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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.43 by root, Mon Apr 16 11:09:30 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_treasure_file (const char *filename) 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 object_thawer f (filename); 190 bool one = f.kw == KW_treasureone;
216 191 treasurelist *tl = treasurelist::get (f.get_str ());
217 if (!f) 192 clear (tl);
218 { 193 tl->items = read_treasure (f);
219 LOG (llevError, "Can't open treasure file.\n"); 194 if (!tl->items)
220 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)
221 } 202 {
222 203 for (treasure *t = tl->items; t; t = t->next)
223 f.next ();
224
225 for (;;)
226 {
227 switch (f.kw)
228 { 204 {
229 case KW_treasure: 205 if (t->next_yes || t->next_no)
230 case KW_treasureone:
231 { 206 {
232 bool one = f.kw == KW_treasureone;
233 treasurelist *tl = treasurelist::get (f.get_str ());
234
235 clear (tl);
236 tl->items = load_treasure (f);
237
238 if (!tl->items)
239 return false;
240
241 /* This is a one of the many items on the list should be generated.
242 * Add up the chance total, and check to make sure the yes & no
243 * fields of the treasures are not being used.
244 */
245 if (one)
246 {
247 for (t = tl->items; t; t = t->next)
248 {
249#ifdef TREASURE_DEBUG
250 if (t->next_yes || t->next_no)
251 {
252 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);
253 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");
254 }
255#endif
256 tl->total_chance += t->chance;
257 }
258 }
259 } 209 }
260 break;
261 210
262 case KW_EOF: 211 tl->total_chance += t->chance;
263#ifdef TREASURE_DEBUG
264 /* Perform some checks on how valid the treasure data actually is.
265 * verify that list transitions work (ie, the list that it is supposed
266 * to transition to exists). Also, verify that at least the name
267 * or archetype is set for each treasure element.
268 */
269 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
270 check_treasurelist (tl->items, tl);
271#endif
272 return true;
273
274 default:
275 if (!f.parse_error ("treasure lists"))
276 return false;
277
278 break;
279 } 212 }
280
281 f.next ();
282 } 213 }
214
215 return tl;
283} 216}
284 217
285/* 218/*
286 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
294 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
295 */ 228 */
296static void 229static void
297put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
298{ 231{
299 object *tmp; 232 if (flags & GT_ENVIRONMENT)
300 233 {
301 /* 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
302 * 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
303 * 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
304 * by another object. 237 * by another object.
305 */ 238 */
306 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
307 { 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 {
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 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 }
310 } 255 }
311 else 256 else
312 { 257 {
313 op = creator->insert (op); 258 op = creator->insert (op);
314 259
315 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
316 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
317 262
318 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
319 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
320 } 266 }
321} 267}
322 268
323/* 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
324 * in the generated object 270 * in the generated object
346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
347 { 293 {
348 if (t->name) 294 if (t->name)
349 { 295 {
350 if (difficulty >= t->magic) 296 if (difficulty >= t->magic)
297 if (treasurelist *tl = treasurelist::find (t->name))
351 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);
352 } 301 }
353 else 302 else
354 { 303 {
355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
356 { 305 {
357 object *tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
358 307
359 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = rndm (t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
407 create_treasure (tl, op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
408 } 357 }
409 else if (t->nrof) 358 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
411 } 360 }
412 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
413 { 362 {
414 if (object *tmp = arch_to_object (t->item)) 363 if (object *tmp = arch_to_object (t->item))
415 { 364 {
416 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = rndm (t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 369 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
422 } 371 }
423 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 379}
425 380
426/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
428 * 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
441 { 396 {
442 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
443 return; 398 return;
444 } 399 }
445 400
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
446 if (tl->total_chance) 410 if (tl->total_chance)
447 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
448 else 412 else
449 create_all_treasures (tl->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
450} 414}
457object * 421object *
458generate_treasure (treasurelist *tl, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
459{ 423{
460 difficulty = clamp (difficulty, 1, settings.max_level); 424 difficulty = clamp (difficulty, 1, settings.max_level);
461 425
462 object *ob = object::create (), *tmp; 426 object *ob = object::create ();
463 427
464 create_treasure (tl, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
465 429
466 /* 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 */
467 tmp = ob->inv; 431 object *tmp = ob->inv;
468 if (tmp != NULL) 432 if (tmp)
469 tmp->remove (); 433 tmp->remove ();
470 434
471 if (ob->inv) 435 if (ob->inv)
472 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
473 437
481 * 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
482 * magical bonus "wanted". 446 * magical bonus "wanted".
483 */ 447 */
484 448
485static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
486
487// chance of magic difficulty 450// chance of magic difficulty
488// +0 +1 +2 +3 +4 451// +0 +1 +2 +3 +4
489 {95, 2, 2, 1, 0}, // 1 452 {95, 2, 2, 1, 0}, // 1
490 {92, 5, 2, 1, 0}, // 2 453 {92, 5, 2, 1, 0}, // 2
491 {85, 10, 4, 1, 0}, // 3 454 {85, 10, 4, 1, 0}, // 3
517 { 0, 0, 0, 3, 97}, // 29 480 { 0, 0, 0, 3, 97}, // 29
518 { 0, 0, 0, 0, 100}, // 30 481 { 0, 0, 0, 0, 100}, // 30
519 { 0, 0, 0, 0, 100}, // 31 482 { 0, 0, 0, 0, 100}, // 31
520}; 483};
521 484
522
523/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
524 * 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)
525 * 487 *
526 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
527 * 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.
528 */ 490 */
529
530int 491int
531level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
532{ 493{
533 int olevel = 0;
534
535 if (!op->inv) 494 if (!op->inv)
536 { 495 {
537 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);
538 return 0; 497 return 0;
539 } 498 }
540 499
541 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
542 501
543 if (olevel <= 0) 502 if (olevel <= 0)
544 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
545 504
546 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
547 olevel = MAXLEVEL;
548
549 return olevel;
550} 506}
551 507
552/* 508/*
553 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
554 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
610 566
611 op->magic = magic; 567 op->magic = magic;
612 if (op->arch) 568 if (op->arch)
613 { 569 {
614 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
616 572
617 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 */
618 magic = (-magic); 574 magic = (-magic);
619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
620 } 576 }
621 else 577 else
622 { 578 {
623 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
686 case 2: 642 case 2:
687 case 3: 643 case 3:
688 case 4: 644 case 4:
689 case 5: 645 case 5:
690 case 6: 646 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 647 op->stats.stat (r) += bonus;
692 break; 648 break;
693 649
694 case 7: 650 case 7:
695 op->stats.dam += bonus; 651 op->stats.dam += bonus;
696 break; 652 break;
844 save_item_power = op->item_power; 800 save_item_power = op->item_power;
845 op->item_power = 0; 801 op->item_power = 0;
846 802
847 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
848 { 804 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
850 if (!op->inv)
851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
852
853 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
854 op->randomitems = 0; 807 op->randomitems = 0;
855 } 808 }
856 809
857 if (difficulty < 1) 810 if (difficulty < 1)
1265 else 1218 else
1266 { 1219 {
1267 for (i = 0; i < depth; i++) 1220 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " "); 1221 fprintf (logfile, " ");
1269 1222
1270 if (t->item && t->item->clone.type == FLESH) 1223 if (t->item && t->item->type == FLESH)
1271 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1224 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1272 else 1225 else
1273 fprintf (logfile, "%s\n", &t->item->clone.name); 1226 fprintf (logfile, "%s\n", &t->item->object::name);
1274 } 1227 }
1275 1228
1276 if (t->next_yes) 1229 if (t->next_yes)
1277 { 1230 {
1278 for (i = 0; i < depth; i++) 1231 for (i = 0; i < depth; i++)
1306 int found; 1259 int found;
1307 1260
1308 found = 0; 1261 found = 0;
1309 fprintf (logfile, "\n"); 1262 fprintf (logfile, "\n");
1310 1263
1311 for (at = first_archetype; at != NULL; at = at->next) 1264 for_all_archetypes (at)
1312 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1265 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1313 { 1266 {
1314 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);
1315 if (at->clone.randomitems != NULL) 1268 if (at->randomitems != NULL)
1316 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1269 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1317 else 1270 else
1318 fprintf (logfile, "(nothing)\n"); 1271 fprintf (logfile, "(nothing)\n");
1319 1272
1320 fprintf (logfile, "\n"); 1273 fprintf (logfile, "\n");
1321 found++; 1274 found++;
1345 object_thawer f (filename); 1298 object_thawer f (filename);
1346 1299
1347 if (!f) 1300 if (!f)
1348 return; 1301 return;
1349 1302
1350 f.next ();
1351
1352 for (;;) 1303 for (;;)
1353 { 1304 {
1354 switch (f.kw) 1305 switch (f.kw)
1355 { 1306 {
1356 case KW_allowed: 1307 case KW_allowed:
1357 if (!art) 1308 if (!art)
1358 {
1359 art = get_empty_artifact (); 1309 art = get_empty_artifact ();
1360 nrofartifacts++;
1361 }
1362 1310
1363 { 1311 {
1364 if (!strcmp (f.get_str (), "all")) 1312 if (!strcmp (f.get_str (), "all"))
1365 break; 1313 break;
1366 1314
1367 char *next, *cp = f.get_str (); 1315 char *next, *cp = f.get_str ();
1368 1316
1369 do 1317 do
1370 { 1318 {
1371 nrofallowedstr++;
1372
1373 if ((next = strchr (cp, ','))) 1319 if ((next = strchr (cp, ',')))
1374 *next++ = '\0'; 1320 *next++ = '\0';
1375 1321
1376 linked_char *tmp = new linked_char; 1322 linked_char *tmp = new linked_char;
1377 1323
1392 break; 1338 break;
1393 1339
1394 case KW_object: 1340 case KW_object:
1395 { 1341 {
1396 art->item = object::create (); 1342 art->item = object::create ();
1343 f.get (art->item->name);
1344 f.next ();
1397 1345
1398 if (!art->item->parse_kv (f)) 1346 if (!art->item->parse_kv (f))
1399 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1347 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400 1348
1401 al = find_artifactlist (art->item->type); 1349 al = find_artifactlist (art->item->type);
1427 } 1375 }
1428 1376
1429done: 1377done:
1430 for (al = first_artifactlist; al; al = al->next) 1378 for (al = first_artifactlist; al; al = al->next)
1431 { 1379 {
1380 al->total_chance = 0;
1381
1432 for (art = al->items; art; art = art->next) 1382 for (art = al->items; art; art = art->next)
1433 { 1383 {
1434 if (!art->chance) 1384 if (!art->chance)
1435 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);
1436 else 1386 else
1442 } 1392 }
1443 1393
1444 LOG (llevDebug, "done.\n"); 1394 LOG (llevDebug, "done.\n");
1445} 1395}
1446 1396
1447
1448/* 1397/*
1449 * Used in artifact generation. The bonuses of the first object 1398 * Used in artifact generation. The bonuses of the first object
1450 * is modified by the bonuses of the second object. 1399 * is modified by the bonuses of the second object.
1451 */ 1400 */
1452
1453void 1401void
1454add_abilities (object *op, object *change) 1402add_abilities (object *op, object *change)
1455{ 1403{
1456 int i, tmp; 1404 int i, tmp;
1457 1405
1462#endif 1410#endif
1463 op->face = change->face; 1411 op->face = change->face;
1464 } 1412 }
1465 1413
1466 for (i = 0; i < NUM_STATS; i++) 1414 for (i = 0; i < NUM_STATS; i++)
1467 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1415 change_attr_value (&(op->stats), i, change->stats.stat (i));
1468 1416
1469 op->attacktype |= change->attacktype; 1417 op->attacktype |= change->attacktype;
1470 op->path_attuned |= change->path_attuned; 1418 op->path_attuned |= change->path_attuned;
1471 op->path_repelled |= change->path_repelled; 1419 op->path_repelled |= change->path_repelled;
1472 op->path_denied |= change->path_denied; 1420 op->path_denied |= change->path_denied;
1636 if (change->msg) 1584 if (change->msg)
1637 op->msg = change->msg; 1585 op->msg = change->msg;
1638} 1586}
1639 1587
1640static int 1588static int
1641legal_artifact_combination (object *op, artifact * art) 1589legal_artifact_combination (object *op, artifact *art)
1642{ 1590{
1643 int neg, success = 0; 1591 int neg, success = 0;
1644 linked_char *tmp; 1592 linked_char *tmp;
1645 const char *name; 1593 const char *name;
1646 1594
1647 if (art->allowed == (linked_char *) NULL) 1595 if (!art->allowed)
1648 return 1; /* Ie, "all" */ 1596 return 1; /* Ie, "all" */
1597
1649 for (tmp = art->allowed; tmp; tmp = tmp->next) 1598 for (tmp = art->allowed; tmp; tmp = tmp->next)
1650 { 1599 {
1651#ifdef TREASURE_VERBOSE 1600#ifdef TREASURE_VERBOSE
1652 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1601 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1653#endif 1602#endif
1655 name = tmp->name + 1, neg = 1; 1604 name = tmp->name + 1, neg = 1;
1656 else 1605 else
1657 name = tmp->name, neg = 0; 1606 name = tmp->name, neg = 0;
1658 1607
1659 /* If we match name, then return the opposite of 'neg' */ 1608 /* If we match name, then return the opposite of 'neg' */
1660 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)))
1661 return !neg; 1610 return !neg;
1662 1611
1663 /* 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
1664 * everything is allowed except what we match 1613 * everything is allowed except what we match
1665 */ 1614 */
1666 else if (neg) 1615 else if (neg)
1667 success = 1; 1616 success = 1;
1668 } 1617 }
1618
1669 return success; 1619 return success;
1670} 1620}
1671 1621
1672/* 1622/*
1673 * Fixes the given object, giving it the abilities and titles 1623 * Fixes the given object, giving it the abilities and titles
1810 SET_FLAG (item, FLAG_NO_STEAL); 1760 SET_FLAG (item, FLAG_NO_STEAL);
1811 } 1761 }
1812} 1762}
1813 1763
1814/* special_potion() - so that old potion code is still done right. */ 1764/* special_potion() - so that old potion code is still done right. */
1815
1816int 1765int
1817special_potion (object *op) 1766special_potion (object *op)
1818{ 1767{
1819 if (op->attacktype) 1768 if (op->attacktype)
1820 return 1; 1769 return 1;

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