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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.46 by root, Tue Apr 17 10:06:32 2007 UTC vs.
Revision 1.62 by root, Mon Jun 4 12:19:08 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * 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 27 * slows the startup some (and not actual game play), it is by default
54> tl_map_t; 54> tl_map_t;
55 55
56static tl_map_t tl_map; 56static tl_map_t tl_map;
57 57
58/* 58/*
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 59 * Searches for the given treasurelist
82 */ 60 */
83treasurelist * 61treasurelist *
84treasurelist::find (const char *name) 62treasurelist::find (const char *name)
85{ 63{
128 } 106 }
129 107
130 tl->total_chance = 0; 108 tl->total_chance = 0;
131} 109}
132 110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
131
133/* 132/*
134 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
135 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
136 */ 135 */
137static treasure * 136static treasure *
138load_treasure (object_thawer &f) 137read_treasure (object_thawer &f)
139{ 138{
140 treasure *t = new treasure; 139 treasure *t = new treasure;
141 int value;
142 140
143 nroftreasures++; 141 f.next ();
144 142
145 for (;;) 143 for (;;)
146 { 144 {
147 coroapi::cede_to_tick_every (10); 145 coroapi::cede_to_tick_every (10);
148 146
149 f.next ();
150
151 switch (f.kw) 147 switch (f.kw)
152 { 148 {
153 case KW_arch: 149 case KW_arch:
154 if (!(t->item = archetype::find (f.get_str ()))) 150 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; 151 break;
157 152
158 case KW_list: f.get (t->name); break; 153 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break; 154 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break; 155 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break; 157 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break; 158 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break; 159 case KW_magic: f.get (t->magic); break;
165 160
166 case KW_yes: t->next_yes = load_treasure (f); break; 161 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = load_treasure (f); break; 162 case KW_no: t->next_no = read_treasure (f); continue;
168 163
169 case KW_end: 164 case KW_end:
165 f.next ();
170 return t; 166 return t;
171 167
172 case KW_more: 168 case KW_more:
173 t->next = load_treasure (f); 169 t->next = read_treasure (f);
174 return t; 170 return t;
175 171
176 default: 172 default:
177 if (!f.parse_error ("treasure list")) 173 if (!f.parse_error ("treasurelist", t->name))
178 return t; // error 174 return 0;
179 175
180 return t; 176 return t;
181 } 177 }
182 }
183}
184 178
185#ifdef TREASURE_DEBUG 179 f.next ();
186/* recursived checks the linked list. Treasurelist is passed only 180 }
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} 181}
204#endif
205 182
206/* 183/*
207 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
208 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
209 */ 185 */
210bool 186treasurelist *
211load_treasure_file (const char *filename) 187treasurelist::read (object_thawer &f)
212{ 188{
213 treasure *t; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
214 int comp, line = 0;
215 190
216 object_thawer f (filename); 191 bool one = f.kw == KW_treasureone;
217 192 treasurelist *tl = treasurelist::get (f.get_str ());
218 if (!f) 193 clear (tl);
219 { 194 tl->items = read_treasure (f);
220 LOG (llevError, "Can't open treasure file.\n"); 195 if (!tl->items)
221 return false; 196 return 0;
197
198 /* 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
200 * fields of the treasures are not being used.
201 */
202 if (one)
222 } 203 {
223 204 for (treasure *t = tl->items; t; t = t->next)
224 f.next ();
225
226 for (;;)
227 {
228 switch (f.kw)
229 { 205 {
230 case KW_treasure: 206 if (t->next_yes || t->next_no)
231 case KW_treasureone:
232 { 207 {
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); 208 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"); 209 LOG (llevError, " the next_yes or next_no field is set\n");
255 }
256#endif
257 tl->total_chance += t->chance;
258 }
259 }
260 } 210 }
261 break;
262 211
263 case KW_EOF: 212 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 } 213 }
281
282 f.next ();
283 } 214 }
215
216 return tl;
284} 217}
285 218
286/* 219/*
287 * Generates the objects specified by the given treasure. 220 * Generates the objects specified by the given treasure.
288 * It goes recursively through the rest of the linked list. 221 * It goes recursively through the rest of the linked list.
295 * start with equipment, but only their abilities). 228 * start with equipment, but only their abilities).
296 */ 229 */
297static void 230static void
298put_treasure (object *op, object *creator, int flags) 231put_treasure (object *op, object *creator, int flags)
299{ 232{
300 object *tmp; 233 if (flags & GT_ENVIRONMENT)
301 234 {
302 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* 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 236 * 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 237 * this is the original object, or if this is an object that should be created
305 * by another object. 238 * by another object.
306 */ 239 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 //TODO: flag such as objects... as such (no drop, anybody?)
308 { 241 if (op->type == SPELL)
242 {
243 op->destroy ();
244 return;
245 }
246
247 op->expand_tail ();
248
249 if (ob_blocked (op, creator->map, creator->x, creator->y))
250 op->destroy ();
251 else
252 {
309 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
310 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 }
311 } 256 }
312 else 257 else
313 { 258 {
314 op = creator->insert (op); 259 op = creator->insert (op);
315 260
316 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
317 monster_check_apply (creator, op); 262 monster_check_apply (creator, op);
318 263
319 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
320 esrv_send_item (tmp, op); 266 esrv_send_item (tmp, op);
321 } 267 }
322} 268}
323 269
324/* if there are change_xxx commands in the treasure, we include the changes 270/* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object 271 * in the generated object
347 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 293 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 294 {
349 if (t->name) 295 if (t->name)
350 { 296 {
351 if (difficulty >= t->magic) 297 if (difficulty >= t->magic)
298 if (treasurelist *tl = treasurelist::find (t->name))
352 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 299 create_treasure (tl, op, flag, difficulty, tries);
300 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
353 } 302 }
354 else 303 else
355 { 304 {
356 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 306 {
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 369 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 370 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 371 put_treasure (tmp, op, flag);
423 } 372 }
424 } 373 }
374}
375
376void
377object::create_treasure (treasurelist *tl, int flags)
378{
379 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 380}
426 381
427/* This calls the appropriate treasure creation function. tries is passed 382/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 383 * 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 384 * have been made. It is really in place to prevent infinite loops with
442 { 397 {
443 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
444 return; 399 return;
445 } 400 }
446 401
402 if (op->flag [FLAG_TREASURE_ENV])
403 {
404 // do not generate items when there already is something above the object
405 if (op->flag [FLAG_IS_FLOOR] && op->above)
406 return;
407
408 flag |= GT_ENVIRONMENT;
409 }
410
447 if (tl->total_chance) 411 if (tl->total_chance)
448 create_one_treasure (tl, op, flag, difficulty, tries); 412 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 413 else
450 create_all_treasures (tl->items, op, flag, difficulty, tries); 414 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 415}
458object * 422object *
459generate_treasure (treasurelist *tl, int difficulty) 423generate_treasure (treasurelist *tl, int difficulty)
460{ 424{
461 difficulty = clamp (difficulty, 1, settings.max_level); 425 difficulty = clamp (difficulty, 1, settings.max_level);
462 426
463 object *ob = object::create (), *tmp; 427 object *ob = object::create ();
464 428
465 create_treasure (tl, ob, 0, difficulty, 0); 429 create_treasure (tl, ob, 0, difficulty, 0);
466 430
467 /* Don't want to free the object we are about to return */ 431 /* Don't want to free the object we are about to return */
468 tmp = ob->inv; 432 object *tmp = ob->inv;
469 if (tmp != NULL) 433 if (tmp)
470 tmp->remove (); 434 tmp->remove ();
471 435
472 if (ob->inv) 436 if (ob->inv)
473 LOG (llevError, "In generate treasure, created multiple objects.\n"); 437 LOG (llevError, "In generate treasure, created multiple objects.\n");
474 438
482 * The array has two arguments, the difficulty of the level, and the 446 * The array has two arguments, the difficulty of the level, and the
483 * magical bonus "wanted". 447 * magical bonus "wanted".
484 */ 448 */
485 449
486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 450static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487
488// chance of magic difficulty 451// chance of magic difficulty
489// +0 +1 +2 +3 +4 452// +0 +1 +2 +3 +4
490 {95, 2, 2, 1, 0}, // 1 453 {95, 2, 2, 1, 0}, // 1
491 {92, 5, 2, 1, 0}, // 2 454 {92, 5, 2, 1, 0}, // 2
492 {85, 10, 4, 1, 0}, // 3 455 {85, 10, 4, 1, 0}, // 3
518 { 0, 0, 0, 3, 97}, // 29 481 { 0, 0, 0, 3, 97}, // 29
519 { 0, 0, 0, 0, 100}, // 30 482 { 0, 0, 0, 0, 100}, // 30
520 { 0, 0, 0, 0, 100}, // 31 483 { 0, 0, 0, 0, 100}, // 31
521}; 484};
522 485
523
524/* calculate the appropriate level for wands staves and scrolls. 486/* calculate the appropriate level for wands staves and scrolls.
525 * This code presumes that op has had its spell object created (in op->inv) 487 * This code presumes that op has had its spell object created (in op->inv)
526 * 488 *
527 * elmex Wed Aug 9 17:44:59 CEST 2006: 489 * elmex Wed Aug 9 17:44:59 CEST 2006:
528 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
529 */ 491 */
530
531int 492int
532level_for_item (const object *op, int difficulty) 493level_for_item (const object *op, int difficulty)
533{ 494{
534 int olevel = 0; 495 int olevel = 0;
535 496
687 case 2: 648 case 2:
688 case 3: 649 case 3:
689 case 4: 650 case 4:
690 case 5: 651 case 5:
691 case 6: 652 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 653 op->stats.stat (r) += bonus;
693 break; 654 break;
694 655
695 case 7: 656 case 7:
696 op->stats.dam += bonus; 657 op->stats.dam += bonus;
697 break; 658 break;
845 save_item_power = op->item_power; 806 save_item_power = op->item_power;
846 op->item_power = 0; 807 op->item_power = 0;
847 808
848 if (op->randomitems && op->type != SPELL) 809 if (op->randomitems && op->type != SPELL)
849 { 810 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 811 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 */ 812 /* So the treasure doesn't get created again */
855 op->randomitems = 0; 813 op->randomitems = 0;
856 } 814 }
857 815
858 if (difficulty < 1) 816 if (difficulty < 1)
1310 fprintf (logfile, "\n"); 1268 fprintf (logfile, "\n");
1311 1269
1312 for (at = first_archetype; at != NULL; at = at->next) 1270 for (at = first_archetype; at != NULL; at = at->next)
1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1271 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1314 { 1272 {
1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->archname);
1316 if (at->clone.randomitems != NULL) 1274 if (at->clone.randomitems != NULL)
1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1275 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1318 else 1276 else
1319 fprintf (logfile, "(nothing)\n"); 1277 fprintf (logfile, "(nothing)\n");
1320 1278
1354 { 1312 {
1355 switch (f.kw) 1313 switch (f.kw)
1356 { 1314 {
1357 case KW_allowed: 1315 case KW_allowed:
1358 if (!art) 1316 if (!art)
1359 {
1360 art = get_empty_artifact (); 1317 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363 1318
1364 { 1319 {
1365 if (!strcmp (f.get_str (), "all")) 1320 if (!strcmp (f.get_str (), "all"))
1366 break; 1321 break;
1367 1322
1368 char *next, *cp = f.get_str (); 1323 char *next, *cp = f.get_str ();
1369 1324
1370 do 1325 do
1371 { 1326 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ','))) 1327 if ((next = strchr (cp, ',')))
1375 *next++ = '\0'; 1328 *next++ = '\0';
1376 1329
1377 linked_char *tmp = new linked_char; 1330 linked_char *tmp = new linked_char;
1378 1331
1393 break; 1346 break;
1394 1347
1395 case KW_object: 1348 case KW_object:
1396 { 1349 {
1397 art->item = object::create (); 1350 art->item = object::create ();
1351 f.get (art->item->name);
1352 f.next ();
1398 1353
1399 if (!art->item->parse_kv (f)) 1354 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1355 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401 1356
1402 al = find_artifactlist (art->item->type); 1357 al = find_artifactlist (art->item->type);
1428 } 1383 }
1429 1384
1430done: 1385done:
1431 for (al = first_artifactlist; al; al = al->next) 1386 for (al = first_artifactlist; al; al = al->next)
1432 { 1387 {
1388 al->total_chance = 0;
1389
1433 for (art = al->items; art; art = art->next) 1390 for (art = al->items; art; art = art->next)
1434 { 1391 {
1435 if (!art->chance) 1392 if (!art->chance)
1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1393 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1437 else 1394 else
1443 } 1400 }
1444 1401
1445 LOG (llevDebug, "done.\n"); 1402 LOG (llevDebug, "done.\n");
1446} 1403}
1447 1404
1448
1449/* 1405/*
1450 * Used in artifact generation. The bonuses of the first object 1406 * Used in artifact generation. The bonuses of the first object
1451 * is modified by the bonuses of the second object. 1407 * is modified by the bonuses of the second object.
1452 */ 1408 */
1453
1454void 1409void
1455add_abilities (object *op, object *change) 1410add_abilities (object *op, object *change)
1456{ 1411{
1457 int i, tmp; 1412 int i, tmp;
1458 1413
1463#endif 1418#endif
1464 op->face = change->face; 1419 op->face = change->face;
1465 } 1420 }
1466 1421
1467 for (i = 0; i < NUM_STATS; i++) 1422 for (i = 0; i < NUM_STATS; i++)
1468 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1423 change_attr_value (&(op->stats), i, change->stats.stat (i));
1469 1424
1470 op->attacktype |= change->attacktype; 1425 op->attacktype |= change->attacktype;
1471 op->path_attuned |= change->path_attuned; 1426 op->path_attuned |= change->path_attuned;
1472 op->path_repelled |= change->path_repelled; 1427 op->path_repelled |= change->path_repelled;
1473 op->path_denied |= change->path_denied; 1428 op->path_denied |= change->path_denied;
1637 if (change->msg) 1592 if (change->msg)
1638 op->msg = change->msg; 1593 op->msg = change->msg;
1639} 1594}
1640 1595
1641static int 1596static int
1642legal_artifact_combination (object *op, artifact * art) 1597legal_artifact_combination (object *op, artifact *art)
1643{ 1598{
1644 int neg, success = 0; 1599 int neg, success = 0;
1645 linked_char *tmp; 1600 linked_char *tmp;
1646 const char *name; 1601 const char *name;
1647 1602
1648 if (art->allowed == (linked_char *) NULL) 1603 if (!art->allowed)
1649 return 1; /* Ie, "all" */ 1604 return 1; /* Ie, "all" */
1605
1650 for (tmp = art->allowed; tmp; tmp = tmp->next) 1606 for (tmp = art->allowed; tmp; tmp = tmp->next)
1651 { 1607 {
1652#ifdef TREASURE_VERBOSE 1608#ifdef TREASURE_VERBOSE
1653 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1654#endif 1610#endif
1656 name = tmp->name + 1, neg = 1; 1612 name = tmp->name + 1, neg = 1;
1657 else 1613 else
1658 name = tmp->name, neg = 0; 1614 name = tmp->name, neg = 0;
1659 1615
1660 /* If we match name, then return the opposite of 'neg' */ 1616 /* If we match name, then return the opposite of 'neg' */
1661 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1662 return !neg; 1618 return !neg;
1663 1619
1664 /* Set success as true, since if the match was an inverse, it means 1620 /* Set success as true, since if the match was an inverse, it means
1665 * everything is allowed except what we match 1621 * everything is allowed except what we match
1666 */ 1622 */
1667 else if (neg) 1623 else if (neg)
1668 success = 1; 1624 success = 1;
1669 } 1625 }
1626
1670 return success; 1627 return success;
1671} 1628}
1672 1629
1673/* 1630/*
1674 * Fixes the given object, giving it the abilities and titles 1631 * Fixes the given object, giving it the abilities and titles
1811 SET_FLAG (item, FLAG_NO_STEAL); 1768 SET_FLAG (item, FLAG_NO_STEAL);
1812 } 1769 }
1813} 1770}
1814 1771
1815/* special_potion() - so that old potion code is still done right. */ 1772/* special_potion() - so that old potion code is still done right. */
1816
1817int 1773int
1818special_potion (object *op) 1774special_potion (object *op)
1819{ 1775{
1820 if (op->attacktype) 1776 if (op->attacktype)
1821 return 1; 1777 return 1;

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