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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.49 by root, Tue Apr 17 18:59:05 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
140 139
141 f.next (); 140 f.next ();
142 141
143 for (;;) 142 for (;;)
144 { 143 {
145 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
146 145
147 switch (f.kw) 146 switch (f.kw)
148 { 147 {
149 case KW_arch: 148 case KW_arch:
150 if (!(t->item = archetype::find (f.get_str ()))) 149 t->item = archetype::find (f.get_str ());
151 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
152 break; 157 break;
153 158
154 case KW_list: f.get (t->name); break; 159 case KW_list: f.get (t->name); break;
155 case KW_change_name: f.get (t->change_arch.name); break; 160 case KW_change_name: f.get (t->change_arch.name); break;
156 case KW_change_title: f.get (t->change_arch.title); break; 161 case KW_change_title: f.get (t->change_arch.title); break;
170 t->next = read_treasure (f); 175 t->next = read_treasure (f);
171 return t; 176 return t;
172 177
173 default: 178 default:
174 if (!f.parse_error ("treasurelist", t->name)) 179 if (!f.parse_error ("treasurelist", t->name))
175 return 0; 180 goto error;
176 181
177 return t; 182 return t;
178 } 183 }
179 184
180 f.next (); 185 f.next ();
181 } 186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
182} 193}
183 194
184/* 195/*
185 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
186 */ 197 */
198 209
199 /* 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.
200 * 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
201 * fields of the treasures are not being used. 212 * fields of the treasures are not being used.
202 */ 213 */
203 tl->total_chance = 0;
204
205 if (one) 214 if (one)
206 { 215 {
207 for (treasure *t = tl->items; t; t = t->next) 216 for (treasure *t = tl->items; t; t = t->next)
208 { 217 {
209 if (t->next_yes || t->next_no) 218 if (t->next_yes || t->next_no)
210 { 219 {
211 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);
212 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");
213 } 222 }
214 223
215 tl->total_chance += t->chance; 224 tl->total_chance += t->chance;
216 } 225 }
231 * start with equipment, but only their abilities). 240 * start with equipment, but only their abilities).
232 */ 241 */
233static void 242static void
234put_treasure (object *op, object *creator, int flags) 243put_treasure (object *op, object *creator, int flags)
235{ 244{
236 object *tmp; 245 if (flags & GT_ENVIRONMENT)
237 246 {
238 /* 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
239 * 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
240 * 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
241 * by another object. 250 * by another object.
242 */ 251 */
243 if (flags & GT_ENVIRONMENT && op->type != SPELL) 252 //TODO: flag such as objects... as such (no drop, anybody?)
244 { 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 {
245 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
246 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 }
247 } 268 }
248 else 269 else
249 { 270 {
250 op = creator->insert (op); 271 op = creator->insert (op);
251 272
252 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
253 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
254 275
255 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 276 if (flags & GT_UPDATE_INV)
277 if (object *tmp = creator->in_player ())
256 esrv_send_item (tmp, op); 278 esrv_send_item (tmp, op);
257 } 279 }
258} 280}
259 281
260/* 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
261 * in the generated object 283 * in the generated object
290 else 312 else
291 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);
292 } 314 }
293 else 315 else
294 { 316 {
295 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 317 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
296 { 318 {
297 object *tmp = arch_to_object (t->item); 319 object *tmp = arch_to_object (t->item);
298 320
299 if (t->nrof && tmp->nrof <= 1) 321 if (t->nrof && tmp->nrof <= 1)
300 tmp->nrof = rndm (t->nrof) + 1; 322 tmp->nrof = rndm (t->nrof) + 1;
347 create_treasure (tl, op, flag, difficulty, tries); 369 create_treasure (tl, op, flag, difficulty, tries);
348 } 370 }
349 else if (t->nrof) 371 else if (t->nrof)
350 create_one_treasure (tl, op, flag, difficulty, tries); 372 create_one_treasure (tl, op, flag, difficulty, tries);
351 } 373 }
352 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 374 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
353 { 375 {
354 if (object *tmp = arch_to_object (t->item)) 376 if (object *tmp = arch_to_object (t->item))
355 { 377 {
356 if (t->nrof && tmp->nrof <= 1) 378 if (t->nrof && tmp->nrof <= 1)
357 tmp->nrof = rndm (t->nrof) + 1; 379 tmp->nrof = rndm (t->nrof) + 1;
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 381 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 382 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 383 put_treasure (tmp, op, flag);
362 } 384 }
363 } 385 }
386}
387
388void
389object::create_treasure (treasurelist *tl, int flags)
390{
391 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
364} 392}
365 393
366/* This calls the appropriate treasure creation function. tries is passed 394/* This calls the appropriate treasure creation function. tries is passed
367 * to determine how many list transitions or attempts to create treasure 395 * to determine how many list transitions or attempts to create treasure
368 * 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
381 { 409 {
382 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 410 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
383 return; 411 return;
384 } 412 }
385 413
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
386 if (tl->total_chance) 423 if (tl->total_chance)
387 create_one_treasure (tl, op, flag, difficulty, tries); 424 create_one_treasure (tl, op, flag, difficulty, tries);
388 else 425 else
389 create_all_treasures (tl->items, op, flag, difficulty, tries); 426 create_all_treasures (tl->items, op, flag, difficulty, tries);
390} 427}
397object * 434object *
398generate_treasure (treasurelist *tl, int difficulty) 435generate_treasure (treasurelist *tl, int difficulty)
399{ 436{
400 difficulty = clamp (difficulty, 1, settings.max_level); 437 difficulty = clamp (difficulty, 1, settings.max_level);
401 438
402 object *ob = object::create (), *tmp; 439 object *ob = object::create ();
403 440
404 create_treasure (tl, ob, 0, difficulty, 0); 441 create_treasure (tl, ob, 0, difficulty, 0);
405 442
406 /* 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 */
407 tmp = ob->inv; 444 object *tmp = ob->inv;
408 if (tmp != NULL) 445 if (tmp)
409 tmp->remove (); 446 tmp->remove ();
410 447
411 if (ob->inv) 448 if (ob->inv)
412 LOG (llevError, "In generate treasure, created multiple objects.\n"); 449 LOG (llevError, "In generate treasure, created multiple objects.\n");
413 450
421 * 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
422 * magical bonus "wanted". 459 * magical bonus "wanted".
423 */ 460 */
424 461
425static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 462static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
426
427// chance of magic difficulty 463// chance of magic difficulty
428// +0 +1 +2 +3 +4 464// +0 +1 +2 +3 +4
429 {95, 2, 2, 1, 0}, // 1 465 {95, 2, 2, 1, 0}, // 1
430 {92, 5, 2, 1, 0}, // 2 466 {92, 5, 2, 1, 0}, // 2
431 {85, 10, 4, 1, 0}, // 3 467 {85, 10, 4, 1, 0}, // 3
457 { 0, 0, 0, 3, 97}, // 29 493 { 0, 0, 0, 3, 97}, // 29
458 { 0, 0, 0, 0, 100}, // 30 494 { 0, 0, 0, 0, 100}, // 30
459 { 0, 0, 0, 0, 100}, // 31 495 { 0, 0, 0, 0, 100}, // 31
460}; 496};
461 497
462
463/* calculate the appropriate level for wands staves and scrolls. 498/* calculate the appropriate level for wands staves and scrolls.
464 * 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)
465 * 500 *
466 * elmex Wed Aug 9 17:44:59 CEST 2006: 501 * elmex Wed Aug 9 17:44:59 CEST 2006:
467 * 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.
468 */ 503 */
469
470int 504int
471level_for_item (const object *op, int difficulty) 505level_for_item (const object *op, int difficulty)
472{ 506{
473 int olevel = 0;
474
475 if (!op->inv) 507 if (!op->inv)
476 { 508 {
477 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);
478 return 0; 510 return 0;
479 } 511 }
480 512
481 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
482 514
483 if (olevel <= 0) 515 if (olevel <= 0)
484 olevel = rndm (1, MIN (op->inv->level, 1)); 516 olevel = rndm (1, op->inv->level);
485 517
486 if (olevel > MAXLEVEL) 518 return min (olevel, MAXLEVEL);
487 olevel = MAXLEVEL;
488
489 return olevel;
490} 519}
491 520
492/* 521/*
493 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
494 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
550 579
551 op->magic = magic; 580 op->magic = magic;
552 if (op->arch) 581 if (op->arch)
553 { 582 {
554 if (op->type == ARMOUR) 583 if (op->type == ARMOUR)
555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 584 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
556 585
557 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 */
558 magic = (-magic); 587 magic = (-magic);
559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
560 } 589 }
561 else 590 else
562 { 591 {
563 if (op->type == ARMOUR) 592 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
626 case 2: 655 case 2:
627 case 3: 656 case 3:
628 case 4: 657 case 4:
629 case 5: 658 case 5:
630 case 6: 659 case 6:
631 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 660 op->stats.stat (r) += bonus;
632 break; 661 break;
633 662
634 case 7: 663 case 7:
635 op->stats.dam += bonus; 664 op->stats.dam += bonus;
636 break; 665 break;
784 save_item_power = op->item_power; 813 save_item_power = op->item_power;
785 op->item_power = 0; 814 op->item_power = 0;
786 815
787 if (op->randomitems && op->type != SPELL) 816 if (op->randomitems && op->type != SPELL)
788 { 817 {
789 create_treasure (op->randomitems, op, flags, difficulty, 0); 818 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
790 if (!op->inv)
791 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
792
793 /* So the treasure doesn't get created again */ 819 /* So the treasure doesn't get created again */
794 op->randomitems = 0; 820 op->randomitems = 0;
795 } 821 }
796 822
797 if (difficulty < 1) 823 if (difficulty < 1)
803 ARG_INT (flags))) 829 ARG_INT (flags)))
804 return; 830 return;
805 831
806 if (!(flags & GT_MINIMAL)) 832 if (!(flags & GT_MINIMAL))
807 { 833 {
808 if (op->arch == crown_arch) 834 if (IS_ARCH (op->arch, crown))
809 { 835 {
810 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
811 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
812 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
813 } 839 }
818 844
819 num_enchantments = calc_item_power (op, 1); 845 num_enchantments = calc_item_power (op, 1);
820 846
821 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 847 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822 || op->type == HORN 848 || op->type == HORN
823 || 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 */
824 * used for shop_floors or treasures */
825 generate_artifact (op, difficulty); 850 generate_artifact (op, difficulty);
826 } 851 }
827 852
828 /* Object was made an artifact. Calculate its item_power rating. 853 /* Object was made an artifact. Calculate its item_power rating.
829 * the item_power in the object is what the artfiact adds. 854 * the item_power in the object is what the artfiact adds.
871 { 896 {
872 if (op->type == POTION) 897 if (op->type == POTION)
873 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
874 if (op->stats.sp && !op->randomitems) 899 if (op->stats.sp && !op->randomitems)
875 { 900 {
876 object *tmp;
877
878 tmp = get_archetype (spell_mapping[op->stats.sp]); 901 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
879 insert_ob_in_ob (tmp, op); 902 insert_ob_in_ob (tmp, op);
880 op->stats.sp = 0; 903 op->stats.sp = 0;
881 } 904 }
882 } 905 }
883 else if (!op->title) /* Only modify object if not special */ 906 else if (!op->title) /* Only modify object if not special */
941 SET_FLAG (op, FLAG_CURSED); 964 SET_FLAG (op, FLAG_CURSED);
942 break; 965 break;
943 } 966 }
944 967
945 case AMULET: 968 case AMULET:
946 if (op->arch == amulet_arch) 969 if (IS_ARCH (op->arch, amulet))
947 op->value *= 5; /* Since it's not just decoration */ 970 op->value *= 5; /* Since it's not just decoration */
948 971
949 case RING: 972 case RING:
950 if (op->arch == NULL) 973 if (!op->arch) // wtf? schmorp
951 { 974 {
952 op->destroy (); 975 op->destroy ();
953 op = 0; 976 op = 0;
954 break; 977 break;
955 } 978 }
956 979
957 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! */
958 break; 981 break;
959 982
960 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 983 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
961 SET_FLAG (op, FLAG_CURSED); 984 SET_FLAG (op, FLAG_CURSED);
962 985
1115 * Allocate and return the pointer to an empty artifactlist structure. 1138 * Allocate and return the pointer to an empty artifactlist structure.
1116 */ 1139 */
1117static artifactlist * 1140static artifactlist *
1118get_empty_artifactlist (void) 1141get_empty_artifactlist (void)
1119{ 1142{
1120 return salloc0 <artifactlist> (); 1143 return salloc0<artifactlist> ();
1121} 1144}
1122 1145
1123/* 1146/*
1124 * Allocate and return the pointer to an empty artifact structure. 1147 * Allocate and return the pointer to an empty artifact structure.
1125 */ 1148 */
1126static artifact * 1149static artifact *
1127get_empty_artifact (void) 1150get_empty_artifact (void)
1128{ 1151{
1129 return salloc0 <artifact> (); 1152 return salloc0<artifact> ();
1130} 1153}
1131 1154
1132/* 1155/*
1133 * 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
1134 * of objects on it. 1157 * of objects on it.
1139 for (artifactlist *al = first_artifactlist; al; al = al->next) 1162 for (artifactlist *al = first_artifactlist; al; al = al->next)
1140 if (al->type == type) 1163 if (al->type == type)
1141 return al; 1164 return al;
1142 1165
1143 return 0; 1166 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} 1167}
1267 1168
1268/* 1169/*
1269 * 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.
1270 */ 1171 */
1284 sprintf (filename, "%s/artifacts", settings.datadir); 1185 sprintf (filename, "%s/artifacts", settings.datadir);
1285 object_thawer f (filename); 1186 object_thawer f (filename);
1286 1187
1287 if (!f) 1188 if (!f)
1288 return; 1189 return;
1289
1290 f.next ();
1291 1190
1292 for (;;) 1191 for (;;)
1293 { 1192 {
1294 switch (f.kw) 1193 switch (f.kw)
1295 { 1194 {
1399#endif 1298#endif
1400 op->face = change->face; 1299 op->face = change->face;
1401 } 1300 }
1402 1301
1403 for (i = 0; i < NUM_STATS; i++) 1302 for (i = 0; i < NUM_STATS; i++)
1404 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1303 change_attr_value (&(op->stats), i, change->stats.stat (i));
1405 1304
1406 op->attacktype |= change->attacktype; 1305 op->attacktype |= change->attacktype;
1407 op->path_attuned |= change->path_attuned; 1306 op->path_attuned |= change->path_attuned;
1408 op->path_repelled |= change->path_repelled; 1307 op->path_repelled |= change->path_repelled;
1409 op->path_denied |= change->path_denied; 1308 op->path_denied |= change->path_denied;
1573 if (change->msg) 1472 if (change->msg)
1574 op->msg = change->msg; 1473 op->msg = change->msg;
1575} 1474}
1576 1475
1577static int 1476static int
1578legal_artifact_combination (object *op, artifact * art) 1477legal_artifact_combination (object *op, artifact *art)
1579{ 1478{
1580 int neg, success = 0; 1479 int neg, success = 0;
1581 linked_char *tmp; 1480 linked_char *tmp;
1582 const char *name; 1481 const char *name;
1583 1482
1584 if (art->allowed == (linked_char *) NULL) 1483 if (!art->allowed)
1585 return 1; /* Ie, "all" */ 1484 return 1; /* Ie, "all" */
1485
1586 for (tmp = art->allowed; tmp; tmp = tmp->next) 1486 for (tmp = art->allowed; tmp; tmp = tmp->next)
1587 { 1487 {
1588#ifdef TREASURE_VERBOSE 1488#ifdef TREASURE_VERBOSE
1589 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1489 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1590#endif 1490#endif
1592 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1593 else 1493 else
1594 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1595 1495
1596 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1597 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)))
1598 return !neg; 1498 return !neg;
1599 1499
1600 /* 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
1601 * everything is allowed except what we match 1501 * everything is allowed except what we match
1602 */ 1502 */
1603 else if (neg) 1503 else if (neg)
1604 success = 1; 1504 success = 1;
1605 } 1505 }
1506
1606 return success; 1507 return success;
1607} 1508}
1608 1509
1609/* 1510/*
1610 * 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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