ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
Revision: 1.79
Committed: Tue Jul 29 02:00:55 2008 UTC (15 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_7, rel-2_71, rel-2_61
Changes since 1.78: +1 -2 lines
Log Message:
4.3

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 /* TREASURE_DEBUG does some checking on the treasurelists after loading.
25 * It is useful for finding bugs in the treasures file. Since it only
26 * slows the startup some (and not actual game play), it is by default
27 * left on
28 */
29 #define TREASURE_DEBUG
30
31 /* TREASURE_VERBOSE enables copious output concerning artifact generation */
32
33 //#define TREASURE_VERBOSE
34
35 #include <global.h>
36 #include <treasure.h>
37 #include <loader.h>
38
39 extern char *spell_mapping[];
40
41 static treasurelist *first_treasurelist;
42
43 static void change_treasure (treasure *t, object *op); /* overrule default values */
44
45 typedef std::tr1::unordered_map<
46 const char *,
47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51 > tl_map_t;
52
53 static tl_map_t tl_map;
54
55 /*
56 * Searches for the given treasurelist
57 */
58 treasurelist *
59 treasurelist::find (const char *name)
60 {
61 if (!name)
62 return 0;
63
64 auto (i, tl_map.find (name));
65
66 if (i == tl_map.end ())
67 return 0;
68
69 return i->second;
70 }
71
72 /*
73 * Searches for the given treasurelist in the globally linked list
74 * of treasurelists which has been built by load_treasures().
75 */
76 treasurelist *
77 treasurelist::get (const char *name)
78 {
79 treasurelist *tl = find (name);
80
81 if (!tl)
82 {
83 tl = new treasurelist;
84
85 tl->name = name;
86 tl->next = first_treasurelist;
87 first_treasurelist = tl;
88
89 tl_map.insert (std::make_pair (tl->name, tl));
90 }
91
92 return tl;
93 }
94
95 //TODO: class method
96 void
97 clear (treasurelist *tl)
98 {
99 if (tl->items)
100 {
101 free_treasurestruct (tl->items);
102 tl->items = 0;
103 }
104
105 tl->total_chance = 0;
106 }
107
108 #ifdef TREASURE_DEBUG
109 /* recursived checks the linked list. Treasurelist is passed only
110 * so that the treasure name can be printed out
111 */
112 static void
113 check_treasurelist (const treasure *t, const treasurelist * tl)
114 {
115 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
116 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
117
118 if (t->next)
119 check_treasurelist (t->next, tl);
120
121 if (t->next_yes)
122 check_treasurelist (t->next_yes, tl);
123
124 if (t->next_no)
125 check_treasurelist (t->next_no, tl);
126 }
127 #endif
128
129 /*
130 * Reads the lib/treasure file from disk, and parses the contents
131 * into an internal treasure structure (very linked lists)
132 */
133 static treasure *
134 read_treasure (object_thawer &f)
135 {
136 treasure *t = new treasure;
137
138 f.next ();
139
140 for (;;)
141 {
142 coroapi::cede_to_tick ();
143
144 switch (f.kw)
145 {
146 case KW_arch:
147 t->item = archetype::find (f.get_str ());
148
149 if (!t->item)
150 {
151 f.parse_warn ("treasure references unknown archetype");
152 t->item = archetype::empty;
153 }
154
155 break;
156
157 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break;
164
165 case KW_yes: t->next_yes = read_treasure (f); continue;
166 case KW_no: t->next_no = read_treasure (f); continue;
167
168 case KW_end:
169 f.next ();
170 return t;
171
172 case KW_more:
173 t->next = read_treasure (f);
174 return t;
175
176 default:
177 if (!f.parse_error ("treasurelist", t->name))
178 goto error;
179
180 return t;
181 }
182
183 f.next ();
184 }
185
186 // not reached
187
188 error:
189 delete t;
190 return 0;
191 }
192
193 /*
194 * Each treasure is parsed with the help of load_treasure().
195 */
196 treasurelist *
197 treasurelist::read (object_thawer &f)
198 {
199 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
200
201 bool one = f.kw == KW_treasureone;
202 treasurelist *tl = treasurelist::get (f.get_str ());
203 clear (tl);
204 tl->items = read_treasure (f);
205 if (!tl->items)
206 return 0;
207
208 /* This is a one of the many items on the list should be generated.
209 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used.
211 */
212 if (one)
213 {
214 for (treasure *t = tl->items; t; t = t->next)
215 {
216 if (t->next_yes || t->next_no)
217 {
218 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
219 LOG (llevError, " the next_yes or next_no field is set\n");
220 }
221
222 tl->total_chance += t->chance;
223 }
224 }
225
226 return tl;
227 }
228
229 /*
230 * Generates the objects specified by the given treasure.
231 * It goes recursively through the rest of the linked list.
232 * If there is a certain percental chance for a treasure to be generated,
233 * this is taken into consideration.
234 * The second argument specifies for which object the treasure is
235 * being generated.
236 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
237 * abilities. This is used by summon spells, thus no summoned monsters
238 * start with equipment, but only their abilities).
239 */
240 static void
241 put_treasure (object *op, object *creator, int flags)
242 {
243 if (flags & GT_ENVIRONMENT)
244 {
245 /* Bit of a hack - spells should never be put onto the map. The entire
246 * treasure stuff is a problem - there is no clear idea of knowing
247 * this is the original object, or if this is an object that should be created
248 * by another object.
249 */
250 //TODO: flag such as objects... as such (no drop, anybody?)
251 if (op->type == SPELL)
252 {
253 op->destroy ();
254 return;
255 }
256
257 op->expand_tail ();
258
259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
260 op->destroy ();
261 else
262 {
263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
265 }
266 }
267 else
268 {
269 op = creator->insert (op);
270
271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
272 monster_check_apply (creator, op);
273 }
274 }
275
276 /* if there are change_xxx commands in the treasure, we include the changes
277 * in the generated object
278 */
279 static void
280 change_treasure (treasure *t, object *op)
281 {
282 /* CMD: change_name xxxx */
283 if (t->change_arch.name)
284 {
285 op->name = t->change_arch.name;
286 op->name_pl = t->change_arch.name;
287 }
288
289 if (t->change_arch.title)
290 op->title = t->change_arch.title;
291
292 if (t->change_arch.slaying)
293 op->slaying = t->change_arch.slaying;
294 }
295
296 static void
297 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
298 {
299 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
300 {
301 if (t->name)
302 {
303 if (difficulty >= t->magic)
304 if (treasurelist *tl = treasurelist::find (t->name))
305 create_treasure (tl, op, flag, difficulty, tries);
306 else
307 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
308 }
309 else
310 {
311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
312 {
313 object *tmp = arch_to_object (t->item);
314
315 if (t->nrof && tmp->nrof <= 1)
316 tmp->nrof = rndm (t->nrof) + 1;
317
318 fix_generated_item (tmp, op, difficulty, t->magic, flag);
319 change_treasure (t, tmp);
320 put_treasure (tmp, op, flag);
321 }
322 }
323
324 if (t->next_yes)
325 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
326 }
327 else if (t->next_no)
328 create_all_treasures (t->next_no, op, flag, difficulty, tries);
329
330 if (t->next)
331 create_all_treasures (t->next, op, flag, difficulty, tries);
332 }
333
334 static void
335 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
336 {
337 int value = rndm (tl->total_chance);
338 treasure *t;
339
340 if (tries++ > 100)
341 {
342 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
343 return;
344 }
345
346 for (t = tl->items; t; t = t->next)
347 {
348 value -= t->chance;
349
350 if (value < 0)
351 break;
352 }
353
354 if (!t || value >= 0)
355 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
356
357 if (t->name)
358 {
359 if (difficulty >= t->magic)
360 {
361 treasurelist *tl = treasurelist::find (t->name);
362 if (tl)
363 create_treasure (tl, op, flag, difficulty, tries);
364 }
365 else if (t->nrof)
366 create_one_treasure (tl, op, flag, difficulty, tries);
367 }
368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
369 {
370 if (object *tmp = arch_to_object (t->item))
371 {
372 if (t->nrof && tmp->nrof <= 1)
373 tmp->nrof = rndm (t->nrof) + 1;
374
375 fix_generated_item (tmp, op, difficulty, t->magic, flag);
376 change_treasure (t, tmp);
377 put_treasure (tmp, op, flag);
378 }
379 }
380 }
381
382 void
383 object::create_treasure (treasurelist *tl, int flags)
384 {
385 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
386 }
387
388 /* This calls the appropriate treasure creation function. tries is passed
389 * 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 * list transitions, or so that excessively good treasure will not be
392 * created on weak maps, because it will exceed the number of allowed tries
393 * to do that.
394 */
395 void
396 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
397 {
398 // empty treasurelists are legal
399 if (!tl->items)
400 return;
401
402 if (tries++ > 100)
403 {
404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
405 return;
406 }
407
408 if (op->flag [FLAG_TREASURE_ENV])
409 {
410 // do not generate items when there already is something above the object
411 if (op->flag [FLAG_IS_FLOOR] && op->above)
412 return;
413
414 flag |= GT_ENVIRONMENT;
415 }
416
417 if (tl->total_chance)
418 create_one_treasure (tl, op, flag, difficulty, tries);
419 else
420 create_all_treasures (tl->items, op, flag, difficulty, tries);
421 }
422
423 /* This is similar to the old generate treasure function. However,
424 * it instead takes a treasurelist. It is really just a wrapper around
425 * create_treasure. We create a dummy object that the treasure gets
426 * inserted into, and then return that treausre
427 */
428 object *
429 generate_treasure (treasurelist *tl, int difficulty)
430 {
431 difficulty = clamp (difficulty, 1, settings.max_level);
432
433 object *ob = object::create ();
434
435 create_treasure (tl, ob, 0, difficulty, 0);
436
437 /* Don't want to free the object we are about to return */
438 object *tmp = ob->inv;
439 if (tmp)
440 tmp->remove ();
441
442 if (ob->inv)
443 LOG (llevError, "In generate treasure, created multiple objects.\n");
444
445 ob->destroy ();
446 return tmp;
447 }
448
449 /*
450 * This is a new way of calculating the chance for an item to have
451 * a specific magical bonus.
452 * The array has two arguments, the difficulty of the level, and the
453 * magical bonus "wanted".
454 */
455
456 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
457 // chance of magic difficulty
458 // +0 +1 +2 +3 +4
459 {95, 2, 2, 1, 0}, // 1
460 {92, 5, 2, 1, 0}, // 2
461 {85, 10, 4, 1, 0}, // 3
462 {80, 14, 4, 2, 0}, // 4
463 {75, 17, 5, 2, 1}, // 5
464 {70, 18, 8, 3, 1}, // 6
465 {65, 21, 10, 3, 1}, // 7
466 {60, 22, 12, 4, 2}, // 8
467 {55, 25, 14, 4, 2}, // 9
468 {50, 27, 16, 5, 2}, // 10
469 {45, 28, 18, 6, 3}, // 11
470 {42, 28, 20, 7, 3}, // 12
471 {40, 27, 21, 8, 4}, // 13
472 {38, 25, 22, 10, 5}, // 14
473 {36, 23, 23, 12, 6}, // 15
474 {33, 21, 24, 14, 8}, // 16
475 {31, 19, 25, 16, 9}, // 17
476 {27, 15, 30, 18, 10}, // 18
477 {20, 12, 30, 25, 13}, // 19
478 {15, 10, 28, 30, 17}, // 20
479 {13, 9, 27, 28, 23}, // 21
480 {10, 8, 25, 28, 29}, // 22
481 { 8, 7, 23, 26, 36}, // 23
482 { 6, 6, 20, 22, 46}, // 24
483 { 4, 5, 17, 18, 56}, // 25
484 { 2, 4, 12, 14, 68}, // 26
485 { 0, 3, 7, 10, 80}, // 27
486 { 0, 0, 3, 7, 90}, // 28
487 { 0, 0, 0, 3, 97}, // 29
488 { 0, 0, 0, 0, 100}, // 30
489 { 0, 0, 0, 0, 100}, // 31
490 };
491
492 /* calculate the appropriate level for wands staves and scrolls.
493 * This code presumes that op has had its spell object created (in op->inv)
494 *
495 * elmex Wed Aug 9 17:44:59 CEST 2006:
496 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
497 */
498 int
499 level_for_item (const object *op, int difficulty)
500 {
501 if (!op->inv)
502 {
503 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
504 return 0;
505 }
506
507 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
508
509 if (olevel <= 0)
510 olevel = rndm (1, op->inv->level);
511
512 return min (olevel, MAXLEVEL);
513 }
514
515 /*
516 * Based upon the specified difficulty and upon the difftomagic_list array,
517 * a random magical bonus is returned. This is used when determine
518 * the magical bonus created on specific maps.
519 *
520 * elmex Thu Aug 10 18:45:44 CEST 2006:
521 * Scaling difficulty by max_level, as difficulty is a level and not some
522 * weird integer between 1-31.
523 *
524 */
525 int
526 magic_from_difficulty (int difficulty)
527 {
528 int percent = 0, magic = 0;
529 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
530
531 scaled_diff--;
532
533 if (scaled_diff < 0)
534 scaled_diff = 0;
535
536 if (scaled_diff >= DIFFLEVELS)
537 scaled_diff = DIFFLEVELS - 1;
538
539 percent = rndm (100);
540
541 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
542 {
543 percent -= difftomagic_list[scaled_diff][magic];
544
545 if (percent < 0)
546 break;
547 }
548
549 if (magic == (MAXMAGIC + 1))
550 {
551 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
552 magic = 0;
553 }
554
555 magic = (rndm (3)) ? magic : -magic;
556 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
557
558 return magic;
559 }
560
561 /*
562 * Sets magical bonus in an object, and recalculates the effect on
563 * the armour variable, and the effect on speed of armour.
564 * This function doesn't work properly, should add use of archetypes
565 * to make it truly absolute.
566 */
567
568 void
569 set_abs_magic (object *op, int magic)
570 {
571 if (!magic)
572 return;
573
574 op->magic = magic;
575 if (op->arch)
576 {
577 if (op->type == ARMOUR)
578 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
579
580 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
581 magic = (-magic);
582
583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
584 }
585 else
586 {
587 if (op->type == ARMOUR)
588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
589
590 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
591 magic = (-magic);
592
593 op->weight = (op->weight * (100 - magic * 10)) / 100;
594 }
595 }
596
597 /*
598 * Sets a random magical bonus in the given object based upon
599 * the given difficulty, and the given max possible bonus.
600 */
601
602 static void
603 set_magic (int difficulty, object *op, int max_magic, int flags)
604 {
605 int i;
606
607 i = magic_from_difficulty (difficulty);
608 if ((flags & GT_ONLY_GOOD) && i < 0)
609 i = -i;
610 if (i > max_magic)
611 i = max_magic;
612 set_abs_magic (op, i);
613 if (i < 0)
614 SET_FLAG (op, FLAG_CURSED);
615 }
616
617 /*
618 * Randomly adds one magical ability to the given object.
619 * Modified for Partial Resistance in many ways:
620 * 1) Since rings can have multiple bonuses, if the same bonus
621 * is rolled again, increase it - the bonuses now stack with
622 * other bonuses previously rolled and ones the item might natively have.
623 * 2) Add code to deal with new PR method.
624 */
625 void
626 set_ring_bonus (object *op, int bonus)
627 {
628
629 int r = rndm (bonus > 0 ? 25 : 11);
630
631 if (op->type == AMULET)
632 {
633 if (!(rndm (21)))
634 r = 20 + rndm (2);
635 else
636 {
637 if (rndm (2))
638 r = 10;
639 else
640 r = 11 + rndm (9);
641 }
642 }
643
644 switch (r)
645 {
646 /* Redone by MSW 2000-11-26 to have much less code. Also,
647 * bonuses and penalties will stack and add to existing values.
648 * of the item.
649 */
650 case 0:
651 case 1:
652 case 2:
653 case 3:
654 case 4:
655 case 5:
656 case 6:
657 op->stats.stat (r) += bonus;
658 break;
659
660 case 7:
661 op->stats.dam += bonus;
662 break;
663
664 case 8:
665 op->stats.wc += bonus;
666 break;
667
668 case 9:
669 op->stats.food += bonus; /* hunger/sustenance */
670 break;
671
672 case 10:
673 op->stats.ac += bonus;
674 break;
675
676 /* Item that gives protections/vulnerabilities */
677 case 11:
678 case 12:
679 case 13:
680 case 14:
681 case 15:
682 case 16:
683 case 17:
684 case 18:
685 case 19:
686 {
687 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
688
689 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
690 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
691
692 /* Cursed items need to have higher negative values to equal out with
693 * positive values for how protections work out. Put another
694 * little random element in since that they don't always end up with
695 * even values.
696 */
697 if (bonus < 0)
698 val = 2 * -val - rndm (b);
699 if (val > 35)
700 val = 35; /* Upper limit */
701 b = 0;
702
703 while (op->resist[resist_table[resist]] != 0 && b < 4)
704 resist = rndm (num_resist_table);
705
706 if (b == 4)
707 return; /* Not able to find a free resistance */
708
709 op->resist[resist_table[resist]] = val;
710 /* We should probably do something more clever here to adjust value
711 * based on how good a resistance we gave.
712 */
713 break;
714 }
715 case 20:
716 if (op->type == AMULET)
717 {
718 SET_FLAG (op, FLAG_REFL_SPELL);
719 op->value *= 11;
720 }
721 else
722 {
723 op->stats.hp = 1; /* regenerate hit points */
724 op->value *= 4;
725 }
726 break;
727
728 case 21:
729 if (op->type == AMULET)
730 {
731 SET_FLAG (op, FLAG_REFL_MISSILE);
732 op->value *= 9;
733 }
734 else
735 {
736 op->stats.sp = 1; /* regenerate spell points */
737 op->value *= 3;
738 }
739 break;
740
741 case 22:
742 op->stats.exp += bonus; /* Speed! */
743 op->value = (op->value * 2) / 3;
744 break;
745 }
746
747 if (bonus > 0)
748 op->value *= 2 * bonus;
749 else
750 op->value = -(op->value * 2 * bonus) / 3;
751 }
752
753 /*
754 * get_magic(diff) will return a random number between 0 and 4.
755 * diff can be any value above 2. The higher the diff-variable, the
756 * higher is the chance of returning a low number.
757 * It is only used in fix_generated_treasure() to set bonuses on
758 * rings and amulets.
759 * Another scheme is used to calculate the magic of weapons and armours.
760 */
761 int
762 get_magic (int diff)
763 {
764 int i;
765
766 if (diff < 3)
767 diff = 3;
768
769 for (i = 0; i < 4; i++)
770 if (rndm (diff))
771 return i;
772
773 return 4;
774 }
775
776 #define DICE2 (get_magic(2)==2?2:1)
777 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
778
779 /*
780 * fix_generated_item(): This is called after an item is generated, in
781 * order to set it up right. This produced magical bonuses, puts spells
782 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
783 */
784
785 /* 4/28/96 added creator object from which op may now inherit properties based on
786 * op->type. Right now, which stuff the creator passes on is object type
787 * dependant. I know this is a spagetti manuever, but is there a cleaner
788 * way to do this? b.t. */
789
790 /*
791 * ! (flags & GT_ENVIRONMENT):
792 * Automatically calls fix_flesh_item().
793 *
794 * flags:
795 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
796 * value.
797 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
798 * a working object - don't change magic, value, etc, but set it material
799 * type as appropriate, for objects that need spell objects, set those, etc
800 */
801 void
802 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
803 {
804 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
805
806 if (!creator || creator->type == op->type)
807 creator = op; /*safety & to prevent polymorphed objects giving attributes */
808
809 /* If we make an artifact, this information will be destroyed */
810 save_item_power = op->item_power;
811 op->item_power = 0;
812
813 if (op->randomitems && op->type != SPELL)
814 {
815 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
816 /* So the treasure doesn't get created again */
817 op->randomitems = 0;
818 }
819
820 if (difficulty < 1)
821 difficulty = 1;
822
823 if (INVOKE_OBJECT (ADD_BONUS, op,
824 ARG_OBJECT (creator != op ? creator : 0),
825 ARG_INT (difficulty), ARG_INT (max_magic),
826 ARG_INT (flags)))
827 return;
828
829 if (!(flags & GT_MINIMAL))
830 {
831 if (IS_ARCH (op->arch, crown))
832 {
833 set_magic (difficulty, op, max_magic, flags);
834 num_enchantments = calc_item_power (op, 1);
835 generate_artifact (op, difficulty);
836 }
837 else
838 {
839 if (!op->magic && max_magic)
840 set_magic (difficulty, op, max_magic, flags);
841
842 num_enchantments = calc_item_power (op, 1);
843
844 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
845 || op->type == HORN
846 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
847 generate_artifact (op, difficulty);
848 }
849
850 /* Object was made an artifact. Calculate its item_power rating.
851 * the item_power in the object is what the artfiact adds.
852 */
853 if (op->title)
854 {
855 /* if save_item_power is set, then most likely we started with an
856 * artifact and have added new abilities to it - this is rare, but
857 * but I have seen things like 'strange rings of fire'. So just figure
858 * out the power from the base power plus what this one adds. Note
859 * that since item_power is not quite linear, this actually ends up
860 * being somewhat of a bonus
861 */
862 if (save_item_power)
863 op->item_power = save_item_power + get_power_from_ench (op->item_power);
864 else
865 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
866 }
867 else if (save_item_power)
868 {
869 /* restore the item_power field to the object if we haven't changed it.
870 * we don't care about num_enchantments - that will basically just
871 * have calculated some value from the base attributes of the archetype.
872 */
873 op->item_power = save_item_power;
874 }
875 else
876 {
877 /* item_power was zero. This is suspicious, as it may be because it
878 * was never previously calculated. Let's compute a value and see if
879 * it is non-zero. If it indeed is, then assign it as the new
880 * item_power value.
881 * - gros, 21th of July 2006.
882 */
883 op->item_power = calc_item_power (op, 0);
884 save_item_power = op->item_power; /* Just in case it would get used
885 * again below */
886 }
887 }
888
889 /* materialtype modifications. Note we allow this on artifacts. */
890 set_materialname (op, difficulty, NULL);
891
892 if (flags & GT_MINIMAL)
893 {
894 if (op->type == POTION)
895 /* Handle healing and magic power potions */
896 if (op->stats.sp && !op->randomitems)
897 {
898 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
899 insert_ob_in_ob (tmp, op);
900 op->stats.sp = 0;
901 }
902 }
903 else if (!op->title) /* Only modify object if not special */
904 switch (op->type)
905 {
906 case WEAPON:
907 case ARMOUR:
908 case SHIELD:
909 case HELMET:
910 case CLOAK:
911 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
912 set_ring_bonus (op, -DICE2);
913 break;
914
915 case BRACERS:
916 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
917 {
918 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
919 if (!QUERY_FLAG (op, FLAG_CURSED))
920 op->value *= 3;
921 }
922 break;
923
924 case POTION:
925 {
926 int too_many_tries = 0, is_special = 0;
927
928 /* Handle healing and magic power potions */
929 if (op->stats.sp && !op->randomitems)
930 {
931 object *tmp;
932
933 tmp = get_archetype (spell_mapping[op->stats.sp]);
934 insert_ob_in_ob (tmp, op);
935 op->stats.sp = 0;
936 }
937
938 while (!(is_special = special_potion (op)) && !op->inv)
939 {
940 generate_artifact (op, difficulty);
941 if (too_many_tries++ > 10)
942 break;
943 }
944
945 /* don't want to change value for healing/magic power potions,
946 * since the value set on those is already correct.
947 */
948 if (op->inv && op->randomitems)
949 {
950 /* value multiplier is same as for scrolls */
951 op->value = (op->value * op->inv->value);
952 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
953 }
954 else
955 {
956 op->name = "potion";
957 op->name_pl = "potions";
958 }
959
960 if (!(flags & GT_ONLY_GOOD) && rndm (2))
961 SET_FLAG (op, FLAG_CURSED);
962 break;
963 }
964
965 case AMULET:
966 if (IS_ARCH (op->arch, amulet))
967 op->value *= 5; /* Since it's not just decoration */
968
969 case RING:
970 if (!op->arch) // wtf? schmorp
971 {
972 op->destroy ();
973 op = 0;
974 break;
975 }
976
977 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
978 break;
979
980 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
981 SET_FLAG (op, FLAG_CURSED);
982
983 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
984
985 if (op->type != RING) /* Amulets have only one ability */
986 break;
987
988 if (!(rndm (4)))
989 {
990 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
991
992 if (d > 0)
993 op->value *= 3;
994
995 set_ring_bonus (op, d);
996
997 if (!(rndm (4)))
998 {
999 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1000
1001 if (d > 0)
1002 op->value *= 5;
1003 set_ring_bonus (op, d);
1004 }
1005 }
1006
1007 if (GET_ANIM_ID (op))
1008 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1009
1010 break;
1011
1012 case BOOK:
1013 /* Is it an empty book?, if yes lets make a special·
1014 * msg for it, and tailor its properties based on the·
1015 * creator and/or map level we found it on.
1016 */
1017 if (!op->msg && rndm (10))
1018 {
1019 /* set the book level properly */
1020 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1021 {
1022 if (op->map && op->map->difficulty)
1023 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1024 else
1025 op->level = rndm (20) + 1;
1026 }
1027 else
1028 op->level = rndm (creator->level);
1029
1030 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1031 /* books w/ info are worth more! */
1032 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1033 /* creator related stuff */
1034
1035 /* for library, chained books. Note that some monsters have no_pick
1036 * set - we don't want to set no pick in that case.
1037 */
1038 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1039 SET_FLAG (op, FLAG_NO_PICK);
1040 if (creator->slaying && !op->slaying) /* for check_inv floors */
1041 op->slaying = creator->slaying;
1042
1043 /* add exp so reading it gives xp (once) */
1044 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1045 }
1046 break;
1047
1048 case SPELLBOOK:
1049 op->value = op->value * op->inv->value;
1050 /* add exp so learning gives xp */
1051 op->level = op->inv->level;
1052 op->stats.exp = op->value;
1053 break;
1054
1055 case WAND:
1056 /* nrof in the treasure list is number of charges,
1057 * not number of wands. So copy that into food (charges),
1058 * and reset nrof.
1059 */
1060 op->stats.food = op->inv->nrof;
1061 op->nrof = 1;
1062 /* If the spell changes by level, choose a random level
1063 * for it, and adjust price. If the spell doesn't
1064 * change by level, just set the wand to the level of
1065 * the spell, and value calculation is simpler.
1066 */
1067 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1068 {
1069 op->level = level_for_item (op, difficulty);
1070 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1071 }
1072 else
1073 {
1074 op->level = op->inv->level;
1075 op->value = op->value * op->inv->value;
1076 }
1077 break;
1078
1079 case ROD:
1080 op->level = level_for_item (op, difficulty);
1081 /* Add 50 to both level an divisor to keep prices a little more
1082 * reasonable. Otherwise, a high level version of a low level
1083 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1084 * 10 time multiplier). This way, the value are a bit more reasonable.
1085 */
1086 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087 /* maxhp is used to denote how many 'charges' the rod holds before */
1088 if (op->stats.maxhp)
1089 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1090 else
1091 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1092
1093 op->stats.hp = op->stats.maxhp;
1094 break;
1095
1096 case SCROLL:
1097 op->level = level_for_item (op, difficulty);
1098 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1099
1100 /* add exp so reading them properly gives xp */
1101 op->stats.exp = op->value / 5;
1102 op->nrof = op->inv->nrof;
1103 break;
1104
1105 case RUNE:
1106 trap_adjust (op, difficulty);
1107 break;
1108
1109 case TRAP:
1110 trap_adjust (op, difficulty);
1111 break;
1112 } /* switch type */
1113
1114 if (flags & GT_STARTEQUIP)
1115 {
1116 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1117 SET_FLAG (op, FLAG_STARTEQUIP);
1118 else if (op->type != MONEY)
1119 op->value = 0;
1120 }
1121
1122 if (!(flags & GT_ENVIRONMENT))
1123 fix_flesh_item (op, creator);
1124 }
1125
1126 /*
1127 *
1128 *
1129 * CODE DEALING WITH ARTIFACTS STARTS HERE
1130 *
1131 *
1132 */
1133
1134 /*
1135 * Allocate and return the pointer to an empty artifactlist structure.
1136 */
1137 static artifactlist *
1138 get_empty_artifactlist (void)
1139 {
1140 return salloc0<artifactlist> ();
1141 }
1142
1143 /*
1144 * Allocate and return the pointer to an empty artifact structure.
1145 */
1146 static artifact *
1147 get_empty_artifact (void)
1148 {
1149 return salloc0<artifact> ();
1150 }
1151
1152 /*
1153 * Searches the artifact lists and returns one that has the same type
1154 * of objects on it.
1155 */
1156 artifactlist *
1157 find_artifactlist (int type)
1158 {
1159 for (artifactlist *al = first_artifactlist; al; al = al->next)
1160 if (al->type == type)
1161 return al;
1162
1163 return 0;
1164 }
1165
1166 /*
1167 * Builds up the lists of artifacts from the file in the libdir.
1168 */
1169 void
1170 init_artifacts (void)
1171 {
1172 static int has_been_inited = 0;
1173 char filename[MAX_BUF];
1174 artifact *art = NULL;
1175 artifactlist *al;
1176
1177 if (has_been_inited)
1178 return;
1179 else
1180 has_been_inited = 1;
1181
1182 sprintf (filename, "%s/artifacts", settings.datadir);
1183 object_thawer f (filename);
1184
1185 if (!f)
1186 return;
1187
1188 for (;;)
1189 {
1190 switch (f.kw)
1191 {
1192 case KW_allowed:
1193 if (!art)
1194 art = get_empty_artifact ();
1195
1196 {
1197 if (!strcmp (f.get_str (), "all"))
1198 break;
1199
1200 char *next, *cp = f.get_str ();
1201
1202 do
1203 {
1204 if ((next = strchr (cp, ',')))
1205 *next++ = '\0';
1206
1207 linked_char *tmp = new linked_char;
1208
1209 tmp->name = cp;
1210 tmp->next = art->allowed;
1211 art->allowed = tmp;
1212 }
1213 while ((cp = next));
1214 }
1215 break;
1216
1217 case KW_chance:
1218 f.get (art->chance);
1219 break;
1220
1221 case KW_difficulty:
1222 f.get (art->difficulty);
1223 break;
1224
1225 case KW_object:
1226 {
1227 art->item = object::create ();
1228 f.get (art->item->name);
1229 f.next ();
1230
1231 if (!art->item->parse_kv (f))
1232 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1233
1234 al = find_artifactlist (art->item->type);
1235
1236 if (!al)
1237 {
1238 al = get_empty_artifactlist ();
1239 al->type = art->item->type;
1240 al->next = first_artifactlist;
1241 first_artifactlist = al;
1242 }
1243
1244 art->next = al->items;
1245 al->items = art;
1246 art = 0;
1247 }
1248 continue;
1249
1250 case KW_EOF:
1251 goto done;
1252
1253 default:
1254 if (!f.parse_error ("artifacts file"))
1255 cleanup ("artifacts file required");
1256 break;
1257 }
1258
1259 f.next ();
1260 }
1261
1262 done:
1263 for (al = first_artifactlist; al; al = al->next)
1264 {
1265 al->total_chance = 0;
1266
1267 for (art = al->items; art; art = art->next)
1268 {
1269 if (!art->chance)
1270 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1271 else
1272 al->total_chance += art->chance;
1273 }
1274 #if 0
1275 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1276 #endif
1277 }
1278
1279 LOG (llevDebug, "done.\n");
1280 }
1281
1282 /*
1283 * Used in artifact generation. The bonuses of the first object
1284 * is modified by the bonuses of the second object.
1285 */
1286 void
1287 add_abilities (object *op, object *change)
1288 {
1289 int i, tmp;
1290
1291 if (change->face != blank_face)
1292 {
1293 #ifdef TREASURE_VERBOSE
1294 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1295 #endif
1296 op->face = change->face;
1297 }
1298
1299 for (i = 0; i < NUM_STATS; i++)
1300 change_attr_value (&(op->stats), i, change->stats.stat (i));
1301
1302 op->attacktype |= change->attacktype;
1303 op->path_attuned |= change->path_attuned;
1304 op->path_repelled |= change->path_repelled;
1305 op->path_denied |= change->path_denied;
1306 op->move_type |= change->move_type;
1307 op->stats.luck += change->stats.luck;
1308
1309 if (QUERY_FLAG (change, FLAG_CURSED))
1310 SET_FLAG (op, FLAG_CURSED);
1311 if (QUERY_FLAG (change, FLAG_DAMNED))
1312 SET_FLAG (op, FLAG_DAMNED);
1313 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1314 set_abs_magic (op, -op->magic);
1315
1316 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1317 SET_FLAG (op, FLAG_LIFESAVE);
1318 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1319 SET_FLAG (op, FLAG_REFL_SPELL);
1320 if (QUERY_FLAG (change, FLAG_STEALTH))
1321 SET_FLAG (op, FLAG_STEALTH);
1322 if (QUERY_FLAG (change, FLAG_XRAYS))
1323 SET_FLAG (op, FLAG_XRAYS);
1324 if (QUERY_FLAG (change, FLAG_BLIND))
1325 SET_FLAG (op, FLAG_BLIND);
1326 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1327 SET_FLAG (op, FLAG_SEE_IN_DARK);
1328 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1329 SET_FLAG (op, FLAG_REFL_MISSILE);
1330 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1331 SET_FLAG (op, FLAG_MAKE_INVIS);
1332
1333 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1334 {
1335 CLEAR_FLAG (op, FLAG_ANIMATE);
1336 /* so artifacts will join */
1337 if (!QUERY_FLAG (op, FLAG_ALIVE))
1338 op->speed = 0.0;
1339
1340 op->set_speed (op->speed);
1341 }
1342
1343 if (change->nrof)
1344 op->nrof = rndm (change->nrof) + 1;
1345
1346 op->stats.exp += change->stats.exp; /* Speed modifier */
1347 op->stats.wc += change->stats.wc;
1348 op->stats.ac += change->stats.ac;
1349
1350 if (change->other_arch)
1351 {
1352 /* Basically, for horns & potions, the other_arch field is the spell
1353 * to cast. So convert that to into a spell and put it into
1354 * this object.
1355 */
1356 if (op->type == HORN || op->type == POTION)
1357 {
1358 object *tmp_obj;
1359
1360 /* Remove any spells this object currently has in it */
1361 while (op->inv)
1362 op->inv->destroy ();
1363
1364 tmp_obj = arch_to_object (change->other_arch);
1365 insert_ob_in_ob (tmp_obj, op);
1366 }
1367 /* No harm setting this for potions/horns */
1368 op->other_arch = change->other_arch;
1369 }
1370
1371 if (change->stats.hp < 0)
1372 op->stats.hp = -change->stats.hp;
1373 else
1374 op->stats.hp += change->stats.hp;
1375
1376 if (change->stats.maxhp < 0)
1377 op->stats.maxhp = -change->stats.maxhp;
1378 else
1379 op->stats.maxhp += change->stats.maxhp;
1380
1381 if (change->stats.sp < 0)
1382 op->stats.sp = -change->stats.sp;
1383 else
1384 op->stats.sp += change->stats.sp;
1385
1386 if (change->stats.maxsp < 0)
1387 op->stats.maxsp = -change->stats.maxsp;
1388 else
1389 op->stats.maxsp += change->stats.maxsp;
1390
1391 if (change->stats.food < 0)
1392 op->stats.food = -(change->stats.food);
1393 else
1394 op->stats.food += change->stats.food;
1395
1396 if (change->level < 0)
1397 op->level = -(change->level);
1398 else
1399 op->level += change->level;
1400
1401 if (change->gen_sp_armour < 0)
1402 op->gen_sp_armour = -(change->gen_sp_armour);
1403 else
1404 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1405
1406 op->item_power = change->item_power;
1407
1408 for (i = 0; i < NROFATTACKS; i++)
1409 if (change->resist[i])
1410 op->resist[i] += change->resist[i];
1411
1412 if (change->stats.dam)
1413 {
1414 if (change->stats.dam < 0)
1415 op->stats.dam = (-change->stats.dam);
1416 else if (op->stats.dam)
1417 {
1418 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1419 if (tmp == op->stats.dam)
1420 {
1421 if (change->stats.dam < 10)
1422 op->stats.dam--;
1423 else
1424 op->stats.dam++;
1425 }
1426 else
1427 op->stats.dam = tmp;
1428 }
1429 }
1430
1431 if (change->weight)
1432 {
1433 if (change->weight < 0)
1434 op->weight = (-change->weight);
1435 else
1436 op->weight = (op->weight * (change->weight)) / 100;
1437 }
1438
1439 if (change->last_sp)
1440 {
1441 if (change->last_sp < 0)
1442 op->last_sp = (-change->last_sp);
1443 else
1444 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1445 }
1446
1447 if (change->gen_sp_armour)
1448 {
1449 if (change->gen_sp_armour < 0)
1450 op->gen_sp_armour = (-change->gen_sp_armour);
1451 else
1452 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1453 }
1454
1455 op->value *= change->value;
1456
1457 if (change->materials)
1458 op->materials = change->materials;
1459
1460 if (change->materialname)
1461 op->materialname = change->materialname;
1462
1463 if (change->slaying)
1464 op->slaying = change->slaying;
1465
1466 if (change->race)
1467 op->race = change->race;
1468
1469 if (change->msg)
1470 op->msg = change->msg;
1471 }
1472
1473 static int
1474 legal_artifact_combination (object *op, artifact *art)
1475 {
1476 int neg, success = 0;
1477 linked_char *tmp;
1478 const char *name;
1479
1480 if (!art->allowed)
1481 return 1; /* Ie, "all" */
1482
1483 for (tmp = art->allowed; tmp; tmp = tmp->next)
1484 {
1485 #ifdef TREASURE_VERBOSE
1486 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1487 #endif
1488 if (*tmp->name == '!')
1489 name = tmp->name + 1, neg = 1;
1490 else
1491 name = tmp->name, neg = 0;
1492
1493 /* If we match name, then return the opposite of 'neg' */
1494 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1495 return !neg;
1496
1497 /* Set success as true, since if the match was an inverse, it means
1498 * everything is allowed except what we match
1499 */
1500 else if (neg)
1501 success = 1;
1502 }
1503
1504 return success;
1505 }
1506
1507 /*
1508 * Fixes the given object, giving it the abilities and titles
1509 * it should have due to the second artifact-template.
1510 */
1511
1512 void
1513 give_artifact_abilities (object *op, object *artifct)
1514 {
1515 char new_name[MAX_BUF];
1516
1517 sprintf (new_name, "of %s", &artifct->name);
1518 op->title = new_name;
1519 add_abilities (op, artifct); /* Give out the bonuses */
1520
1521 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1522 {
1523 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1524
1525 SET_FLAG (op, FLAG_IDENTIFIED);
1526 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1527 if (!identified)
1528 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1529 }
1530 #endif
1531 return;
1532 }
1533
1534 /*
1535 * Decides randomly which artifact the object should be
1536 * turned into. Makes sure that the item can become that
1537 * artifact (means magic, difficulty, and Allowed fields properly).
1538 * Then calls give_artifact_abilities in order to actually create
1539 * the artifact.
1540 */
1541
1542 /* Give 1 re-roll attempt per artifact */
1543 #define ARTIFACT_TRIES 2
1544
1545 void
1546 generate_artifact (object *op, int difficulty)
1547 {
1548 artifactlist *al;
1549 artifact *art;
1550 int i;
1551
1552 al = find_artifactlist (op->type);
1553
1554 if (al == NULL)
1555 {
1556 #if 0 /* This is too verbose, usually */
1557 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1558 #endif
1559 return;
1560 }
1561
1562 for (i = 0; i < ARTIFACT_TRIES; i++)
1563 {
1564 int roll = rndm (al->total_chance);
1565
1566 for (art = al->items; art; art = art->next)
1567 {
1568 roll -= art->chance;
1569 if (roll < 0)
1570 break;
1571 }
1572
1573 if (art == NULL || roll >= 0)
1574 {
1575 #if 1
1576 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1577 #endif
1578 return;
1579 }
1580 if (!strcmp (art->item->name, "NONE"))
1581 return;
1582 if (FABS (op->magic) < art->item->magic)
1583 continue; /* Not magic enough to be this item */
1584
1585 /* Map difficulty not high enough */
1586 if (difficulty < art->difficulty)
1587 continue;
1588
1589 if (!legal_artifact_combination (op, art))
1590 {
1591 #ifdef TREASURE_VERBOSE
1592 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1593 #endif
1594 continue;
1595 }
1596
1597 give_artifact_abilities (op, art->item);
1598 return;
1599 }
1600 }
1601
1602 /* fix_flesh_item() - objects of type FLESH are similar to type
1603 * FOOD, except they inherit properties (name, food value, etc).
1604 * based on the original owner (or 'donor' if you like). -b.t.
1605 */
1606
1607 void
1608 fix_flesh_item (object *item, object *donor)
1609 {
1610 char tmpbuf[MAX_BUF];
1611 int i;
1612
1613 if (item->type == FLESH && donor)
1614 {
1615 /* change the name */
1616 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1617 item->name = tmpbuf;
1618 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1619 item->name_pl = tmpbuf;
1620
1621 /* weight is FLESH weight/100 * donor */
1622 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1623 item->weight = 1;
1624
1625 /* value is multiplied by level of donor */
1626 item->value *= isqrt (donor->level * 2);
1627
1628 /* food value */
1629 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1630
1631 /* flesh items inherit some abilities of donor, but not
1632 * full effect.
1633 */
1634 for (i = 0; i < NROFATTACKS; i++)
1635 item->resist[i] = donor->resist[i] / 2;
1636
1637 /* item inherits donor's level (important for quezals) */
1638 item->level = donor->level;
1639
1640 /* if donor has some attacktypes, the flesh is poisonous */
1641 if (donor->attacktype & AT_POISON)
1642 item->type = POISON;
1643 if (donor->attacktype & AT_ACID)
1644 item->stats.hp = -1 * item->stats.food;
1645 SET_FLAG (item, FLAG_NO_STEAL);
1646 }
1647 }
1648
1649 /* special_potion() - so that old potion code is still done right. */
1650 int
1651 special_potion (object *op)
1652 {
1653 if (op->attacktype)
1654 return 1;
1655
1656 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1657 return 1;
1658
1659 for (int i = 0; i < NROFATTACKS; i++)
1660 if (op->resist[i])
1661 return 1;
1662
1663 return 0;
1664 }
1665
1666 void
1667 free_treasurestruct (treasure *t)
1668 {
1669 if (t->next) free_treasurestruct (t->next);
1670 if (t->next_yes) free_treasurestruct (t->next_yes);
1671 if (t->next_no) free_treasurestruct (t->next_no);
1672
1673 delete t;
1674 }
1675
1676 void
1677 free_charlinks (linked_char *lc)
1678 {
1679 if (lc->next)
1680 free_charlinks (lc->next);
1681
1682 delete lc;
1683 }
1684
1685 void
1686 free_artifact (artifact *at)
1687 {
1688 if (at->next) free_artifact (at->next);
1689 if (at->allowed) free_charlinks (at->allowed);
1690
1691 at->item->destroy (1);
1692
1693 sfree (at);
1694 }
1695
1696 void
1697 free_artifactlist (artifactlist *al)
1698 {
1699 artifactlist *nextal;
1700
1701 for (al = first_artifactlist; al; al = nextal)
1702 {
1703 nextal = al->next;
1704
1705 if (al->items)
1706 free_artifact (al->items);
1707
1708 sfree (al);
1709 }
1710 }
1711
1712 void
1713 free_all_treasures (void)
1714 {
1715 treasurelist *tl, *next;
1716
1717 for (tl = first_treasurelist; tl; tl = next)
1718 {
1719 clear (tl);
1720
1721 next = tl->next;
1722 delete tl;
1723 }
1724
1725 free_artifactlist (first_artifactlist);
1726 }