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Revision: 1.101
Committed: Fri Mar 26 00:59:20 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.100: +2 -2 lines
Log Message:
remove bogus 2007 copyright that was added wrongly by the script, update to affero license

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default
28 * left on
29 */
30 #define TREASURE_DEBUG
31
32 /* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
34 //#define TREASURE_VERBOSE
35
36 #include <global.h>
37 #include <treasure.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 //TODO: class method
56 static void free_treasurestruct (treasure *t); // bleh desu
57 static void
58 clear (treasurelist *tl)
59 {
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67 }
68
69 /*
70 * Searches for the given treasurelist
71 */
72 treasurelist *
73 treasurelist::find (const char *name)
74 {
75 if (!name)
76 return 0;
77
78 auto (i, tl_map.find (name));
79
80 if (i == tl_map.end ())
81 return 0;
82
83 return i->second;
84 }
85
86 /*
87 * Searches for the given treasurelist in the globally linked list
88 * of treasurelists which has been built by load_treasures().
89 */
90 treasurelist *
91 treasurelist::get (const char *name)
92 {
93 treasurelist *tl = find (name);
94
95 if (!tl)
96 {
97 tl = new treasurelist;
98
99 tl->name = name;
100 tl->next = first_treasurelist;
101 first_treasurelist = tl;
102
103 tl_map.insert (std::make_pair (tl->name, tl));
104 }
105
106 return tl;
107 }
108
109 #ifdef TREASURE_DEBUG
110 /* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113 static void
114 check_treasurelist (const treasure *t, const treasurelist * tl)
115 {
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127 }
128 #endif
129
130 /*
131 * Reads the lib/treasure file from disk, and parses the contents
132 * into an internal treasure structure (very linked lists)
133 */
134 static treasure *
135 read_treasure (object_thawer &f)
136 {
137 treasure *t = new treasure;
138
139 f.next ();
140
141 for (;;)
142 {
143 coroapi::cede_to_tick ();
144
145 switch (f.kw)
146 {
147 case KW_arch:
148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
182 }
183
184 f.next ();
185 }
186
187 // not reached
188
189 error:
190 delete t;
191 return 0;
192 }
193
194 /*
195 * Each treasure is parsed with the help of load_treasure().
196 */
197 treasurelist *
198 treasurelist::read (object_thawer &f)
199 {
200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
201
202 bool one = f.kw == KW_treasureone;
203 treasurelist *tl = treasurelist::get (f.get_str ());
204 clear (tl);
205 tl->items = read_treasure (f);
206 if (!tl->items)
207 return 0;
208
209 /* This is a one of the many items on the list should be generated.
210 * Add up the chance total, and check to make sure the yes & no
211 * fields of the treasures are not being used.
212 */
213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
218 {
219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
220 LOG (llevError, " the next_yes or next_no field is set\n");
221 }
222
223 tl->total_chance += t->chance;
224 }
225 }
226
227 return tl;
228 }
229
230 /*
231 * Generates the objects specified by the given treasure.
232 * It goes recursively through the rest of the linked list.
233 * If there is a certain percental chance for a treasure to be generated,
234 * this is taken into consideration.
235 * The second argument specifies for which object the treasure is
236 * being generated.
237 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
238 * abilities. This is used by summon spells, thus no summoned monsters
239 * start with equipment, but only their abilities).
240 */
241 static void
242 put_treasure (object *op, object *creator, int flags)
243 {
244 if (flags & GT_ENVIRONMENT)
245 {
246 /* Bit of a hack - spells should never be put onto the map. The entire
247 * treasure stuff is a problem - there is no clear idea of knowing
248 * this is the original object, or if this is an object that should be created
249 * by another object.
250 */
251 //TODO: flag such as objects... as such (no drop, anybody?)
252 if (op->type == SPELL)
253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 }
267 }
268 else
269 {
270 op = creator->insert (op);
271
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
273 monster_check_apply (creator, op);
274 }
275 }
276
277 /* if there are change_xxx commands in the treasure, we include the changes
278 * in the generated object
279 */
280 static void
281 change_treasure (treasure *t, object *op)
282 {
283 /* CMD: change_name xxxx */
284 if (t->change_arch.name)
285 {
286 op->name = t->change_arch.name;
287 op->name_pl = t->change_arch.name;
288 }
289
290 if (t->change_arch.title)
291 op->title = t->change_arch.title;
292
293 if (t->change_arch.slaying)
294 op->slaying = t->change_arch.slaying;
295 }
296
297 static void
298 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
299 {
300 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
301 {
302 if (t->name)
303 {
304 if (difficulty >= t->magic)
305 if (treasurelist *tl = treasurelist::find (t->name))
306 create_treasure (tl, op, flag, difficulty, tries);
307 else
308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
309 }
310 else
311 {
312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 {
314 object *tmp = t->item->instance ();
315
316 if (t->nrof && tmp->nrof <= 1)
317 tmp->nrof = rndm (t->nrof) + 1;
318
319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
320 change_treasure (t, tmp);
321 put_treasure (tmp, op, flag);
322 }
323 }
324
325 if (t->next_yes)
326 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
327 }
328 else if (t->next_no)
329 create_all_treasures (t->next_no, op, flag, difficulty, tries);
330
331 if (t->next)
332 create_all_treasures (t->next, op, flag, difficulty, tries);
333 }
334
335 static void
336 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
337 {
338 int value = rndm (tl->total_chance);
339 treasure *t;
340
341 if (tries++ > 100)
342 {
343 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
344 return;
345 }
346
347 for (t = tl->items; t; t = t->next)
348 {
349 value -= t->chance;
350
351 if (value < 0)
352 break;
353 }
354
355 if (!t || value >= 0)
356 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
357
358 if (t->name)
359 {
360 if (difficulty >= t->magic)
361 {
362 treasurelist *tl = treasurelist::find (t->name);
363 if (tl)
364 create_treasure (tl, op, flag, difficulty, tries);
365 }
366 else if (t->nrof)
367 create_one_treasure (tl, op, flag, difficulty, tries);
368 }
369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 {
371 if (object *tmp = t->item->instance ())
372 {
373 if (t->nrof && tmp->nrof <= 1)
374 tmp->nrof = rndm (t->nrof) + 1;
375
376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
377 change_treasure (t, tmp);
378 put_treasure (tmp, op, flag);
379 }
380 }
381 }
382
383 void
384 object::create_treasure (treasurelist *tl, int flags)
385 {
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
387 }
388
389 /* This calls the appropriate treasure creation function. tries is passed
390 * to determine how many list transitions or attempts to create treasure
391 * have been made. It is really in place to prevent infinite loops with
392 * list transitions, or so that excessively good treasure will not be
393 * created on weak maps, because it will exceed the number of allowed tries
394 * to do that.
395 */
396 void
397 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
398 {
399 // empty treasurelists are legal
400 if (!tl->items)
401 return;
402
403 if (tries++ > 100)
404 {
405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
406 return;
407 }
408
409 if (op->flag [FLAG_TREASURE_ENV])
410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
415 flag |= GT_ENVIRONMENT;
416 }
417
418 if (tl->total_chance)
419 create_one_treasure (tl, op, flag, difficulty, tries);
420 else
421 create_all_treasures (tl->items, op, flag, difficulty, tries);
422 }
423
424 /* This is similar to the old generate treasure function. However,
425 * it instead takes a treasurelist. It is really just a wrapper around
426 * create_treasure. We create a dummy object that the treasure gets
427 * inserted into, and then return that treausre
428 */
429 object *
430 generate_treasure (treasurelist *tl, int difficulty)
431 {
432 difficulty = clamp (difficulty, 1, settings.max_level);
433
434 object *ob = object::create ();
435
436 create_treasure (tl, ob, 0, difficulty, 0);
437
438 /* Don't want to free the object we are about to return */
439 object *tmp = ob->inv;
440 if (tmp)
441 tmp->remove ();
442
443 if (ob->inv)
444 LOG (llevError, "In generate treasure, created multiple objects.\n");
445
446 ob->destroy ();
447
448 return tmp;
449 }
450
451 /*
452 * This is a new way of calculating the chance for an item to have
453 * a specific magical bonus.
454 * The array has two arguments, the difficulty of the level, and the
455 * magical bonus "wanted".
456 */
457
458 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
459 // chance of magic difficulty
460 // +0 +1 +2 +3 +4
461 {95, 2, 2, 1, 0}, // 1
462 {92, 5, 2, 1, 0}, // 2
463 {85, 10, 4, 1, 0}, // 3
464 {80, 14, 4, 2, 0}, // 4
465 {75, 17, 5, 2, 1}, // 5
466 {70, 18, 8, 3, 1}, // 6
467 {65, 21, 10, 3, 1}, // 7
468 {60, 22, 12, 4, 2}, // 8
469 {55, 25, 14, 4, 2}, // 9
470 {50, 27, 16, 5, 2}, // 10
471 {45, 28, 18, 6, 3}, // 11
472 {42, 28, 20, 7, 3}, // 12
473 {40, 27, 21, 8, 4}, // 13
474 {38, 25, 22, 10, 5}, // 14
475 {36, 23, 23, 12, 6}, // 15
476 {33, 21, 24, 14, 8}, // 16
477 {31, 19, 25, 16, 9}, // 17
478 {27, 15, 30, 18, 10}, // 18
479 {20, 12, 30, 25, 13}, // 19
480 {15, 10, 28, 30, 17}, // 20
481 {13, 9, 27, 28, 23}, // 21
482 {10, 8, 25, 28, 29}, // 22
483 { 8, 7, 23, 26, 36}, // 23
484 { 6, 6, 20, 22, 46}, // 24
485 { 4, 5, 17, 18, 56}, // 25
486 { 2, 4, 12, 14, 68}, // 26
487 { 0, 3, 7, 10, 80}, // 27
488 { 0, 0, 3, 7, 90}, // 28
489 { 0, 0, 0, 3, 97}, // 29
490 { 0, 0, 0, 0, 100}, // 30
491 { 0, 0, 0, 0, 100}, // 31
492 };
493
494 /* calculate the appropriate level for wands staves and scrolls.
495 * This code presumes that op has had its spell object created (in op->inv)
496 *
497 * elmex Wed Aug 9 17:44:59 CEST 2006:
498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
499 */
500 static int
501 level_for_item (const object *op, int difficulty)
502 {
503 if (!op->inv)
504 {
505 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
506 return 0;
507 }
508
509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
510
511 if (olevel <= 0)
512 olevel = rndm (1, op->inv->level);
513
514 return min (olevel, MAXLEVEL);
515 }
516
517 /*
518 * Based upon the specified difficulty and upon the difftomagic_list array,
519 * a random magical bonus is returned. This is used when determine
520 * the magical bonus created on specific maps.
521 *
522 * elmex Thu Aug 10 18:45:44 CEST 2006:
523 * Scaling difficulty by max_level, as difficulty is a level and not some
524 * weird integer between 1-31.
525 *
526 */
527 static int
528 magic_from_difficulty (int difficulty)
529 {
530 int percent = 0, magic = 0;
531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
532
533 scaled_diff--;
534
535 if (scaled_diff < 0)
536 scaled_diff = 0;
537
538 if (scaled_diff >= DIFFLEVELS)
539 scaled_diff = DIFFLEVELS - 1;
540
541 percent = rndm (100);
542
543 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
544 {
545 percent -= difftomagic_list[scaled_diff][magic];
546
547 if (percent < 0)
548 break;
549 }
550
551 if (magic == (MAXMAGIC + 1))
552 {
553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
554 magic = 0;
555 }
556
557 magic = (rndm (3)) ? magic : -magic;
558 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
559
560 return magic;
561 }
562
563 /*
564 * Sets magical bonus in an object, and recalculates the effect on
565 * the armour variable, and the effect on speed of armour.
566 * This function doesn't work properly, should add use of archetypes
567 * to make it truly absolute.
568 */
569
570 void
571 set_abs_magic (object *op, int magic)
572 {
573 if (!magic)
574 return;
575
576 op->magic = magic;
577 if (op->arch)
578 {
579 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
581
582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
583 magic = (-magic);
584
585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
586 }
587 else
588 {
589 if (op->type == ARMOUR)
590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
593 magic = (-magic);
594
595 op->weight = (op->weight * (100 - magic * 10)) / 100;
596 }
597 }
598
599 /*
600 * Sets a random magical bonus in the given object based upon
601 * the given difficulty, and the given max possible bonus.
602 */
603
604 static void
605 set_magic (int difficulty, object *op, int max_magic, int flags)
606 {
607 int i;
608
609 i = magic_from_difficulty (difficulty);
610 if ((flags & GT_ONLY_GOOD) && i < 0)
611 i = -i;
612 if (i > max_magic)
613 i = max_magic;
614 set_abs_magic (op, i);
615 if (i < 0)
616 SET_FLAG (op, FLAG_CURSED);
617 }
618
619 /*
620 * Randomly adds one magical ability to the given object.
621 * Modified for Partial Resistance in many ways:
622 * 1) Since rings can have multiple bonuses, if the same bonus
623 * is rolled again, increase it - the bonuses now stack with
624 * other bonuses previously rolled and ones the item might natively have.
625 * 2) Add code to deal with new PR method.
626 */
627 static void
628 set_ring_bonus (object *op, int bonus)
629 {
630 int r = rndm (bonus > 0 ? 25 : 11);
631
632 if (op->type == AMULET)
633 {
634 if (!(rndm (21)))
635 r = 20 + rndm (2);
636 else
637 {
638 if (rndm (2))
639 r = 10;
640 else
641 r = 11 + rndm (9);
642 }
643 }
644
645 switch (r)
646 {
647 /* Redone by MSW 2000-11-26 to have much less code. Also,
648 * bonuses and penalties will stack and add to existing values.
649 * of the item.
650 */
651 case 0:
652 case 1:
653 case 2:
654 case 3:
655 case 4:
656 case 5:
657 case 6:
658 op->stats.stat (r) += bonus;
659 break;
660
661 case 7:
662 op->stats.dam += bonus;
663 break;
664
665 case 8:
666 op->stats.wc += bonus;
667 break;
668
669 case 9:
670 op->stats.food += bonus; /* hunger/sustenance */
671 break;
672
673 case 10:
674 op->stats.ac += bonus;
675 break;
676
677 /* Item that gives protections/vulnerabilities */
678 case 11:
679 case 12:
680 case 13:
681 case 14:
682 case 15:
683 case 16:
684 case 17:
685 case 18:
686 case 19:
687 {
688 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
689
690 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
691 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
692
693 /* Cursed items need to have higher negative values to equal out with
694 * positive values for how protections work out. Put another
695 * little random element in since that they don't always end up with
696 * even values.
697 */
698 if (bonus < 0)
699 val = 2 * -val - rndm (b);
700 if (val > 35)
701 val = 35; /* Upper limit */
702 b = 0;
703
704 while (op->resist[resist_table[resist]] != 0 && b < 4)
705 resist = rndm (num_resist_table);
706
707 if (b == 4)
708 return; /* Not able to find a free resistance */
709
710 op->resist[resist_table[resist]] = val;
711 /* We should probably do something more clever here to adjust value
712 * based on how good a resistance we gave.
713 */
714 break;
715 }
716 case 20:
717 if (op->type == AMULET)
718 {
719 SET_FLAG (op, FLAG_REFL_SPELL);
720 op->value *= 11;
721 }
722 else
723 {
724 op->stats.hp = 1; /* regenerate hit points */
725 op->value *= 4;
726 }
727 break;
728
729 case 21:
730 if (op->type == AMULET)
731 {
732 SET_FLAG (op, FLAG_REFL_MISSILE);
733 op->value *= 9;
734 }
735 else
736 {
737 op->stats.sp = 1; /* regenerate spell points */
738 op->value *= 3;
739 }
740 break;
741
742 case 22:
743 op->stats.exp += bonus; /* Speed! */
744 op->value = (op->value * 2) / 3;
745 break;
746 }
747
748 if (bonus > 0)
749 op->value *= 2 * bonus;
750 else
751 op->value = -(op->value * 2 * bonus) / 3;
752 }
753
754 /*
755 * get_magic(diff) will return a random number between 0 and 4.
756 * diff can be any value above 2. The higher the diff-variable, the
757 * higher is the chance of returning a low number.
758 * It is only used in fix_generated_treasure() to set bonuses on
759 * rings and amulets.
760 * Another scheme is used to calculate the magic of weapons and armours.
761 */
762 static int
763 get_magic (int diff)
764 {
765 int i;
766
767 if (diff < 3)
768 diff = 3;
769
770 for (i = 0; i < 4; i++)
771 if (rndm (diff))
772 return i;
773
774 return 4;
775 }
776
777 /* special_potion() - so that old potion code is still done right. */
778 static int
779 special_potion (object *op)
780 {
781 if (op->attacktype)
782 return 1;
783
784 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
785 return 1;
786
787 for (int i = 0; i < NROFATTACKS; i++)
788 if (op->resist[i])
789 return 1;
790
791 return 0;
792 }
793
794 #define DICE2 (get_magic(2)==2?2:1)
795 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
796
797 /*
798 * fix_generated_item(): This is called after an item is generated, in
799 * order to set it up right. This produced magical bonuses, puts spells
800 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
801 */
802
803 /* 4/28/96 added creator object from which op may now inherit properties based on
804 * op->type. Right now, which stuff the creator passes on is object type
805 * dependant. I know this is a spagetti manuever, but is there a cleaner
806 * way to do this? b.t. */
807
808 /*
809 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item().
811 *
812 * flags:
813 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
814 * value.
815 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
816 * a working object - don't change magic, value, etc, but set it material
817 * type as appropriate, for objects that need spell objects, set those, etc
818 */
819 void
820 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
821 {
822 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
823
824 if (!creator || creator->type == op->type)
825 creator = op; /*safety & to prevent polymorphed objects giving attributes */
826
827 /* If we make an artifact, this information will be destroyed */
828 save_item_power = op->item_power;
829 op->item_power = 0;
830
831 if (op->randomitems && op->type != SPELL)
832 {
833 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
834 /* So the treasure doesn't get created again */
835 op->randomitems = 0;
836 }
837
838 max_it (difficulty, 1);
839
840 if (INVOKE_OBJECT (ADD_BONUS, op,
841 ARG_OBJECT (creator != op ? creator : 0),
842 ARG_INT (difficulty), ARG_INT (max_magic),
843 ARG_INT (flags)))
844 return;
845
846 if (!(flags & GT_MINIMAL))
847 {
848 if (IS_ARCH (op->arch, crown))
849 {
850 set_magic (difficulty, op, max_magic, flags);
851 num_enchantments = calc_item_power (op, 1);
852 generate_artifact (op, difficulty);
853 }
854 else
855 {
856 if (!op->magic && max_magic)
857 set_magic (difficulty, op, max_magic, flags);
858
859 num_enchantments = calc_item_power (op, 1);
860
861 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
862 || op->type == HORN
863 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
864 generate_artifact (op, difficulty);
865 }
866
867 /* Object was made an artifact. Calculate its item_power rating.
868 * the item_power in the object is what the artfiact adds.
869 */
870 if (op->title)
871 {
872 /* if save_item_power is set, then most likely we started with an
873 * artifact and have added new abilities to it - this is rare, but
874 * but I have seen things like 'strange rings of fire'. So just figure
875 * out the power from the base power plus what this one adds. Note
876 * that since item_power is not quite linear, this actually ends up
877 * being somewhat of a bonus
878 */
879 if (save_item_power)
880 op->item_power = save_item_power + get_power_from_ench (op->item_power);
881 else
882 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
883 }
884 else if (save_item_power)
885 {
886 /* restore the item_power field to the object if we haven't changed it.
887 * we don't care about num_enchantments - that will basically just
888 * have calculated some value from the base attributes of the archetype.
889 */
890 op->item_power = save_item_power;
891 }
892 else
893 {
894 /* item_power was zero. This is suspicious, as it may be because it
895 * was never previously calculated. Let's compute a value and see if
896 * it is non-zero. If it indeed is, then assign it as the new
897 * item_power value.
898 * - gros, 21th of July 2006.
899 */
900 op->item_power = calc_item_power (op, 0);
901 save_item_power = op->item_power; /* Just in case it would get used
902 * again below */
903 }
904 }
905
906 /* materialtype modifications. Note we allow this on artifacts. */
907 select_material (op, difficulty);
908
909 if (flags & GT_MINIMAL)
910 {
911 if (op->type == POTION)
912 /* Handle healing and magic power potions */
913 if (op->stats.sp && !op->randomitems)
914 {
915 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
916 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0;
918 }
919 }
920 else if (!op->title) /* Only modify object if not special */
921 switch (op->type)
922 {
923 case WEAPON:
924 case ARMOUR:
925 case SHIELD:
926 case HELMET:
927 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
929 set_ring_bonus (op, -DICE2);
930 break;
931
932 case BRACERS:
933 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
934 {
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED))
937 op->value *= 3;
938 }
939 break;
940
941 case POTION:
942 {
943 int too_many_tries = 0, is_special = 0;
944
945 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems)
947 {
948 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
949 insert_ob_in_ob (tmp, op);
950 op->stats.sp = 0;
951 }
952
953 while (!(is_special = special_potion (op)) && !op->inv)
954 {
955 generate_artifact (op, difficulty);
956 if (too_many_tries++ > 10)
957 break;
958 }
959
960 /* don't want to change value for healing/magic power potions,
961 * since the value set on those is already correct.
962 */
963 if (op->inv && op->randomitems)
964 {
965 /* value multiplier is same as for scrolls */
966 op->value *= op->inv->value;
967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
968 }
969 else
970 {
971 op->name = "potion";
972 op->name_pl = "potions";
973 }
974
975 if (!(flags & GT_ONLY_GOOD) && rndm (2))
976 SET_FLAG (op, FLAG_CURSED);
977
978 break;
979 }
980
981 case AMULET:
982 if (IS_ARCH (op->arch, amulet))
983 op->value *= 5; /* Since it's not just decoration */
984
985 case RING:
986 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
987 break;
988
989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
990 SET_FLAG (op, FLAG_CURSED);
991
992 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
993
994 if (op->type != RING) /* Amulets have only one ability */
995 break;
996
997 if (!(rndm (4)))
998 {
999 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1000
1001 if (d > 0)
1002 op->value *= 3;
1003
1004 set_ring_bonus (op, d);
1005
1006 if (!(rndm (4)))
1007 {
1008 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009
1010 if (d > 0)
1011 op->value *= 5;
1012 set_ring_bonus (op, d);
1013 }
1014 }
1015
1016 if (op->animation_id)
1017 op->set_anim_frame (rndm (op->anim_frames ()));
1018
1019 break;
1020
1021 case BOOK:
1022 /* Is it an empty book?, if yes lets make a special·
1023 * msg for it, and tailor its properties based on the·
1024 * creator and/or map level we found it on.
1025 */
1026 if (!op->msg && rndm (10))
1027 {
1028 /* set the book level properly */
1029 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1030 {
1031 if (op->map && op->map->difficulty)
1032 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1033 else
1034 op->level = rndm (20) + 1;
1035 }
1036 else
1037 op->level = rndm (creator->level);
1038
1039 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1040 /* books w/ info are worth more! */
1041 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
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
1047 /* creator related stuff */
1048
1049 /* for library, chained books. Note that some monsters have no_pick
1050 * set - we don't want to set no pick in that case.
1051 */
1052 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1053 SET_FLAG (op, FLAG_NO_PICK);
1054 if (creator->slaying && !op->slaying) /* for check_inv floors */
1055 op->slaying = creator->slaying;
1056 break;
1057
1058 case SPELLBOOK:
1059 op->value = op->value * op->inv->value;
1060 /* add exp so learning gives xp */
1061 op->level = op->inv->level;
1062 op->stats.exp = op->value;
1063 break;
1064
1065 case WAND:
1066 /* nrof in the treasure list is number of charges,
1067 * not number of wands. So copy that into food (charges),
1068 * and reset nrof.
1069 */
1070 op->stats.food = op->inv->nrof;
1071 op->nrof = 1;
1072 /* If the spell changes by level, choose a random level
1073 * for it, and adjust price. If the spell doesn't
1074 * change by level, just set the wand to the level of
1075 * the spell, and value calculation is simpler.
1076 */
1077 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1078 {
1079 op->level = level_for_item (op, difficulty);
1080 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1081 }
1082 else
1083 {
1084 op->level = op->inv->level;
1085 op->value = op->value * op->inv->value;
1086 }
1087 break;
1088
1089 case ROD:
1090 op->level = level_for_item (op, difficulty);
1091 /* Add 50 to both level an divisor to keep prices a little more
1092 * reasonable. Otherwise, a high level version of a low level
1093 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1094 * 10 time multiplier). This way, the value are a bit more reasonable.
1095 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 if (op->stats.maxhp)
1099 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1100 else
1101 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1102
1103 op->stats.hp = op->stats.maxhp;
1104 break;
1105
1106 case SCROLL:
1107 op->level = level_for_item (op, difficulty);
1108 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1109
1110 /* add exp so reading them properly gives xp */
1111 op->stats.exp = op->value / 5;
1112 op->nrof = op->inv->nrof;
1113 break;
1114
1115 case RUNE:
1116 trap_adjust (op, difficulty);
1117 break;
1118
1119 case TRAP:
1120 trap_adjust (op, difficulty);
1121 break;
1122 } /* switch type */
1123
1124 if (flags & GT_STARTEQUIP)
1125 {
1126 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1127 SET_FLAG (op, FLAG_STARTEQUIP);
1128 else if (op->type != MONEY)
1129 op->value = 0;
1130 }
1131
1132 if (!(flags & GT_ENVIRONMENT))
1133 fix_flesh_item (op, creator);
1134 }
1135
1136 /*
1137 *
1138 *
1139 * CODE DEALING WITH ARTIFACTS STARTS HERE
1140 *
1141 *
1142 */
1143
1144 /*
1145 * Allocate and return the pointer to an empty artifactlist structure.
1146 */
1147 static artifactlist *
1148 get_empty_artifactlist ()
1149 {
1150 return salloc0<artifactlist> ();
1151 }
1152
1153 /*
1154 * Allocate and return the pointer to an empty artifact structure.
1155 */
1156 static artifact *
1157 get_empty_artifact ()
1158 {
1159 return salloc0<artifact> ();
1160 }
1161
1162 /*
1163 * Searches the artifact lists and returns one that has the same type
1164 * of objects on it.
1165 */
1166 artifactlist *
1167 find_artifactlist (int type)
1168 {
1169 for (artifactlist *al = first_artifactlist; al; al = al->next)
1170 if (al->type == type)
1171 return al;
1172
1173 return 0;
1174 }
1175
1176 /*
1177 * Builds up the lists of artifacts from the file in the libdir.
1178 */
1179 void
1180 init_artifacts ()
1181 {
1182 static int has_been_inited = 0;
1183 char filename[MAX_BUF];
1184 artifact *art = NULL;
1185 artifactlist *al;
1186
1187 if (has_been_inited)
1188 return;
1189 else
1190 has_been_inited = 1;
1191
1192 sprintf (filename, "%s/artifacts", settings.datadir);
1193 object_thawer f (filename);
1194
1195 if (!f)
1196 return;
1197
1198 for (;;)
1199 {
1200 switch (f.kw)
1201 {
1202 case KW_allowed:
1203 if (!art)
1204 art = get_empty_artifact ();
1205
1206 {
1207 if (!strcmp (f.get_str (), "all"))
1208 break;
1209
1210 const char *cp = f.get_str ();
1211 char *next;
1212 do
1213 {
1214 if ((next = (char *)strchr (cp, ',')))
1215 *next++ = '\0';
1216
1217 linked_char *tmp = new linked_char;
1218
1219 tmp->name = cp;
1220 tmp->next = art->allowed;
1221 art->allowed = tmp;
1222 }
1223 while ((cp = next));
1224 }
1225 break;
1226
1227 case KW_chance:
1228 f.get (art->chance);
1229 break;
1230
1231 case KW_difficulty:
1232 f.get (art->difficulty);
1233 break;
1234
1235 case KW_object:
1236 {
1237 art->item = object::create ();
1238 f.get (art->item->name);
1239 f.next ();
1240
1241 if (!art->item->parse_kv (f))
1242 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1243
1244 al = find_artifactlist (art->item->type);
1245
1246 if (!al)
1247 {
1248 al = get_empty_artifactlist ();
1249 al->type = art->item->type;
1250 al->next = first_artifactlist;
1251 first_artifactlist = al;
1252 }
1253
1254 art->next = al->items;
1255 al->items = art;
1256 art = 0;
1257 }
1258 continue;
1259
1260 case KW_EOF:
1261 goto done;
1262
1263 default:
1264 if (!f.parse_error ("artifacts file"))
1265 cleanup ("artifacts file required");
1266 break;
1267 }
1268
1269 f.next ();
1270 }
1271
1272 done:
1273 for (al = first_artifactlist; al; al = al->next)
1274 {
1275 al->total_chance = 0;
1276
1277 for (art = al->items; art; art = art->next)
1278 {
1279 if (!art->chance)
1280 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1281 else
1282 al->total_chance += art->chance;
1283 }
1284 #if 0
1285 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1286 #endif
1287 }
1288
1289 LOG (llevDebug, "done.\n");
1290 }
1291
1292 /*
1293 * Used in artifact generation. The bonuses of the first object
1294 * is modified by the bonuses of the second object.
1295 */
1296 void
1297 add_abilities (object *op, object *change)
1298 {
1299 int i, tmp;
1300
1301 if (change->face != blank_face)
1302 {
1303 #ifdef TREASURE_VERBOSE
1304 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1305 #endif
1306 op->face = change->face;
1307 }
1308
1309 for (i = 0; i < NUM_STATS; i++)
1310 change_attr_value (&(op->stats), i, change->stats.stat (i));
1311
1312 op->attacktype |= change->attacktype;
1313 op->path_attuned |= change->path_attuned;
1314 op->path_repelled |= change->path_repelled;
1315 op->path_denied |= change->path_denied;
1316 op->move_type |= change->move_type;
1317 op->stats.luck += change->stats.luck;
1318
1319 if (QUERY_FLAG (change, FLAG_CURSED))
1320 SET_FLAG (op, FLAG_CURSED);
1321 if (QUERY_FLAG (change, FLAG_DAMNED))
1322 SET_FLAG (op, FLAG_DAMNED);
1323 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1324 set_abs_magic (op, -op->magic);
1325
1326 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1327 SET_FLAG (op, FLAG_LIFESAVE);
1328 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1329 SET_FLAG (op, FLAG_REFL_SPELL);
1330 if (QUERY_FLAG (change, FLAG_STEALTH))
1331 SET_FLAG (op, FLAG_STEALTH);
1332 if (QUERY_FLAG (change, FLAG_XRAYS))
1333 SET_FLAG (op, FLAG_XRAYS);
1334 if (QUERY_FLAG (change, FLAG_BLIND))
1335 SET_FLAG (op, FLAG_BLIND);
1336 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1337 SET_FLAG (op, FLAG_SEE_IN_DARK);
1338 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1339 SET_FLAG (op, FLAG_REFL_MISSILE);
1340 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1341 SET_FLAG (op, FLAG_MAKE_INVIS);
1342
1343 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1344 {
1345 CLEAR_FLAG (op, FLAG_ANIMATE);
1346 /* so artifacts will join */
1347 if (!QUERY_FLAG (op, FLAG_ALIVE))
1348 op->speed = 0.0;
1349
1350 op->set_speed (op->speed);
1351 }
1352
1353 if (change->nrof)
1354 op->nrof = rndm (change->nrof) + 1;
1355
1356 op->stats.exp += change->stats.exp; /* Speed modifier */
1357 op->stats.wc += change->stats.wc;
1358 op->stats.ac += change->stats.ac;
1359
1360 if (change->other_arch)
1361 {
1362 /* Basically, for horns & potions, the other_arch field is the spell
1363 * to cast. So convert that to into a spell and put it into
1364 * this object.
1365 */
1366 if (op->type == HORN || op->type == POTION)
1367 {
1368 /* Remove any spells this object currently has in it */
1369 op->destroy_inv (false);
1370
1371 object *tmp = change->other_arch->instance ();
1372 insert_ob_in_ob (tmp, op);
1373 }
1374 /* No harm setting this for potions/horns */
1375 op->other_arch = change->other_arch;
1376 }
1377
1378 if (change->stats.hp < 0)
1379 op->stats.hp = -change->stats.hp;
1380 else
1381 op->stats.hp += change->stats.hp;
1382
1383 if (change->stats.maxhp < 0)
1384 op->stats.maxhp = -change->stats.maxhp;
1385 else
1386 op->stats.maxhp += change->stats.maxhp;
1387
1388 if (change->stats.sp < 0)
1389 op->stats.sp = -change->stats.sp;
1390 else
1391 op->stats.sp += change->stats.sp;
1392
1393 if (change->stats.maxsp < 0)
1394 op->stats.maxsp = -change->stats.maxsp;
1395 else
1396 op->stats.maxsp += change->stats.maxsp;
1397
1398 if (change->stats.food < 0)
1399 op->stats.food = -(change->stats.food);
1400 else
1401 op->stats.food += change->stats.food;
1402
1403 if (change->level < 0)
1404 op->level = -(change->level);
1405 else
1406 op->level += change->level;
1407
1408 if (change->gen_sp_armour < 0)
1409 op->gen_sp_armour = -(change->gen_sp_armour);
1410 else
1411 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1412
1413 op->item_power = change->item_power;
1414
1415 for (i = 0; i < NROFATTACKS; i++)
1416 if (change->resist[i])
1417 op->resist[i] += change->resist[i];
1418
1419 if (change->stats.dam)
1420 {
1421 if (change->stats.dam < 0)
1422 op->stats.dam = (-change->stats.dam);
1423 else if (op->stats.dam)
1424 {
1425 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1426 if (tmp == op->stats.dam)
1427 {
1428 if (change->stats.dam < 10)
1429 op->stats.dam--;
1430 else
1431 op->stats.dam++;
1432 }
1433 else
1434 op->stats.dam = tmp;
1435 }
1436 }
1437
1438 if (change->weight)
1439 {
1440 if (change->weight < 0)
1441 op->weight = (-change->weight);
1442 else
1443 op->weight = (op->weight * (change->weight)) / 100;
1444 }
1445
1446 if (change->last_sp)
1447 {
1448 if (change->last_sp < 0)
1449 op->last_sp = (-change->last_sp);
1450 else
1451 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1452 }
1453
1454 if (change->gen_sp_armour)
1455 {
1456 if (change->gen_sp_armour < 0)
1457 op->gen_sp_armour = (-change->gen_sp_armour);
1458 else
1459 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1460 }
1461
1462 op->value *= change->value;
1463
1464 if (change->materials)
1465 op->materials = change->materials;
1466
1467 if (change->material != MATERIAL_NULL)
1468 op->material = change->material;
1469
1470 if (change->slaying)
1471 op->slaying = change->slaying;
1472
1473 if (change->race)
1474 op->race = change->race;
1475
1476 if (change->msg)
1477 op->msg = change->msg;
1478 }
1479
1480 static int
1481 legal_artifact_combination (object *op, artifact *art)
1482 {
1483 int neg, success = 0;
1484 linked_char *tmp;
1485 const char *name;
1486
1487 if (!art->allowed)
1488 return 1; /* Ie, "all" */
1489
1490 for (tmp = art->allowed; tmp; tmp = tmp->next)
1491 {
1492 #ifdef TREASURE_VERBOSE
1493 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1494 #endif
1495 if (*tmp->name == '!')
1496 name = tmp->name + 1, neg = 1;
1497 else
1498 name = tmp->name, neg = 0;
1499
1500 /* If we match name, then return the opposite of 'neg' */
1501 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1502 return !neg;
1503
1504 /* Set success as true, since if the match was an inverse, it means
1505 * everything is allowed except what we match
1506 */
1507 else if (neg)
1508 success = 1;
1509 }
1510
1511 return success;
1512 }
1513
1514 /*
1515 * Fixes the given object, giving it the abilities and titles
1516 * it should have due to the second artifact-template.
1517 */
1518
1519 void
1520 give_artifact_abilities (object *op, object *artifct)
1521 {
1522 char new_name[MAX_BUF];
1523
1524 sprintf (new_name, "of %s", &artifct->name);
1525 op->title = new_name;
1526 add_abilities (op, artifct); /* Give out the bonuses */
1527
1528 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1529 {
1530 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1531
1532 SET_FLAG (op, FLAG_IDENTIFIED);
1533 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1534 if (!identified)
1535 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1536 }
1537 #endif
1538 return;
1539 }
1540
1541 /*
1542 * Decides randomly which artifact the object should be
1543 * turned into. Makes sure that the item can become that
1544 * artifact (means magic, difficulty, and Allowed fields properly).
1545 * Then calls give_artifact_abilities in order to actually create
1546 * the artifact.
1547 */
1548
1549 /* Give 1 re-roll attempt per artifact */
1550 #define ARTIFACT_TRIES 2
1551
1552 void
1553 generate_artifact (object *op, int difficulty)
1554 {
1555 artifactlist *al;
1556 artifact *art;
1557 int i;
1558
1559 al = find_artifactlist (op->type);
1560
1561 if (al == NULL)
1562 {
1563 #if 0 /* This is too verbose, usually */
1564 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1565 #endif
1566 return;
1567 }
1568
1569 for (i = 0; i < ARTIFACT_TRIES; i++)
1570 {
1571 int roll = rndm (al->total_chance);
1572
1573 for (art = al->items; art; art = art->next)
1574 {
1575 roll -= art->chance;
1576 if (roll < 0)
1577 break;
1578 }
1579
1580 if (art == NULL || roll >= 0)
1581 {
1582 #if 1
1583 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1584 #endif
1585 return;
1586 }
1587
1588 if (art->item->name == shstr_NONE)
1589 return;
1590
1591 if (fabs (op->magic) < art->item->magic)
1592 continue; /* Not magic enough to be this item */
1593
1594 /* Map difficulty not high enough */
1595 if (difficulty < art->difficulty)
1596 continue;
1597
1598 if (!legal_artifact_combination (op, art))
1599 {
1600 #ifdef TREASURE_VERBOSE
1601 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1602 #endif
1603 continue;
1604 }
1605
1606 give_artifact_abilities (op, art->item);
1607 return;
1608 }
1609 }
1610
1611 /* fix_flesh_item() - objects of type FLESH are similar to type
1612 * FOOD, except they inherit properties (name, food value, etc).
1613 * based on the original owner (or 'donor' if you like). -b.t.
1614 */
1615
1616 void
1617 fix_flesh_item (object *item, object *donor)
1618 {
1619 char tmpbuf[MAX_BUF];
1620 int i;
1621
1622 if (item->type == FLESH && donor)
1623 {
1624 /* change the name */
1625 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1626 item->name = tmpbuf;
1627 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1628 item->name_pl = tmpbuf;
1629
1630 /* weight is FLESH weight/100 * donor */
1631 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1632 item->weight = 1;
1633
1634 /* value is multiplied by level of donor */
1635 item->value *= isqrt (donor->level * 2);
1636
1637 /* food value */
1638 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1639
1640 /* flesh items inherit some abilities of donor, but not
1641 * full effect.
1642 */
1643 for (i = 0; i < NROFATTACKS; i++)
1644 item->resist[i] = donor->resist[i] / 2;
1645
1646 /* item inherits donor's level (important for quezals) */
1647 item->level = donor->level;
1648
1649 /* if donor has some attacktypes, the flesh is poisonous */
1650 if (donor->attacktype & AT_POISON)
1651 item->type = POISON;
1652
1653 if (donor->attacktype & AT_ACID)
1654 item->stats.hp = -1 * item->stats.food;
1655
1656 SET_FLAG (item, FLAG_NO_STEAL);
1657 }
1658 }
1659
1660 static void
1661 free_treasurestruct (treasure *t)
1662 {
1663 if (t->next) free_treasurestruct (t->next);
1664 if (t->next_yes) free_treasurestruct (t->next_yes);
1665 if (t->next_no) free_treasurestruct (t->next_no);
1666
1667 delete t;
1668 }
1669
1670 static void
1671 free_charlinks (linked_char *lc)
1672 {
1673 if (lc->next)
1674 free_charlinks (lc->next);
1675
1676 delete lc;
1677 }
1678
1679 static void
1680 free_artifact (artifact *at)
1681 {
1682 if (at->next) free_artifact (at->next);
1683 if (at->allowed) free_charlinks (at->allowed);
1684
1685 at->item->destroy ();
1686
1687 sfree (at);
1688 }
1689