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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 1.76 by root, Mon May 5 22:17:43 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;
54> tl_map_t; 52> tl_map_t;
55 53
56static tl_map_t tl_map; 54static tl_map_t tl_map;
57 55
58/* 56/*
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 57 * Searches for the given treasurelist
82 */ 58 */
83treasurelist * 59treasurelist *
84treasurelist::find (const char *name) 60treasurelist::find (const char *name)
85{ 61{
162 138
163 f.next (); 139 f.next ();
164 140
165 for (;;) 141 for (;;)
166 { 142 {
167 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
168 144
169 switch (f.kw) 145 switch (f.kw)
170 { 146 {
171 case KW_arch: 147 case KW_arch:
172 if (!(t->item = archetype::find (f.get_str ()))) 148 t->item = archetype::find (f.get_str ());
173 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
174 break; 156 break;
175 157
176 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
177 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
178 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
192 t->next = read_treasure (f); 174 t->next = read_treasure (f);
193 return t; 175 return t;
194 176
195 default: 177 default:
196 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
197 return 0; 179 goto error;
198 180
199 return t; 181 return t;
200 } 182 }
201 183
202 f.next (); 184 f.next ();
203 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
204} 192}
205 193
206/* 194/*
207 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
208 */ 196 */
220 208
221 /* 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.
222 * 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
223 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
224 */ 212 */
225 tl->total_chance = 0;
226
227 if (one) 213 if (one)
228 { 214 {
229 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
230 { 216 {
231 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
232 { 218 {
233 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);
234 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");
235 } 221 }
236 222
237 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
238 } 224 }
253 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
254 */ 240 */
255static void 241static void
256put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
257{ 243{
258 object *tmp; 244 if (flags & GT_ENVIRONMENT)
259 245 {
260 /* 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
261 * 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
262 * 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
263 * by another object. 249 * by another object.
264 */ 250 */
265 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
266 { 252 if (op->type == SPELL)
253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!op->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
267 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
268 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 }
269 } 267 }
270 else 268 else
271 { 269 {
272 op = creator->insert (op); 270 op = creator->insert (op);
273 271
274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
275 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
276
277 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
278 esrv_send_item (tmp, op);
279 } 274 }
280} 275}
281 276
282/* 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
283 * in the generated object 278 * in the generated object
312 else 307 else
313 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);
314 } 309 }
315 else 310 else
316 { 311 {
317 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
318 { 313 {
319 object *tmp = arch_to_object (t->item); 314 object *tmp = arch_to_object (t->item);
320 315
321 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
322 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
369 create_treasure (tl, op, flag, difficulty, tries); 364 create_treasure (tl, op, flag, difficulty, tries);
370 } 365 }
371 else if (t->nrof) 366 else if (t->nrof)
372 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
373 } 368 }
374 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
375 { 370 {
376 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = arch_to_object (t->item))
377 { 372 {
378 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
379 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
381 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
382 change_treasure (t, tmp); 377 change_treasure (t, tmp);
383 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
384 } 379 }
385 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
386} 387}
387 388
388/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
389 * to determine how many list transitions or attempts to create treasure 390 * 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 391 * have been made. It is really in place to prevent infinite loops with
403 { 404 {
404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
405 return; 406 return;
406 } 407 }
407 408
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
408 if (tl->total_chance) 418 if (tl->total_chance)
409 create_one_treasure (tl, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
410 else 420 else
411 create_all_treasures (tl->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
412} 422}
419object * 429object *
420generate_treasure (treasurelist *tl, int difficulty) 430generate_treasure (treasurelist *tl, int difficulty)
421{ 431{
422 difficulty = clamp (difficulty, 1, settings.max_level); 432 difficulty = clamp (difficulty, 1, settings.max_level);
423 433
424 object *ob = object::create (), *tmp; 434 object *ob = object::create ();
425 435
426 create_treasure (tl, ob, 0, difficulty, 0); 436 create_treasure (tl, ob, 0, difficulty, 0);
427 437
428 /* 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 */
429 tmp = ob->inv; 439 object *tmp = ob->inv;
430 if (tmp != NULL) 440 if (tmp)
431 tmp->remove (); 441 tmp->remove ();
432 442
433 if (ob->inv) 443 if (ob->inv)
434 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
435 445
443 * 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
444 * magical bonus "wanted". 454 * magical bonus "wanted".
445 */ 455 */
446 456
447static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 457static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
448
449// chance of magic difficulty 458// chance of magic difficulty
450// +0 +1 +2 +3 +4 459// +0 +1 +2 +3 +4
451 {95, 2, 2, 1, 0}, // 1 460 {95, 2, 2, 1, 0}, // 1
452 {92, 5, 2, 1, 0}, // 2 461 {92, 5, 2, 1, 0}, // 2
453 {85, 10, 4, 1, 0}, // 3 462 {85, 10, 4, 1, 0}, // 3
479 { 0, 0, 0, 3, 97}, // 29 488 { 0, 0, 0, 3, 97}, // 29
480 { 0, 0, 0, 0, 100}, // 30 489 { 0, 0, 0, 0, 100}, // 30
481 { 0, 0, 0, 0, 100}, // 31 490 { 0, 0, 0, 0, 100}, // 31
482}; 491};
483 492
484
485/* calculate the appropriate level for wands staves and scrolls. 493/* calculate the appropriate level for wands staves and scrolls.
486 * 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)
487 * 495 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 496 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * 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.
490 */ 498 */
491
492int 499int
493level_for_item (const object *op, int difficulty) 500level_for_item (const object *op, int difficulty)
494{ 501{
495 int olevel = 0;
496
497 if (!op->inv) 502 if (!op->inv)
498 { 503 {
499 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);
500 return 0; 505 return 0;
501 } 506 }
502 507
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 509
505 if (olevel <= 0) 510 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 511 olevel = rndm (1, op->inv->level);
507 512
508 if (olevel > MAXLEVEL) 513 return min (olevel, MAXLEVEL);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 514}
513 515
514/* 516/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 517 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 518 * a random magical bonus is returned. This is used when determine
572 574
573 op->magic = magic; 575 op->magic = magic;
574 if (op->arch) 576 if (op->arch)
575 { 577 {
576 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 580
579 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 */
580 magic = (-magic); 582 magic = (-magic);
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 584 }
583 else 585 else
584 { 586 {
585 if (op->type == ARMOUR) 587 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
648 case 2: 650 case 2:
649 case 3: 651 case 3:
650 case 4: 652 case 4:
651 case 5: 653 case 5:
652 case 6: 654 case 6:
653 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 655 op->stats.stat (r) += bonus;
654 break; 656 break;
655 657
656 case 7: 658 case 7:
657 op->stats.dam += bonus; 659 op->stats.dam += bonus;
658 break; 660 break;
806 save_item_power = op->item_power; 808 save_item_power = op->item_power;
807 op->item_power = 0; 809 op->item_power = 0;
808 810
809 if (op->randomitems && op->type != SPELL) 811 if (op->randomitems && op->type != SPELL)
810 { 812 {
811 create_treasure (op->randomitems, op, flags, difficulty, 0); 813 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 */ 814 /* So the treasure doesn't get created again */
816 op->randomitems = 0; 815 op->randomitems = 0;
817 } 816 }
818 817
819 if (difficulty < 1) 818 if (difficulty < 1)
825 ARG_INT (flags))) 824 ARG_INT (flags)))
826 return; 825 return;
827 826
828 if (!(flags & GT_MINIMAL)) 827 if (!(flags & GT_MINIMAL))
829 { 828 {
830 if (op->arch == crown_arch) 829 if (IS_ARCH (op->arch, crown))
831 { 830 {
832 set_magic (difficulty, op, max_magic, flags); 831 set_magic (difficulty, op, max_magic, flags);
833 num_enchantments = calc_item_power (op, 1); 832 num_enchantments = calc_item_power (op, 1);
834 generate_artifact (op, difficulty); 833 generate_artifact (op, difficulty);
835 } 834 }
840 839
841 num_enchantments = calc_item_power (op, 1); 840 num_enchantments = calc_item_power (op, 1);
842 841
843 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 842 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
844 || op->type == HORN 843 || op->type == HORN
845 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 844 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
846 * used for shop_floors or treasures */
847 generate_artifact (op, difficulty); 845 generate_artifact (op, difficulty);
848 } 846 }
849 847
850 /* Object was made an artifact. Calculate its item_power rating. 848 /* Object was made an artifact. Calculate its item_power rating.
851 * the item_power in the object is what the artfiact adds. 849 * the item_power in the object is what the artfiact adds.
893 { 891 {
894 if (op->type == POTION) 892 if (op->type == POTION)
895 /* Handle healing and magic power potions */ 893 /* Handle healing and magic power potions */
896 if (op->stats.sp && !op->randomitems) 894 if (op->stats.sp && !op->randomitems)
897 { 895 {
898 object *tmp;
899
900 tmp = get_archetype (spell_mapping[op->stats.sp]); 896 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
901 insert_ob_in_ob (tmp, op); 897 insert_ob_in_ob (tmp, op);
902 op->stats.sp = 0; 898 op->stats.sp = 0;
903 } 899 }
904 } 900 }
905 else if (!op->title) /* Only modify object if not special */ 901 else if (!op->title) /* Only modify object if not special */
963 SET_FLAG (op, FLAG_CURSED); 959 SET_FLAG (op, FLAG_CURSED);
964 break; 960 break;
965 } 961 }
966 962
967 case AMULET: 963 case AMULET:
968 if (op->arch == amulet_arch) 964 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */ 965 op->value *= 5; /* Since it's not just decoration */
970 966
971 case RING: 967 case RING:
972 if (op->arch == NULL) 968 if (!op->arch) // wtf? schmorp
973 { 969 {
974 op->destroy (); 970 op->destroy ();
975 op = 0; 971 op = 0;
976 break; 972 break;
977 } 973 }
978 974
979 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 975 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
980 break; 976 break;
981 977
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED); 979 SET_FLAG (op, FLAG_CURSED);
984 980
1137 * Allocate and return the pointer to an empty artifactlist structure. 1133 * Allocate and return the pointer to an empty artifactlist structure.
1138 */ 1134 */
1139static artifactlist * 1135static artifactlist *
1140get_empty_artifactlist (void) 1136get_empty_artifactlist (void)
1141{ 1137{
1142 return salloc0 <artifactlist> (); 1138 return salloc0<artifactlist> ();
1143} 1139}
1144 1140
1145/* 1141/*
1146 * Allocate and return the pointer to an empty artifact structure. 1142 * Allocate and return the pointer to an empty artifact structure.
1147 */ 1143 */
1148static artifact * 1144static artifact *
1149get_empty_artifact (void) 1145get_empty_artifact (void)
1150{ 1146{
1151 return salloc0 <artifact> (); 1147 return salloc0<artifact> ();
1152} 1148}
1153 1149
1154/* 1150/*
1155 * Searches the artifact lists and returns one that has the same type 1151 * Searches the artifact lists and returns one that has the same type
1156 * of objects on it. 1152 * of objects on it.
1161 for (artifactlist *al = first_artifactlist; al; al = al->next) 1157 for (artifactlist *al = first_artifactlist; al; al = al->next)
1162 if (al->type == type) 1158 if (al->type == type)
1163 return al; 1159 return al;
1164 1160
1165 return 0; 1161 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} 1162}
1289 1163
1290/* 1164/*
1291 * Builds up the lists of artifacts from the file in the libdir. 1165 * Builds up the lists of artifacts from the file in the libdir.
1292 */ 1166 */
1306 sprintf (filename, "%s/artifacts", settings.datadir); 1180 sprintf (filename, "%s/artifacts", settings.datadir);
1307 object_thawer f (filename); 1181 object_thawer f (filename);
1308 1182
1309 if (!f) 1183 if (!f)
1310 return; 1184 return;
1311
1312 f.next ();
1313 1185
1314 for (;;) 1186 for (;;)
1315 { 1187 {
1316 switch (f.kw) 1188 switch (f.kw)
1317 { 1189 {
1349 break; 1221 break;
1350 1222
1351 case KW_object: 1223 case KW_object:
1352 { 1224 {
1353 art->item = object::create (); 1225 art->item = object::create ();
1226 f.get (art->item->name);
1227 f.next ();
1354 1228
1355 if (!art->item->parse_kv (f)) 1229 if (!art->item->parse_kv (f))
1356 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1230 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1357 1231
1358 al = find_artifactlist (art->item->type); 1232 al = find_artifactlist (art->item->type);
1419#endif 1293#endif
1420 op->face = change->face; 1294 op->face = change->face;
1421 } 1295 }
1422 1296
1423 for (i = 0; i < NUM_STATS; i++) 1297 for (i = 0; i < NUM_STATS; i++)
1424 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1298 change_attr_value (&(op->stats), i, change->stats.stat (i));
1425 1299
1426 op->attacktype |= change->attacktype; 1300 op->attacktype |= change->attacktype;
1427 op->path_attuned |= change->path_attuned; 1301 op->path_attuned |= change->path_attuned;
1428 op->path_repelled |= change->path_repelled; 1302 op->path_repelled |= change->path_repelled;
1429 op->path_denied |= change->path_denied; 1303 op->path_denied |= change->path_denied;
1593 if (change->msg) 1467 if (change->msg)
1594 op->msg = change->msg; 1468 op->msg = change->msg;
1595} 1469}
1596 1470
1597static int 1471static int
1598legal_artifact_combination (object *op, artifact * art) 1472legal_artifact_combination (object *op, artifact *art)
1599{ 1473{
1600 int neg, success = 0; 1474 int neg, success = 0;
1601 linked_char *tmp; 1475 linked_char *tmp;
1602 const char *name; 1476 const char *name;
1603 1477
1604 if (art->allowed == (linked_char *) NULL) 1478 if (!art->allowed)
1605 return 1; /* Ie, "all" */ 1479 return 1; /* Ie, "all" */
1480
1606 for (tmp = art->allowed; tmp; tmp = tmp->next) 1481 for (tmp = art->allowed; tmp; tmp = tmp->next)
1607 { 1482 {
1608#ifdef TREASURE_VERBOSE 1483#ifdef TREASURE_VERBOSE
1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1484 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1610#endif 1485#endif
1612 name = tmp->name + 1, neg = 1; 1487 name = tmp->name + 1, neg = 1;
1613 else 1488 else
1614 name = tmp->name, neg = 0; 1489 name = tmp->name, neg = 0;
1615 1490
1616 /* If we match name, then return the opposite of 'neg' */ 1491 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1492 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1618 return !neg; 1493 return !neg;
1619 1494
1620 /* Set success as true, since if the match was an inverse, it means 1495 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match 1496 * everything is allowed except what we match
1622 */ 1497 */
1623 else if (neg) 1498 else if (neg)
1624 success = 1; 1499 success = 1;
1625 } 1500 }
1501
1626 return success; 1502 return success;
1627} 1503}
1628 1504
1629/* 1505/*
1630 * Fixes the given object, giving it the abilities and titles 1506 * Fixes the given object, giving it the abilities and titles

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