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Revision: 1.108
Committed: Wed Apr 28 19:49:50 2010 UTC (14 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.107: +1 -5 lines
Log Message:
less MAX_BUF, more object_thawer dir/file convenience

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 ()
261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
262 op->destroy ();
263 else
264 {
265 op->flag [FLAG_OBJ_ORIGINAL] = true;
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) && creator->flag [FLAG_MONSTER])
274 monster_check_apply (creator, op);
275 }
276 }
277
278 /* if there are change_xxx commands in the treasure, we include the changes
279 * in the generated object
280 */
281 static void
282 change_treasure (treasure *t, object *op)
283 {
284 /* CMD: change_name xxxx */
285 if (t->change_arch.name)
286 {
287 op->name = t->change_arch.name;
288 op->name_pl = t->change_arch.name;
289 }
290
291 if (t->change_arch.title)
292 op->title = t->change_arch.title;
293
294 if (t->change_arch.slaying)
295 op->slaying = t->change_arch.slaying;
296 }
297
298 static void
299 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
300 {
301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
302 {
303 if (t->name)
304 {
305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
310 }
311 else
312 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
314 {
315 object *tmp = t->item->instance ();
316
317 if (t->nrof && tmp->nrof <= 1)
318 tmp->nrof = rndm (t->nrof) + 1;
319
320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
321 change_treasure (t, tmp);
322 put_treasure (tmp, op, flag);
323 }
324 }
325
326 if (t->next_yes)
327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
328 }
329 else if (t->next_no)
330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
331
332 if (t->next)
333 create_all_treasures (t->next, op, flag, difficulty, tries);
334 }
335
336 static void
337 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
338 {
339 int value = rndm (tl->total_chance);
340 treasure *t;
341
342 if (tries++ > 100)
343 {
344 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
345 return;
346 }
347
348 for (t = tl->items; t; t = t->next)
349 {
350 value -= t->chance;
351
352 if (value < 0)
353 break;
354 }
355
356 if (!t || value >= 0)
357 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
358
359 if (t->name)
360 {
361 if (difficulty >= t->magic)
362 {
363 treasurelist *tl = treasurelist::find (t->name);
364 if (tl)
365 create_treasure (tl, op, flag, difficulty, tries);
366 }
367 else if (t->nrof)
368 create_one_treasure (tl, op, flag, difficulty, tries);
369 }
370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
371 {
372 if (object *tmp = t->item->instance ())
373 {
374 if (t->nrof && tmp->nrof <= 1)
375 tmp->nrof = rndm (t->nrof) + 1;
376
377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
378 change_treasure (t, tmp);
379 put_treasure (tmp, op, flag);
380 }
381 }
382 }
383
384 void
385 object::create_treasure (treasurelist *tl, int flags)
386 {
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
388 }
389
390 /* This calls the appropriate treasure creation function. tries is passed
391 * to determine how many list transitions or attempts to create treasure
392 * have been made. It is really in place to prevent infinite loops with
393 * list transitions, or so that excessively good treasure will not be
394 * created on weak maps, because it will exceed the number of allowed tries
395 * to do that.
396 */
397 void
398 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
399 {
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
403
404 if (tries++ > 100)
405 {
406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
407 return;
408 }
409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
419 if (tl->total_chance)
420 create_one_treasure (tl, op, flag, difficulty, tries);
421 else
422 create_all_treasures (tl->items, op, flag, difficulty, tries);
423 }
424
425 /* This is similar to the old generate treasure function. However,
426 * it instead takes a treasurelist. It is really just a wrapper around
427 * create_treasure. We create a dummy object that the treasure gets
428 * inserted into, and then return that treausre
429 */
430 object *
431 generate_treasure (treasurelist *tl, int difficulty)
432 {
433 difficulty = clamp (difficulty, 1, settings.max_level);
434
435 object *ob = object::create ();
436
437 create_treasure (tl, ob, 0, difficulty, 0);
438
439 /* Don't want to free the object we are about to return */
440 object *tmp = ob->inv;
441 if (tmp)
442 tmp->remove ();
443
444 if (ob->inv)
445 LOG (llevError, "In generate treasure, created multiple objects.\n");
446
447 ob->destroy ();
448
449 return tmp;
450 }
451
452 /*
453 * This is a new way of calculating the chance for an item to have
454 * a specific magical bonus.
455 * The array has two arguments, the difficulty of the level, and the
456 * magical bonus "wanted".
457 */
458
459 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
460 // chance of magic difficulty
461 // +0 +1 +2 +3 +4
462 {95, 2, 2, 1, 0}, // 1
463 {92, 5, 2, 1, 0}, // 2
464 {85, 10, 4, 1, 0}, // 3
465 {80, 14, 4, 2, 0}, // 4
466 {75, 17, 5, 2, 1}, // 5
467 {70, 18, 8, 3, 1}, // 6
468 {65, 21, 10, 3, 1}, // 7
469 {60, 22, 12, 4, 2}, // 8
470 {55, 25, 14, 4, 2}, // 9
471 {50, 27, 16, 5, 2}, // 10
472 {45, 28, 18, 6, 3}, // 11
473 {42, 28, 20, 7, 3}, // 12
474 {40, 27, 21, 8, 4}, // 13
475 {38, 25, 22, 10, 5}, // 14
476 {36, 23, 23, 12, 6}, // 15
477 {33, 21, 24, 14, 8}, // 16
478 {31, 19, 25, 16, 9}, // 17
479 {27, 15, 30, 18, 10}, // 18
480 {20, 12, 30, 25, 13}, // 19
481 {15, 10, 28, 30, 17}, // 20
482 {13, 9, 27, 28, 23}, // 21
483 {10, 8, 25, 28, 29}, // 22
484 { 8, 7, 23, 26, 36}, // 23
485 { 6, 6, 20, 22, 46}, // 24
486 { 4, 5, 17, 18, 56}, // 25
487 { 2, 4, 12, 14, 68}, // 26
488 { 0, 3, 7, 10, 80}, // 27
489 { 0, 0, 3, 7, 90}, // 28
490 { 0, 0, 0, 3, 97}, // 29
491 { 0, 0, 0, 0, 100}, // 30
492 { 0, 0, 0, 0, 100}, // 31
493 };
494
495 /* calculate the appropriate level for wands staves and scrolls.
496 * This code presumes that op has had its spell object created (in op->inv)
497 *
498 * elmex Wed Aug 9 17:44:59 CEST 2006:
499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
500 */
501 static int
502 level_for_item (const object *op, int difficulty)
503 {
504 if (!op->inv)
505 {
506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
507 return 0;
508 }
509
510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
511
512 if (olevel <= 0)
513 olevel = rndm (1, op->inv->level);
514
515 return min (olevel, MAXLEVEL_TREASURE);
516 }
517
518 /*
519 * Based upon the specified difficulty and upon the difftomagic_list array,
520 * a random magical bonus is returned. This is used when determine
521 * the magical bonus created on specific maps.
522 *
523 * elmex Thu Aug 10 18:45:44 CEST 2006:
524 * Scaling difficulty by max_level, as difficulty is a level and not some
525 * weird integer between 1-31.
526 *
527 */
528 static int
529 magic_from_difficulty (int difficulty)
530 {
531 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
533
534 int percent = rndm (100);
535 int magic;
536
537 for (magic = 0; magic <= MAXMAGIC; magic++)
538 {
539 percent -= difftomagic_list[scaled_diff][magic];
540
541 if (percent < 0)
542 break;
543 }
544
545 if (magic > MAXMAGIC)
546 {
547 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
548 magic = 0;
549 }
550
551 magic = (rndm (3)) ? magic : -magic;
552 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
553
554 return magic;
555 }
556
557 /*
558 * Sets magical bonus in an object, and recalculates the effect on
559 * the armour variable, and the effect on speed of armour.
560 * This function doesn't work properly, should add use of archetypes
561 * to make it truly absolute.
562 */
563 void
564 set_abs_magic (object *op, int magic)
565 {
566 if (!magic)
567 return;
568
569 op->magic = magic;
570 if (op->arch)
571 {
572 if (op->type == ARMOUR)
573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
574
575 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
576 magic = (-magic);
577
578 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
579 }
580 else
581 {
582 if (op->type == ARMOUR)
583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
584
585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
586 magic = (-magic);
587
588 op->weight = (op->weight * (100 - magic * 10)) / 100;
589 }
590 }
591
592 /*
593 * Sets a random magical bonus in the given object based upon
594 * the given difficulty, and the given max possible bonus.
595 */
596
597 static void
598 set_magic (int difficulty, object *op, int max_magic, int flags)
599 {
600 int i = magic_from_difficulty (difficulty);
601
602 if ((flags & GT_ONLY_GOOD) && i < 0)
603 i = -i;
604
605 i = min (i, max_magic);
606
607 set_abs_magic (op, i);
608 if (i < 0)
609 op->set_flag (FLAG_CURSED);
610 }
611
612 /*
613 * Randomly adds one magical ability to the given object.
614 * Modified for Partial Resistance in many ways:
615 * 1) Since rings can have multiple bonuses, if the same bonus
616 * is rolled again, increase it - the bonuses now stack with
617 * other bonuses previously rolled and ones the item might natively have.
618 * 2) Add code to deal with new PR method.
619 */
620 static void
621 set_ring_bonus (object *op, int bonus)
622 {
623 int r = rndm (bonus > 0 ? 25 : 11);
624
625 if (op->type == AMULET)
626 if (!rndm (21))
627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
630 else
631 r = 11 + rndm (9);
632
633 switch (r)
634 {
635 /* Redone by MSW 2000-11-26 to have much less code. Also,
636 * bonuses and penalties will stack and add to existing values.
637 * of the item.
638 */
639 case 0:
640 case 1:
641 case 2:
642 case 3:
643 case 4:
644 case 5:
645 case 6:
646 op->stats.stat (r) += bonus;
647 break;
648
649 case 7:
650 op->stats.dam += bonus;
651 break;
652
653 case 8:
654 op->stats.wc += bonus;
655 break;
656
657 case 9:
658 op->stats.food += bonus; /* hunger/sustenance */
659 break;
660
661 case 10:
662 op->stats.ac += bonus;
663 break;
664
665 /* Item that gives protections/vulnerabilities */
666 case 11:
667 case 12:
668 case 13:
669 case 14:
670 case 15:
671 case 16:
672 case 17:
673 case 18:
674 case 19:
675 {
676 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
677
678 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
679 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
680
681 /* Cursed items need to have higher negative values to equal out with
682 * positive values for how protections work out. Put another
683 * little random element in since that they don't always end up with
684 * even values.
685 */
686 if (bonus < 0)
687 val = 2 * -val - rndm (b);
688
689 val = min (35, val); /* Upper limit */
690
691 b = 0;
692
693 while (op->resist[resist_table[resist]] != 0 && b < 4)
694 resist = rndm (num_resist_table);
695
696 if (b == 4)
697 return; /* Not able to find a free resistance */
698
699 op->resist[resist_table[resist]] = val;
700 /* We should probably do something more clever here to adjust value
701 * based on how good a resistance we gave.
702 */
703 break;
704 }
705 case 20:
706 if (op->type == AMULET)
707 {
708 op->set_flag (FLAG_REFL_SPELL);
709 op->value *= 11;
710 }
711 else
712 {
713 op->stats.hp = 1; /* regenerate hit points */
714 op->value *= 4;
715 }
716 break;
717
718 case 21:
719 if (op->type == AMULET)
720 {
721 op->set_flag (FLAG_REFL_MISSILE);
722 op->value *= 9;
723 }
724 else
725 {
726 op->stats.sp = 1; /* regenerate spell points */
727 op->value *= 3;
728 }
729 break;
730
731 case 22:
732 op->stats.exp += bonus; /* Speed! */
733 op->value = op->value * 2 / 3;
734 break;
735 }
736
737 if (bonus > 0)
738 op->value = 2 * op->value * bonus;
739 else
740 op->value = -2 * op->value * bonus / 3;
741 }
742
743 /*
744 * get_magic(diff) will return a random number between 0 and 4.
745 * diff can be any value above 2. The higher the diff-variable, the
746 * higher is the chance of returning a low number.
747 * It is only used in fix_generated_treasure() to set bonuses on
748 * rings and amulets.
749 * Another scheme is used to calculate the magic of weapons and armours.
750 */
751 static int
752 get_magic (int diff)
753 {
754 diff = min (3, diff);
755
756 for (int i = 0; i < 4; i++)
757 if (rndm (diff))
758 return i;
759
760 return 4;
761 }
762
763 /* special_potion() - so that old potion code is still done right. */
764 static int
765 special_potion (object *op)
766 {
767 if (op->attacktype)
768 return 1;
769
770 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
771 return 1;
772
773 for (int i = 0; i < NROFATTACKS; i++)
774 if (op->resist[i])
775 return 1;
776
777 return 0;
778 }
779
780 #define DICE2 (get_magic(2) == 2 ? 2 : 1)
781 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
782
783 /*
784 * fix_generated_item(): This is called after an item is generated, in
785 * order to set it up right. This produced magical bonuses, puts spells
786 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
787 */
788
789 /* 4/28/96 added creator object from which op may now inherit properties based on
790 * op->type. Right now, which stuff the creator passes on is object type
791 * dependant. I know this is a spagetti manuever, but is there a cleaner
792 * way to do this? b.t. */
793
794 /*
795 * ! (flags & GT_ENVIRONMENT):
796 * Automatically calls fix_flesh_item().
797 *
798 * flags:
799 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
800 * value.
801 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
802 * a working object - don't change magic, value, etc, but set it material
803 * type as appropriate, for objects that need spell objects, set those, etc
804 */
805 void
806 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
807 {
808 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
809
810 if (!creator || creator->type == op->type)
811 creator = op; /*safety & to prevent polymorphed objects giving attributes */
812
813 /* If we make an artifact, this information will be destroyed */
814 save_item_power = op->item_power;
815 op->item_power = 0;
816
817 if (op->randomitems && op->type != SPELL)
818 {
819 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
820 /* So the treasure doesn't get created again */
821 op->randomitems = 0;
822 }
823
824 max_it (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 select_material (op, difficulty);
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 (op->flag [FLAG_CURSED] && !(rndm (4)))
915 set_ring_bonus (op, -DICE2);
916 break;
917
918 case BRACERS:
919 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
920 {
921 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
922 if (!op->flag [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 = get_archetype (spell_mapping[op->stats.sp]);
935 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0;
937 }
938
939 while (!(is_special = special_potion (op)) && !op->inv)
940 {
941 generate_artifact (op, difficulty);
942 if (too_many_tries++ > 10)
943 break;
944 }
945
946 /* don't want to change value for healing/magic power potions,
947 * since the value set on those is already correct.
948 */
949 if (op->inv && op->randomitems)
950 {
951 /* value multiplier is same as for scrolls */
952 op->value *= op->inv->value;
953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
954 }
955 else
956 {
957 op->name = shstr_potion;
958 op->name_pl = shstr_potions;
959 }
960
961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
962 op->set_flag (FLAG_CURSED);
963
964 break;
965 }
966
967 case AMULET:
968 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */
970
971 case RING:
972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
973 break;
974
975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
976 op->set_flag (FLAG_CURSED);
977
978 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
979
980 if (op->type != RING) /* Amulets have only one ability */
981 break;
982
983 if (!rndm (4))
984 {
985 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
986
987 if (d > 0)
988 op->value *= 3;
989
990 set_ring_bonus (op, d);
991
992 if (!rndm (4))
993 {
994 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
995
996 if (d > 0)
997 op->value *= 5;
998
999 set_ring_bonus (op, d);
1000 }
1001 }
1002
1003 if (op->animation_id)
1004 op->set_anim_frame (rndm (op->anim_frames ()));
1005
1006 break;
1007
1008 case BOOK:
1009 /* Is it an empty book?, if yes lets make a special·
1010 * msg for it, and tailor its properties based on the·
1011 * creator and/or map level we found it on.
1012 */
1013 if (!op->msg && rndm (10))
1014 {
1015 /* set the book level properly */
1016 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1017 {
1018 if (op->map && op->map->difficulty)
1019 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1020 else
1021 op->level = rndm (20) + 1;
1022 }
1023 else
1024 op->level = rndm (creator->level);
1025
1026 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1027 /* books w/ info are worth more! */
1028 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1029
1030 /* add exp so reading it gives xp (once) */
1031 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1032 }
1033
1034 /* creator related stuff */
1035
1036 /* for library, chained books. Note that some monsters have no_pick
1037 * set - we don't want to set no pick in that case.
1038 */
1039 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1040 op->set_flag (FLAG_NO_PICK);
1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1042 op->slaying = creator->slaying;
1043 break;
1044
1045 case SPELLBOOK:
1046 op->value *= pow ((op->inv->value > 0 ? op->inv->value : 1)
1047 * op->inv->level,
1048 1.5);
1049
1050 /* add exp so learning gives xp */
1051 op->level = op->inv->level;
1052 op->stats.exp = op->value;
1053 break;
1054
1055 case WAND:
1056 /* nrof in the treasure list is number of charges,
1057 * not number of wands. So copy that into food (charges),
1058 * and reset nrof.
1059 */
1060 op->stats.food = op->inv->nrof;
1061 op->nrof = 1;
1062 /* If the spell changes by level, choose a random level
1063 * for it, and adjust price. If the spell doesn't
1064 * change by level, just set the wand to the level of
1065 * the spell, and value calculation is simpler.
1066 */
1067 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1068 {
1069 op->level = level_for_item (op, difficulty);
1070 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1071 }
1072 else
1073 {
1074 op->level = op->inv->level;
1075 op->value = op->value * op->inv->value;
1076 }
1077 break;
1078
1079 case ROD:
1080 op->level = level_for_item (op, difficulty);
1081 /* Add 50 to both level an divisor to keep prices a little more
1082 * reasonable. Otherwise, a high level version of a low level
1083 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1084 * 10 time multiplier). This way, the value are a bit more reasonable.
1085 */
1086 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087
1088 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 if (op->stats.maxhp)
1090 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1091 else
1092 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1093
1094 op->stats.hp = op->stats.maxhp;
1095 break;
1096
1097 case SCROLL:
1098 op->level = level_for_item (op, difficulty);
1099 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1100
1101 /* add exp so reading them properly gives xp */
1102 op->stats.exp = op->value / 5;
1103 op->nrof = op->inv->nrof;
1104 break;
1105
1106 case RUNE:
1107 trap_adjust (op, difficulty);
1108 break;
1109
1110 case TRAP:
1111 trap_adjust (op, difficulty);
1112 break;
1113 } /* switch type */
1114
1115 if (flags & GT_STARTEQUIP)
1116 {
1117 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1118 op->set_flag (FLAG_STARTEQUIP);
1119 else if (op->type != MONEY)
1120 op->value = 0;
1121 }
1122
1123 if (!(flags & GT_ENVIRONMENT))
1124 fix_flesh_item (op, creator);
1125 }
1126
1127 /*
1128 *
1129 *
1130 * CODE DEALING WITH ARTIFACTS STARTS HERE
1131 *
1132 *
1133 */
1134
1135 /*
1136 * Allocate and return the pointer to an empty artifactlist structure.
1137 */
1138 static artifactlist *
1139 get_empty_artifactlist ()
1140 {
1141 return salloc0<artifactlist> ();
1142 }
1143
1144 /*
1145 * Allocate and return the pointer to an empty artifact structure.
1146 */
1147 static artifact *
1148 get_empty_artifact ()
1149 {
1150 return salloc0<artifact> ();
1151 }
1152
1153 /*
1154 * Searches the artifact lists and returns one that has the same type
1155 * of objects on it.
1156 */
1157 artifactlist *
1158 find_artifactlist (int type)
1159 {
1160 for (artifactlist *al = first_artifactlist; al; al = al->next)
1161 if (al->type == type)
1162 return al;
1163
1164 return 0;
1165 }
1166
1167 /*
1168 * Builds up the lists of artifacts from the file in the libdir.
1169 */
1170 void
1171 init_artifacts ()
1172 {
1173 static int has_been_inited = 0;
1174 artifact *art = NULL;
1175 artifactlist *al;
1176
1177 if (has_been_inited)
1178 return;
1179 else
1180 has_been_inited = 1;
1181
1182 object_thawer f (settings.datadir, "artifacts");
1183
1184 if (!f)
1185 return;
1186
1187 for (;;)
1188 {
1189 switch (f.kw)
1190 {
1191 case KW_allowed:
1192 if (!art)
1193 art = get_empty_artifact ();
1194
1195 {
1196 if (!strcmp (f.get_str (), "all"))
1197 break;
1198
1199 const char *cp = f.get_str ();
1200 char *next;
1201 do
1202 {
1203 if ((next = (char *)strchr (cp, ',')))
1204 *next++ = '\0';
1205
1206 linked_char *tmp = new linked_char;
1207
1208 tmp->name = cp;
1209 tmp->next = art->allowed;
1210 art->allowed = tmp;
1211 }
1212 while ((cp = next));
1213 }
1214 break;
1215
1216 case KW_chance:
1217 f.get (art->chance);
1218 break;
1219
1220 case KW_difficulty:
1221 f.get (art->difficulty);
1222 break;
1223
1224 case KW_object:
1225 {
1226 art->item = object::create ();
1227 f.get (art->item->name);
1228 f.next ();
1229
1230 if (!art->item->parse_kv (f))
1231 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1232
1233 al = find_artifactlist (art->item->type);
1234
1235 if (!al)
1236 {
1237 al = get_empty_artifactlist ();
1238 al->type = art->item->type;
1239 al->next = first_artifactlist;
1240 first_artifactlist = al;
1241 }
1242
1243 art->next = al->items;
1244 al->items = art;
1245 art = 0;
1246 }
1247 continue;
1248
1249 case KW_EOF:
1250 goto done;
1251
1252 default:
1253 if (!f.parse_error ("artifacts file"))
1254 cleanup ("artifacts file required");
1255 break;
1256 }
1257
1258 f.next ();
1259 }
1260
1261 done:
1262 for (al = first_artifactlist; al; al = al->next)
1263 {
1264 al->total_chance = 0;
1265
1266 for (art = al->items; art; art = art->next)
1267 {
1268 if (!art->chance)
1269 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1270 else
1271 al->total_chance += art->chance;
1272 }
1273 #if 0
1274 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1275 #endif
1276 }
1277 }
1278
1279 /*
1280 * Used in artifact generation. The bonuses of the first object
1281 * is modified by the bonuses of the second object.
1282 */
1283 void
1284 add_abilities (object *op, object *change)
1285 {
1286 if (change->face != blank_face)
1287 {
1288 #ifdef TREASURE_VERBOSE
1289 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1290 #endif
1291 op->face = change->face;
1292 }
1293
1294 for (int i = 0; i < NUM_STATS; i++)
1295 change_attr_value (&(op->stats), i, change->stats.stat (i));
1296
1297 op->attacktype |= change->attacktype;
1298 op->path_attuned |= change->path_attuned;
1299 op->path_repelled |= change->path_repelled;
1300 op->path_denied |= change->path_denied;
1301 op->move_type |= change->move_type;
1302 op->stats.luck += change->stats.luck;
1303
1304 static const struct copyflags : object::flags_t
1305 {
1306 copyflags ()
1307 {
1308 set (FLAG_CURSED);
1309 set (FLAG_DAMNED);
1310 set (FLAG_LIFESAVE);
1311 set (FLAG_REFL_SPELL);
1312 set (FLAG_STEALTH);
1313 set (FLAG_XRAYS);
1314 set (FLAG_BLIND);
1315 set (FLAG_SEE_IN_DARK);
1316 set (FLAG_REFL_MISSILE);
1317 set (FLAG_MAKE_INVIS);
1318 }
1319 } copyflags;
1320
1321 // we might want to just copy, but or'ing is what the original code did
1322 op->flag |= change->flag & copyflags;
1323
1324 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1325 set_abs_magic (op, -op->magic);
1326
1327 if (change->flag [FLAG_STAND_STILL])
1328 {
1329 op->clr_flag (FLAG_ANIMATE);
1330
1331 /* so artifacts will join */
1332 if (!op->flag [FLAG_ALIVE])
1333 op->speed = 0.;
1334
1335 op->set_speed (op->speed);
1336 }
1337
1338 if (change->nrof)
1339 op->nrof = rndm (change->nrof) + 1;
1340
1341 op->stats.exp += change->stats.exp; /* Speed modifier */
1342 op->stats.wc += change->stats.wc;
1343 op->stats.ac += change->stats.ac;
1344
1345 if (change->other_arch)
1346 {
1347 /* Basically, for horns & potions, the other_arch field is the spell
1348 * to cast. So convert that to into a spell and put it into
1349 * this object.
1350 */
1351 if (op->type == HORN || op->type == POTION)
1352 {
1353 /* Remove any spells this object currently has in it */
1354 op->destroy_inv (false);
1355
1356 object *tmp = change->other_arch->instance ();
1357 insert_ob_in_ob (tmp, op);
1358 }
1359
1360 /* No harm setting this for potions/horns */
1361 op->other_arch = change->other_arch;
1362 }
1363
1364 if (change->stats.hp < 0)
1365 op->stats.hp = -change->stats.hp;
1366 else
1367 op->stats.hp += change->stats.hp;
1368
1369 if (change->stats.maxhp < 0)
1370 op->stats.maxhp = -change->stats.maxhp;
1371 else
1372 op->stats.maxhp += change->stats.maxhp;
1373
1374 if (change->stats.sp < 0)
1375 op->stats.sp = -change->stats.sp;
1376 else
1377 op->stats.sp += change->stats.sp;
1378
1379 if (change->stats.maxsp < 0)
1380 op->stats.maxsp = -change->stats.maxsp;
1381 else
1382 op->stats.maxsp += change->stats.maxsp;
1383
1384 if (change->stats.food < 0)
1385 op->stats.food = -change->stats.food;
1386 else
1387 op->stats.food += change->stats.food;
1388
1389 if (change->level < 0)
1390 op->level = -change->level;
1391 else
1392 op->level += change->level;
1393
1394 if (change->gen_sp_armour < 0)
1395 op->gen_sp_armour = -change->gen_sp_armour;
1396 else
1397 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1398
1399 op->item_power = change->item_power;
1400
1401 for (int i = 0; i < NROFATTACKS; i++)
1402 op->resist[i] += change->resist[i];
1403
1404 if (change->stats.dam)
1405 {
1406 if (change->stats.dam < 0)
1407 op->stats.dam = -change->stats.dam;
1408 else if (op->stats.dam)
1409 {
1410 int tmp = op->stats.dam * change->stats.dam / 10;
1411
1412 if (tmp == op->stats.dam)
1413 {
1414 if (change->stats.dam < 10)
1415 op->stats.dam--;
1416 else
1417 op->stats.dam++;
1418 }
1419 else
1420 op->stats.dam = tmp;
1421 }
1422 }
1423
1424 if (change->weight)
1425 {
1426 if (change->weight < 0)
1427 op->weight = -change->weight;
1428 else
1429 op->weight = op->weight * change->weight / 100;
1430 }
1431
1432 if (change->last_sp)
1433 {
1434 if (change->last_sp < 0)
1435 op->last_sp = -change->last_sp;
1436 else
1437 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1438 }
1439
1440 if (change->gen_sp_armour)
1441 {
1442 if (change->gen_sp_armour < 0)
1443 op->gen_sp_armour = -change->gen_sp_armour;
1444 else
1445 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1446 }
1447
1448 op->value *= change->value;
1449
1450 if (change->materials)
1451 op->materials = change->materials;
1452
1453 if (change->material != MATERIAL_NULL)
1454 op->material = change->material;
1455
1456 if (change->slaying)
1457 op->slaying = change->slaying;
1458
1459 if (change->race)
1460 op->race = change->race;
1461
1462 if (change->msg)
1463 op->msg = change->msg;
1464 }
1465
1466 static int
1467 legal_artifact_combination (object *op, artifact *art)
1468 {
1469 int neg, success = 0;
1470 linked_char *tmp;
1471 const char *name;
1472
1473 if (!art->allowed)
1474 return 1; /* Ie, "all" */
1475
1476 for (tmp = art->allowed; tmp; tmp = tmp->next)
1477 {
1478 #ifdef TREASURE_VERBOSE
1479 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1480 #endif
1481 if (*tmp->name == '!')
1482 name = tmp->name + 1, neg = 1;
1483 else
1484 name = tmp->name, neg = 0;
1485
1486 /* If we match name, then return the opposite of 'neg' */
1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1488 return !neg;
1489
1490 /* Set success as true, since if the match was an inverse, it means
1491 * everything is allowed except what we match
1492 */
1493 else if (neg)
1494 success = 1;
1495 }
1496
1497 return success;
1498 }
1499
1500 /*
1501 * Fixes the given object, giving it the abilities and titles
1502 * it should have due to the second artifact-template.
1503 */
1504
1505 void
1506 give_artifact_abilities (object *op, object *artifct)
1507 {
1508 op->title = format ("of %s", &artifct->name);
1509
1510 add_abilities (op, artifct); /* Give out the bonuses */
1511
1512 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1513 {
1514 char identified = op->flag [FLAG_IDENTIFIED];
1515
1516 op->set_flag (FLAG_IDENTIFIED);
1517 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1518 if (!identified)
1519 op->clr_flag (FLAG_IDENTIFIED);
1520 }
1521 #endif
1522 return;
1523 }
1524
1525 /*
1526 * Decides randomly which artifact the object should be
1527 * turned into. Makes sure that the item can become that
1528 * artifact (means magic, difficulty, and Allowed fields properly).
1529 * Then calls give_artifact_abilities in order to actually create
1530 * the artifact.
1531 */
1532
1533 /* Give 1 re-roll attempt per artifact */
1534 #define ARTIFACT_TRIES 2
1535
1536 void
1537 generate_artifact (object *op, int difficulty)
1538 {
1539 artifact *art;
1540
1541 artifactlist *al = find_artifactlist (op->type);
1542
1543 if (al == NULL)
1544 {
1545 #if 0 /* This is too verbose, usually */
1546 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1547 #endif
1548 return;
1549 }
1550
1551 for (int i = 0; i < ARTIFACT_TRIES; i++)
1552 {
1553 int roll = rndm (al->total_chance);
1554
1555 for (art = al->items; art; art = art->next)
1556 {
1557 roll -= art->chance;
1558 if (roll < 0)
1559 break;
1560 }
1561
1562 if (art == NULL || roll >= 0)
1563 {
1564 #if 1
1565 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1566 #endif
1567 return;
1568 }
1569
1570 if (art->item->name == shstr_NONE)
1571 return;
1572
1573 if (fabs (op->magic) < art->item->magic)
1574 continue; /* Not magic enough to be this item */
1575
1576 /* Map difficulty not high enough */
1577 if (difficulty < art->difficulty)
1578 continue;
1579
1580 if (!legal_artifact_combination (op, art))
1581 {
1582 #ifdef TREASURE_VERBOSE
1583 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1584 #endif
1585 continue;
1586 }
1587
1588 give_artifact_abilities (op, art->item);
1589 return;
1590 }
1591 }
1592
1593 /* fix_flesh_item() - objects of type FLESH are similar to type
1594 * FOOD, except they inherit properties (name, food value, etc).
1595 * based on the original owner (or 'donor' if you like). -b.t.
1596 */
1597
1598 void
1599 fix_flesh_item (object *item, object *donor)
1600 {
1601 if (item->type == FLESH && donor)
1602 {
1603 /* change the name */
1604 item->name = format ("%s's %s", &donor->name, &item->name);
1605 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1606
1607 /* weight is FLESH weight/100 * donor */
1608 item->weight = max (1, item->weight * donor->weight / 100);
1609
1610 /* value is multiplied by level of donor */
1611 item->value *= isqrt (donor->level * 2);
1612
1613 /* food value */
1614 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1615
1616 /* flesh items inherit some abilities of donor, but not
1617 * full effect.
1618 */
1619 for (int i = 0; i < NROFATTACKS; i++)
1620 item->resist[i] = donor->resist[i] / 2;
1621
1622 /* item inherits donor's level (important for quezals) */
1623 item->level = donor->level;
1624
1625 /* if donor has some attacktypes, the flesh is poisonous */
1626 if (donor->attacktype & AT_POISON)
1627 item->type = POISON;
1628
1629 if (donor->attacktype & AT_ACID)
1630 item->stats.hp = -item->stats.food;
1631
1632 item->set_flag (FLAG_NO_STEAL);
1633 }
1634 }
1635
1636 static void
1637 free_treasurestruct (treasure *t)
1638 {
1639 if (t->next) free_treasurestruct (t->next);
1640 if (t->next_yes) free_treasurestruct (t->next_yes);
1641 if (t->next_no) free_treasurestruct (t->next_no);
1642
1643 delete t;
1644 }
1645
1646 static void
1647 free_charlinks (linked_char *lc)
1648 {
1649 if (lc->next)
1650 free_charlinks (lc->next);
1651
1652 delete lc;
1653 }
1654
1655 static void
1656 free_artifact (artifact *at)
1657 {
1658 if (at->next) free_artifact (at->next);
1659 if (at->allowed) free_charlinks (at->allowed);
1660
1661 at->item->destroy ();
1662
1663 sfree (at);
1664 }
1665