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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.45 by root, Mon Apr 16 15:41:26 2007 UTC vs.
Revision 1.70 by root, Wed Apr 2 11:13:52 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
54> tl_map_t; 53> tl_map_t;
55 54
56static tl_map_t tl_map; 55static tl_map_t tl_map;
57 56
58/* 57/*
59 * Initialize global archtype pointers:
60 */
61void
62init_archetype_pointers ()
63{
64 int prev_warn = warn_archetypes;
65
66 warn_archetypes = 1;
67
68 if (ring_arch == NULL)
69 ring_arch = archetype::find ("ring");
70 if (amulet_arch == NULL)
71 amulet_arch = archetype::find ("amulet");
72 if (staff_arch == NULL)
73 staff_arch = archetype::find ("staff");
74 if (crown_arch == NULL)
75 crown_arch = archetype::find ("crown");
76
77 warn_archetypes = prev_warn;
78}
79
80/*
81 * Searches for the given treasurelist 58 * Searches for the given treasurelist
82 */ 59 */
83treasurelist * 60treasurelist *
84treasurelist::find (const char *name) 61treasurelist::find (const char *name)
85{ 62{
128 } 105 }
129 106
130 tl->total_chance = 0; 107 tl->total_chance = 0;
131} 108}
132 109
110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128}
129#endif
130
133/* 131/*
134 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
135 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
136 */ 134 */
137static treasure * 135static treasure *
138load_treasure (object_thawer &f) 136read_treasure (object_thawer &f)
139{ 137{
140 treasure *t = new treasure; 138 treasure *t = new treasure;
141 int value;
142 139
143 nroftreasures++; 140 f.next ();
144 141
145 for (;;) 142 for (;;)
146 { 143 {
147 coroapi::cede_every (10); 144 coroapi::cede_to_tick ();
148
149 f.next ();
150 145
151 switch (f.kw) 146 switch (f.kw)
152 { 147 {
153 case KW_arch: 148 case KW_arch:
154 if (!(t->item = archetype::find (f.get_str ()))) 149 t->item = archetype::get (f.get_str ());
155 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
156 break; 150 break;
157 151
158 case KW_list: f.get (t->name); break; 152 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break; 153 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break; 154 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break; 155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break; 156 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break; 157 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break; 158 case KW_magic: f.get (t->magic); break;
165 159
166 case KW_yes: t->next_yes = load_treasure (f); break; 160 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = load_treasure (f); break; 161 case KW_no: t->next_no = read_treasure (f); continue;
168 162
169 case KW_end: 163 case KW_end:
164 f.next ();
170 return t; 165 return t;
171 166
172 case KW_more: 167 case KW_more:
173 t->next = load_treasure (f); 168 t->next = read_treasure (f);
174 return t; 169 return t;
175 170
176 default: 171 default:
177 if (!f.parse_error ("treasure list")) 172 if (!f.parse_error ("treasurelist", t->name))
178 return t; // error 173 return 0;
179 174
180 return t; 175 return t;
181 } 176 }
182 }
183}
184 177
185#ifdef TREASURE_DEBUG 178 f.next ();
186/* recursived checks the linked list. Treasurelist is passed only 179 }
187 * so that the treasure name can be printed out
188 */
189static void
190check_treasurelist (const treasure *t, const treasurelist * tl)
191{
192 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
193 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
194
195 if (t->next)
196 check_treasurelist (t->next, tl);
197
198 if (t->next_yes)
199 check_treasurelist (t->next_yes, tl);
200
201 if (t->next_no)
202 check_treasurelist (t->next_no, tl);
203} 180}
204#endif
205 181
206/* 182/*
207 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
208 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
209 */ 184 */
210bool 185treasurelist *
211load_treasure_file (const char *filename) 186treasurelist::read (object_thawer &f)
212{ 187{
213 treasure *t; 188 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
214 int comp, line = 0;
215 189
216 object_thawer f (filename); 190 bool one = f.kw == KW_treasureone;
217 191 treasurelist *tl = treasurelist::get (f.get_str ());
218 if (!f) 192 clear (tl);
219 { 193 tl->items = read_treasure (f);
220 LOG (llevError, "Can't open treasure file.\n"); 194 if (!tl->items)
221 return false; 195 return 0;
196
197 /* This is a one of the many items on the list should be generated.
198 * Add up the chance total, and check to make sure the yes & no
199 * fields of the treasures are not being used.
200 */
201 if (one)
222 } 202 {
223 203 for (treasure *t = tl->items; t; t = t->next)
224 f.next ();
225
226 for (;;)
227 {
228 switch (f.kw)
229 { 204 {
230 case KW_treasure: 205 if (t->next_yes || t->next_no)
231 case KW_treasureone:
232 { 206 {
233 bool one = f.kw == KW_treasureone;
234 treasurelist *tl = treasurelist::get (f.get_str ());
235
236 clear (tl);
237 tl->items = load_treasure (f);
238
239 if (!tl->items)
240 return false;
241
242 /* This is a one of the many items on the list should be generated.
243 * Add up the chance total, and check to make sure the yes & no
244 * fields of the treasures are not being used.
245 */
246 if (one)
247 {
248 for (t = tl->items; t; t = t->next)
249 {
250#ifdef TREASURE_DEBUG
251 if (t->next_yes || t->next_no)
252 {
253 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
254 LOG (llevError, " the next_yes or next_no field is set\n"); 208 LOG (llevError, " the next_yes or next_no field is set\n");
255 }
256#endif
257 tl->total_chance += t->chance;
258 }
259 }
260 } 209 }
261 break;
262 210
263 case KW_EOF: 211 tl->total_chance += t->chance;
264#ifdef TREASURE_DEBUG
265 /* Perform some checks on how valid the treasure data actually is.
266 * verify that list transitions work (ie, the list that it is supposed
267 * to transition to exists). Also, verify that at least the name
268 * or archetype is set for each treasure element.
269 */
270 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
271 check_treasurelist (tl->items, tl);
272#endif
273 return true;
274
275 default:
276 if (!f.parse_error ("treasure lists"))
277 return false;
278
279 break;
280 } 212 }
281
282 f.next ();
283 } 213 }
214
215 return tl;
284} 216}
285 217
286/* 218/*
287 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
288 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
295 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
296 */ 228 */
297static void 229static void
298put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
299{ 231{
300 object *tmp; 232 if (flags & GT_ENVIRONMENT)
301 233 {
302 /* Bit of a hack - spells should never be put onto the map. The entire 234 /* Bit of a hack - spells should never be put onto the map. The entire
303 * treasure stuff is a problem - there is no clear idea of knowing 235 * treasure stuff is a problem - there is no clear idea of knowing
304 * this is the original object, or if this is an object that should be created 236 * this is the original object, or if this is an object that should be created
305 * by another object. 237 * by another object.
306 */ 238 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
308 { 240 if (op->type == SPELL)
241 {
242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (op->blocked (creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
309 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
310 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
311 } 255 }
312 else 256 else
313 { 257 {
314 op = creator->insert (op); 258 op = creator->insert (op);
315 259
316 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
317 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
318 262
319 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
320 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
321 } 266 }
322} 267}
323 268
324/* if there are change_xxx commands in the treasure, we include the changes 269/* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object 270 * in the generated object
347 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 293 {
349 if (t->name) 294 if (t->name)
350 { 295 {
351 if (difficulty >= t->magic) 296 if (difficulty >= t->magic)
297 if (treasurelist *tl = treasurelist::find (t->name))
352 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 298 create_treasure (tl, op, flag, difficulty, tries);
299 else
300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
353 } 301 }
354 else 302 else
355 { 303 {
356 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 305 {
358 object *tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
359 307
360 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
361 tmp->nrof = rndm (t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
408 create_treasure (tl, op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
409 } 357 }
410 else if (t->nrof) 358 else if (t->nrof)
411 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
412 } 360 }
413 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
414 { 362 {
415 if (object *tmp = arch_to_object (t->item)) 363 if (object *tmp = arch_to_object (t->item))
416 { 364 {
417 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = rndm (t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 369 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
423 } 371 }
424 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 379}
426 380
427/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with 383 * have been made. It is really in place to prevent infinite loops with
442 { 396 {
443 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
444 return; 398 return;
445 } 399 }
446 400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
408 }
409
447 if (tl->total_chance) 410 if (tl->total_chance)
448 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 412 else
450 create_all_treasures (tl->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 414}
458object * 421object *
459generate_treasure (treasurelist *tl, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
460{ 423{
461 difficulty = clamp (difficulty, 1, settings.max_level); 424 difficulty = clamp (difficulty, 1, settings.max_level);
462 425
463 object *ob = object::create (), *tmp; 426 object *ob = object::create ();
464 427
465 create_treasure (tl, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
466 429
467 /* Don't want to free the object we are about to return */ 430 /* Don't want to free the object we are about to return */
468 tmp = ob->inv; 431 object *tmp = ob->inv;
469 if (tmp != NULL) 432 if (tmp)
470 tmp->remove (); 433 tmp->remove ();
471 434
472 if (ob->inv) 435 if (ob->inv)
473 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
474 437
482 * The array has two arguments, the difficulty of the level, and the 445 * The array has two arguments, the difficulty of the level, and the
483 * magical bonus "wanted". 446 * magical bonus "wanted".
484 */ 447 */
485 448
486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487
488// chance of magic difficulty 450// chance of magic difficulty
489// +0 +1 +2 +3 +4 451// +0 +1 +2 +3 +4
490 {95, 2, 2, 1, 0}, // 1 452 {95, 2, 2, 1, 0}, // 1
491 {92, 5, 2, 1, 0}, // 2 453 {92, 5, 2, 1, 0}, // 2
492 {85, 10, 4, 1, 0}, // 3 454 {85, 10, 4, 1, 0}, // 3
518 { 0, 0, 0, 3, 97}, // 29 480 { 0, 0, 0, 3, 97}, // 29
519 { 0, 0, 0, 0, 100}, // 30 481 { 0, 0, 0, 0, 100}, // 30
520 { 0, 0, 0, 0, 100}, // 31 482 { 0, 0, 0, 0, 100}, // 31
521}; 483};
522 484
523
524/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
525 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
526 * 487 *
527 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
528 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
529 */ 490 */
530
531int 491int
532level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
533{ 493{
534 int olevel = 0;
535
536 if (!op->inv) 494 if (!op->inv)
537 { 495 {
538 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 496 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
539 return 0; 497 return 0;
540 } 498 }
541 499
542 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
543 501
544 if (olevel <= 0) 502 if (olevel <= 0)
545 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
546 504
547 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
548 olevel = MAXLEVEL;
549
550 return olevel;
551} 506}
552 507
553/* 508/*
554 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
555 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
611 566
612 op->magic = magic; 567 op->magic = magic;
613 if (op->arch) 568 if (op->arch)
614 { 569 {
615 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
617 572
618 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
619 magic = (-magic); 574 magic = (-magic);
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
621 } 576 }
622 else 577 else
623 { 578 {
624 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
687 case 2: 642 case 2:
688 case 3: 643 case 3:
689 case 4: 644 case 4:
690 case 5: 645 case 5:
691 case 6: 646 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 647 op->stats.stat (r) += bonus;
693 break; 648 break;
694 649
695 case 7: 650 case 7:
696 op->stats.dam += bonus; 651 op->stats.dam += bonus;
697 break; 652 break;
845 save_item_power = op->item_power; 800 save_item_power = op->item_power;
846 op->item_power = 0; 801 op->item_power = 0;
847 802
848 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
849 { 804 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
851 if (!op->inv)
852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
853
854 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
855 op->randomitems = 0; 807 op->randomitems = 0;
856 } 808 }
857 809
858 if (difficulty < 1) 810 if (difficulty < 1)
1176 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1177 */ 1129 */
1178static artifactlist * 1130static artifactlist *
1179get_empty_artifactlist (void) 1131get_empty_artifactlist (void)
1180{ 1132{
1181 return salloc0 <artifactlist> (); 1133 return salloc0<artifactlist> ();
1182} 1134}
1183 1135
1184/* 1136/*
1185 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1138 */
1187static artifact * 1139static artifact *
1188get_empty_artifact (void) 1140get_empty_artifact (void)
1189{ 1141{
1190 return salloc0 <artifact> (); 1142 return salloc0<artifact> ();
1191} 1143}
1192 1144
1193/* 1145/*
1194 * Searches the artifact lists and returns one that has the same type 1146 * Searches the artifact lists and returns one that has the same type
1195 * of objects on it. 1147 * of objects on it.
1266 else 1218 else
1267 { 1219 {
1268 for (i = 0; i < depth; i++) 1220 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " "); 1221 fprintf (logfile, " ");
1270 1222
1271 if (t->item && t->item->clone.type == FLESH) 1223 if (t->item && t->item->type == FLESH)
1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1224 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1273 else 1225 else
1274 fprintf (logfile, "%s\n", &t->item->clone.name); 1226 fprintf (logfile, "%s\n", &t->item->object::name);
1275 } 1227 }
1276 1228
1277 if (t->next_yes) 1229 if (t->next_yes)
1278 { 1230 {
1279 for (i = 0; i < depth; i++) 1231 for (i = 0; i < depth; i++)
1307 int found; 1259 int found;
1308 1260
1309 found = 0; 1261 found = 0;
1310 fprintf (logfile, "\n"); 1262 fprintf (logfile, "\n");
1311 1263
1312 for (at = first_archetype; at != NULL; at = at->next) 1264 for_all_archetypes (at)
1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1265 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1314 { 1266 {
1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1267 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1316 if (at->clone.randomitems != NULL) 1268 if (at->randomitems != NULL)
1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1269 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1318 else 1270 else
1319 fprintf (logfile, "(nothing)\n"); 1271 fprintf (logfile, "(nothing)\n");
1320 1272
1321 fprintf (logfile, "\n"); 1273 fprintf (logfile, "\n");
1322 found++; 1274 found++;
1346 object_thawer f (filename); 1298 object_thawer f (filename);
1347 1299
1348 if (!f) 1300 if (!f)
1349 return; 1301 return;
1350 1302
1351 f.next ();
1352
1353 for (;;) 1303 for (;;)
1354 { 1304 {
1355 switch (f.kw) 1305 switch (f.kw)
1356 { 1306 {
1357 case KW_allowed: 1307 case KW_allowed:
1358 if (!art) 1308 if (!art)
1359 {
1360 art = get_empty_artifact (); 1309 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363 1310
1364 { 1311 {
1365 if (!strcmp (f.get_str (), "all")) 1312 if (!strcmp (f.get_str (), "all"))
1366 break; 1313 break;
1367 1314
1368 char *next, *cp = f.get_str (); 1315 char *next, *cp = f.get_str ();
1369 1316
1370 do 1317 do
1371 { 1318 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ','))) 1319 if ((next = strchr (cp, ',')))
1375 *next++ = '\0'; 1320 *next++ = '\0';
1376 1321
1377 linked_char *tmp = new linked_char; 1322 linked_char *tmp = new linked_char;
1378 1323
1393 break; 1338 break;
1394 1339
1395 case KW_object: 1340 case KW_object:
1396 { 1341 {
1397 art->item = object::create (); 1342 art->item = object::create ();
1343 f.get (art->item->name);
1344 f.next ();
1398 1345
1399 if (!art->item->parse_kv (f)) 1346 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1347 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401 1348
1402 al = find_artifactlist (art->item->type); 1349 al = find_artifactlist (art->item->type);
1428 } 1375 }
1429 1376
1430done: 1377done:
1431 for (al = first_artifactlist; al; al = al->next) 1378 for (al = first_artifactlist; al; al = al->next)
1432 { 1379 {
1380 al->total_chance = 0;
1381
1433 for (art = al->items; art; art = art->next) 1382 for (art = al->items; art; art = art->next)
1434 { 1383 {
1435 if (!art->chance) 1384 if (!art->chance)
1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1385 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1437 else 1386 else
1443 } 1392 }
1444 1393
1445 LOG (llevDebug, "done.\n"); 1394 LOG (llevDebug, "done.\n");
1446} 1395}
1447 1396
1448
1449/* 1397/*
1450 * Used in artifact generation. The bonuses of the first object 1398 * Used in artifact generation. The bonuses of the first object
1451 * is modified by the bonuses of the second object. 1399 * is modified by the bonuses of the second object.
1452 */ 1400 */
1453
1454void 1401void
1455add_abilities (object *op, object *change) 1402add_abilities (object *op, object *change)
1456{ 1403{
1457 int i, tmp; 1404 int i, tmp;
1458 1405
1463#endif 1410#endif
1464 op->face = change->face; 1411 op->face = change->face;
1465 } 1412 }
1466 1413
1467 for (i = 0; i < NUM_STATS; i++) 1414 for (i = 0; i < NUM_STATS; i++)
1468 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1415 change_attr_value (&(op->stats), i, change->stats.stat (i));
1469 1416
1470 op->attacktype |= change->attacktype; 1417 op->attacktype |= change->attacktype;
1471 op->path_attuned |= change->path_attuned; 1418 op->path_attuned |= change->path_attuned;
1472 op->path_repelled |= change->path_repelled; 1419 op->path_repelled |= change->path_repelled;
1473 op->path_denied |= change->path_denied; 1420 op->path_denied |= change->path_denied;
1637 if (change->msg) 1584 if (change->msg)
1638 op->msg = change->msg; 1585 op->msg = change->msg;
1639} 1586}
1640 1587
1641static int 1588static int
1642legal_artifact_combination (object *op, artifact * art) 1589legal_artifact_combination (object *op, artifact *art)
1643{ 1590{
1644 int neg, success = 0; 1591 int neg, success = 0;
1645 linked_char *tmp; 1592 linked_char *tmp;
1646 const char *name; 1593 const char *name;
1647 1594
1648 if (art->allowed == (linked_char *) NULL) 1595 if (!art->allowed)
1649 return 1; /* Ie, "all" */ 1596 return 1; /* Ie, "all" */
1597
1650 for (tmp = art->allowed; tmp; tmp = tmp->next) 1598 for (tmp = art->allowed; tmp; tmp = tmp->next)
1651 { 1599 {
1652#ifdef TREASURE_VERBOSE 1600#ifdef TREASURE_VERBOSE
1653 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1601 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1654#endif 1602#endif
1656 name = tmp->name + 1, neg = 1; 1604 name = tmp->name + 1, neg = 1;
1657 else 1605 else
1658 name = tmp->name, neg = 0; 1606 name = tmp->name, neg = 0;
1659 1607
1660 /* If we match name, then return the opposite of 'neg' */ 1608 /* If we match name, then return the opposite of 'neg' */
1661 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1609 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1662 return !neg; 1610 return !neg;
1663 1611
1664 /* Set success as true, since if the match was an inverse, it means 1612 /* Set success as true, since if the match was an inverse, it means
1665 * everything is allowed except what we match 1613 * everything is allowed except what we match
1666 */ 1614 */
1667 else if (neg) 1615 else if (neg)
1668 success = 1; 1616 success = 1;
1669 } 1617 }
1618
1670 return success; 1619 return success;
1671} 1620}
1672 1621
1673/* 1622/*
1674 * Fixes the given object, giving it the abilities and titles 1623 * Fixes the given object, giving it the abilities and titles
1811 SET_FLAG (item, FLAG_NO_STEAL); 1760 SET_FLAG (item, FLAG_NO_STEAL);
1812 } 1761 }
1813} 1762}
1814 1763
1815/* special_potion() - so that old potion code is still done right. */ 1764/* special_potion() - so that old potion code is still done right. */
1816
1817int 1765int
1818special_potion (object *op) 1766special_potion (object *op)
1819{ 1767{
1820 if (op->attacktype) 1768 if (op->attacktype)
1821 return 1; 1769 return 1;

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