ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
Revision: 1.73
Committed: Sun Apr 20 05:24:55 2008 UTC (16 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.72: +2 -1 lines
Log Message:
- implement archetype gc
- implement "proper" refcounting for arches
- serialise resource file loads
- implement memory poisoning
- minor cleanups

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 <funcpoint.h>
38 #include <loader.h>
39
40 extern char *spell_mapping[];
41
42 static treasurelist *first_treasurelist;
43
44 static void change_treasure (treasure *t, object *op); /* overrule default values */
45
46 typedef std::tr1::unordered_map<
47 const char *,
48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53 > tl_map_t;
54
55 static tl_map_t tl_map;
56
57 /*
58 * Searches for the given treasurelist
59 */
60 treasurelist *
61 treasurelist::find (const char *name)
62 {
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72 }
73
74 /*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78 treasurelist *
79 treasurelist::get (const char *name)
80 {
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95 }
96
97 //TODO: class method
98 void
99 clear (treasurelist *tl)
100 {
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108 }
109
110 #ifdef TREASURE_DEBUG
111 /* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114 static void
115 check_treasurelist (const treasure *t, const treasurelist * tl)
116 {
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128 }
129 #endif
130
131 /*
132 * Reads the lib/treasure file from disk, and parses the contents
133 * into an internal treasure structure (very linked lists)
134 */
135 static treasure *
136 read_treasure (object_thawer &f)
137 {
138 treasure *t = new treasure;
139
140 f.next ();
141
142 for (;;)
143 {
144 coroapi::cede_to_tick ();
145
146 switch (f.kw)
147 {
148 case KW_arch:
149 t->item = archetype::find (f.get_str ());
150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
157 break;
158
159 case KW_list: f.get (t->name); break;
160 case KW_change_name: f.get (t->change_arch.name); break;
161 case KW_change_title: f.get (t->change_arch.title); break;
162 case KW_change_slaying: f.get (t->change_arch.slaying); break;
163 case KW_chance: f.get (t->chance); break;
164 case KW_nrof: f.get (t->nrof); break;
165 case KW_magic: f.get (t->magic); break;
166
167 case KW_yes: t->next_yes = read_treasure (f); continue;
168 case KW_no: t->next_no = read_treasure (f); continue;
169
170 case KW_end:
171 f.next ();
172 return t;
173
174 case KW_more:
175 t->next = read_treasure (f);
176 return t;
177
178 default:
179 if (!f.parse_error ("treasurelist", t->name))
180 goto error;
181
182 return t;
183 }
184
185 f.next ();
186 }
187
188 // not reached
189
190 error:
191 delete t;
192 return 0;
193 }
194
195 /*
196 * Each treasure is parsed with the help of load_treasure().
197 */
198 treasurelist *
199 treasurelist::read (object_thawer &f)
200 {
201 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
202
203 bool one = f.kw == KW_treasureone;
204 treasurelist *tl = treasurelist::get (f.get_str ());
205 clear (tl);
206 tl->items = read_treasure (f);
207 if (!tl->items)
208 return 0;
209
210 /* This is a one of the many items on the list should be generated.
211 * Add up the chance total, and check to make sure the yes & no
212 * fields of the treasures are not being used.
213 */
214 if (one)
215 {
216 for (treasure *t = tl->items; t; t = t->next)
217 {
218 if (t->next_yes || t->next_no)
219 {
220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
221 LOG (llevError, " the next_yes or next_no field is set\n");
222 }
223
224 tl->total_chance += t->chance;
225 }
226 }
227
228 return tl;
229 }
230
231 /*
232 * Generates the objects specified by the given treasure.
233 * It goes recursively through the rest of the linked list.
234 * If there is a certain percental chance for a treasure to be generated,
235 * this is taken into consideration.
236 * The second argument specifies for which object the treasure is
237 * being generated.
238 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
239 * abilities. This is used by summon spells, thus no summoned monsters
240 * start with equipment, but only their abilities).
241 */
242 static void
243 put_treasure (object *op, object *creator, int flags)
244 {
245 if (flags & GT_ENVIRONMENT)
246 {
247 /* Bit of a hack - spells should never be put onto the map. The entire
248 * treasure stuff is a problem - there is no clear idea of knowing
249 * this is the original object, or if this is an object that should be created
250 * by another object.
251 */
252 //TODO: flag such as objects... as such (no drop, anybody?)
253 if (op->type == SPELL)
254 {
255 op->destroy ();
256 return;
257 }
258
259 op->expand_tail ();
260
261 if (op->blocked (creator->map, creator->x, creator->y))
262 op->destroy ();
263 else
264 {
265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
268 }
269 else
270 {
271 op = creator->insert (op);
272
273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
274 monster_check_apply (creator, op);
275
276 if (flags & GT_UPDATE_INV)
277 if (object *tmp = creator->in_player ())
278 esrv_send_item (tmp, op);
279 }
280 }
281
282 /* if there are change_xxx commands in the treasure, we include the changes
283 * in the generated object
284 */
285 static void
286 change_treasure (treasure *t, object *op)
287 {
288 /* CMD: change_name xxxx */
289 if (t->change_arch.name)
290 {
291 op->name = t->change_arch.name;
292 op->name_pl = t->change_arch.name;
293 }
294
295 if (t->change_arch.title)
296 op->title = t->change_arch.title;
297
298 if (t->change_arch.slaying)
299 op->slaying = t->change_arch.slaying;
300 }
301
302 static void
303 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
304 {
305 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
306 {
307 if (t->name)
308 {
309 if (difficulty >= t->magic)
310 if (treasurelist *tl = treasurelist::find (t->name))
311 create_treasure (tl, op, flag, difficulty, tries);
312 else
313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
314 }
315 else
316 {
317 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
318 {
319 object *tmp = arch_to_object (t->item);
320
321 if (t->nrof && tmp->nrof <= 1)
322 tmp->nrof = rndm (t->nrof) + 1;
323
324 fix_generated_item (tmp, op, difficulty, t->magic, flag);
325 change_treasure (t, tmp);
326 put_treasure (tmp, op, flag);
327 }
328 }
329
330 if (t->next_yes)
331 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
332 }
333 else if (t->next_no)
334 create_all_treasures (t->next_no, op, flag, difficulty, tries);
335
336 if (t->next)
337 create_all_treasures (t->next, op, flag, difficulty, tries);
338 }
339
340 static void
341 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
342 {
343 int value = rndm (tl->total_chance);
344 treasure *t;
345
346 if (tries++ > 100)
347 {
348 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
349 return;
350 }
351
352 for (t = tl->items; t; t = t->next)
353 {
354 value -= t->chance;
355
356 if (value < 0)
357 break;
358 }
359
360 if (!t || value >= 0)
361 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
362
363 if (t->name)
364 {
365 if (difficulty >= t->magic)
366 {
367 treasurelist *tl = treasurelist::find (t->name);
368 if (tl)
369 create_treasure (tl, op, flag, difficulty, tries);
370 }
371 else if (t->nrof)
372 create_one_treasure (tl, op, flag, difficulty, tries);
373 }
374 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
375 {
376 if (object *tmp = arch_to_object (t->item))
377 {
378 if (t->nrof && tmp->nrof <= 1)
379 tmp->nrof = rndm (t->nrof) + 1;
380
381 fix_generated_item (tmp, op, difficulty, t->magic, flag);
382 change_treasure (t, tmp);
383 put_treasure (tmp, op, flag);
384 }
385 }
386 }
387
388 void
389 object::create_treasure (treasurelist *tl, int flags)
390 {
391 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
392 }
393
394 /* This calls the appropriate treasure creation function. tries is passed
395 * to determine how many list transitions or attempts to create treasure
396 * have been made. It is really in place to prevent infinite loops with
397 * list transitions, or so that excessively good treasure will not be
398 * created on weak maps, because it will exceed the number of allowed tries
399 * to do that.
400 */
401 void
402 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
403 {
404 // empty treasurelists are legal
405 if (!tl->items)
406 return;
407
408 if (tries++ > 100)
409 {
410 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
411 return;
412 }
413
414 if (op->flag [FLAG_TREASURE_ENV])
415 {
416 // do not generate items when there already is something above the object
417 if (op->flag [FLAG_IS_FLOOR] && op->above)
418 return;
419
420 flag |= GT_ENVIRONMENT;
421 }
422
423 if (tl->total_chance)
424 create_one_treasure (tl, op, flag, difficulty, tries);
425 else
426 create_all_treasures (tl->items, op, flag, difficulty, tries);
427 }
428
429 /* This is similar to the old generate treasure function. However,
430 * it instead takes a treasurelist. It is really just a wrapper around
431 * create_treasure. We create a dummy object that the treasure gets
432 * inserted into, and then return that treausre
433 */
434 object *
435 generate_treasure (treasurelist *tl, int difficulty)
436 {
437 difficulty = clamp (difficulty, 1, settings.max_level);
438
439 object *ob = object::create ();
440
441 create_treasure (tl, ob, 0, difficulty, 0);
442
443 /* Don't want to free the object we are about to return */
444 object *tmp = ob->inv;
445 if (tmp)
446 tmp->remove ();
447
448 if (ob->inv)
449 LOG (llevError, "In generate treasure, created multiple objects.\n");
450
451 ob->destroy ();
452 return tmp;
453 }
454
455 /*
456 * This is a new way of calculating the chance for an item to have
457 * a specific magical bonus.
458 * The array has two arguments, the difficulty of the level, and the
459 * magical bonus "wanted".
460 */
461
462 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
463 // chance of magic difficulty
464 // +0 +1 +2 +3 +4
465 {95, 2, 2, 1, 0}, // 1
466 {92, 5, 2, 1, 0}, // 2
467 {85, 10, 4, 1, 0}, // 3
468 {80, 14, 4, 2, 0}, // 4
469 {75, 17, 5, 2, 1}, // 5
470 {70, 18, 8, 3, 1}, // 6
471 {65, 21, 10, 3, 1}, // 7
472 {60, 22, 12, 4, 2}, // 8
473 {55, 25, 14, 4, 2}, // 9
474 {50, 27, 16, 5, 2}, // 10
475 {45, 28, 18, 6, 3}, // 11
476 {42, 28, 20, 7, 3}, // 12
477 {40, 27, 21, 8, 4}, // 13
478 {38, 25, 22, 10, 5}, // 14
479 {36, 23, 23, 12, 6}, // 15
480 {33, 21, 24, 14, 8}, // 16
481 {31, 19, 25, 16, 9}, // 17
482 {27, 15, 30, 18, 10}, // 18
483 {20, 12, 30, 25, 13}, // 19
484 {15, 10, 28, 30, 17}, // 20
485 {13, 9, 27, 28, 23}, // 21
486 {10, 8, 25, 28, 29}, // 22
487 { 8, 7, 23, 26, 36}, // 23
488 { 6, 6, 20, 22, 46}, // 24
489 { 4, 5, 17, 18, 56}, // 25
490 { 2, 4, 12, 14, 68}, // 26
491 { 0, 3, 7, 10, 80}, // 27
492 { 0, 0, 3, 7, 90}, // 28
493 { 0, 0, 0, 3, 97}, // 29
494 { 0, 0, 0, 0, 100}, // 30
495 { 0, 0, 0, 0, 100}, // 31
496 };
497
498 /* calculate the appropriate level for wands staves and scrolls.
499 * This code presumes that op has had its spell object created (in op->inv)
500 *
501 * elmex Wed Aug 9 17:44:59 CEST 2006:
502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
503 */
504 int
505 level_for_item (const object *op, int difficulty)
506 {
507 if (!op->inv)
508 {
509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
510 return 0;
511 }
512
513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
514
515 if (olevel <= 0)
516 olevel = rndm (1, op->inv->level);
517
518 return min (olevel, MAXLEVEL);
519 }
520
521 /*
522 * Based upon the specified difficulty and upon the difftomagic_list array,
523 * a random magical bonus is returned. This is used when determine
524 * the magical bonus created on specific maps.
525 *
526 * elmex Thu Aug 10 18:45:44 CEST 2006:
527 * Scaling difficulty by max_level, as difficulty is a level and not some
528 * weird integer between 1-31.
529 *
530 */
531 int
532 magic_from_difficulty (int difficulty)
533 {
534 int percent = 0, magic = 0;
535 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
536
537 scaled_diff--;
538
539 if (scaled_diff < 0)
540 scaled_diff = 0;
541
542 if (scaled_diff >= DIFFLEVELS)
543 scaled_diff = DIFFLEVELS - 1;
544
545 percent = rndm (100);
546
547 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
548 {
549 percent -= difftomagic_list[scaled_diff][magic];
550
551 if (percent < 0)
552 break;
553 }
554
555 if (magic == (MAXMAGIC + 1))
556 {
557 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
558 magic = 0;
559 }
560
561 magic = (rndm (3)) ? magic : -magic;
562 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
563
564 return magic;
565 }
566
567 /*
568 * Sets magical bonus in an object, and recalculates the effect on
569 * the armour variable, and the effect on speed of armour.
570 * This function doesn't work properly, should add use of archetypes
571 * to make it truly absolute.
572 */
573
574 void
575 set_abs_magic (object *op, int magic)
576 {
577 if (!magic)
578 return;
579
580 op->magic = magic;
581 if (op->arch)
582 {
583 if (op->type == ARMOUR)
584 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
585
586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
587 magic = (-magic);
588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
589 }
590 else
591 {
592 if (op->type == ARMOUR)
593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
595 magic = (-magic);
596 op->weight = (op->weight * (100 - magic * 10)) / 100;
597 }
598 }
599
600 /*
601 * Sets a random magical bonus in the given object based upon
602 * the given difficulty, and the given max possible bonus.
603 */
604
605 static void
606 set_magic (int difficulty, object *op, int max_magic, int flags)
607 {
608 int i;
609
610 i = magic_from_difficulty (difficulty);
611 if ((flags & GT_ONLY_GOOD) && i < 0)
612 i = -i;
613 if (i > max_magic)
614 i = max_magic;
615 set_abs_magic (op, i);
616 if (i < 0)
617 SET_FLAG (op, FLAG_CURSED);
618 }
619
620 /*
621 * Randomly adds one magical ability to the given object.
622 * Modified for Partial Resistance in many ways:
623 * 1) Since rings can have multiple bonuses, if the same bonus
624 * is rolled again, increase it - the bonuses now stack with
625 * other bonuses previously rolled and ones the item might natively have.
626 * 2) Add code to deal with new PR method.
627 */
628 void
629 set_ring_bonus (object *op, int bonus)
630 {
631
632 int r = rndm (bonus > 0 ? 25 : 11);
633
634 if (op->type == AMULET)
635 {
636 if (!(rndm (21)))
637 r = 20 + rndm (2);
638 else
639 {
640 if (rndm (2))
641 r = 10;
642 else
643 r = 11 + rndm (9);
644 }
645 }
646
647 switch (r)
648 {
649 /* Redone by MSW 2000-11-26 to have much less code. Also,
650 * bonuses and penalties will stack and add to existing values.
651 * of the item.
652 */
653 case 0:
654 case 1:
655 case 2:
656 case 3:
657 case 4:
658 case 5:
659 case 6:
660 op->stats.stat (r) += bonus;
661 break;
662
663 case 7:
664 op->stats.dam += bonus;
665 break;
666
667 case 8:
668 op->stats.wc += bonus;
669 break;
670
671 case 9:
672 op->stats.food += bonus; /* hunger/sustenance */
673 break;
674
675 case 10:
676 op->stats.ac += bonus;
677 break;
678
679 /* Item that gives protections/vulnerabilities */
680 case 11:
681 case 12:
682 case 13:
683 case 14:
684 case 15:
685 case 16:
686 case 17:
687 case 18:
688 case 19:
689 {
690 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
691
692 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
693 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
694
695 /* Cursed items need to have higher negative values to equal out with
696 * positive values for how protections work out. Put another
697 * little random element in since that they don't always end up with
698 * even values.
699 */
700 if (bonus < 0)
701 val = 2 * -val - rndm (b);
702 if (val > 35)
703 val = 35; /* Upper limit */
704 b = 0;
705
706 while (op->resist[resist_table[resist]] != 0 && b < 4)
707 resist = rndm (num_resist_table);
708
709 if (b == 4)
710 return; /* Not able to find a free resistance */
711
712 op->resist[resist_table[resist]] = val;
713 /* We should probably do something more clever here to adjust value
714 * based on how good a resistance we gave.
715 */
716 break;
717 }
718 case 20:
719 if (op->type == AMULET)
720 {
721 SET_FLAG (op, FLAG_REFL_SPELL);
722 op->value *= 11;
723 }
724 else
725 {
726 op->stats.hp = 1; /* regenerate hit points */
727 op->value *= 4;
728 }
729 break;
730
731 case 21:
732 if (op->type == AMULET)
733 {
734 SET_FLAG (op, FLAG_REFL_MISSILE);
735 op->value *= 9;
736 }
737 else
738 {
739 op->stats.sp = 1; /* regenerate spell points */
740 op->value *= 3;
741 }
742 break;
743
744 case 22:
745 op->stats.exp += bonus; /* Speed! */
746 op->value = (op->value * 2) / 3;
747 break;
748 }
749
750 if (bonus > 0)
751 op->value *= 2 * bonus;
752 else
753 op->value = -(op->value * 2 * bonus) / 3;
754 }
755
756 /*
757 * get_magic(diff) will return a random number between 0 and 4.
758 * diff can be any value above 2. The higher the diff-variable, the
759 * higher is the chance of returning a low number.
760 * It is only used in fix_generated_treasure() to set bonuses on
761 * rings and amulets.
762 * Another scheme is used to calculate the magic of weapons and armours.
763 */
764 int
765 get_magic (int diff)
766 {
767 int i;
768
769 if (diff < 3)
770 diff = 3;
771
772 for (i = 0; i < 4; i++)
773 if (rndm (diff))
774 return i;
775
776 return 4;
777 }
778
779 #define DICE2 (get_magic(2)==2?2:1)
780 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
781
782 /*
783 * fix_generated_item(): This is called after an item is generated, in
784 * order to set it up right. This produced magical bonuses, puts spells
785 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
786 */
787
788 /* 4/28/96 added creator object from which op may now inherit properties based on
789 * op->type. Right now, which stuff the creator passes on is object type
790 * dependant. I know this is a spagetti manuever, but is there a cleaner
791 * way to do this? b.t. */
792
793 /*
794 * ! (flags & GT_ENVIRONMENT):
795 * Automatically calls fix_flesh_item().
796 *
797 * flags:
798 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
799 * value.
800 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
801 * a working object - don't change magic, value, etc, but set it material
802 * type as appropriate, for objects that need spell objects, set those, etc
803 */
804 void
805 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
806 {
807 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
808
809 if (!creator || creator->type == op->type)
810 creator = op; /*safety & to prevent polymorphed objects giving attributes */
811
812 /* If we make an artifact, this information will be destroyed */
813 save_item_power = op->item_power;
814 op->item_power = 0;
815
816 if (op->randomitems && op->type != SPELL)
817 {
818 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
819 /* So the treasure doesn't get created again */
820 op->randomitems = 0;
821 }
822
823 if (difficulty < 1)
824 difficulty = 1;
825
826 if (INVOKE_OBJECT (ADD_BONUS, op,
827 ARG_OBJECT (creator != op ? creator : 0),
828 ARG_INT (difficulty), ARG_INT (max_magic),
829 ARG_INT (flags)))
830 return;
831
832 if (!(flags & GT_MINIMAL))
833 {
834 if (IS_ARCH (op->arch, crown))
835 {
836 set_magic (difficulty, op, max_magic, flags);
837 num_enchantments = calc_item_power (op, 1);
838 generate_artifact (op, difficulty);
839 }
840 else
841 {
842 if (!op->magic && max_magic)
843 set_magic (difficulty, op, max_magic, flags);
844
845 num_enchantments = calc_item_power (op, 1);
846
847 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
848 || op->type == HORN
849 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
850 generate_artifact (op, difficulty);
851 }
852
853 /* Object was made an artifact. Calculate its item_power rating.
854 * the item_power in the object is what the artfiact adds.
855 */
856 if (op->title)
857 {
858 /* if save_item_power is set, then most likely we started with an
859 * artifact and have added new abilities to it - this is rare, but
860 * but I have seen things like 'strange rings of fire'. So just figure
861 * out the power from the base power plus what this one adds. Note
862 * that since item_power is not quite linear, this actually ends up
863 * being somewhat of a bonus
864 */
865 if (save_item_power)
866 op->item_power = save_item_power + get_power_from_ench (op->item_power);
867 else
868 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
869 }
870 else if (save_item_power)
871 {
872 /* restore the item_power field to the object if we haven't changed it.
873 * we don't care about num_enchantments - that will basically just
874 * have calculated some value from the base attributes of the archetype.
875 */
876 op->item_power = save_item_power;
877 }
878 else
879 {
880 /* item_power was zero. This is suspicious, as it may be because it
881 * was never previously calculated. Let's compute a value and see if
882 * it is non-zero. If it indeed is, then assign it as the new
883 * item_power value.
884 * - gros, 21th of July 2006.
885 */
886 op->item_power = calc_item_power (op, 0);
887 save_item_power = op->item_power; /* Just in case it would get used
888 * again below */
889 }
890 }
891
892 /* materialtype modifications. Note we allow this on artifacts. */
893 set_materialname (op, difficulty, NULL);
894
895 if (flags & GT_MINIMAL)
896 {
897 if (op->type == POTION)
898 /* Handle healing and magic power potions */
899 if (op->stats.sp && !op->randomitems)
900 {
901 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
902 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0;
904 }
905 }
906 else if (!op->title) /* Only modify object if not special */
907 switch (op->type)
908 {
909 case WEAPON:
910 case ARMOUR:
911 case SHIELD:
912 case HELMET:
913 case CLOAK:
914 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
915 set_ring_bonus (op, -DICE2);
916 break;
917
918 case BRACERS:
919 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
920 {
921 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
922 if (!QUERY_FLAG (op, FLAG_CURSED))
923 op->value *= 3;
924 }
925 break;
926
927 case POTION:
928 {
929 int too_many_tries = 0, is_special = 0;
930
931 /* Handle healing and magic power potions */
932 if (op->stats.sp && !op->randomitems)
933 {
934 object *tmp;
935
936 tmp = get_archetype (spell_mapping[op->stats.sp]);
937 insert_ob_in_ob (tmp, op);
938 op->stats.sp = 0;
939 }
940
941 while (!(is_special = special_potion (op)) && !op->inv)
942 {
943 generate_artifact (op, difficulty);
944 if (too_many_tries++ > 10)
945 break;
946 }
947
948 /* don't want to change value for healing/magic power potions,
949 * since the value set on those is already correct.
950 */
951 if (op->inv && op->randomitems)
952 {
953 /* value multiplier is same as for scrolls */
954 op->value = (op->value * op->inv->value);
955 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
956 }
957 else
958 {
959 op->name = "potion";
960 op->name_pl = "potions";
961 }
962
963 if (!(flags & GT_ONLY_GOOD) && rndm (2))
964 SET_FLAG (op, FLAG_CURSED);
965 break;
966 }
967
968 case AMULET:
969 if (IS_ARCH (op->arch, amulet))
970 op->value *= 5; /* Since it's not just decoration */
971
972 case RING:
973 if (!op->arch) // wtf? schmorp
974 {
975 op->destroy ();
976 op = 0;
977 break;
978 }
979
980 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
981 break;
982
983 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
984 SET_FLAG (op, FLAG_CURSED);
985
986 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
987
988 if (op->type != RING) /* Amulets have only one ability */
989 break;
990
991 if (!(rndm (4)))
992 {
993 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
994
995 if (d > 0)
996 op->value *= 3;
997
998 set_ring_bonus (op, d);
999
1000 if (!(rndm (4)))
1001 {
1002 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1003
1004 if (d > 0)
1005 op->value *= 5;
1006 set_ring_bonus (op, d);
1007 }
1008 }
1009
1010 if (GET_ANIM_ID (op))
1011 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1012
1013 break;
1014
1015 case BOOK:
1016 /* Is it an empty book?, if yes lets make a special·
1017 * msg for it, and tailor its properties based on the·
1018 * creator and/or map level we found it on.
1019 */
1020 if (!op->msg && rndm (10))
1021 {
1022 /* set the book level properly */
1023 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1024 {
1025 if (op->map && op->map->difficulty)
1026 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1027 else
1028 op->level = rndm (20) + 1;
1029 }
1030 else
1031 op->level = rndm (creator->level);
1032
1033 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1034 /* books w/ info are worth more! */
1035 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1036 /* creator related stuff */
1037
1038 /* for library, chained books. Note that some monsters have no_pick
1039 * set - we don't want to set no pick in that case.
1040 */
1041 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1042 SET_FLAG (op, FLAG_NO_PICK);
1043 if (creator->slaying && !op->slaying) /* for check_inv floors */
1044 op->slaying = creator->slaying;
1045
1046 /* add exp so reading it gives xp (once) */
1047 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1048 }
1049 break;
1050
1051 case SPELLBOOK:
1052 op->value = op->value * op->inv->value;
1053 /* add exp so learning gives xp */
1054 op->level = op->inv->level;
1055 op->stats.exp = op->value;
1056 break;
1057
1058 case WAND:
1059 /* nrof in the treasure list is number of charges,
1060 * not number of wands. So copy that into food (charges),
1061 * and reset nrof.
1062 */
1063 op->stats.food = op->inv->nrof;
1064 op->nrof = 1;
1065 /* If the spell changes by level, choose a random level
1066 * for it, and adjust price. If the spell doesn't
1067 * change by level, just set the wand to the level of
1068 * the spell, and value calculation is simpler.
1069 */
1070 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1071 {
1072 op->level = level_for_item (op, difficulty);
1073 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1074 }
1075 else
1076 {
1077 op->level = op->inv->level;
1078 op->value = op->value * op->inv->value;
1079 }
1080 break;
1081
1082 case ROD:
1083 op->level = level_for_item (op, difficulty);
1084 /* Add 50 to both level an divisor to keep prices a little more
1085 * reasonable. Otherwise, a high level version of a low level
1086 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1087 * 10 time multiplier). This way, the value are a bit more reasonable.
1088 */
1089 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1090 /* maxhp is used to denote how many 'charges' the rod holds before */
1091 if (op->stats.maxhp)
1092 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1093 else
1094 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1095
1096 op->stats.hp = op->stats.maxhp;
1097 break;
1098
1099 case SCROLL:
1100 op->level = level_for_item (op, difficulty);
1101 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1102
1103 /* add exp so reading them properly gives xp */
1104 op->stats.exp = op->value / 5;
1105 op->nrof = op->inv->nrof;
1106 break;
1107
1108 case RUNE:
1109 trap_adjust (op, difficulty);
1110 break;
1111
1112 case TRAP:
1113 trap_adjust (op, difficulty);
1114 break;
1115 } /* switch type */
1116
1117 if (flags & GT_STARTEQUIP)
1118 {
1119 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1120 SET_FLAG (op, FLAG_STARTEQUIP);
1121 else if (op->type != MONEY)
1122 op->value = 0;
1123 }
1124
1125 if (!(flags & GT_ENVIRONMENT))
1126 fix_flesh_item (op, creator);
1127 }
1128
1129 /*
1130 *
1131 *
1132 * CODE DEALING WITH ARTIFACTS STARTS HERE
1133 *
1134 *
1135 */
1136
1137 /*
1138 * Allocate and return the pointer to an empty artifactlist structure.
1139 */
1140 static artifactlist *
1141 get_empty_artifactlist (void)
1142 {
1143 return salloc0<artifactlist> ();
1144 }
1145
1146 /*
1147 * Allocate and return the pointer to an empty artifact structure.
1148 */
1149 static artifact *
1150 get_empty_artifact (void)
1151 {
1152 return salloc0<artifact> ();
1153 }
1154
1155 /*
1156 * Searches the artifact lists and returns one that has the same type
1157 * of objects on it.
1158 */
1159 artifactlist *
1160 find_artifactlist (int type)
1161 {
1162 for (artifactlist *al = first_artifactlist; al; al = al->next)
1163 if (al->type == type)
1164 return al;
1165
1166 return 0;
1167 }
1168
1169 /*
1170 * Builds up the lists of artifacts from the file in the libdir.
1171 */
1172 void
1173 init_artifacts (void)
1174 {
1175 static int has_been_inited = 0;
1176 char filename[MAX_BUF];
1177 artifact *art = NULL;
1178 artifactlist *al;
1179
1180 if (has_been_inited)
1181 return;
1182 else
1183 has_been_inited = 1;
1184
1185 sprintf (filename, "%s/artifacts", settings.datadir);
1186 object_thawer f (filename);
1187
1188 if (!f)
1189 return;
1190
1191 for (;;)
1192 {
1193 switch (f.kw)
1194 {
1195 case KW_allowed:
1196 if (!art)
1197 art = get_empty_artifact ();
1198
1199 {
1200 if (!strcmp (f.get_str (), "all"))
1201 break;
1202
1203 char *next, *cp = f.get_str ();
1204
1205 do
1206 {
1207 if ((next = strchr (cp, ',')))
1208 *next++ = '\0';
1209
1210 linked_char *tmp = new linked_char;
1211
1212 tmp->name = cp;
1213 tmp->next = art->allowed;
1214 art->allowed = tmp;
1215 }
1216 while ((cp = next));
1217 }
1218 break;
1219
1220 case KW_chance:
1221 f.get (art->chance);
1222 break;
1223
1224 case KW_difficulty:
1225 f.get (art->difficulty);
1226 break;
1227
1228 case KW_object:
1229 {
1230 art->item = object::create ();
1231 f.get (art->item->name);
1232 f.next ();
1233
1234 if (!art->item->parse_kv (f))
1235 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1236
1237 al = find_artifactlist (art->item->type);
1238
1239 if (!al)
1240 {
1241 al = get_empty_artifactlist ();
1242 al->type = art->item->type;
1243 al->next = first_artifactlist;
1244 first_artifactlist = al;
1245 }
1246
1247 art->next = al->items;
1248 al->items = art;
1249 art = 0;
1250 }
1251 continue;
1252
1253 case KW_EOF:
1254 goto done;
1255
1256 default:
1257 if (!f.parse_error ("artifacts file"))
1258 cleanup ("artifacts file required");
1259 break;
1260 }
1261
1262 f.next ();
1263 }
1264
1265 done:
1266 for (al = first_artifactlist; al; al = al->next)
1267 {
1268 al->total_chance = 0;
1269
1270 for (art = al->items; art; art = art->next)
1271 {
1272 if (!art->chance)
1273 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1274 else
1275 al->total_chance += art->chance;
1276 }
1277 #if 0
1278 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1279 #endif
1280 }
1281
1282 LOG (llevDebug, "done.\n");
1283 }
1284
1285 /*
1286 * Used in artifact generation. The bonuses of the first object
1287 * is modified by the bonuses of the second object.
1288 */
1289 void
1290 add_abilities (object *op, object *change)
1291 {
1292 int i, tmp;
1293
1294 if (change->face != blank_face)
1295 {
1296 #ifdef TREASURE_VERBOSE
1297 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1298 #endif
1299 op->face = change->face;
1300 }
1301
1302 for (i = 0; i < NUM_STATS; i++)
1303 change_attr_value (&(op->stats), i, change->stats.stat (i));
1304
1305 op->attacktype |= change->attacktype;
1306 op->path_attuned |= change->path_attuned;
1307 op->path_repelled |= change->path_repelled;
1308 op->path_denied |= change->path_denied;
1309 op->move_type |= change->move_type;
1310 op->stats.luck += change->stats.luck;
1311
1312 if (QUERY_FLAG (change, FLAG_CURSED))
1313 SET_FLAG (op, FLAG_CURSED);
1314 if (QUERY_FLAG (change, FLAG_DAMNED))
1315 SET_FLAG (op, FLAG_DAMNED);
1316 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1317 set_abs_magic (op, -op->magic);
1318
1319 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1320 SET_FLAG (op, FLAG_LIFESAVE);
1321 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1322 SET_FLAG (op, FLAG_REFL_SPELL);
1323 if (QUERY_FLAG (change, FLAG_STEALTH))
1324 SET_FLAG (op, FLAG_STEALTH);
1325 if (QUERY_FLAG (change, FLAG_XRAYS))
1326 SET_FLAG (op, FLAG_XRAYS);
1327 if (QUERY_FLAG (change, FLAG_BLIND))
1328 SET_FLAG (op, FLAG_BLIND);
1329 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1330 SET_FLAG (op, FLAG_SEE_IN_DARK);
1331 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1332 SET_FLAG (op, FLAG_REFL_MISSILE);
1333 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1334 SET_FLAG (op, FLAG_MAKE_INVIS);
1335
1336 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1337 {
1338 CLEAR_FLAG (op, FLAG_ANIMATE);
1339 /* so artifacts will join */
1340 if (!QUERY_FLAG (op, FLAG_ALIVE))
1341 op->speed = 0.0;
1342
1343 op->set_speed (op->speed);
1344 }
1345
1346 if (change->nrof)
1347 op->nrof = rndm (change->nrof) + 1;
1348
1349 op->stats.exp += change->stats.exp; /* Speed modifier */
1350 op->stats.wc += change->stats.wc;
1351 op->stats.ac += change->stats.ac;
1352
1353 if (change->other_arch)
1354 {
1355 /* Basically, for horns & potions, the other_arch field is the spell
1356 * to cast. So convert that to into a spell and put it into
1357 * this object.
1358 */
1359 if (op->type == HORN || op->type == POTION)
1360 {
1361 object *tmp_obj;
1362
1363 /* Remove any spells this object currently has in it */
1364 while (op->inv)
1365 op->inv->destroy ();
1366
1367 tmp_obj = arch_to_object (change->other_arch);
1368 insert_ob_in_ob (tmp_obj, op);
1369 }
1370 /* No harm setting this for potions/horns */
1371 op->other_arch = change->other_arch;
1372 }
1373
1374 if (change->stats.hp < 0)
1375 op->stats.hp = -change->stats.hp;
1376 else
1377 op->stats.hp += change->stats.hp;
1378
1379 if (change->stats.maxhp < 0)
1380 op->stats.maxhp = -change->stats.maxhp;
1381 else
1382 op->stats.maxhp += change->stats.maxhp;
1383
1384 if (change->stats.sp < 0)
1385 op->stats.sp = -change->stats.sp;
1386 else
1387 op->stats.sp += change->stats.sp;
1388
1389 if (change->stats.maxsp < 0)
1390 op->stats.maxsp = -change->stats.maxsp;
1391 else
1392 op->stats.maxsp += change->stats.maxsp;
1393
1394 if (change->stats.food < 0)
1395 op->stats.food = -(change->stats.food);
1396 else
1397 op->stats.food += change->stats.food;
1398
1399 if (change->level < 0)
1400 op->level = -(change->level);
1401 else
1402 op->level += change->level;
1403
1404 if (change->gen_sp_armour < 0)
1405 op->gen_sp_armour = -(change->gen_sp_armour);
1406 else
1407 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1408
1409 op->item_power = change->item_power;
1410
1411 for (i = 0; i < NROFATTACKS; i++)
1412 if (change->resist[i])
1413 op->resist[i] += change->resist[i];
1414
1415 if (change->stats.dam)
1416 {
1417 if (change->stats.dam < 0)
1418 op->stats.dam = (-change->stats.dam);
1419 else if (op->stats.dam)
1420 {
1421 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1422 if (tmp == op->stats.dam)
1423 {
1424 if (change->stats.dam < 10)
1425 op->stats.dam--;
1426 else
1427 op->stats.dam++;
1428 }
1429 else
1430 op->stats.dam = tmp;
1431 }
1432 }
1433
1434 if (change->weight)
1435 {
1436 if (change->weight < 0)
1437 op->weight = (-change->weight);
1438 else
1439 op->weight = (op->weight * (change->weight)) / 100;
1440 }
1441
1442 if (change->last_sp)
1443 {
1444 if (change->last_sp < 0)
1445 op->last_sp = (-change->last_sp);
1446 else
1447 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1448 }
1449
1450 if (change->gen_sp_armour)
1451 {
1452 if (change->gen_sp_armour < 0)
1453 op->gen_sp_armour = (-change->gen_sp_armour);
1454 else
1455 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1456 }
1457
1458 op->value *= change->value;
1459
1460 if (change->materials)
1461 op->materials = change->materials;
1462
1463 if (change->materialname)
1464 op->materialname = change->materialname;
1465
1466 if (change->slaying)
1467 op->slaying = change->slaying;
1468
1469 if (change->race)
1470 op->race = change->race;
1471
1472 if (change->msg)
1473 op->msg = change->msg;
1474 }
1475
1476 static int
1477 legal_artifact_combination (object *op, artifact *art)
1478 {
1479 int neg, success = 0;
1480 linked_char *tmp;
1481 const char *name;
1482
1483 if (!art->allowed)
1484 return 1; /* Ie, "all" */
1485
1486 for (tmp = art->allowed; tmp; tmp = tmp->next)
1487 {
1488 #ifdef TREASURE_VERBOSE
1489 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1490 #endif
1491 if (*tmp->name == '!')
1492 name = tmp->name + 1, neg = 1;
1493 else
1494 name = tmp->name, neg = 0;
1495
1496 /* If we match name, then return the opposite of 'neg' */
1497 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1498 return !neg;
1499
1500 /* Set success as true, since if the match was an inverse, it means
1501 * everything is allowed except what we match
1502 */
1503 else if (neg)
1504 success = 1;
1505 }
1506
1507 return success;
1508 }
1509
1510 /*
1511 * Fixes the given object, giving it the abilities and titles
1512 * it should have due to the second artifact-template.
1513 */
1514
1515 void
1516 give_artifact_abilities (object *op, object *artifct)
1517 {
1518 char new_name[MAX_BUF];
1519
1520 sprintf (new_name, "of %s", &artifct->name);
1521 op->title = new_name;
1522 add_abilities (op, artifct); /* Give out the bonuses */
1523
1524 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1525 {
1526 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1527
1528 SET_FLAG (op, FLAG_IDENTIFIED);
1529 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1530 if (!identified)
1531 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1532 }
1533 #endif
1534 return;
1535 }
1536
1537 /*
1538 * Decides randomly which artifact the object should be
1539 * turned into. Makes sure that the item can become that
1540 * artifact (means magic, difficulty, and Allowed fields properly).
1541 * Then calls give_artifact_abilities in order to actually create
1542 * the artifact.
1543 */
1544
1545 /* Give 1 re-roll attempt per artifact */
1546 #define ARTIFACT_TRIES 2
1547
1548 void
1549 generate_artifact (object *op, int difficulty)
1550 {
1551 artifactlist *al;
1552 artifact *art;
1553 int i;
1554
1555 al = find_artifactlist (op->type);
1556
1557 if (al == NULL)
1558 {
1559 #if 0 /* This is too verbose, usually */
1560 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1561 #endif
1562 return;
1563 }
1564
1565 for (i = 0; i < ARTIFACT_TRIES; i++)
1566 {
1567 int roll = rndm (al->total_chance);
1568
1569 for (art = al->items; art; art = art->next)
1570 {
1571 roll -= art->chance;
1572 if (roll < 0)
1573 break;
1574 }
1575
1576 if (art == NULL || roll >= 0)
1577 {
1578 #if 1
1579 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1580 #endif
1581 return;
1582 }
1583 if (!strcmp (art->item->name, "NONE"))
1584 return;
1585 if (FABS (op->magic) < art->item->magic)
1586 continue; /* Not magic enough to be this item */
1587
1588 /* Map difficulty not high enough */
1589 if (difficulty < art->difficulty)
1590 continue;
1591
1592 if (!legal_artifact_combination (op, art))
1593 {
1594 #ifdef TREASURE_VERBOSE
1595 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1596 #endif
1597 continue;
1598 }
1599
1600 give_artifact_abilities (op, art->item);
1601 return;
1602 }
1603 }
1604
1605 /* fix_flesh_item() - objects of type FLESH are similar to type
1606 * FOOD, except they inherit properties (name, food value, etc).
1607 * based on the original owner (or 'donor' if you like). -b.t.
1608 */
1609
1610 void
1611 fix_flesh_item (object *item, object *donor)
1612 {
1613 char tmpbuf[MAX_BUF];
1614 int i;
1615
1616 if (item->type == FLESH && donor)
1617 {
1618 /* change the name */
1619 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1620 item->name = tmpbuf;
1621 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1622 item->name_pl = tmpbuf;
1623
1624 /* weight is FLESH weight/100 * donor */
1625 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1626 item->weight = 1;
1627
1628 /* value is multiplied by level of donor */
1629 item->value *= isqrt (donor->level * 2);
1630
1631 /* food value */
1632 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1633
1634 /* flesh items inherit some abilities of donor, but not
1635 * full effect.
1636 */
1637 for (i = 0; i < NROFATTACKS; i++)
1638 item->resist[i] = donor->resist[i] / 2;
1639
1640 /* item inherits donor's level (important for quezals) */
1641 item->level = donor->level;
1642
1643 /* if donor has some attacktypes, the flesh is poisonous */
1644 if (donor->attacktype & AT_POISON)
1645 item->type = POISON;
1646 if (donor->attacktype & AT_ACID)
1647 item->stats.hp = -1 * item->stats.food;
1648 SET_FLAG (item, FLAG_NO_STEAL);
1649 }
1650 }
1651
1652 /* special_potion() - so that old potion code is still done right. */
1653 int
1654 special_potion (object *op)
1655 {
1656 if (op->attacktype)
1657 return 1;
1658
1659 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1660 return 1;
1661
1662 for (int i = 0; i < NROFATTACKS; i++)
1663 if (op->resist[i])
1664 return 1;
1665
1666 return 0;
1667 }
1668
1669 void
1670 free_treasurestruct (treasure *t)
1671 {
1672 if (t->next) free_treasurestruct (t->next);
1673 if (t->next_yes) free_treasurestruct (t->next_yes);
1674 if (t->next_no) free_treasurestruct (t->next_no);
1675
1676 delete t;
1677 }
1678
1679 void
1680 free_charlinks (linked_char *lc)
1681 {
1682 if (lc->next)
1683 free_charlinks (lc->next);
1684
1685 delete lc;
1686 }
1687
1688 void
1689 free_artifact (artifact *at)
1690 {
1691 if (at->next) free_artifact (at->next);
1692 if (at->allowed) free_charlinks (at->allowed);
1693
1694 at->item->destroy (1);
1695
1696 sfree (at);
1697 }
1698
1699 void
1700 free_artifactlist (artifactlist *al)
1701 {
1702 artifactlist *nextal;
1703
1704 for (al = first_artifactlist; al; al = nextal)
1705 {
1706 nextal = al->next;
1707
1708 if (al->items)
1709 free_artifact (al->items);
1710
1711 sfree (al);
1712 }
1713 }
1714
1715 void
1716 free_all_treasures (void)
1717 {
1718 treasurelist *tl, *next;
1719
1720 for (tl = first_treasurelist; tl; tl = next)
1721 {
1722 clear (tl);
1723
1724 next = tl->next;
1725 delete tl;
1726 }
1727
1728 free_artifactlist (first_artifactlist);
1729 }