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Revision: 1.122
Committed: Sun Nov 18 15:19:48 2018 UTC (5 years, 6 months ago) by root
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Branch: MAIN
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 /* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default
29 * left on
30 */
31 #define TREASURE_DEBUG
32
33 /* TREASURE_VERBOSE enables copious output concerning artifact generation */
34
35 //#define TREASURE_VERBOSE
36
37 #include <global.h>
38 #include <treasure.h>
39
40 #include <flat_hash_map.hpp>
41
42 // used only by treasure.C, does not handle null arch ptrs
43 #define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
44
45 extern char *spell_mapping[];
46
47 static treasurelist *first_treasurelist;
48
49 static void change_treasure (treasure *t, object *op); /* overrule default values */
50
51 typedef ska::flat_hash_map<
52 const char *,
53 treasurelist *,
54 str_hash,
55 str_equal,
56 slice_allocator< std::pair<const char *const, treasurelist *> >
57 > tl_map_t;
58
59 static tl_map_t tl_map;
60
61 //TODO: class method
62 static void free_treasurestruct (treasure *t); // bleh desu
63 static void
64 clear (treasurelist *tl)
65 {
66 if (tl->items)
67 {
68 free_treasurestruct (tl->items);
69 tl->items = 0;
70 }
71
72 tl->total_chance = 0;
73 }
74
75 /*
76 * Searches for the given treasurelist
77 */
78 treasurelist *
79 treasurelist::find (const char *name)
80 {
81 if (!name)
82 return 0;
83
84 auto (i, tl_map.find (name));
85
86 if (i == tl_map.end ())
87 return 0;
88
89 return i->second;
90 }
91
92 /*
93 * Searches for the given treasurelist in the globally linked list
94 * of treasurelists which has been built by load_treasures().
95 */
96 treasurelist *
97 treasurelist::get (const char *name)
98 {
99 treasurelist *tl = find (name);
100
101 if (!tl)
102 {
103 tl = new treasurelist;
104
105 tl->name = name;
106 tl->next = first_treasurelist;
107 first_treasurelist = tl;
108
109 tl_map.insert (std::make_pair (tl->name, tl));
110 }
111
112 return tl;
113 }
114
115 #ifdef TREASURE_DEBUG
116 /* recursived checks the linked list. Treasurelist is passed only
117 * so that the treasure name can be printed out
118 */
119 static void
120 check_treasurelist (const treasure *t, const treasurelist * tl)
121 {
122 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
123 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
124
125 if (t->next)
126 check_treasurelist (t->next, tl);
127
128 if (t->next_yes)
129 check_treasurelist (t->next_yes, tl);
130
131 if (t->next_no)
132 check_treasurelist (t->next_no, tl);
133 }
134 #endif
135
136 /*
137 * Reads the lib/treasure file from disk, and parses the contents
138 * into an internal treasure structure (very linked lists)
139 */
140 static treasure *
141 read_treasure (object_thawer &f)
142 {
143 treasure *t = new treasure;
144
145 f.next ();
146
147 for (;;)
148 {
149 coroapi::cede_to_tick ();
150
151 switch (f.kw)
152 {
153 case KW_arch:
154 t->item = archetype::find (f.get_str ());
155
156 if (!t->item)
157 {
158 f.parse_warn ("treasure references unknown archetype");
159 t->item = archetype::empty;
160 }
161
162 break;
163
164 case KW_list: f.get (t->name); break;
165 case KW_change_name: f.get (t->change_arch.name); break;
166 case KW_change_title: f.get (t->change_arch.title); break;
167 case KW_change_slaying: f.get (t->change_arch.slaying); break;
168 case KW_chance: f.get (t->chance); break;
169 case KW_nrof: f.get (t->nrof); break;
170 case KW_magic: f.get (t->magic); break;
171
172 case KW_yes: t->next_yes = read_treasure (f); continue;
173 case KW_no: t->next_no = read_treasure (f); continue;
174
175 case KW_end:
176 f.next ();
177 return t;
178
179 case KW_more:
180 t->next = read_treasure (f);
181 return t;
182
183 default:
184 if (!f.parse_error ("treasurelist", t->name))
185 goto error;
186
187 return t;
188 }
189
190 f.next ();
191 }
192
193 // not reached
194
195 error:
196 delete t;
197 return 0;
198 }
199
200 /*
201 * Each treasure is parsed with the help of load_treasure().
202 */
203 treasurelist *
204 treasurelist::read (object_thawer &f)
205 {
206 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
207
208 bool one = f.kw == KW_treasureone;
209 treasurelist *tl = treasurelist::get (f.get_str ());
210 clear (tl);
211 tl->items = read_treasure (f);
212 if (!tl->items)
213 return 0;
214
215 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used.
218 */
219 if (one)
220 {
221 for (treasure *t = tl->items; t; t = t->next)
222 {
223 if (t->next_yes || t->next_no)
224 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228
229 tl->total_chance += t->chance;
230 }
231 }
232
233 return tl;
234 }
235
236 /*
237 * Generates the objects specified by the given treasure.
238 * It goes recursively through the rest of the linked list.
239 * If there is a certain percental chance for a treasure to be generated,
240 * this is taken into consideration.
241 * The second argument specifies for which object the treasure is
242 * being generated.
243 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
244 * abilities. This is used by summon spells, thus no summoned monsters
245 * start with equipment, but only their abilities).
246 */
247 static void
248 put_treasure (object *op, object *creator, int flags)
249 {
250 if (flags & GT_ENVIRONMENT)
251 {
252 /* Bit of a hack - spells should never be put onto the map. The entire
253 * treasure stuff is a problem - there is no clear idea of knowing
254 * this is the original object, or if this is an object that should be created
255 * by another object.
256 */
257 //TODO: flag such as objects... as such (no drop, anybody?)
258 if (op->type == SPELL)
259 {
260 op->destroy ();
261 return;
262 }
263
264 op->expand_tail ();
265
266 if (!creator->is_on_map ()
267 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
268 op->destroy ();
269 else
270 {
271 op->flag [FLAG_OBJ_ORIGINAL] = true;
272 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
273 }
274 }
275 else
276 {
277 op = creator->insert (op);
278
279 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
280 monster_check_apply (creator, op);
281 }
282 }
283
284 /* if there are change_xxx commands in the treasure, we include the changes
285 * in the generated object
286 */
287 static void
288 change_treasure (treasure *t, object *op)
289 {
290 /* CMD: change_name xxxx */
291 if (t->change_arch.name)
292 {
293 op->name = t->change_arch.name;
294 op->name_pl = t->change_arch.name;
295 }
296
297 if (t->change_arch.title)
298 op->title = t->change_arch.title;
299
300 if (t->change_arch.slaying)
301 op->slaying = t->change_arch.slaying;
302 }
303
304 static void
305 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
306 {
307 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
308 {
309 if (t->name)
310 {
311 if (difficulty >= t->magic)
312 if (treasurelist *tl = treasurelist::find (t->name))
313 create_treasure (tl, op, flag, difficulty, tries);
314 else
315 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
316 }
317 else
318 {
319 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
320 {
321 object *tmp = t->item->instance ();
322
323 if (t->nrof && tmp->nrof <= 1)
324 tmp->nrof = rndm (t->nrof) + 1;
325
326 fix_generated_item (tmp, op, difficulty, t->magic, flag);
327 change_treasure (t, tmp);
328 put_treasure (tmp, op, flag);
329 }
330 }
331
332 if (t->next_yes)
333 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
334 }
335 else if (t->next_no)
336 create_all_treasures (t->next_no, op, flag, difficulty, tries);
337
338 if (t->next)
339 create_all_treasures (t->next, op, flag, difficulty, tries);
340 }
341
342 static void
343 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
344 {
345 int value = rndm (tl->total_chance);
346 treasure *t;
347
348 if (tries++ > 100)
349 {
350 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
351 return;
352 }
353
354 for (t = tl->items; t; t = t->next)
355 {
356 value -= t->chance;
357
358 if (value < 0)
359 break;
360 }
361
362 if (!t || value >= 0)
363 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
364
365 if (t->name)
366 {
367 if (difficulty >= t->magic)
368 {
369 treasurelist *tl = treasurelist::find (t->name);
370 if (tl)
371 create_treasure (tl, op, flag, difficulty, tries);
372 }
373 else if (t->nrof)
374 create_one_treasure (tl, op, flag, difficulty, tries);
375 }
376 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
377 {
378 if (object *tmp = t->item->instance ())
379 {
380 if (t->nrof && tmp->nrof <= 1)
381 tmp->nrof = rndm (t->nrof) + 1;
382
383 fix_generated_item (tmp, op, difficulty, t->magic, flag);
384 change_treasure (t, tmp);
385 put_treasure (tmp, op, flag);
386 }
387 }
388 }
389
390 void
391 object::create_treasure (treasurelist *tl, int flags)
392 {
393 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
394 }
395
396 /* This calls the appropriate treasure creation function. tries is passed
397 * to determine how many list transitions or attempts to create treasure
398 * have been made. It is really in place to prevent infinite loops with
399 * list transitions, or so that excessively good treasure will not be
400 * created on weak maps, because it will exceed the number of allowed tries
401 * to do that.
402 */
403 void
404 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
405 {
406 // empty treasurelists are legal
407 if (!tl->items)
408 return;
409
410 if (tries++ > 100)
411 {
412 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
413 return;
414 }
415
416 if (op->flag [FLAG_TREASURE_ENV])
417 {
418 // do not generate items when there already is something above the object
419 if (op->flag [FLAG_IS_FLOOR] && op->above)
420 return;
421
422 flag |= GT_ENVIRONMENT;
423 }
424
425 if (tl->total_chance)
426 create_one_treasure (tl, op, flag, difficulty, tries);
427 else
428 create_all_treasures (tl->items, op, flag, difficulty, tries);
429 }
430
431 /* This is similar to the old generate treasure function. However,
432 * it instead takes a treasurelist. It is really just a wrapper around
433 * create_treasure. We create a dummy object that the treasure gets
434 * inserted into, and then return that treausre
435 */
436 object *
437 generate_treasure (treasurelist *tl, int difficulty)
438 {
439 difficulty = clamp (difficulty, 1, settings.max_level);
440
441 object *ob = object::create ();
442
443 create_treasure (tl, ob, 0, difficulty, 0);
444
445 /* Don't want to free the object we are about to return */
446 object *tmp = ob->inv;
447 if (tmp)
448 tmp->remove ();
449
450 if (ob->inv)
451 LOG (llevError, "In generate treasure, created multiple objects.\n");
452
453 ob->destroy ();
454
455 return tmp;
456 }
457
458 /*
459 * This is a new way of calculating the chance for an item to have
460 * a specific magical bonus.
461 * The array has two arguments, the difficulty of the level, and the
462 * magical bonus "wanted".
463 */
464
465 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
466 // chance of magic difficulty
467 // +0 +1 +2 +3 +4
468 {95, 2, 2, 1, 0}, // 1
469 {92, 5, 2, 1, 0}, // 2
470 {85, 10, 4, 1, 0}, // 3
471 {80, 14, 4, 2, 0}, // 4
472 {75, 17, 5, 2, 1}, // 5
473 {70, 18, 8, 3, 1}, // 6
474 {65, 21, 10, 3, 1}, // 7
475 {60, 22, 12, 4, 2}, // 8
476 {55, 25, 14, 4, 2}, // 9
477 {50, 27, 16, 5, 2}, // 10
478 {45, 28, 18, 6, 3}, // 11
479 {42, 28, 20, 7, 3}, // 12
480 {40, 27, 21, 8, 4}, // 13
481 {38, 25, 22, 10, 5}, // 14
482 {36, 23, 23, 12, 6}, // 15
483 {33, 21, 24, 14, 8}, // 16
484 {31, 19, 25, 16, 9}, // 17
485 {27, 15, 30, 18, 10}, // 18
486 {20, 12, 30, 25, 13}, // 19
487 {15, 10, 28, 30, 17}, // 20
488 {13, 9, 27, 28, 23}, // 21
489 {10, 8, 25, 28, 29}, // 22
490 { 8, 7, 23, 26, 36}, // 23
491 { 6, 6, 20, 22, 46}, // 24
492 { 4, 5, 17, 18, 56}, // 25
493 { 2, 4, 12, 14, 68}, // 26
494 { 0, 3, 7, 10, 80}, // 27
495 { 0, 0, 3, 7, 90}, // 28
496 { 0, 0, 0, 3, 97}, // 29
497 { 0, 0, 0, 0, 100}, // 30
498 { 0, 0, 0, 0, 100}, // 31
499 };
500
501 /* calculate the appropriate level for wands staves and scrolls.
502 * This code presumes that op has had its spell object created (in op->inv)
503 *
504 * elmex Wed Aug 9 17:44:59 CEST 2006:
505 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
506 */
507 static int
508 level_for_item (const object *op, int difficulty)
509 {
510 if (!op->inv)
511 {
512 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
513 return 0;
514 }
515
516 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
517
518 if (olevel <= 0)
519 olevel = rndm (1, op->inv->level);
520
521 return min (olevel, MAXLEVEL_TREASURE);
522 }
523
524 /*
525 * Based upon the specified difficulty and upon the difftomagic_list array,
526 * a random magical bonus is returned. This is used when determine
527 * the magical bonus created on specific maps.
528 *
529 * elmex Thu Aug 10 18:45:44 CEST 2006:
530 * Scaling difficulty by max_level, as difficulty is a level and not some
531 * weird integer between 1-31.
532 *
533 */
534 static int
535 magic_from_difficulty (int difficulty)
536 {
537 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
538 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
539
540 int percent = rndm (100);
541 int magic;
542
543 for (magic = 0; magic <= MAXMAGIC; magic++)
544 {
545 percent -= difftomagic_list[scaled_diff][magic];
546
547 if (percent < 0)
548 break;
549 }
550
551 if (magic > MAXMAGIC)
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 void
570 set_abs_magic (object *op, int magic)
571 {
572 if (!magic)
573 return;
574
575 op->magic = magic;
576 if (op->arch)
577 {
578 if (op->type == ARMOUR)
579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
580
581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 magic = (-magic);
583
584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
585 }
586 else
587 {
588 if (op->type == ARMOUR)
589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
591 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
592 magic = (-magic);
593
594 op->weight = (op->weight * (100 - magic * 10)) / 100;
595 }
596 }
597
598 /*
599 * Sets a random magical bonus in the given object based upon
600 * the given difficulty, and the given max possible bonus.
601 */
602
603 static void
604 set_magic (int difficulty, object *op, int max_magic, int flags)
605 {
606 int i = magic_from_difficulty (difficulty);
607
608 if ((flags & GT_ONLY_GOOD) && i < 0)
609 i = -i;
610
611 i = min (i, max_magic);
612
613 set_abs_magic (op, i);
614 if (i < 0)
615 op->set_flag (FLAG_CURSED);
616 }
617
618 /*
619 * Randomly adds one magical ability to the given object.
620 * Modified for Partial Resistance in many ways:
621 * 1) Since rings can have multiple bonuses, if the same bonus
622 * is rolled again, increase it - the bonuses now stack with
623 * other bonuses previously rolled and ones the item might natively have.
624 * 2) Add code to deal with new PR method.
625 */
626 static void
627 set_ring_bonus (object *op, int bonus)
628 {
629 int r = rndm (bonus > 0 ? 25 : 11);
630
631 if (op->type == AMULET)
632 if (!rndm (21))
633 r = 20 + rndm (2);
634 else if (rndm (2))
635 r = 10;
636 else
637 r = 11 + rndm (9);
638
639 switch (r)
640 {
641 /* Redone by MSW 2000-11-26 to have much less code. Also,
642 * bonuses and penalties will stack and add to existing values.
643 * of the item.
644 */
645 case 0:
646 case 1:
647 case 2:
648 case 3:
649 case 4:
650 case 5:
651 case 6:
652 op->stats.stat (r) += bonus;
653 break;
654
655 case 7:
656 op->stats.dam += bonus;
657 break;
658
659 case 8:
660 op->stats.wc += bonus;
661 break;
662
663 case 9:
664 op->stats.food += bonus; /* hunger/sustenance */
665 break;
666
667 case 10:
668 op->stats.ac += bonus;
669 break;
670
671 /* Item that gives protections/vulnerabilities */
672 case 11:
673 case 12:
674 case 13:
675 case 14:
676 case 15:
677 case 16:
678 case 17:
679 case 18:
680 case 19:
681 {
682 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
683
684 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
685 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
686
687 /* Cursed items need to have higher negative values to equal out with
688 * positive values for how protections work out. Put another
689 * little random element in since that they don't always end up with
690 * even values.
691 */
692 if (bonus < 0)
693 val = 2 * -val - rndm (b);
694
695 val = min (35, val); /* Upper limit */
696
697 b = 0;
698
699 while (op->resist[resist_table[resist]] != 0 && b < 4)
700 resist = rndm (num_resist_table);
701
702 if (b == 4)
703 return; /* Not able to find a free resistance */
704
705 op->resist[resist_table[resist]] = val;
706 /* We should probably do something more clever here to adjust value
707 * based on how good a resistance we gave.
708 */
709 break;
710 }
711 case 20:
712 if (op->type == AMULET)
713 {
714 op->set_flag (FLAG_REFL_SPELL);
715 op->value *= 11;
716 }
717 else
718 {
719 op->stats.hp = 1; /* regenerate hit points */
720 op->value *= 4;
721 }
722 break;
723
724 case 21:
725 if (op->type == AMULET)
726 {
727 op->set_flag (FLAG_REFL_MISSILE);
728 op->value *= 9;
729 }
730 else
731 {
732 op->stats.sp = 1; /* regenerate spell points */
733 op->value *= 3;
734 }
735 break;
736
737 case 22:
738 op->stats.exp += bonus; /* Speed! */
739 op->value = op->value * 2 / 3;
740 break;
741 }
742
743 if (bonus > 0)
744 op->value = 2 * op->value * bonus;
745 else
746 op->value = -2 * op->value * bonus / 3;
747 }
748
749 /*
750 * get_magic(diff) will return a random number between 0 and 4.
751 * diff can be any value above 2. The higher the diff-variable, the
752 * higher is the chance of returning a low number.
753 * It is only used in fix_generated_treasure() to set bonuses on
754 * rings and amulets.
755 * Another scheme is used to calculate the magic of weapons and armours.
756 */
757 static int
758 get_magic (int diff)
759 {
760 diff = min (3, diff);
761
762 for (int i = 0; i < 4; i++)
763 if (rndm (diff))
764 return i;
765
766 return 4;
767 }
768
769 /* special_potion() - so that old potion code is still done right. */
770 static int
771 special_potion (object *op)
772 {
773 if (op->attacktype)
774 return 1;
775
776 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
777 return 1;
778
779 for (int i = 0; i < NROFATTACKS; i++)
780 if (op->resist[i])
781 return 1;
782
783 return 0;
784 }
785
786 static double
787 value_factor_from_spell_item (object *spell, object *item)
788 {
789 double factor =
790 pow ((spell->value > 0 ? spell->value : 1)
791 * spell->level, 1.5);
792
793 if (item) // this if for: wands/staffs/rods:
794 {
795 /* Old crossfire comment ahead:
796 * Add 50 to both level an divisor to keep prices a little more
797 * reasonable. Otherwise, a high level version of a low level
798 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
799 * 10 time multiplier). This way, the value are a bit more reasonable.
800 */
801
802 factor *= item->level + 50;
803 factor /= item->inv->level + 50;
804 }
805
806 return factor;
807 }
808
809 #define DICE2 (get_magic(2) == 2 ? 2 : 1)
810 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
811
812 /*
813 * fix_generated_item(): This is called after an item is generated, in
814 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
816 */
817
818 /* 4/28/96 added creator object from which op may now inherit properties based on
819 * op->type. Right now, which stuff the creator passes on is object type
820 * dependant. I know this is a spagetti manuever, but is there a cleaner
821 * way to do this? b.t. */
822
823 /*
824 * ! (flags & GT_ENVIRONMENT):
825 * Automatically calls fix_flesh_item().
826 *
827 * flags:
828 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
829 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831 * a working object - don't change magic, value, etc, but set it material
832 * type as appropriate, for objects that need spell objects, set those, etc
833 */
834 void
835 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
836 {
837 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
838
839 if (!creator || creator->type == op->type)
840 creator = op; /*safety & to prevent polymorphed objects giving attributes */
841
842 /* If we make an artifact, this information will be destroyed */
843 save_item_power = op->item_power;
844 op->item_power = 0;
845
846 if (op->randomitems && op->type != SPELL)
847 {
848 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
849 /* So the treasure doesn't get created again */
850 op->randomitems = 0;
851 }
852
853 max_it (difficulty, 1);
854
855 if (INVOKE_OBJECT (ADD_BONUS, op,
856 ARG_OBJECT (creator != op ? creator : 0),
857 ARG_INT (difficulty), ARG_INT (max_magic),
858 ARG_INT (flags)))
859 return;
860
861 if (!(flags & GT_MINIMAL))
862 {
863 if (IS_ARCH (op->arch, crown))
864 {
865 set_magic (difficulty, op, max_magic, flags);
866 num_enchantments = calc_item_power (op, 1);
867 generate_artifact (op, difficulty);
868 }
869 else
870 {
871 if (!op->magic && max_magic)
872 set_magic (difficulty, op, max_magic, flags);
873
874 num_enchantments = calc_item_power (op, 1);
875
876 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
877 || op->type == HORN
878 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
879 generate_artifact (op, difficulty);
880 }
881
882 /* Object was made an artifact. Calculate its item_power rating.
883 * the item_power in the object is what the artfiact adds.
884 */
885 if (op->title)
886 {
887 /* if save_item_power is set, then most likely we started with an
888 * artifact and have added new abilities to it - this is rare, but
889 * but I have seen things like 'strange rings of fire'. So just figure
890 * out the power from the base power plus what this one adds. Note
891 * that since item_power is not quite linear, this actually ends up
892 * being somewhat of a bonus
893 */
894 if (save_item_power)
895 op->item_power = save_item_power + get_power_from_ench (op->item_power);
896 else
897 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
898 }
899 else if (save_item_power)
900 {
901 /* restore the item_power field to the object if we haven't changed it.
902 * we don't care about num_enchantments - that will basically just
903 * have calculated some value from the base attributes of the archetype.
904 */
905 op->item_power = save_item_power;
906 }
907 else
908 {
909 /* item_power was zero. This is suspicious, as it may be because it
910 * was never previously calculated. Let's compute a value and see if
911 * it is non-zero. If it indeed is, then assign it as the new
912 * item_power value.
913 * - gros, 21th of July 2006.
914 */
915 op->item_power = calc_item_power (op, 0);
916 save_item_power = op->item_power; /* Just in case it would get used
917 * again below */
918 }
919 }
920
921 /* materialtype modifications. Note we allow this on artifacts. */
922 select_material (op, difficulty);
923
924 if (flags & GT_MINIMAL)
925 {
926 if (op->type == POTION)
927 /* Handle healing and magic power potions */
928 if (op->stats.sp && !op->randomitems)
929 {
930 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
931 insert_ob_in_ob (tmp, op);
932 op->stats.sp = 0;
933 }
934 }
935 else if (!op->title) /* Only modify object if not special */
936 switch (op->type)
937 {
938 case WEAPON:
939 case ARMOUR:
940 case SHIELD:
941 case HELMET:
942 case CLOAK:
943 if (op->flag [FLAG_CURSED] && !(rndm (4)))
944 set_ring_bonus (op, -DICE2);
945 break;
946
947 case BRACERS:
948 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
949 {
950 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
951 if (!op->flag [FLAG_CURSED])
952 op->value *= 3;
953 }
954 break;
955
956 case POTION:
957 {
958 int too_many_tries = 0;
959
960 /* Handle healing and magic power potions */
961 if (op->stats.sp && !op->randomitems)
962 {
963 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
964 insert_ob_in_ob (tmp, op);
965 op->stats.sp = 0;
966 }
967
968 while (!special_potion (op) && !op->inv)
969 {
970 generate_artifact (op, difficulty);
971 if (too_many_tries++ > 10)
972 break;
973 }
974
975 /* don't want to change value for healing/magic power potions,
976 * since the value set on those is already correct.
977 */
978 if (op->inv && op->randomitems)
979 {
980 /* value multiplier is same as for scrolls */
981 op->value *= op->inv->value;
982 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
983 }
984 else
985 {
986 op->name = shstr_potion;
987 op->name_pl = shstr_potions;
988 }
989
990 if (!(flags & GT_ONLY_GOOD) && rndm (2))
991 op->set_flag (FLAG_CURSED);
992
993 break;
994 }
995
996 case AMULET:
997 if (IS_ARCH (op->arch, amulet))
998 op->value *= 5; /* Since it's not just decoration */
999
1000 case RING:
1001 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1002 break;
1003
1004 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1005 op->set_flag (FLAG_CURSED);
1006
1007 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1008
1009 if (op->type != RING) /* Amulets have only one ability */
1010 break;
1011
1012 if (!rndm (4))
1013 {
1014 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1015
1016 if (d > 0)
1017 op->value *= 3;
1018
1019 set_ring_bonus (op, d);
1020
1021 if (!rndm (4))
1022 {
1023 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1024
1025 if (d > 0)
1026 op->value *= 5;
1027
1028 set_ring_bonus (op, d);
1029 }
1030 }
1031
1032 if (op->animation_id)
1033 op->set_anim_frame (rndm (op->anim_frames ()));
1034
1035 break;
1036
1037 case BOOK:
1038 /* Is it an empty book?, if yes lets make a special·
1039 * msg for it, and tailor its properties based on the·
1040 * creator and/or map level we found it on.
1041 */
1042 if (!op->msg && rndm (10))
1043 {
1044 /* set the book level properly */
1045 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1046 {
1047 if (op->map && op->map->difficulty)
1048 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1049 else
1050 op->level = rndm (20) + 1;
1051 }
1052 else
1053 op->level = rndm (creator->level);
1054
1055 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1056 /* books w/ info are worth more! */
1057 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1058
1059 /* add exp so reading it gives xp (once) */
1060 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1061 }
1062
1063 /* creator related stuff */
1064
1065 /* for library, chained books. Note that some monsters have no_pick
1066 * set - we don't want to set no pick in that case.
1067 */
1068 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1069 op->set_flag (FLAG_NO_PICK);
1070 if (creator->slaying && !op->slaying) /* for check_inv floors */
1071 op->slaying = creator->slaying;
1072 break;
1073
1074 case SPELLBOOK:
1075 op->value *= value_factor_from_spell_item (op->inv, 0);
1076
1077 /* add exp so learning gives xp */
1078 op->level = op->inv->level;
1079 op->stats.exp = op->value;
1080 break;
1081
1082 case WAND:
1083 /* nrof in the treasure list is number of charges,
1084 * not number of wands. So copy that into food (charges),
1085 * and reset nrof.
1086 */
1087 op->stats.food = op->inv->nrof;
1088 op->nrof = 1;
1089 /* If the spell changes by level, choose a random level
1090 * for it.
1091 */
1092 if (op->inv->duration_modifier
1093 || op->inv->dam_modifier
1094 || op->inv->range_modifier)
1095 op->level = level_for_item (op, difficulty);
1096 else
1097 op->level = op->inv->level;
1098
1099 op->value *= value_factor_from_spell_item (op->inv, op);
1100 break;
1101
1102 case ROD:
1103 op->level = level_for_item (op, difficulty);
1104 op->value *= value_factor_from_spell_item (op->inv, op);
1105
1106 /* maxhp is used to denote how many 'charges' the rod holds before */
1107 if (op->stats.maxhp)
1108 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1109 else
1110 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1111
1112 op->stats.hp = op->stats.maxhp;
1113 break;
1114
1115 case SCROLL:
1116 op->level = level_for_item (op, difficulty);
1117 op->value *= value_factor_from_spell_item (op->inv, op);
1118
1119 /* add exp so reading them properly gives xp */
1120 op->stats.exp = op->value / 5;
1121 op->nrof = op->inv->nrof;
1122 break;
1123
1124 case RUNE:
1125 trap_adjust (op, difficulty);
1126 break;
1127
1128 case TRAP:
1129 trap_adjust (op, difficulty);
1130 break;
1131 } /* switch type */
1132
1133 if (flags & GT_STARTEQUIP)
1134 {
1135 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1136 op->set_flag (FLAG_STARTEQUIP);
1137 else if (op->type != MONEY)
1138 op->value = 0;
1139 }
1140
1141 if (!(flags & GT_ENVIRONMENT))
1142 fix_flesh_item (op, creator);
1143 }
1144
1145 /*
1146 *
1147 *
1148 * CODE DEALING WITH ARTIFACTS STARTS HERE
1149 *
1150 *
1151 */
1152
1153 /*
1154 * Allocate and return the pointer to an empty artifactlist structure.
1155 */
1156 static artifactlist *
1157 get_empty_artifactlist ()
1158 {
1159 return salloc0<artifactlist> ();
1160 }
1161
1162 /*
1163 * Allocate and return the pointer to an empty artifact structure.
1164 */
1165 static artifact *
1166 get_empty_artifact ()
1167 {
1168 return salloc0<artifact> ();
1169 }
1170
1171 /*
1172 * Searches the artifact lists and returns one that has the same type
1173 * of objects on it.
1174 */
1175 artifactlist *
1176 find_artifactlist (int type)
1177 {
1178 for (artifactlist *al = first_artifactlist; al; al = al->next)
1179 if (al->type == type)
1180 return al;
1181
1182 return 0;
1183 }
1184
1185 /*
1186 * Builds up the lists of artifacts from the file in the libdir.
1187 */
1188 void
1189 init_artifacts ()
1190 {
1191 static int has_been_inited = 0;
1192 artifact *art = NULL;
1193 artifactlist *al;
1194
1195 if (has_been_inited)
1196 return;
1197 else
1198 has_been_inited = 1;
1199
1200 object_thawer f (settings.datadir, "artifacts");
1201
1202 if (!f)
1203 return;
1204
1205 for (;;)
1206 {
1207 switch (f.kw)
1208 {
1209 case KW_allowed:
1210 if (!art)
1211 art = get_empty_artifact ();
1212
1213 {
1214 if (!strcmp (f.get_str (), "all"))
1215 break;
1216
1217 const char *cp = f.get_str ();
1218 char *next;
1219 do
1220 {
1221 if ((next = (char *)strchr (cp, ',')))
1222 *next++ = '\0';
1223
1224 linked_char *tmp = new linked_char;
1225
1226 tmp->name = cp;
1227 tmp->next = art->allowed;
1228 art->allowed = tmp;
1229 }
1230 while ((cp = next));
1231 }
1232 break;
1233
1234 case KW_chance:
1235 f.get (art->chance);
1236 break;
1237
1238 case KW_difficulty:
1239 f.get (art->difficulty);
1240 break;
1241
1242 case KW_object:
1243 {
1244 art->item = object::create ();
1245 f.get (art->item->name);
1246 f.next ();
1247
1248 if (!art->item->parse_kv (f))
1249 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1250
1251 al = find_artifactlist (art->item->type);
1252
1253 if (!al)
1254 {
1255 al = get_empty_artifactlist ();
1256 al->type = art->item->type;
1257 al->next = first_artifactlist;
1258 first_artifactlist = al;
1259 }
1260
1261 art->next = al->items;
1262 al->items = art;
1263 art = 0;
1264 }
1265 continue;
1266
1267 case KW_EOF:
1268 goto done;
1269
1270 default:
1271 if (!f.parse_error ("artifacts file"))
1272 cleanup ("artifacts file required");
1273 break;
1274 }
1275
1276 f.next ();
1277 }
1278
1279 done:
1280 for (al = first_artifactlist; al; al = al->next)
1281 {
1282 al->total_chance = 0;
1283
1284 for (art = al->items; art; art = art->next)
1285 {
1286 if (!art->chance)
1287 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1288 else
1289 al->total_chance += art->chance;
1290 }
1291 #if 0
1292 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1293 #endif
1294 }
1295 }
1296
1297 /*
1298 * Used in artifact generation. The bonuses of the first object
1299 * is modified by the bonuses of the second object.
1300 */
1301 void
1302 add_abilities (object *op, object *change)
1303 {
1304 if (change->face != blank_face)
1305 op->face = change->face;
1306
1307 for (int i = 0; i < NUM_STATS; i++)
1308 change_attr_value (&(op->stats), i, change->stats.stat (i));
1309
1310 op->attacktype |= change->attacktype;
1311 op->path_attuned |= change->path_attuned;
1312 op->path_repelled |= change->path_repelled;
1313 op->path_denied |= change->path_denied;
1314 op->move_type |= change->move_type;
1315 op->stats.luck += change->stats.luck;
1316
1317 static const struct copyflags : object::flags_t
1318 {
1319 copyflags ()
1320 {
1321 set (FLAG_CURSED);
1322 set (FLAG_DAMNED);
1323 set (FLAG_LIFESAVE);
1324 set (FLAG_REFL_SPELL);
1325 set (FLAG_STEALTH);
1326 set (FLAG_XRAYS);
1327 set (FLAG_BLIND);
1328 set (FLAG_SEE_IN_DARK);
1329 set (FLAG_REFL_MISSILE);
1330 set (FLAG_MAKE_INVIS);
1331 }
1332 } copyflags;
1333
1334 // we might want to just copy, but or'ing is what the original code did
1335 op->flag |= change->flag & copyflags;
1336
1337 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1338 set_abs_magic (op, -op->magic);
1339
1340 if (change->flag [FLAG_STAND_STILL])
1341 {
1342 op->clr_flag (FLAG_ANIMATE);
1343
1344 /* so artifacts will join */
1345 if (!op->flag [FLAG_ALIVE])
1346 op->speed = 0.;
1347
1348 op->set_speed (op->speed);
1349 }
1350
1351 if (change->nrof)
1352 op->nrof = rndm (change->nrof) + 1;
1353
1354 op->stats.exp += change->stats.exp; /* Speed modifier */
1355 op->stats.wc += change->stats.wc;
1356 op->stats.ac += change->stats.ac;
1357
1358 if (change->other_arch)
1359 {
1360 /* Basically, for horns & potions, the other_arch field is the spell
1361 * to cast. So convert that to into a spell and put it into
1362 * this object.
1363 */
1364 if (op->type == HORN || op->type == POTION)
1365 {
1366 /* Remove any spells this object currently has in it */
1367 op->destroy_inv (false);
1368
1369 object *tmp = change->other_arch->instance ();
1370 insert_ob_in_ob (tmp, op);
1371 }
1372
1373 /* No harm setting this for potions/horns */
1374 op->other_arch = change->other_arch;
1375 }
1376
1377 if (change->stats.hp < 0)
1378 op->stats.hp = -change->stats.hp;
1379 else
1380 op->stats.hp += change->stats.hp;
1381
1382 if (change->stats.maxhp < 0)
1383 op->stats.maxhp = -change->stats.maxhp;
1384 else
1385 op->stats.maxhp += change->stats.maxhp;
1386
1387 if (change->stats.sp < 0)
1388 op->stats.sp = -change->stats.sp;
1389 else
1390 op->stats.sp += change->stats.sp;
1391
1392 if (change->stats.maxsp < 0)
1393 op->stats.maxsp = -change->stats.maxsp;
1394 else
1395 op->stats.maxsp += change->stats.maxsp;
1396
1397 if (change->stats.food < 0)
1398 op->stats.food = -change->stats.food;
1399 else
1400 op->stats.food += change->stats.food;
1401
1402 if (change->level < 0)
1403 op->level = -change->level;
1404 else
1405 op->level += change->level;
1406
1407 if (change->gen_sp_armour < 0)
1408 op->gen_sp_armour = -change->gen_sp_armour;
1409 else
1410 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1411
1412 op->item_power = change->item_power;
1413
1414 for (int i = 0; i < NROFATTACKS; i++)
1415 op->resist[i] += change->resist[i];
1416
1417 if (change->stats.dam)
1418 {
1419 if (change->stats.dam < 0)
1420 op->stats.dam = -change->stats.dam;
1421 else if (op->stats.dam)
1422 {
1423 int tmp = op->stats.dam * change->stats.dam / 10;
1424
1425 if (tmp == op->stats.dam)
1426 {
1427 if (change->stats.dam < 10)
1428 op->stats.dam--;
1429 else
1430 op->stats.dam++;
1431 }
1432 else
1433 op->stats.dam = tmp;
1434 }
1435 }
1436
1437 if (change->weight)
1438 {
1439 if (change->weight < 0)
1440 op->weight = -change->weight;
1441 else
1442 op->weight = op->weight * change->weight / 100;
1443 }
1444
1445 if (change->last_sp)
1446 {
1447 if (change->last_sp < 0)
1448 op->last_sp = -change->last_sp;
1449 else
1450 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1451 }
1452
1453 if (change->gen_sp_armour)
1454 {
1455 if (change->gen_sp_armour < 0)
1456 op->gen_sp_armour = -change->gen_sp_armour;
1457 else
1458 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1459 }
1460
1461 op->value *= change->value;
1462
1463 if (change->materials)
1464 op->materials = change->materials;
1465
1466 if (change->material != MATERIAL_NULL)
1467 op->material = change->material;
1468
1469 if (change->slaying)
1470 op->slaying = change->slaying;
1471
1472 if (change->race)
1473 op->race = change->race;
1474
1475 if (change->msg)
1476 op->msg = change->msg;
1477 }
1478
1479 static int
1480 legal_artifact_combination (object *op, artifact *art)
1481 {
1482 int neg, success = 0;
1483 linked_char *tmp;
1484 const char *name;
1485
1486 if (!art->allowed)
1487 return 1; /* Ie, "all" */
1488
1489 for (tmp = art->allowed; tmp; tmp = tmp->next)
1490 {
1491 #ifdef TREASURE_VERBOSE
1492 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1493 #endif
1494 if (*tmp->name == '!')
1495 name = tmp->name + 1, neg = 1;
1496 else
1497 name = tmp->name, neg = 0;
1498
1499 /* If we match name, then return the opposite of 'neg' */
1500 if (!strcmp (name, op->arch->archname))
1501 return !neg;
1502
1503 /* Set success as true, since if the match was an inverse, it means
1504 * everything is allowed except what we match
1505 */
1506 else if (neg)
1507 success = 1;
1508 }
1509
1510 return success;
1511 }
1512
1513 /*
1514 * Fixes the given object, giving it the abilities and titles
1515 * it should have due to the second artifact-template.
1516 */
1517
1518 void
1519 give_artifact_abilities (object *op, object *artifct)
1520 {
1521 op->title = format ("of %s", &artifct->name);
1522
1523 add_abilities (op, artifct); /* Give out the bonuses */
1524
1525 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1526 {
1527 char identified = op->flag [FLAG_IDENTIFIED];
1528
1529 op->set_flag (FLAG_IDENTIFIED);
1530 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1531 if (!identified)
1532 op->clr_flag (FLAG_IDENTIFIED);
1533 }
1534 #endif
1535 return;
1536 }
1537
1538 /*
1539 * Decides randomly which artifact the object should be
1540 * turned into. Makes sure that the item can become that
1541 * artifact (means magic, difficulty, and Allowed fields properly).
1542 * Then calls give_artifact_abilities in order to actually create
1543 * the artifact.
1544 */
1545
1546 /* Give 1 re-roll attempt per artifact */
1547 #define ARTIFACT_TRIES 2
1548
1549 void
1550 generate_artifact (object *op, int difficulty)
1551 {
1552 artifact *art;
1553
1554 artifactlist *al = find_artifactlist (op->type);
1555
1556 if (al == NULL)
1557 {
1558 #if 0 /* This is too verbose, usually */
1559 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1560 #endif
1561 return;
1562 }
1563
1564 for (int i = 0; i < ARTIFACT_TRIES; i++)
1565 {
1566 int roll = rndm (al->total_chance);
1567
1568 for (art = al->items; art; art = art->next)
1569 {
1570 roll -= art->chance;
1571 if (roll < 0)
1572 break;
1573 }
1574
1575 if (art == NULL || roll >= 0)
1576 {
1577 #if 1
1578 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1579 #endif
1580 return;
1581 }
1582
1583 if (art->item->name == shstr_NONE)
1584 return;
1585
1586 if (fabs (op->magic) < art->item->magic)
1587 continue; /* Not magic enough to be this item */
1588
1589 /* Map difficulty not high enough */
1590 if (difficulty < art->difficulty)
1591 continue;
1592
1593 if (!legal_artifact_combination (op, art))
1594 {
1595 #ifdef TREASURE_VERBOSE
1596 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1597 #endif
1598 continue;
1599 }
1600
1601 give_artifact_abilities (op, art->item);
1602 return;
1603 }
1604 }
1605
1606 /* fix_flesh_item() - objects of type FLESH are similar to type
1607 * FOOD, except they inherit properties (name, food value, etc).
1608 * based on the original owner (or 'donor' if you like). -b.t.
1609 */
1610
1611 void
1612 fix_flesh_item (object *item, object *donor)
1613 {
1614 if (item->type == FLESH && donor)
1615 {
1616 /* change the name */
1617 item->name = format ("%s's %s", &donor->name, &item->name);
1618 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1619
1620 /* weight is FLESH weight/100 * donor */
1621 item->weight = max (1, item->weight * donor->weight / 100);
1622
1623 /* value is multiplied by level of donor */
1624 item->value *= isqrt (donor->level * 2);
1625
1626 /* food value */
1627 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1628
1629 /* flesh items inherit some abilities of donor, but not
1630 * full effect.
1631 */
1632 for (int i = 0; i < NROFATTACKS; i++)
1633 item->resist[i] = donor->resist[i] / 2;
1634
1635 /* item inherits donor's level (important for quezals) */
1636 item->level = donor->level;
1637
1638 /* if donor has some attacktypes, the flesh is poisonous */
1639 if (donor->attacktype & AT_POISON)
1640 item->type = POISON;
1641
1642 if (donor->attacktype & AT_ACID)
1643 item->stats.hp = -item->stats.food;
1644
1645 item->set_flag (FLAG_NO_STEAL);
1646 }
1647 }
1648
1649 static void
1650 free_treasurestruct (treasure *t)
1651 {
1652 if (t->next) free_treasurestruct (t->next);
1653 if (t->next_yes) free_treasurestruct (t->next_yes);
1654 if (t->next_no) free_treasurestruct (t->next_no);
1655
1656 delete t;
1657 }
1658
1659 static void
1660 free_charlinks (linked_char *lc)
1661 {
1662 if (lc->next)
1663 free_charlinks (lc->next);
1664
1665 delete lc;
1666 }
1667
1668 static void
1669 free_artifact (artifact *at)
1670 {
1671 if (at->next) free_artifact (at->next);
1672 if (at->allowed) free_charlinks (at->allowed);
1673
1674 at->item->destroy ();
1675
1676 sfree (at);
1677 }
1678