed) free_charlinks (at->allowed);
1794 1683
1795 at->item->destroy (1); 1684 at->item->destroy ();
1796 1685
1797 sfree (at); 1686 sfree (at);
1798} 1687}
1799 1688
1800void 1689void

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