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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.42 by root, Mon Apr 16 10:14:25 2007 UTC vs.
Revision 1.67 by root, Tue Oct 16 00:30:24 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
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 <crossfire@schmorp.de>
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: 58 * Searches for the given treasurelist
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 in the globally linked list
82 * of treasurelists which has been built by load_treasures().
83 */ 59 */
84treasurelist * 60treasurelist *
85treasurelist::find (const char *name) 61treasurelist::find (const char *name)
86{ 62{
87 if (!name) 63 if (!name)
88 return 0; 64 return 0;
89 65
90 AUTODECL (i, tl_map.find (name)); 66 auto (i, tl_map.find (name));
91 67
92 if (i == tl_map.end ()) 68 if (i == tl_map.end ())
93 return 0; 69 return 0;
94 70
95 return i->second; 71 return i->second;
125 if (tl->items) 101 if (tl->items)
126 { 102 {
127 free_treasurestruct (tl->items); 103 free_treasurestruct (tl->items);
128 tl->items = 0; 104 tl->items = 0;
129 } 105 }
106
107 tl->total_chance = 0;
130} 108}
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
131 130
132/* 131/*
133 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
134 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
135 */ 134 */
136static treasure * 135static treasure *
137load_treasure (object_thawer &f) 136read_treasure (object_thawer &f)
138{ 137{
139 treasure *t = new treasure; 138 treasure *t = new treasure;
140 int value;
141 139
142 nroftreasures++; 140 f.next ();
143 141
144 for (;;) 142 for (;;)
145 { 143 {
146 coroapi::cede_every (10); 144 coroapi::cede_to_tick_every (10);
147
148 f.next ();
149 145
150 switch (f.kw) 146 switch (f.kw)
151 { 147 {
152 case KW_arch: 148 case KW_arch:
153 if (!(t->item = archetype::find (f.get_str ()))) 149 t->item = archetype::get (f.get_str ());
154 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
155 break; 150 break;
156 151
157 case KW_list: f.get (t->name); break; 152 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break; 153 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break; 154 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break; 155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break; 156 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break; 157 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break; 158 case KW_magic: f.get (t->magic); break;
164 159
165 case KW_yes: t->next_yes = load_treasure (f); break; 160 case KW_yes: t->next_yes = read_treasure (f); continue;
166 case KW_no: t->next_no = load_treasure (f); break; 161 case KW_no: t->next_no = read_treasure (f); continue;
167 162
168 case KW_end: 163 case KW_end:
164 f.next ();
169 return t; 165 return t;
170 166
171 case KW_more: 167 case KW_more:
172 t->next = load_treasure (f); 168 t->next = read_treasure (f);
173 return t; 169 return t;
174 170
175 default: 171 default:
176 if (!f.parse_error ("treasure list")) 172 if (!f.parse_error ("treasurelist", t->name))
177 return t; // error 173 return 0;
178 174
179 return t; 175 return t;
180 } 176 }
181 }
182}
183 177
184#ifdef TREASURE_DEBUG 178 f.next ();
185/* recursived checks the linked list. Treasurelist is passed only 179 }
186 * so that the treasure name can be printed out
187 */
188static void
189check_treasurelist (const treasure *t, const treasurelist * tl)
190{
191 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
192 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
193
194 if (t->next)
195 check_treasurelist (t->next, tl);
196
197 if (t->next_yes)
198 check_treasurelist (t->next_yes, tl);
199
200 if (t->next_no)
201 check_treasurelist (t->next_no, tl);
202} 180}
203#endif
204 181
205/* 182/*
206 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
207 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
208 */ 184 */
209bool 185treasurelist *
210load_treasures () 186treasurelist::read (object_thawer &f)
211{ 187{
212 treasure *t; 188 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
213 int comp, line = 0;
214 189
215 char filename[MAX_BUF]; 190 bool one = f.kw == KW_treasureone;
216 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 treasurelist *tl = treasurelist::get (f.get_str ());
217 192 clear (tl);
218 object_thawer f (filename); 193 tl->items = read_treasure (f);
219 194 if (!tl->items)
220 if (!f)
221 {
222 LOG (llevError, "Can't open treasure file.\n");
223 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)
224 } 202 {
225 203 for (treasure *t = tl->items; t; t = t->next)
226 f.next ();
227
228 for (;;)
229 {
230 switch (f.kw)
231 { 204 {
232 case KW_treasure: 205 if (t->next_yes || t->next_no)
233 case KW_treasureone:
234 { 206 {
235 bool one = f.kw == KW_treasureone;
236 treasurelist *tl = treasurelist::get (f.get_str ());
237
238 clear (tl);
239 tl->items = load_treasure (f);
240
241 if (!tl->items)
242 return false;
243
244 /* This is a one of the many items on the list should be generated.
245 * Add up the chance total, and check to make sure the yes & no
246 * fields of the treasures are not being used.
247 */
248 if (one)
249 {
250 for (t = tl->items; t; t = t->next)
251 {
252#ifdef TREASURE_DEBUG
253 if (t->next_yes || t->next_no)
254 {
255 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);
256 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");
257 }
258#endif
259 tl->total_chance += t->chance;
260 }
261 }
262 } 209 }
263 break;
264 210
265 case KW_EOF: 211 tl->total_chance += t->chance;
266#ifdef TREASURE_DEBUG
267 /* Perform some checks on how valid the treasure data actually is.
268 * verify that list transitions work (ie, the list that it is supposed
269 * to transition to exists). Also, verify that at least the name
270 * or archetype is set for each treasure element.
271 */
272 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
273 check_treasurelist (tl->items, tl);
274#endif
275 return true;
276
277 default:
278 if (!f.parse_error ("treasure lists"))
279 return false;
280
281 break;
282 } 212 }
283
284 f.next ();
285 } 213 }
214
215 return tl;
286} 216}
287 217
288/* 218/*
289 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
290 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
297 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
298 */ 228 */
299static void 229static void
300put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
301{ 231{
302 object *tmp; 232 if (flags & GT_ENVIRONMENT)
303 233 {
304 /* 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
305 * 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
306 * 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
307 * by another object. 237 * by another object.
308 */ 238 */
309 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
310 { 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 {
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 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 }
313 } 255 }
314 else 256 else
315 { 257 {
316 op = creator->insert (op); 258 op = creator->insert (op);
317 259
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
320 262
321 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
322 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
323 } 266 }
324} 267}
325 268
326/* 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
327 * in the generated object 270 * in the generated object
349 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 293 {
351 if (t->name) 294 if (t->name)
352 { 295 {
353 if (difficulty >= t->magic) 296 if (difficulty >= t->magic)
297 if (treasurelist *tl = treasurelist::find (t->name))
354 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);
355 } 301 }
356 else 302 else
357 { 303 {
358 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 305 {
360 object *tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
361 307
362 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
363 tmp->nrof = rndm (t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
410 create_treasure (tl, op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
411 } 357 }
412 else if (t->nrof) 358 else if (t->nrof)
413 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
414 } 360 }
415 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
416 { 362 {
417 if (object *tmp = arch_to_object (t->item)) 363 if (object *tmp = arch_to_object (t->item))
418 { 364 {
419 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
420 tmp->nrof = rndm (t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
422 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
423 change_treasure (t, tmp); 369 change_treasure (t, tmp);
424 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
425 } 371 }
426 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
427} 379}
428 380
429/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
430 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
431 * 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
444 { 396 {
445 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
446 return; 398 return;
447 } 399 }
448 400
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
449 if (tl->total_chance) 410 if (tl->total_chance)
450 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
451 else 412 else
452 create_all_treasures (tl->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
453} 414}
460object * 421object *
461generate_treasure (treasurelist *tl, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
462{ 423{
463 difficulty = clamp (difficulty, 1, settings.max_level); 424 difficulty = clamp (difficulty, 1, settings.max_level);
464 425
465 object *ob = object::create (), *tmp; 426 object *ob = object::create ();
466 427
467 create_treasure (tl, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
468 429
469 /* 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 */
470 tmp = ob->inv; 431 object *tmp = ob->inv;
471 if (tmp != NULL) 432 if (tmp)
472 tmp->remove (); 433 tmp->remove ();
473 434
474 if (ob->inv) 435 if (ob->inv)
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 437
484 * 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
485 * magical bonus "wanted". 446 * magical bonus "wanted".
486 */ 447 */
487 448
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490// chance of magic difficulty 450// chance of magic difficulty
491// +0 +1 +2 +3 +4 451// +0 +1 +2 +3 +4
492 {95, 2, 2, 1, 0}, // 1 452 {95, 2, 2, 1, 0}, // 1
493 {92, 5, 2, 1, 0}, // 2 453 {92, 5, 2, 1, 0}, // 2
494 {85, 10, 4, 1, 0}, // 3 454 {85, 10, 4, 1, 0}, // 3
520 { 0, 0, 0, 3, 97}, // 29 480 { 0, 0, 0, 3, 97}, // 29
521 { 0, 0, 0, 0, 100}, // 30 481 { 0, 0, 0, 0, 100}, // 30
522 { 0, 0, 0, 0, 100}, // 31 482 { 0, 0, 0, 0, 100}, // 31
523}; 483};
524 484
525
526/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
527 * 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)
528 * 487 *
529 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
530 * 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.
531 */ 490 */
532
533int 491int
534level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
535{ 493{
536 int olevel = 0;
537
538 if (!op->inv) 494 if (!op->inv)
539 { 495 {
540 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);
541 return 0; 497 return 0;
542 } 498 }
543 499
544 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
545 501
546 if (olevel <= 0) 502 if (olevel <= 0)
547 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
548 504
549 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
550 olevel = MAXLEVEL;
551
552 return olevel;
553} 506}
554 507
555/* 508/*
556 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
557 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
613 566
614 op->magic = magic; 567 op->magic = magic;
615 if (op->arch) 568 if (op->arch)
616 { 569 {
617 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
619 572
620 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 */
621 magic = (-magic); 574 magic = (-magic);
622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
623 } 576 }
624 else 577 else
625 { 578 {
626 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
689 case 2: 642 case 2:
690 case 3: 643 case 3:
691 case 4: 644 case 4:
692 case 5: 645 case 5:
693 case 6: 646 case 6:
694 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 647 op->stats.stat (r) += bonus;
695 break; 648 break;
696 649
697 case 7: 650 case 7:
698 op->stats.dam += bonus; 651 op->stats.dam += bonus;
699 break; 652 break;
847 save_item_power = op->item_power; 800 save_item_power = op->item_power;
848 op->item_power = 0; 801 op->item_power = 0;
849 802
850 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
851 { 804 {
852 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
853 if (!op->inv)
854 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
855
856 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
857 op->randomitems = 0; 807 op->randomitems = 0;
858 } 808 }
859 809
860 if (difficulty < 1) 810 if (difficulty < 1)
1268 else 1218 else
1269 { 1219 {
1270 for (i = 0; i < depth; i++) 1220 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1221 fprintf (logfile, " ");
1272 1222
1273 if (t->item && t->item->clone.type == FLESH) 1223 if (t->item && t->item->type == FLESH)
1274 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1224 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1275 else 1225 else
1276 fprintf (logfile, "%s\n", &t->item->clone.name); 1226 fprintf (logfile, "%s\n", &t->item->object::name);
1277 } 1227 }
1278 1228
1279 if (t->next_yes) 1229 if (t->next_yes)
1280 { 1230 {
1281 for (i = 0; i < depth; i++) 1231 for (i = 0; i < depth; i++)
1309 int found; 1259 int found;
1310 1260
1311 found = 0; 1261 found = 0;
1312 fprintf (logfile, "\n"); 1262 fprintf (logfile, "\n");
1313 1263
1314 for (at = first_archetype; at != NULL; at = at->next) 1264 for_all_archetypes (at)
1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1265 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1316 { 1266 {
1317 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);
1318 if (at->clone.randomitems != NULL) 1268 if (at->randomitems != NULL)
1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1269 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1320 else 1270 else
1321 fprintf (logfile, "(nothing)\n"); 1271 fprintf (logfile, "(nothing)\n");
1322 1272
1323 fprintf (logfile, "\n"); 1273 fprintf (logfile, "\n");
1324 found++; 1274 found++;
1348 object_thawer f (filename); 1298 object_thawer f (filename);
1349 1299
1350 if (!f) 1300 if (!f)
1351 return; 1301 return;
1352 1302
1353 f.next ();
1354
1355 for (;;) 1303 for (;;)
1356 { 1304 {
1357 switch (f.kw) 1305 switch (f.kw)
1358 { 1306 {
1359 case KW_allowed: 1307 case KW_allowed:
1360 if (!art) 1308 if (!art)
1361 {
1362 art = get_empty_artifact (); 1309 art = get_empty_artifact ();
1363 nrofartifacts++;
1364 }
1365 1310
1366 { 1311 {
1367 if (!strcmp (f.get_str (), "all")) 1312 if (!strcmp (f.get_str (), "all"))
1368 break; 1313 break;
1369 1314
1370 char *next, *cp = f.get_str (); 1315 char *next, *cp = f.get_str ();
1371 1316
1372 do 1317 do
1373 { 1318 {
1374 nrofallowedstr++;
1375
1376 if ((next = strchr (cp, ','))) 1319 if ((next = strchr (cp, ',')))
1377 *next++ = '\0'; 1320 *next++ = '\0';
1378 1321
1379 linked_char *tmp = new linked_char; 1322 linked_char *tmp = new linked_char;
1380 1323
1395 break; 1338 break;
1396 1339
1397 case KW_object: 1340 case KW_object:
1398 { 1341 {
1399 art->item = object::create (); 1342 art->item = object::create ();
1343 f.get (art->item->name);
1344 f.next ();
1400 1345
1401 if (!art->item->parse_kv (f)) 1346 if (!art->item->parse_kv (f))
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1347 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403 1348
1404 al = find_artifactlist (art->item->type); 1349 al = find_artifactlist (art->item->type);
1430 } 1375 }
1431 1376
1432done: 1377done:
1433 for (al = first_artifactlist; al; al = al->next) 1378 for (al = first_artifactlist; al; al = al->next)
1434 { 1379 {
1380 al->total_chance = 0;
1381
1435 for (art = al->items; art; art = art->next) 1382 for (art = al->items; art; art = art->next)
1436 { 1383 {
1437 if (!art->chance) 1384 if (!art->chance)
1438 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);
1439 else 1386 else
1445 } 1392 }
1446 1393
1447 LOG (llevDebug, "done.\n"); 1394 LOG (llevDebug, "done.\n");
1448} 1395}
1449 1396
1450
1451/* 1397/*
1452 * Used in artifact generation. The bonuses of the first object 1398 * Used in artifact generation. The bonuses of the first object
1453 * is modified by the bonuses of the second object. 1399 * is modified by the bonuses of the second object.
1454 */ 1400 */
1455
1456void 1401void
1457add_abilities (object *op, object *change) 1402add_abilities (object *op, object *change)
1458{ 1403{
1459 int i, tmp; 1404 int i, tmp;
1460 1405
1465#endif 1410#endif
1466 op->face = change->face; 1411 op->face = change->face;
1467 } 1412 }
1468 1413
1469 for (i = 0; i < NUM_STATS; i++) 1414 for (i = 0; i < NUM_STATS; i++)
1470 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1415 change_attr_value (&(op->stats), i, change->stats.stat (i));
1471 1416
1472 op->attacktype |= change->attacktype; 1417 op->attacktype |= change->attacktype;
1473 op->path_attuned |= change->path_attuned; 1418 op->path_attuned |= change->path_attuned;
1474 op->path_repelled |= change->path_repelled; 1419 op->path_repelled |= change->path_repelled;
1475 op->path_denied |= change->path_denied; 1420 op->path_denied |= change->path_denied;
1639 if (change->msg) 1584 if (change->msg)
1640 op->msg = change->msg; 1585 op->msg = change->msg;
1641} 1586}
1642 1587
1643static int 1588static int
1644legal_artifact_combination (object *op, artifact * art) 1589legal_artifact_combination (object *op, artifact *art)
1645{ 1590{
1646 int neg, success = 0; 1591 int neg, success = 0;
1647 linked_char *tmp; 1592 linked_char *tmp;
1648 const char *name; 1593 const char *name;
1649 1594
1650 if (art->allowed == (linked_char *) NULL) 1595 if (!art->allowed)
1651 return 1; /* Ie, "all" */ 1596 return 1; /* Ie, "all" */
1597
1652 for (tmp = art->allowed; tmp; tmp = tmp->next) 1598 for (tmp = art->allowed; tmp; tmp = tmp->next)
1653 { 1599 {
1654#ifdef TREASURE_VERBOSE 1600#ifdef TREASURE_VERBOSE
1655 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1601 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1656#endif 1602#endif
1658 name = tmp->name + 1, neg = 1; 1604 name = tmp->name + 1, neg = 1;
1659 else 1605 else
1660 name = tmp->name, neg = 0; 1606 name = tmp->name, neg = 0;
1661 1607
1662 /* If we match name, then return the opposite of 'neg' */ 1608 /* If we match name, then return the opposite of 'neg' */
1663 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)))
1664 return !neg; 1610 return !neg;
1665 1611
1666 /* 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
1667 * everything is allowed except what we match 1613 * everything is allowed except what we match
1668 */ 1614 */
1669 else if (neg) 1615 else if (neg)
1670 success = 1; 1616 success = 1;
1671 } 1617 }
1618
1672 return success; 1619 return success;
1673} 1620}
1674 1621
1675/* 1622/*
1676 * Fixes the given object, giving it the abilities and titles 1623 * Fixes the given object, giving it the abilities and titles
1813 SET_FLAG (item, FLAG_NO_STEAL); 1760 SET_FLAG (item, FLAG_NO_STEAL);
1814 } 1761 }
1815} 1762}
1816 1763
1817/* special_potion() - so that old potion code is still done right. */ 1764/* special_potion() - so that old potion code is still done right. */
1818
1819int 1765int
1820special_potion (object *op) 1766special_potion (object *op)
1821{ 1767{
1822 if (op->attacktype) 1768 if (op->attacktype)
1823 return 1; 1769 return 1;

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