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Revision: 1.123
Committed: Tue Nov 27 18:50:22 2018 UTC (5 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.122: +8 -7 lines
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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 <
53 const char *,
54 treasurelist *,
55 str_hash,
56 str_equal,
57 slice_allocator< std::pair<const char *const, treasurelist *> >
58 > tl_map_t;
59
60 static tl_map_t tl_map;
61
62 //TODO: class method
63 static void free_treasurestruct (treasure *t); // bleh desu
64 static void
65 clear (treasurelist *tl)
66 {
67 if (tl->items)
68 {
69 free_treasurestruct (tl->items);
70 tl->items = 0;
71 }
72
73 tl->total_chance = 0;
74 }
75
76 /*
77 * Searches for the given treasurelist
78 */
79 treasurelist *
80 treasurelist::find (const char *name)
81 {
82 if (!name)
83 return 0;
84
85 auto (i, tl_map.find (name));
86
87 if (i == tl_map.end ())
88 return 0;
89
90 return i->second;
91 }
92
93 /*
94 * Searches for the given treasurelist in the globally linked list
95 * of treasurelists which has been built by load_treasures().
96 */
97 treasurelist *
98 treasurelist::get (const char *name)
99 {
100 treasurelist *tl = find (name);
101
102 if (!tl)
103 {
104 tl = new treasurelist;
105
106 tl->name = name;
107 tl->next = first_treasurelist;
108 first_treasurelist = tl;
109
110 tl_map.insert (std::make_pair (tl->name, tl));
111 }
112
113 return tl;
114 }
115
116 #ifdef TREASURE_DEBUG
117 /* recursived checks the linked list. Treasurelist is passed only
118 * so that the treasure name can be printed out
119 */
120 static void
121 check_treasurelist (const treasure *t, const treasurelist * tl)
122 {
123 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
124 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
125
126 if (t->next)
127 check_treasurelist (t->next, tl);
128
129 if (t->next_yes)
130 check_treasurelist (t->next_yes, tl);
131
132 if (t->next_no)
133 check_treasurelist (t->next_no, tl);
134 }
135 #endif
136
137 /*
138 * Reads the lib/treasure file from disk, and parses the contents
139 * into an internal treasure structure (very linked lists)
140 */
141 static treasure *
142 read_treasure (object_thawer &f)
143 {
144 treasure *t = new treasure;
145
146 f.next ();
147
148 for (;;)
149 {
150 coroapi::cede_to_tick ();
151
152 switch (f.kw)
153 {
154 case KW_arch:
155 t->item = archetype::find (f.get_str ());
156
157 if (!t->item)
158 {
159 f.parse_warn ("treasure references unknown archetype");
160 t->item = archetype::empty;
161 }
162
163 break;
164
165 case KW_list: f.get (t->name); break;
166 case KW_change_name: f.get (t->change_arch.name); break;
167 case KW_change_title: f.get (t->change_arch.title); break;
168 case KW_change_slaying: f.get (t->change_arch.slaying); break;
169 case KW_chance: f.get (t->chance); break;
170 case KW_nrof: f.get (t->nrof); break;
171 case KW_magic: f.get (t->magic); break;
172
173 case KW_yes: t->next_yes = read_treasure (f); continue;
174 case KW_no: t->next_no = read_treasure (f); continue;
175
176 case KW_end:
177 f.next ();
178 return t;
179
180 case KW_more:
181 t->next = read_treasure (f);
182 return t;
183
184 default:
185 if (!f.parse_error ("treasurelist", t->name))
186 goto error;
187
188 return t;
189 }
190
191 f.next ();
192 }
193
194 // not reached
195
196 error:
197 delete t;
198 return 0;
199 }
200
201 /*
202 * Each treasure is parsed with the help of load_treasure().
203 */
204 treasurelist *
205 treasurelist::read (object_thawer &f)
206 {
207 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
208
209 bool one = f.kw == KW_treasureone;
210 treasurelist *tl = treasurelist::get (f.get_str ());
211 clear (tl);
212 tl->items = read_treasure (f);
213 if (!tl->items)
214 return 0;
215
216 /* This is a one of the many items on the list should be generated.
217 * Add up the chance total, and check to make sure the yes & no
218 * fields of the treasures are not being used.
219 */
220 if (one)
221 {
222 for (treasure *t = tl->items; t; t = t->next)
223 {
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229
230 tl->total_chance += t->chance;
231 }
232 }
233
234 return tl;
235 }
236
237 /*
238 * Generates the objects specified by the given treasure.
239 * It goes recursively through the rest of the linked list.
240 * If there is a certain percental chance for a treasure to be generated,
241 * this is taken into consideration.
242 * The second argument specifies for which object the treasure is
243 * being generated.
244 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
245 * abilities. This is used by summon spells, thus no summoned monsters
246 * start with equipment, but only their abilities).
247 */
248 static void
249 put_treasure (object *op, object *creator, int flags)
250 {
251 if (flags & GT_ENVIRONMENT)
252 {
253 /* Bit of a hack - spells should never be put onto the map. The entire
254 * treasure stuff is a problem - there is no clear idea of knowing
255 * this is the original object, or if this is an object that should be created
256 * by another object.
257 */
258 //TODO: flag such as objects... as such (no drop, anybody?)
259 if (op->type == SPELL)
260 {
261 op->destroy ();
262 return;
263 }
264
265 op->expand_tail ();
266
267 if (!creator->is_on_map ()
268 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
269 op->destroy ();
270 else
271 {
272 op->flag [FLAG_OBJ_ORIGINAL] = true;
273 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
274 }
275 }
276 else
277 {
278 op = creator->insert (op);
279
280 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
281 monster_check_apply (creator, op);
282 }
283 }
284
285 /* if there are change_xxx commands in the treasure, we include the changes
286 * in the generated object
287 */
288 static void
289 change_treasure (treasure *t, object *op)
290 {
291 /* CMD: change_name xxxx */
292 if (t->change_arch.name)
293 {
294 op->name = t->change_arch.name;
295 op->name_pl = t->change_arch.name;
296 }
297
298 if (t->change_arch.title)
299 op->title = t->change_arch.title;
300
301 if (t->change_arch.slaying)
302 op->slaying = t->change_arch.slaying;
303 }
304
305 static void
306 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
307 {
308 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
309 {
310 if (t->name)
311 {
312 if (difficulty >= t->magic)
313 if (treasurelist *tl = treasurelist::find (t->name))
314 create_treasure (tl, op, flag, difficulty, tries);
315 else
316 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
317 }
318 else
319 {
320 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
321 {
322 object *tmp = t->item->instance ();
323
324 if (t->nrof && tmp->nrof <= 1)
325 tmp->nrof = rndm (t->nrof) + 1;
326
327 fix_generated_item (tmp, op, difficulty, t->magic, flag);
328 change_treasure (t, tmp);
329 put_treasure (tmp, op, flag);
330 }
331 }
332
333 if (t->next_yes)
334 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
335 }
336 else if (t->next_no)
337 create_all_treasures (t->next_no, op, flag, difficulty, tries);
338
339 if (t->next)
340 create_all_treasures (t->next, op, flag, difficulty, tries);
341 }
342
343 static void
344 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
345 {
346 int value = rndm (tl->total_chance);
347 treasure *t;
348
349 if (tries++ > 100)
350 {
351 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
352 return;
353 }
354
355 for (t = tl->items; t; t = t->next)
356 {
357 value -= t->chance;
358
359 if (value < 0)
360 break;
361 }
362
363 if (!t || value >= 0)
364 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
365
366 if (t->name)
367 {
368 if (difficulty >= t->magic)
369 {
370 treasurelist *tl = treasurelist::find (t->name);
371 if (tl)
372 create_treasure (tl, op, flag, difficulty, tries);
373 }
374 else if (t->nrof)
375 create_one_treasure (tl, op, flag, difficulty, tries);
376 }
377 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
378 {
379 if (object *tmp = t->item->instance ())
380 {
381 if (t->nrof && tmp->nrof <= 1)
382 tmp->nrof = rndm (t->nrof) + 1;
383
384 fix_generated_item (tmp, op, difficulty, t->magic, flag);
385 change_treasure (t, tmp);
386 put_treasure (tmp, op, flag);
387 }
388 }
389 }
390
391 void
392 object::create_treasure (treasurelist *tl, int flags)
393 {
394 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
395 }
396
397 /* This calls the appropriate treasure creation function. tries is passed
398 * to determine how many list transitions or attempts to create treasure
399 * have been made. It is really in place to prevent infinite loops with
400 * list transitions, or so that excessively good treasure will not be
401 * created on weak maps, because it will exceed the number of allowed tries
402 * to do that.
403 */
404 void
405 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
406 {
407 // empty treasurelists are legal
408 if (!tl->items)
409 return;
410
411 if (tries++ > 100)
412 {
413 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
414 return;
415 }
416
417 if (op->flag [FLAG_TREASURE_ENV])
418 {
419 // do not generate items when there already is something above the object
420 if (op->flag [FLAG_IS_FLOOR] && op->above)
421 return;
422
423 flag |= GT_ENVIRONMENT;
424 }
425
426 if (tl->total_chance)
427 create_one_treasure (tl, op, flag, difficulty, tries);
428 else
429 create_all_treasures (tl->items, op, flag, difficulty, tries);
430 }
431
432 /* This is similar to the old generate treasure function. However,
433 * it instead takes a treasurelist. It is really just a wrapper around
434 * create_treasure. We create a dummy object that the treasure gets
435 * inserted into, and then return that treausre
436 */
437 object *
438 generate_treasure (treasurelist *tl, int difficulty)
439 {
440 difficulty = clamp (difficulty, 1, settings.max_level);
441
442 object *ob = object::create ();
443
444 create_treasure (tl, ob, 0, difficulty, 0);
445
446 /* Don't want to free the object we are about to return */
447 object *tmp = ob->inv;
448 if (tmp)
449 tmp->remove ();
450
451 if (ob->inv)
452 LOG (llevError, "In generate treasure, created multiple objects.\n");
453
454 ob->destroy ();
455
456 return tmp;
457 }
458
459 /*
460 * This is a new way of calculating the chance for an item to have
461 * a specific magical bonus.
462 * The array has two arguments, the difficulty of the level, and the
463 * magical bonus "wanted".
464 */
465
466 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
467 // chance of magic difficulty
468 // +0 +1 +2 +3 +4
469 {95, 2, 2, 1, 0}, // 1
470 {92, 5, 2, 1, 0}, // 2
471 {85, 10, 4, 1, 0}, // 3
472 {80, 14, 4, 2, 0}, // 4
473 {75, 17, 5, 2, 1}, // 5
474 {70, 18, 8, 3, 1}, // 6
475 {65, 21, 10, 3, 1}, // 7
476 {60, 22, 12, 4, 2}, // 8
477 {55, 25, 14, 4, 2}, // 9
478 {50, 27, 16, 5, 2}, // 10
479 {45, 28, 18, 6, 3}, // 11
480 {42, 28, 20, 7, 3}, // 12
481 {40, 27, 21, 8, 4}, // 13
482 {38, 25, 22, 10, 5}, // 14
483 {36, 23, 23, 12, 6}, // 15
484 {33, 21, 24, 14, 8}, // 16
485 {31, 19, 25, 16, 9}, // 17
486 {27, 15, 30, 18, 10}, // 18
487 {20, 12, 30, 25, 13}, // 19
488 {15, 10, 28, 30, 17}, // 20
489 {13, 9, 27, 28, 23}, // 21
490 {10, 8, 25, 28, 29}, // 22
491 { 8, 7, 23, 26, 36}, // 23
492 { 6, 6, 20, 22, 46}, // 24
493 { 4, 5, 17, 18, 56}, // 25
494 { 2, 4, 12, 14, 68}, // 26
495 { 0, 3, 7, 10, 80}, // 27
496 { 0, 0, 3, 7, 90}, // 28
497 { 0, 0, 0, 3, 97}, // 29
498 { 0, 0, 0, 0, 100}, // 30
499 { 0, 0, 0, 0, 100}, // 31
500 };
501
502 /* calculate the appropriate level for wands staves and scrolls.
503 * This code presumes that op has had its spell object created (in op->inv)
504 *
505 * elmex Wed Aug 9 17:44:59 CEST 2006:
506 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
507 */
508 static int
509 level_for_item (const object *op, int difficulty)
510 {
511 if (!op->inv)
512 {
513 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
514 return 0;
515 }
516
517 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
518
519 if (olevel <= 0)
520 olevel = rndm (1, op->inv->level);
521
522 return min (olevel, MAXLEVEL_TREASURE);
523 }
524
525 /*
526 * Based upon the specified difficulty and upon the difftomagic_list array,
527 * a random magical bonus is returned. This is used when determine
528 * the magical bonus created on specific maps.
529 *
530 * elmex Thu Aug 10 18:45:44 CEST 2006:
531 * Scaling difficulty by max_level, as difficulty is a level and not some
532 * weird integer between 1-31.
533 *
534 */
535 static int
536 magic_from_difficulty (int difficulty)
537 {
538 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
539 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
540
541 int percent = rndm (100);
542 int magic;
543
544 for (magic = 0; magic <= MAXMAGIC; magic++)
545 {
546 percent -= difftomagic_list[scaled_diff][magic];
547
548 if (percent < 0)
549 break;
550 }
551
552 if (magic > MAXMAGIC)
553 {
554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
555 magic = 0;
556 }
557
558 magic = (rndm (3)) ? magic : -magic;
559 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
560
561 return magic;
562 }
563
564 /*
565 * Sets magical bonus in an object, and recalculates the effect on
566 * the armour variable, and the effect on speed of armour.
567 * This function doesn't work properly, should add use of archetypes
568 * to make it truly absolute.
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 = magic_from_difficulty (difficulty);
608
609 if ((flags & GT_ONLY_GOOD) && i < 0)
610 i = -i;
611
612 i = min (i, max_magic);
613
614 set_abs_magic (op, i);
615 if (i < 0)
616 op->set_flag (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 if (!rndm (21))
634 r = 20 + rndm (2);
635 else if (rndm (2))
636 r = 10;
637 else
638 r = 11 + rndm (9);
639
640 switch (r)
641 {
642 /* Redone by MSW 2000-11-26 to have much less code. Also,
643 * bonuses and penalties will stack and add to existing values.
644 * of the item.
645 */
646 case 0:
647 case 1:
648 case 2:
649 case 3:
650 case 4:
651 case 5:
652 case 6:
653 op->stats.stat (r) += bonus;
654 break;
655
656 case 7:
657 op->stats.dam += bonus;
658 break;
659
660 case 8:
661 op->stats.wc += bonus;
662 break;
663
664 case 9:
665 op->stats.food += bonus; /* hunger/sustenance */
666 break;
667
668 case 10:
669 op->stats.ac += bonus;
670 break;
671
672 /* Item that gives protections/vulnerabilities */
673 case 11:
674 case 12:
675 case 13:
676 case 14:
677 case 15:
678 case 16:
679 case 17:
680 case 18:
681 case 19:
682 {
683 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
684
685 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
686 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
687
688 /* Cursed items need to have higher negative values to equal out with
689 * positive values for how protections work out. Put another
690 * little random element in since that they don't always end up with
691 * even values.
692 */
693 if (bonus < 0)
694 val = 2 * -val - rndm (b);
695
696 val = min (35, val); /* Upper limit */
697
698 b = 0;
699
700 while (op->resist[resist_table[resist]] != 0 && b < 4)
701 resist = rndm (num_resist_table);
702
703 if (b == 4)
704 return; /* Not able to find a free resistance */
705
706 op->resist[resist_table[resist]] = val;
707 /* We should probably do something more clever here to adjust value
708 * based on how good a resistance we gave.
709 */
710 break;
711 }
712 case 20:
713 if (op->type == AMULET)
714 {
715 op->set_flag (FLAG_REFL_SPELL);
716 op->value *= 11;
717 }
718 else
719 {
720 op->stats.hp = 1; /* regenerate hit points */
721 op->value *= 4;
722 }
723 break;
724
725 case 21:
726 if (op->type == AMULET)
727 {
728 op->set_flag (FLAG_REFL_MISSILE);
729 op->value *= 9;
730 }
731 else
732 {
733 op->stats.sp = 1; /* regenerate spell points */
734 op->value *= 3;
735 }
736 break;
737
738 case 22:
739 op->stats.exp += bonus; /* Speed! */
740 op->value = op->value * 2 / 3;
741 break;
742 }
743
744 if (bonus > 0)
745 op->value = 2 * op->value * bonus;
746 else
747 op->value = -2 * op->value * bonus / 3;
748 }
749
750 /*
751 * get_magic(diff) will return a random number between 0 and 4.
752 * diff can be any value above 2. The higher the diff-variable, the
753 * higher is the chance of returning a low number.
754 * It is only used in fix_generated_treasure() to set bonuses on
755 * rings and amulets.
756 * Another scheme is used to calculate the magic of weapons and armours.
757 */
758 static int
759 get_magic (int diff)
760 {
761 diff = min (3, diff);
762
763 for (int i = 0; i < 4; i++)
764 if (rndm (diff))
765 return i;
766
767 return 4;
768 }
769
770 /* special_potion() - so that old potion code is still done right. */
771 static int
772 special_potion (object *op)
773 {
774 if (op->attacktype)
775 return 1;
776
777 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
778 return 1;
779
780 for (int i = 0; i < NROFATTACKS; i++)
781 if (op->resist[i])
782 return 1;
783
784 return 0;
785 }
786
787 static double
788 value_factor_from_spell_item (object *spell, object *item)
789 {
790 double factor =
791 pow ((spell->value > 0 ? spell->value : 1)
792 * spell->level, 1.5);
793
794 if (item) // this if for: wands/staffs/rods:
795 {
796 /* Old crossfire comment ahead:
797 * Add 50 to both level an divisor to keep prices a little more
798 * reasonable. Otherwise, a high level version of a low level
799 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
800 * 10 time multiplier). This way, the value are a bit more reasonable.
801 */
802
803 factor *= item->level + 50;
804 factor /= item->inv->level + 50;
805 }
806
807 return factor;
808 }
809
810 #define DICE2 (get_magic(2) == 2 ? 2 : 1)
811 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
812
813 /*
814 * fix_generated_item(): This is called after an item is generated, in
815 * order to set it up right. This produced magical bonuses, puts spells
816 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
817 */
818
819 /* 4/28/96 added creator object from which op may now inherit properties based on
820 * op->type. Right now, which stuff the creator passes on is object type
821 * dependant. I know this is a spagetti manuever, but is there a cleaner
822 * way to do this? b.t. */
823
824 /*
825 * ! (flags & GT_ENVIRONMENT):
826 * Automatically calls fix_flesh_item().
827 *
828 * flags:
829 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
830 * value.
831 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
832 * a working object - don't change magic, value, etc, but set it material
833 * type as appropriate, for objects that need spell objects, set those, etc
834 */
835 void
836 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837 {
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839
840 if (!creator || creator->type == op->type)
841 creator = op; /*safety & to prevent polymorphed objects giving attributes */
842
843 /* If we make an artifact, this information will be destroyed */
844 save_item_power = op->item_power;
845 op->item_power = 0;
846
847 if (op->randomitems && op->type != SPELL)
848 {
849 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
850 /* So the treasure doesn't get created again */
851 op->randomitems = 0;
852 }
853
854 max_it (difficulty, 1);
855
856 if (INVOKE_OBJECT (ADD_BONUS, op,
857 ARG_OBJECT (creator != op ? creator : 0),
858 ARG_INT (difficulty), ARG_INT (max_magic),
859 ARG_INT (flags)))
860 return;
861
862 if (!(flags & GT_MINIMAL))
863 {
864 if (IS_ARCH (op->arch, crown))
865 {
866 set_magic (difficulty, op, max_magic, flags);
867 num_enchantments = calc_item_power (op, 1);
868 generate_artifact (op, difficulty);
869 }
870 else
871 {
872 if (!op->magic && max_magic)
873 set_magic (difficulty, op, max_magic, flags);
874
875 num_enchantments = calc_item_power (op, 1);
876
877 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
878 || op->type == HORN
879 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
880 generate_artifact (op, difficulty);
881 }
882
883 /* Object was made an artifact. Calculate its item_power rating.
884 * the item_power in the object is what the artfiact adds.
885 */
886 if (op->title)
887 {
888 /* if save_item_power is set, then most likely we started with an
889 * artifact and have added new abilities to it - this is rare, but
890 * but I have seen things like 'strange rings of fire'. So just figure
891 * out the power from the base power plus what this one adds. Note
892 * that since item_power is not quite linear, this actually ends up
893 * being somewhat of a bonus
894 */
895 if (save_item_power)
896 op->item_power = save_item_power + get_power_from_ench (op->item_power);
897 else
898 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
899 }
900 else if (save_item_power)
901 {
902 /* restore the item_power field to the object if we haven't changed it.
903 * we don't care about num_enchantments - that will basically just
904 * have calculated some value from the base attributes of the archetype.
905 */
906 op->item_power = save_item_power;
907 }
908 else
909 {
910 /* item_power was zero. This is suspicious, as it may be because it
911 * was never previously calculated. Let's compute a value and see if
912 * it is non-zero. If it indeed is, then assign it as the new
913 * item_power value.
914 * - gros, 21th of July 2006.
915 */
916 op->item_power = calc_item_power (op, 0);
917 save_item_power = op->item_power; /* Just in case it would get used
918 * again below */
919 }
920 }
921
922 /* materialtype modifications. Note we allow this on artifacts. */
923 select_material (op, difficulty);
924
925 if (flags & GT_MINIMAL)
926 {
927 if (op->type == POTION)
928 /* Handle healing and magic power potions */
929 if (op->stats.sp && !op->randomitems)
930 {
931 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
932 insert_ob_in_ob (tmp, op);
933 op->stats.sp = 0;
934 }
935 }
936 else if (!op->title) /* Only modify object if not special */
937 switch (op->type)
938 {
939 case WEAPON:
940 case ARMOUR:
941 case SHIELD:
942 case HELMET:
943 case CLOAK:
944 if (op->flag [FLAG_CURSED] && !(rndm (4)))
945 set_ring_bonus (op, -DICE2);
946 break;
947
948 case BRACERS:
949 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
950 {
951 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
952 if (!op->flag [FLAG_CURSED])
953 op->value *= 3;
954 }
955 break;
956
957 case POTION:
958 {
959 int too_many_tries = 0;
960
961 /* Handle healing and magic power potions */
962 if (op->stats.sp && !op->randomitems)
963 {
964 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
965 insert_ob_in_ob (tmp, op);
966 op->stats.sp = 0;
967 }
968
969 while (!special_potion (op) && !op->inv)
970 {
971 generate_artifact (op, difficulty);
972 if (too_many_tries++ > 10)
973 break;
974 }
975
976 /* don't want to change value for healing/magic power potions,
977 * since the value set on those is already correct.
978 */
979 if (op->inv && op->randomitems)
980 {
981 /* value multiplier is same as for scrolls */
982 op->value *= op->inv->value;
983 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
984 }
985 else
986 {
987 op->name = shstr_potion;
988 op->name_pl = shstr_potions;
989 }
990
991 if (!(flags & GT_ONLY_GOOD) && rndm (2))
992 op->set_flag (FLAG_CURSED);
993
994 break;
995 }
996
997 case AMULET:
998 if (IS_ARCH (op->arch, amulet))
999 op->value *= 5; /* Since it's not just decoration */
1000
1001 case RING:
1002 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1003 break;
1004
1005 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1006 op->set_flag (FLAG_CURSED);
1007
1008 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
1009
1010 if (op->type != RING) /* Amulets have only one ability */
1011 break;
1012
1013 if (!rndm (4))
1014 {
1015 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1016
1017 if (d > 0)
1018 op->value *= 3;
1019
1020 set_ring_bonus (op, d);
1021
1022 if (!rndm (4))
1023 {
1024 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1025
1026 if (d > 0)
1027 op->value *= 5;
1028
1029 set_ring_bonus (op, d);
1030 }
1031 }
1032
1033 if (op->animation_id)
1034 op->set_anim_frame (rndm (op->anim_frames ()));
1035
1036 break;
1037
1038 case BOOK:
1039 /* Is it an empty book?, if yes lets make a special·
1040 * msg for it, and tailor its properties based on the·
1041 * creator and/or map level we found it on.
1042 */
1043 if (!op->msg && rndm (10))
1044 {
1045 /* set the book level properly */
1046 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1047 {
1048 if (op->map && op->map->difficulty)
1049 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1050 else
1051 op->level = rndm (20) + 1;
1052 }
1053 else
1054 op->level = rndm (creator->level);
1055
1056 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1057 /* books w/ info are worth more! */
1058 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1059
1060 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 }
1063
1064 /* creator related stuff */
1065
1066 /* for library, chained books. Note that some monsters have no_pick
1067 * set - we don't want to set no pick in that case.
1068 */
1069 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1070 op->set_flag (FLAG_NO_PICK);
1071 if (creator->slaying && !op->slaying) /* for check_inv floors */
1072 op->slaying = creator->slaying;
1073 break;
1074
1075 case SPELLBOOK:
1076 op->value *= value_factor_from_spell_item (op->inv, 0);
1077
1078 /* add exp so learning gives xp */
1079 op->level = op->inv->level;
1080 op->stats.exp = op->value;
1081 break;
1082
1083 case WAND:
1084 /* nrof in the treasure list is number of charges,
1085 * not number of wands. So copy that into food (charges),
1086 * and reset nrof.
1087 */
1088 op->stats.food = op->inv->nrof;
1089 op->nrof = 1;
1090 /* If the spell changes by level, choose a random level
1091 * for it.
1092 */
1093 if (op->inv->duration_modifier
1094 || op->inv->dam_modifier
1095 || op->inv->range_modifier)
1096 op->level = level_for_item (op, difficulty);
1097 else
1098 op->level = op->inv->level;
1099
1100 op->value *= value_factor_from_spell_item (op->inv, op);
1101 break;
1102
1103 case ROD:
1104 op->level = level_for_item (op, difficulty);
1105 op->value *= value_factor_from_spell_item (op->inv, op);
1106
1107 /* maxhp is used to denote how many 'charges' the rod holds before */
1108 if (op->stats.maxhp)
1109 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1110 else
1111 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1112
1113 op->stats.hp = op->stats.maxhp;
1114 break;
1115
1116 case SCROLL:
1117 op->level = level_for_item (op, difficulty);
1118 op->value *= value_factor_from_spell_item (op->inv, op);
1119
1120 /* add exp so reading them properly gives xp */
1121 op->stats.exp = op->value / 5;
1122 op->nrof = op->inv->nrof;
1123 break;
1124
1125 case RUNE:
1126 trap_adjust (op, difficulty);
1127 break;
1128
1129 case TRAP:
1130 trap_adjust (op, difficulty);
1131 break;
1132 } /* switch type */
1133
1134 if (flags & GT_STARTEQUIP)
1135 {
1136 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1137 op->set_flag (FLAG_STARTEQUIP);
1138 else if (op->type != MONEY)
1139 op->value = 0;
1140 }
1141
1142 if (!(flags & GT_ENVIRONMENT))
1143 fix_flesh_item (op, creator);
1144 }
1145
1146 /*
1147 *
1148 *
1149 * CODE DEALING WITH ARTIFACTS STARTS HERE
1150 *
1151 *
1152 */
1153
1154 /*
1155 * Allocate and return the pointer to an empty artifactlist structure.
1156 */
1157 static artifactlist *
1158 get_empty_artifactlist ()
1159 {
1160 return salloc0<artifactlist> ();
1161 }
1162
1163 /*
1164 * Allocate and return the pointer to an empty artifact structure.
1165 */
1166 static artifact *
1167 get_empty_artifact ()
1168 {
1169 return salloc0<artifact> ();
1170 }
1171
1172 /*
1173 * Searches the artifact lists and returns one that has the same type
1174 * of objects on it.
1175 */
1176 artifactlist *
1177 find_artifactlist (int type)
1178 {
1179 for (artifactlist *al = first_artifactlist; al; al = al->next)
1180 if (al->type == type)
1181 return al;
1182
1183 return 0;
1184 }
1185
1186 /*
1187 * Builds up the lists of artifacts from the file in the libdir.
1188 */
1189 void
1190 init_artifacts ()
1191 {
1192 static int has_been_inited = 0;
1193 artifact *art = NULL;
1194 artifactlist *al;
1195
1196 if (has_been_inited)
1197 return;
1198 else
1199 has_been_inited = 1;
1200
1201 object_thawer f (settings.datadir, "artifacts");
1202
1203 if (!f)
1204 return;
1205
1206 for (;;)
1207 {
1208 switch (f.kw)
1209 {
1210 case KW_allowed:
1211 if (!art)
1212 art = get_empty_artifact ();
1213
1214 {
1215 if (!strcmp (f.get_str (), "all"))
1216 break;
1217
1218 const char *cp = f.get_str ();
1219 char *next;
1220 do
1221 {
1222 if ((next = (char *)strchr (cp, ',')))
1223 *next++ = '\0';
1224
1225 linked_char *tmp = new linked_char;
1226
1227 tmp->name = cp;
1228 tmp->next = art->allowed;
1229 art->allowed = tmp;
1230 }
1231 while ((cp = next));
1232 }
1233 break;
1234
1235 case KW_chance:
1236 f.get (art->chance);
1237 break;
1238
1239 case KW_difficulty:
1240 f.get (art->difficulty);
1241 break;
1242
1243 case KW_object:
1244 {
1245 art->item = object::create ();
1246 f.get (art->item->name);
1247 f.next ();
1248
1249 if (!art->item->parse_kv (f))
1250 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1251
1252 al = find_artifactlist (art->item->type);
1253
1254 if (!al)
1255 {
1256 al = get_empty_artifactlist ();
1257 al->type = art->item->type;
1258 al->next = first_artifactlist;
1259 first_artifactlist = al;
1260 }
1261
1262 art->next = al->items;
1263 al->items = art;
1264 art = 0;
1265 }
1266 continue;
1267
1268 case KW_EOF:
1269 goto done;
1270
1271 default:
1272 if (!f.parse_error ("artifacts file"))
1273 cleanup ("artifacts file required");
1274 break;
1275 }
1276
1277 f.next ();
1278 }
1279
1280 done:
1281 for (al = first_artifactlist; al; al = al->next)
1282 {
1283 al->total_chance = 0;
1284
1285 for (art = al->items; art; art = art->next)
1286 {
1287 if (!art->chance)
1288 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1289 else
1290 al->total_chance += art->chance;
1291 }
1292 #if 0
1293 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1294 #endif
1295 }
1296 }
1297
1298 /*
1299 * Used in artifact generation. The bonuses of the first object
1300 * is modified by the bonuses of the second object.
1301 */
1302 void
1303 add_abilities (object *op, object *change)
1304 {
1305 if (change->face != blank_face)
1306 op->face = change->face;
1307
1308 for (int i = 0; i < NUM_STATS; i++)
1309 change_attr_value (&(op->stats), i, change->stats.stat (i));
1310
1311 op->attacktype |= change->attacktype;
1312 op->path_attuned |= change->path_attuned;
1313 op->path_repelled |= change->path_repelled;
1314 op->path_denied |= change->path_denied;
1315 op->move_type |= change->move_type;
1316 op->stats.luck += change->stats.luck;
1317
1318 static const struct copyflags : object::flags_t
1319 {
1320 copyflags ()
1321 {
1322 set (FLAG_CURSED);
1323 set (FLAG_DAMNED);
1324 set (FLAG_LIFESAVE);
1325 set (FLAG_REFL_SPELL);
1326 set (FLAG_STEALTH);
1327 set (FLAG_XRAYS);
1328 set (FLAG_BLIND);
1329 set (FLAG_SEE_IN_DARK);
1330 set (FLAG_REFL_MISSILE);
1331 set (FLAG_MAKE_INVIS);
1332 }
1333 } copyflags;
1334
1335 // we might want to just copy, but or'ing is what the original code did
1336 op->flag |= change->flag & copyflags;
1337
1338 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1339 set_abs_magic (op, -op->magic);
1340
1341 if (change->flag [FLAG_STAND_STILL])
1342 {
1343 op->clr_flag (FLAG_ANIMATE);
1344
1345 /* so artifacts will join */
1346 if (!op->flag [FLAG_ALIVE])
1347 op->speed = 0.;
1348
1349 op->set_speed (op->speed);
1350 }
1351
1352 if (change->nrof)
1353 op->nrof = rndm (change->nrof) + 1;
1354
1355 op->stats.exp += change->stats.exp; /* Speed modifier */
1356 op->stats.wc += change->stats.wc;
1357 op->stats.ac += change->stats.ac;
1358
1359 if (change->other_arch)
1360 {
1361 /* Basically, for horns & potions, the other_arch field is the spell
1362 * to cast. So convert that to into a spell and put it into
1363 * this object.
1364 */
1365 if (op->type == HORN || op->type == POTION)
1366 {
1367 /* Remove any spells this object currently has in it */
1368 op->destroy_inv (false);
1369
1370 object *tmp = change->other_arch->instance ();
1371 insert_ob_in_ob (tmp, op);
1372 }
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 * (int)change->gen_sp_armour / 100;
1412
1413 op->item_power = change->item_power;
1414
1415 for (int i = 0; i < NROFATTACKS; i++)
1416 op->resist[i] += change->resist[i];
1417
1418 if (change->stats.dam)
1419 {
1420 if (change->stats.dam < 0)
1421 op->stats.dam = -change->stats.dam;
1422 else if (op->stats.dam)
1423 {
1424 int tmp = op->stats.dam * change->stats.dam / 10;
1425
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 = op->last_sp * (int)change->last_sp / 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 = op->gen_sp_armour * (int)change->gen_sp_armour / 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->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 op->title = format ("of %s", &artifct->name);
1523
1524 add_abilities (op, artifct); /* Give out the bonuses */
1525
1526 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1527 {
1528 char identified = op->flag [FLAG_IDENTIFIED];
1529
1530 op->set_flag (FLAG_IDENTIFIED);
1531 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1532 if (!identified)
1533 op->clr_flag (FLAG_IDENTIFIED);
1534 }
1535 #endif
1536 return;
1537 }
1538
1539 /*
1540 * Decides randomly which artifact the object should be
1541 * turned into. Makes sure that the item can become that
1542 * artifact (means magic, difficulty, and Allowed fields properly).
1543 * Then calls give_artifact_abilities in order to actually create
1544 * the artifact.
1545 */
1546
1547 /* Give 1 re-roll attempt per artifact */
1548 #define ARTIFACT_TRIES 2
1549
1550 void
1551 generate_artifact (object *op, int difficulty)
1552 {
1553 artifact *art;
1554
1555 artifactlist *al = find_artifactlist (op->type);
1556
1557 if (al == NULL)
1558 {
1559 #if 0 /* This is too verbose, usually */
1560 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1561 #endif
1562 return;
1563 }
1564
1565 for (int i = 0; i < ARTIFACT_TRIES; i++)
1566 {
1567 int roll = rndm (al->total_chance);
1568
1569 for (art = al->items; art; art = art->next)
1570 {
1571 roll -= art->chance;
1572 if (roll < 0)
1573 break;
1574 }
1575
1576 if (art == NULL || roll >= 0)
1577 {
1578 #if 1
1579 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1580 #endif
1581 return;
1582 }
1583
1584 if (art->item->name == shstr_NONE)
1585 return;
1586
1587 if (fabs (op->magic) < art->item->magic)
1588 continue; /* Not magic enough to be this item */
1589
1590 /* Map difficulty not high enough */
1591 if (difficulty < art->difficulty)
1592 continue;
1593
1594 if (!legal_artifact_combination (op, art))
1595 {
1596 #ifdef TREASURE_VERBOSE
1597 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1598 #endif
1599 continue;
1600 }
1601
1602 give_artifact_abilities (op, art->item);
1603 return;
1604 }
1605 }
1606
1607 /* fix_flesh_item() - objects of type FLESH are similar to type
1608 * FOOD, except they inherit properties (name, food value, etc).
1609 * based on the original owner (or 'donor' if you like). -b.t.
1610 */
1611
1612 void
1613 fix_flesh_item (object *item, object *donor)
1614 {
1615 if (item->type == FLESH && donor)
1616 {
1617 /* change the name */
1618 item->name = format ("%s's %s", &donor->name, &item->name);
1619 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1620
1621 /* weight is FLESH weight/100 * donor */
1622 item->weight = max (1, item->weight * donor->weight / 100);
1623
1624 /* value is multiplied by level of donor */
1625 item->value *= isqrt (donor->level * 2);
1626
1627 /* food value */
1628 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1629
1630 /* flesh items inherit some abilities of donor, but not
1631 * full effect.
1632 */
1633 for (int i = 0; i < NROFATTACKS; i++)
1634 item->resist[i] = donor->resist[i] / 2;
1635
1636 /* item inherits donor's level (important for quezals) */
1637 item->level = donor->level;
1638
1639 /* if donor has some attacktypes, the flesh is poisonous */
1640 if (donor->attacktype & AT_POISON)
1641 item->type = POISON;
1642
1643 if (donor->attacktype & AT_ACID)
1644 item->stats.hp = -item->stats.food;
1645
1646 item->set_flag (FLAG_NO_STEAL);
1647 }
1648 }
1649
1650 static void
1651 free_treasurestruct (treasure *t)
1652 {
1653 if (t->next) free_treasurestruct (t->next);
1654 if (t->next_yes) free_treasurestruct (t->next_yes);
1655 if (t->next_no) free_treasurestruct (t->next_no);
1656
1657 delete t;
1658 }
1659
1660 static void
1661 free_charlinks (linked_char *lc)
1662 {
1663 if (lc->next)
1664 free_charlinks (lc->next);
1665
1666 delete lc;
1667 }
1668
1669 static void
1670 free_artifact (artifact *at)
1671 {
1672 if (at->next) free_artifact (at->next);
1673 if (at->allowed) free_charlinks (at->allowed);
1674
1675 at->item->destroy ();
1676
1677 sfree (at);
1678 }
1679