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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.47 by root, Tue Apr 17 18:24:30 2007 UTC vs.
Revision 1.71 by root, Tue Apr 15 03:16:02 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
54> tl_map_t; 53> tl_map_t;
55 54
56static tl_map_t tl_map; 55static tl_map_t tl_map;
57 56
58/* 57/*
59 * Initialize global archtype pointers:
60 */
61void
62init_archetype_pointers ()
63{
64 int prev_warn = warn_archetypes;
65
66 warn_archetypes = 1;
67
68 if (ring_arch == NULL)
69 ring_arch = archetype::find ("ring");
70 if (amulet_arch == NULL)
71 amulet_arch = archetype::find ("amulet");
72 if (staff_arch == NULL)
73 staff_arch = archetype::find ("staff");
74 if (crown_arch == NULL)
75 crown_arch = archetype::find ("crown");
76
77 warn_archetypes = prev_warn;
78}
79
80/*
81 * Searches for the given treasurelist 58 * Searches for the given treasurelist
82 */ 59 */
83treasurelist * 60treasurelist *
84treasurelist::find (const char *name) 61treasurelist::find (const char *name)
85{ 62{
162 139
163 f.next (); 140 f.next ();
164 141
165 for (;;) 142 for (;;)
166 { 143 {
167 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
168 145
169 switch (f.kw) 146 switch (f.kw)
170 { 147 {
171 case KW_arch: 148 case KW_arch:
172 if (!(t->item = archetype::find (f.get_str ()))) 149 t->item = archetype::get (f.get_str ());
173 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
174 break; 150 break;
175 151
176 case KW_list: f.get (t->name); break; 152 case KW_list: f.get (t->name); break;
177 case KW_change_name: f.get (t->change_arch.name); break; 153 case KW_change_name: f.get (t->change_arch.name); break;
178 case KW_change_title: f.get (t->change_arch.title); break; 154 case KW_change_title: f.get (t->change_arch.title); break;
220 196
221 /* This is a one of the many items on the list should be generated. 197 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no 198 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
224 */ 200 */
225 tl->total_chance = 0;
226
227 if (one) 201 if (one)
228 { 202 {
229 for (treasure *t = tl->items; t; t = t->next) 203 for (treasure *t = tl->items; t; t = t->next)
230 { 204 {
231 if (t->next_yes || t->next_no) 205 if (t->next_yes || t->next_no)
232 { 206 {
233 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);
234 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");
235 } 209 }
236 210
237 tl->total_chance += t->chance; 211 tl->total_chance += t->chance;
238 } 212 }
253 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
254 */ 228 */
255static void 229static void
256put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
257{ 231{
258 object *tmp; 232 if (flags & GT_ENVIRONMENT)
259 233 {
260 /* 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
261 * 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
262 * 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
263 * by another object. 237 * by another object.
264 */ 238 */
265 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
266 { 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 {
267 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
268 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 }
269 } 255 }
270 else 256 else
271 { 257 {
272 op = creator->insert (op); 258 op = creator->insert (op);
273 259
274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
275 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
276 262
277 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
278 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
279 } 266 }
280} 267}
281 268
282/* 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
283 * in the generated object 270 * in the generated object
312 else 299 else
313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
314 } 301 }
315 else 302 else
316 { 303 {
317 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
318 { 305 {
319 object *tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
320 307
321 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
322 tmp->nrof = rndm (t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
369 create_treasure (tl, op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
370 } 357 }
371 else if (t->nrof) 358 else if (t->nrof)
372 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
373 } 360 }
374 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
375 { 362 {
376 if (object *tmp = arch_to_object (t->item)) 363 if (object *tmp = arch_to_object (t->item))
377 { 364 {
378 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
379 tmp->nrof = rndm (t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
381 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
382 change_treasure (t, tmp); 369 change_treasure (t, tmp);
383 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
384 } 371 }
385 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
386} 379}
387 380
388/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
389 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
390 * 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
403 { 396 {
404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
405 return; 398 return;
406 } 399 }
407 400
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
408 if (tl->total_chance) 410 if (tl->total_chance)
409 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
410 else 412 else
411 create_all_treasures (tl->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
412} 414}
419object * 421object *
420generate_treasure (treasurelist *tl, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
421{ 423{
422 difficulty = clamp (difficulty, 1, settings.max_level); 424 difficulty = clamp (difficulty, 1, settings.max_level);
423 425
424 object *ob = object::create (), *tmp; 426 object *ob = object::create ();
425 427
426 create_treasure (tl, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
427 429
428 /* 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 */
429 tmp = ob->inv; 431 object *tmp = ob->inv;
430 if (tmp != NULL) 432 if (tmp)
431 tmp->remove (); 433 tmp->remove ();
432 434
433 if (ob->inv) 435 if (ob->inv)
434 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
435 437
443 * 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
444 * magical bonus "wanted". 446 * magical bonus "wanted".
445 */ 447 */
446 448
447static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
448
449// chance of magic difficulty 450// chance of magic difficulty
450// +0 +1 +2 +3 +4 451// +0 +1 +2 +3 +4
451 {95, 2, 2, 1, 0}, // 1 452 {95, 2, 2, 1, 0}, // 1
452 {92, 5, 2, 1, 0}, // 2 453 {92, 5, 2, 1, 0}, // 2
453 {85, 10, 4, 1, 0}, // 3 454 {85, 10, 4, 1, 0}, // 3
479 { 0, 0, 0, 3, 97}, // 29 480 { 0, 0, 0, 3, 97}, // 29
480 { 0, 0, 0, 0, 100}, // 30 481 { 0, 0, 0, 0, 100}, // 30
481 { 0, 0, 0, 0, 100}, // 31 482 { 0, 0, 0, 0, 100}, // 31
482}; 483};
483 484
484
485/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
486 * 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)
487 * 487 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * 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.
490 */ 490 */
491
492int 491int
493level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
494{ 493{
495 int olevel = 0;
496
497 if (!op->inv) 494 if (!op->inv)
498 { 495 {
499 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);
500 return 0; 497 return 0;
501 } 498 }
502 499
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 501
505 if (olevel <= 0) 502 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
507 504
508 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 506}
513 507
514/* 508/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
572 566
573 op->magic = magic; 567 op->magic = magic;
574 if (op->arch) 568 if (op->arch)
575 { 569 {
576 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 572
579 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 */
580 magic = (-magic); 574 magic = (-magic);
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 576 }
583 else 577 else
584 { 578 {
585 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
648 case 2: 642 case 2:
649 case 3: 643 case 3:
650 case 4: 644 case 4:
651 case 5: 645 case 5:
652 case 6: 646 case 6:
653 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 647 op->stats.stat (r) += bonus;
654 break; 648 break;
655 649
656 case 7: 650 case 7:
657 op->stats.dam += bonus; 651 op->stats.dam += bonus;
658 break; 652 break;
806 save_item_power = op->item_power; 800 save_item_power = op->item_power;
807 op->item_power = 0; 801 op->item_power = 0;
808 802
809 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
810 { 804 {
811 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
812 if (!op->inv)
813 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
814
815 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
816 op->randomitems = 0; 807 op->randomitems = 0;
817 } 808 }
818 809
819 if (difficulty < 1) 810 if (difficulty < 1)
1137 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1138 */ 1129 */
1139static artifactlist * 1130static artifactlist *
1140get_empty_artifactlist (void) 1131get_empty_artifactlist (void)
1141{ 1132{
1142 return salloc0 <artifactlist> (); 1133 return salloc0<artifactlist> ();
1143} 1134}
1144 1135
1145/* 1136/*
1146 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1147 */ 1138 */
1148static artifact * 1139static artifact *
1149get_empty_artifact (void) 1140get_empty_artifact (void)
1150{ 1141{
1151 return salloc0 <artifact> (); 1142 return salloc0<artifact> ();
1152} 1143}
1153 1144
1154/* 1145/*
1155 * Searches the artifact lists and returns one that has the same type 1146 * Searches the artifact lists and returns one that has the same type
1156 * of objects on it. 1147 * of objects on it.
1161 for (artifactlist *al = first_artifactlist; al; al = al->next) 1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1162 if (al->type == type) 1153 if (al->type == type)
1163 return al; 1154 return al;
1164 1155
1165 return 0; 1156 return 0;
1166}
1167
1168/*
1169 * For debugging purposes. Dumps all tables.
1170 */
1171void
1172dump_artifacts (void)
1173{
1174 artifactlist *al;
1175 artifact *art;
1176 linked_char *next;
1177
1178 fprintf (logfile, "\n");
1179 for (al = first_artifactlist; al != NULL; al = al->next)
1180 {
1181 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1182 for (art = al->items; art != NULL; art = art->next)
1183 {
1184 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1185 if (art->allowed != NULL)
1186 {
1187 fprintf (logfile, "\tallowed combinations:");
1188 for (next = art->allowed; next != NULL; next = next->next)
1189 fprintf (logfile, "%s,", &next->name);
1190 fprintf (logfile, "\n");
1191 }
1192 }
1193 }
1194 fprintf (logfile, "\n");
1195}
1196
1197/*
1198 * For debugging purposes. Dumps all treasures recursively (see below).
1199 */
1200void
1201dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1202{
1203 treasurelist *tl;
1204 int i;
1205
1206 if (depth > 100)
1207 return;
1208
1209 while (t)
1210 {
1211 if (t->name)
1212 {
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 fprintf (logfile, "{ (list: %s)\n", &t->name);
1217
1218 tl = treasurelist::find (t->name);
1219 if (tl)
1220 dump_monster_treasure_rec (name, tl->items, depth + 2);
1221
1222 for (i = 0; i < depth; i++)
1223 fprintf (logfile, " ");
1224
1225 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1226 }
1227 else
1228 {
1229 for (i = 0; i < depth; i++)
1230 fprintf (logfile, " ");
1231
1232 if (t->item && t->item->clone.type == FLESH)
1233 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1234 else
1235 fprintf (logfile, "%s\n", &t->item->clone.name);
1236 }
1237
1238 if (t->next_yes)
1239 {
1240 for (i = 0; i < depth; i++)
1241 fprintf (logfile, " ");
1242
1243 fprintf (logfile, " (if yes)\n");
1244 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1245 }
1246
1247 if (t->next_no)
1248 {
1249 for (i = 0; i < depth; i++)
1250 fprintf (logfile, " ");
1251
1252 fprintf (logfile, " (if no)\n");
1253 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1254 }
1255
1256 t = t->next;
1257 }
1258}
1259
1260/*
1261 * For debugging purposes. Dumps all treasures for a given monster.
1262 * Created originally by Raphael Quinet for debugging the alchemy code.
1263 */
1264void
1265dump_monster_treasure (const char *name)
1266{
1267 archetype *at;
1268 int found;
1269
1270 found = 0;
1271 fprintf (logfile, "\n");
1272
1273 for (at = first_archetype; at != NULL; at = at->next)
1274 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1275 {
1276 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1277 if (at->clone.randomitems != NULL)
1278 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1279 else
1280 fprintf (logfile, "(nothing)\n");
1281
1282 fprintf (logfile, "\n");
1283 found++;
1284 }
1285
1286 if (found == 0)
1287 fprintf (logfile, "No objects have the name %s!\n\n", name);
1288} 1157}
1289 1158
1290/* 1159/*
1291 * Builds up the lists of artifacts from the file in the libdir. 1160 * Builds up the lists of artifacts from the file in the libdir.
1292 */ 1161 */
1306 sprintf (filename, "%s/artifacts", settings.datadir); 1175 sprintf (filename, "%s/artifacts", settings.datadir);
1307 object_thawer f (filename); 1176 object_thawer f (filename);
1308 1177
1309 if (!f) 1178 if (!f)
1310 return; 1179 return;
1311
1312 f.next ();
1313 1180
1314 for (;;) 1181 for (;;)
1315 { 1182 {
1316 switch (f.kw) 1183 switch (f.kw)
1317 { 1184 {
1349 break; 1216 break;
1350 1217
1351 case KW_object: 1218 case KW_object:
1352 { 1219 {
1353 art->item = object::create (); 1220 art->item = object::create ();
1221 f.get (art->item->name);
1222 f.next ();
1354 1223
1355 if (!art->item->parse_kv (f)) 1224 if (!art->item->parse_kv (f))
1356 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1225 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1357 1226
1358 al = find_artifactlist (art->item->type); 1227 al = find_artifactlist (art->item->type);
1419#endif 1288#endif
1420 op->face = change->face; 1289 op->face = change->face;
1421 } 1290 }
1422 1291
1423 for (i = 0; i < NUM_STATS; i++) 1292 for (i = 0; i < NUM_STATS; i++)
1424 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1293 change_attr_value (&(op->stats), i, change->stats.stat (i));
1425 1294
1426 op->attacktype |= change->attacktype; 1295 op->attacktype |= change->attacktype;
1427 op->path_attuned |= change->path_attuned; 1296 op->path_attuned |= change->path_attuned;
1428 op->path_repelled |= change->path_repelled; 1297 op->path_repelled |= change->path_repelled;
1429 op->path_denied |= change->path_denied; 1298 op->path_denied |= change->path_denied;
1593 if (change->msg) 1462 if (change->msg)
1594 op->msg = change->msg; 1463 op->msg = change->msg;
1595} 1464}
1596 1465
1597static int 1466static int
1598legal_artifact_combination (object *op, artifact * art) 1467legal_artifact_combination (object *op, artifact *art)
1599{ 1468{
1600 int neg, success = 0; 1469 int neg, success = 0;
1601 linked_char *tmp; 1470 linked_char *tmp;
1602 const char *name; 1471 const char *name;
1603 1472
1604 if (art->allowed == (linked_char *) NULL) 1473 if (!art->allowed)
1605 return 1; /* Ie, "all" */ 1474 return 1; /* Ie, "all" */
1475
1606 for (tmp = art->allowed; tmp; tmp = tmp->next) 1476 for (tmp = art->allowed; tmp; tmp = tmp->next)
1607 { 1477 {
1608#ifdef TREASURE_VERBOSE 1478#ifdef TREASURE_VERBOSE
1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1479 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1610#endif 1480#endif
1612 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1613 else 1483 else
1614 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1615 1485
1616 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1618 return !neg; 1488 return !neg;
1619 1489
1620 /* Set success as true, since if the match was an inverse, it means 1490 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match 1491 * everything is allowed except what we match
1622 */ 1492 */
1623 else if (neg) 1493 else if (neg)
1624 success = 1; 1494 success = 1;
1625 } 1495 }
1496
1626 return success; 1497 return success;
1627} 1498}
1628 1499
1629/* 1500/*
1630 * Fixes the given object, giving it the abilities and titles 1501 * Fixes the given object, giving it the abilities and titles

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