ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.48 by root, Tue Apr 17 18:40:31 2007 UTC vs.
Revision 1.78 by root, Sun Jul 20 16:56:34 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;
140 138
141 f.next (); 139 f.next ();
142 140
143 for (;;) 141 for (;;)
144 { 142 {
145 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
146 144
147 switch (f.kw) 145 switch (f.kw)
148 { 146 {
149 case KW_arch: 147 case KW_arch:
150 if (!(t->item = archetype::find (f.get_str ()))) 148 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 ()); 149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
152 break; 156 break;
153 157
154 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
155 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
156 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
170 t->next = read_treasure (f); 174 t->next = read_treasure (f);
171 return t; 175 return t;
172 176
173 default: 177 default:
174 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
175 return 0; 179 goto error;
176 180
177 return t; 181 return t;
178 } 182 }
179 183
180 f.next (); 184 f.next ();
181 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
182} 192}
183 193
184/* 194/*
185 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
186 */ 196 */
198 208
199 /* This is a one of the many items on the list should be generated. 209 /* 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 210 * Add up the chance total, and check to make sure the yes & no
201 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
202 */ 212 */
203 tl->total_chance = 0;
204
205 if (one) 213 if (one)
206 { 214 {
207 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
208 { 216 {
209 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
210 { 218 {
211 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 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"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
213 } 221 }
214 222
215 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
216 } 224 }
231 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
232 */ 240 */
233static void 241static void
234put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
235{ 243{
236 object *tmp; 244 if (flags & GT_ENVIRONMENT)
237 245 {
238 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* 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 247 * 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 248 * this is the original object, or if this is an object that should be created
241 * by another object. 249 * by another object.
242 */ 250 */
243 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
244 { 252 if (op->type == SPELL)
253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
245 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
246 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 }
247 } 267 }
248 else 268 else
249 { 269 {
250 op = creator->insert (op); 270 op = creator->insert (op);
251 271
252 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
253 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
254
255 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
256 esrv_send_item (tmp, op);
257 } 274 }
258} 275}
259 276
260/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
261 * in the generated object 278 * in the generated object
290 else 307 else
291 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
292 } 309 }
293 else 310 else
294 { 311 {
295 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
296 { 313 {
297 object *tmp = arch_to_object (t->item); 314 object *tmp = arch_to_object (t->item);
298 315
299 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
300 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
347 create_treasure (tl, op, flag, difficulty, tries); 364 create_treasure (tl, op, flag, difficulty, tries);
348 } 365 }
349 else if (t->nrof) 366 else if (t->nrof)
350 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
351 } 368 }
352 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
353 { 370 {
354 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = arch_to_object (t->item))
355 { 372 {
356 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
357 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 377 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
362 } 379 }
363 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
364} 387}
365 388
366/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
367 * to determine how many list transitions or attempts to create treasure 390 * 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 391 * have been made. It is really in place to prevent infinite loops with
381 { 404 {
382 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
383 return; 406 return;
384 } 407 }
385 408
409 if (op->flag [FLAG_TREASURE_ENV])
410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
415 flag |= GT_ENVIRONMENT;
416 }
417
386 if (tl->total_chance) 418 if (tl->total_chance)
387 create_one_treasure (tl, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
388 else 420 else
389 create_all_treasures (tl->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
390} 422}
397object * 429object *
398generate_treasure (treasurelist *tl, int difficulty) 430generate_treasure (treasurelist *tl, int difficulty)
399{ 431{
400 difficulty = clamp (difficulty, 1, settings.max_level); 432 difficulty = clamp (difficulty, 1, settings.max_level);
401 433
402 object *ob = object::create (), *tmp; 434 object *ob = object::create ();
403 435
404 create_treasure (tl, ob, 0, difficulty, 0); 436 create_treasure (tl, ob, 0, difficulty, 0);
405 437
406 /* Don't want to free the object we are about to return */ 438 /* Don't want to free the object we are about to return */
407 tmp = ob->inv; 439 object *tmp = ob->inv;
408 if (tmp != NULL) 440 if (tmp)
409 tmp->remove (); 441 tmp->remove ();
410 442
411 if (ob->inv) 443 if (ob->inv)
412 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
413 445
421 * The array has two arguments, the difficulty of the level, and the 453 * The array has two arguments, the difficulty of the level, and the
422 * magical bonus "wanted". 454 * magical bonus "wanted".
423 */ 455 */
424 456
425static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 457static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
426
427// chance of magic difficulty 458// chance of magic difficulty
428// +0 +1 +2 +3 +4 459// +0 +1 +2 +3 +4
429 {95, 2, 2, 1, 0}, // 1 460 {95, 2, 2, 1, 0}, // 1
430 {92, 5, 2, 1, 0}, // 2 461 {92, 5, 2, 1, 0}, // 2
431 {85, 10, 4, 1, 0}, // 3 462 {85, 10, 4, 1, 0}, // 3
457 { 0, 0, 0, 3, 97}, // 29 488 { 0, 0, 0, 3, 97}, // 29
458 { 0, 0, 0, 0, 100}, // 30 489 { 0, 0, 0, 0, 100}, // 30
459 { 0, 0, 0, 0, 100}, // 31 490 { 0, 0, 0, 0, 100}, // 31
460}; 491};
461 492
462
463/* calculate the appropriate level for wands staves and scrolls. 493/* calculate the appropriate level for wands staves and scrolls.
464 * This code presumes that op has had its spell object created (in op->inv) 494 * This code presumes that op has had its spell object created (in op->inv)
465 * 495 *
466 * elmex Wed Aug 9 17:44:59 CEST 2006: 496 * elmex Wed Aug 9 17:44:59 CEST 2006:
467 * 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.
468 */ 498 */
469
470int 499int
471level_for_item (const object *op, int difficulty) 500level_for_item (const object *op, int difficulty)
472{ 501{
473 int olevel = 0;
474
475 if (!op->inv) 502 if (!op->inv)
476 { 503 {
477 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);
478 return 0; 505 return 0;
479 } 506 }
480 507
481 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
482 509
483 if (olevel <= 0) 510 if (olevel <= 0)
484 olevel = rndm (1, MIN (op->inv->level, 1)); 511 olevel = rndm (1, op->inv->level);
485 512
486 if (olevel > MAXLEVEL) 513 return min (olevel, MAXLEVEL);
487 olevel = MAXLEVEL;
488
489 return olevel;
490} 514}
491 515
492/* 516/*
493 * Based upon the specified difficulty and upon the difftomagic_list array, 517 * Based upon the specified difficulty and upon the difftomagic_list array,
494 * a random magical bonus is returned. This is used when determine 518 * a random magical bonus is returned. This is used when determine
550 574
551 op->magic = magic; 575 op->magic = magic;
552 if (op->arch) 576 if (op->arch)
553 { 577 {
554 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
556 580
557 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 */
558 magic = (-magic); 582 magic = (-magic);
583
559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
560 } 585 }
561 else 586 else
562 { 587 {
563 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
565 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 */
566 magic = (-magic); 592 magic = (-magic);
593
567 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
568 } 595 }
569} 596}
570 597
571/* 598/*
626 case 2: 653 case 2:
627 case 3: 654 case 3:
628 case 4: 655 case 4:
629 case 5: 656 case 5:
630 case 6: 657 case 6:
631 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 658 op->stats.stat (r) += bonus;
632 break; 659 break;
633 660
634 case 7: 661 case 7:
635 op->stats.dam += bonus; 662 op->stats.dam += bonus;
636 break; 663 break;
784 save_item_power = op->item_power; 811 save_item_power = op->item_power;
785 op->item_power = 0; 812 op->item_power = 0;
786 813
787 if (op->randomitems && op->type != SPELL) 814 if (op->randomitems && op->type != SPELL)
788 { 815 {
789 create_treasure (op->randomitems, op, flags, difficulty, 0); 816 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 */ 817 /* So the treasure doesn't get created again */
794 op->randomitems = 0; 818 op->randomitems = 0;
795 } 819 }
796 820
797 if (difficulty < 1) 821 if (difficulty < 1)
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) 971 if (!op->arch) // wtf? schmorp
951 { 972 {
952 op->destroy (); 973 op->destroy ();
953 op = 0; 974 op = 0;
954 break; 975 break;
955 } 976 }
956 977
957 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 978 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
958 break; 979 break;
959 980
960 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 981 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
961 SET_FLAG (op, FLAG_CURSED); 982 SET_FLAG (op, FLAG_CURSED);
962 983
1115 * Allocate and return the pointer to an empty artifactlist structure. 1136 * Allocate and return the pointer to an empty artifactlist structure.
1116 */ 1137 */
1117static artifactlist * 1138static artifactlist *
1118get_empty_artifactlist (void) 1139get_empty_artifactlist (void)
1119{ 1140{
1120 return salloc0 <artifactlist> (); 1141 return salloc0<artifactlist> ();
1121} 1142}
1122 1143
1123/* 1144/*
1124 * Allocate and return the pointer to an empty artifact structure. 1145 * Allocate and return the pointer to an empty artifact structure.
1125 */ 1146 */
1126static artifact * 1147static artifact *
1127get_empty_artifact (void) 1148get_empty_artifact (void)
1128{ 1149{
1129 return salloc0 <artifact> (); 1150 return salloc0<artifact> ();
1130} 1151}
1131 1152
1132/* 1153/*
1133 * Searches the artifact lists and returns one that has the same type 1154 * Searches the artifact lists and returns one that has the same type
1134 * of objects on it. 1155 * of objects on it.
1139 for (artifactlist *al = first_artifactlist; al; al = al->next) 1160 for (artifactlist *al = first_artifactlist; al; al = al->next)
1140 if (al->type == type) 1161 if (al->type == type)
1141 return al; 1162 return al;
1142 1163
1143 return 0; 1164 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} 1165}
1267 1166
1268/* 1167/*
1269 * Builds up the lists of artifacts from the file in the libdir. 1168 * Builds up the lists of artifacts from the file in the libdir.
1270 */ 1169 */
1284 sprintf (filename, "%s/artifacts", settings.datadir); 1183 sprintf (filename, "%s/artifacts", settings.datadir);
1285 object_thawer f (filename); 1184 object_thawer f (filename);
1286 1185
1287 if (!f) 1186 if (!f)
1288 return; 1187 return;
1289
1290 f.next ();
1291 1188
1292 for (;;) 1189 for (;;)
1293 { 1190 {
1294 switch (f.kw) 1191 switch (f.kw)
1295 { 1192 {
1327 break; 1224 break;
1328 1225
1329 case KW_object: 1226 case KW_object:
1330 { 1227 {
1331 art->item = object::create (); 1228 art->item = object::create ();
1229 f.get (art->item->name);
1230 f.next ();
1332 1231
1333 if (!art->item->parse_kv (f)) 1232 if (!art->item->parse_kv (f))
1334 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1233 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1335 1234
1336 al = find_artifactlist (art->item->type); 1235 al = find_artifactlist (art->item->type);
1397#endif 1296#endif
1398 op->face = change->face; 1297 op->face = change->face;
1399 } 1298 }
1400 1299
1401 for (i = 0; i < NUM_STATS; i++) 1300 for (i = 0; i < NUM_STATS; i++)
1402 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1301 change_attr_value (&(op->stats), i, change->stats.stat (i));
1403 1302
1404 op->attacktype |= change->attacktype; 1303 op->attacktype |= change->attacktype;
1405 op->path_attuned |= change->path_attuned; 1304 op->path_attuned |= change->path_attuned;
1406 op->path_repelled |= change->path_repelled; 1305 op->path_repelled |= change->path_repelled;
1407 op->path_denied |= change->path_denied; 1306 op->path_denied |= change->path_denied;
1571 if (change->msg) 1470 if (change->msg)
1572 op->msg = change->msg; 1471 op->msg = change->msg;
1573} 1472}
1574 1473
1575static int 1474static int
1576legal_artifact_combination (object *op, artifact * art) 1475legal_artifact_combination (object *op, artifact *art)
1577{ 1476{
1578 int neg, success = 0; 1477 int neg, success = 0;
1579 linked_char *tmp; 1478 linked_char *tmp;
1580 const char *name; 1479 const char *name;
1581 1480
1582 if (art->allowed == (linked_char *) NULL) 1481 if (!art->allowed)
1583 return 1; /* Ie, "all" */ 1482 return 1; /* Ie, "all" */
1483
1584 for (tmp = art->allowed; tmp; tmp = tmp->next) 1484 for (tmp = art->allowed; tmp; tmp = tmp->next)
1585 { 1485 {
1586#ifdef TREASURE_VERBOSE 1486#ifdef TREASURE_VERBOSE
1587 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1487 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1588#endif 1488#endif
1590 name = tmp->name + 1, neg = 1; 1490 name = tmp->name + 1, neg = 1;
1591 else 1491 else
1592 name = tmp->name, neg = 0; 1492 name = tmp->name, neg = 0;
1593 1493
1594 /* If we match name, then return the opposite of 'neg' */ 1494 /* If we match name, then return the opposite of 'neg' */
1595 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1495 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1596 return !neg; 1496 return !neg;
1597 1497
1598 /* Set success as true, since if the match was an inverse, it means 1498 /* Set success as true, since if the match was an inverse, it means
1599 * everything is allowed except what we match 1499 * everything is allowed except what we match
1600 */ 1500 */
1601 else if (neg) 1501 else if (neg)
1602 success = 1; 1502 success = 1;
1603 } 1503 }
1504
1604 return success; 1505 return success;
1605} 1506}
1606 1507
1607/* 1508/*
1608 * Fixes the given object, giving it the abilities and titles 1509 * Fixes the given object, giving it the abilities and titles

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines