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Revision: 1.71
Committed: Tue Apr 15 03:16:02 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_5
Changes since 1.70: +0 -122 lines
Log Message:
better logging, remove cruft

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 /* TREASURE_DEBUG does some checking on the treasurelists after loading.
25 * It is useful for finding bugs in the treasures file. Since it only
26 * slows the startup some (and not actual game play), it is by default
27 * left on
28 */
29 #define TREASURE_DEBUG
30
31 /* TREASURE_VERBOSE enables copious output concerning artifact generation */
32
33 //#define TREASURE_VERBOSE
34
35 #include <global.h>
36 #include <treasure.h>
37 #include <funcpoint.h>
38 #include <loader.h>
39
40 extern char *spell_mapping[];
41
42 static treasurelist *first_treasurelist;
43
44 static void change_treasure (treasure *t, object *op); /* overrule default values */
45
46 typedef std::tr1::unordered_map<
47 const char *,
48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53 > tl_map_t;
54
55 static tl_map_t tl_map;
56
57 /*
58 * Searches for the given treasurelist
59 */
60 treasurelist *
61 treasurelist::find (const char *name)
62 {
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72 }
73
74 /*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78 treasurelist *
79 treasurelist::get (const char *name)
80 {
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95 }
96
97 //TODO: class method
98 void
99 clear (treasurelist *tl)
100 {
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108 }
109
110 #ifdef TREASURE_DEBUG
111 /* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114 static void
115 check_treasurelist (const treasure *t, const treasurelist * tl)
116 {
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128 }
129 #endif
130
131 /*
132 * Reads the lib/treasure file from disk, and parses the contents
133 * into an internal treasure structure (very linked lists)
134 */
135 static treasure *
136 read_treasure (object_thawer &f)
137 {
138 treasure *t = new treasure;
139
140 f.next ();
141
142 for (;;)
143 {
144 coroapi::cede_to_tick ();
145
146 switch (f.kw)
147 {
148 case KW_arch:
149 t->item = archetype::get (f.get_str ());
150 break;
151
152 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break;
155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
156 case KW_chance: f.get (t->chance); break;
157 case KW_nrof: f.get (t->nrof); break;
158 case KW_magic: f.get (t->magic); break;
159
160 case KW_yes: t->next_yes = read_treasure (f); continue;
161 case KW_no: t->next_no = read_treasure (f); continue;
162
163 case KW_end:
164 f.next ();
165 return t;
166
167 case KW_more:
168 t->next = read_treasure (f);
169 return t;
170
171 default:
172 if (!f.parse_error ("treasurelist", t->name))
173 return 0;
174
175 return t;
176 }
177
178 f.next ();
179 }
180 }
181
182 /*
183 * Each treasure is parsed with the help of load_treasure().
184 */
185 treasurelist *
186 treasurelist::read (object_thawer &f)
187 {
188 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189
190 bool one = f.kw == KW_treasureone;
191 treasurelist *tl = treasurelist::get (f.get_str ());
192 clear (tl);
193 tl->items = read_treasure (f);
194 if (!tl->items)
195 return 0;
196
197 /* This is a one of the many items on the list should be generated.
198 * Add up the chance total, and check to make sure the yes & no
199 * fields of the treasures are not being used.
200 */
201 if (one)
202 {
203 for (treasure *t = tl->items; t; t = t->next)
204 {
205 if (t->next_yes || t->next_no)
206 {
207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
208 LOG (llevError, " the next_yes or next_no field is set\n");
209 }
210
211 tl->total_chance += t->chance;
212 }
213 }
214
215 return tl;
216 }
217
218 /*
219 * Generates the objects specified by the given treasure.
220 * It goes recursively through the rest of the linked list.
221 * If there is a certain percental chance for a treasure to be generated,
222 * this is taken into consideration.
223 * The second argument specifies for which object the treasure is
224 * being generated.
225 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
226 * abilities. This is used by summon spells, thus no summoned monsters
227 * start with equipment, but only their abilities).
228 */
229 static void
230 put_treasure (object *op, object *creator, int flags)
231 {
232 if (flags & GT_ENVIRONMENT)
233 {
234 /* Bit of a hack - spells should never be put onto the map. The entire
235 * treasure stuff is a problem - there is no clear idea of knowing
236 * this is the original object, or if this is an object that should be created
237 * by another object.
238 */
239 //TODO: flag such as objects... as such (no drop, anybody?)
240 if (op->type == SPELL)
241 {
242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (op->blocked (creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
255 }
256 else
257 {
258 op = creator->insert (op);
259
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
261 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 }
267 }
268
269 /* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object
271 */
272 static void
273 change_treasure (treasure *t, object *op)
274 {
275 /* CMD: change_name xxxx */
276 if (t->change_arch.name)
277 {
278 op->name = t->change_arch.name;
279 op->name_pl = t->change_arch.name;
280 }
281
282 if (t->change_arch.title)
283 op->title = t->change_arch.title;
284
285 if (t->change_arch.slaying)
286 op->slaying = t->change_arch.slaying;
287 }
288
289 static void
290 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
291 {
292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
293 {
294 if (t->name)
295 {
296 if (difficulty >= t->magic)
297 if (treasurelist *tl = treasurelist::find (t->name))
298 create_treasure (tl, op, flag, difficulty, tries);
299 else
300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
301 }
302 else
303 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 {
306 object *tmp = arch_to_object (t->item);
307
308 if (t->nrof && tmp->nrof <= 1)
309 tmp->nrof = rndm (t->nrof) + 1;
310
311 fix_generated_item (tmp, op, difficulty, t->magic, flag);
312 change_treasure (t, tmp);
313 put_treasure (tmp, op, flag);
314 }
315 }
316
317 if (t->next_yes)
318 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
319 }
320 else if (t->next_no)
321 create_all_treasures (t->next_no, op, flag, difficulty, tries);
322
323 if (t->next)
324 create_all_treasures (t->next, op, flag, difficulty, tries);
325 }
326
327 static void
328 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
329 {
330 int value = rndm (tl->total_chance);
331 treasure *t;
332
333 if (tries++ > 100)
334 {
335 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
336 return;
337 }
338
339 for (t = tl->items; t; t = t->next)
340 {
341 value -= t->chance;
342
343 if (value < 0)
344 break;
345 }
346
347 if (!t || value >= 0)
348 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
349
350 if (t->name)
351 {
352 if (difficulty >= t->magic)
353 {
354 treasurelist *tl = treasurelist::find (t->name);
355 if (tl)
356 create_treasure (tl, op, flag, difficulty, tries);
357 }
358 else if (t->nrof)
359 create_one_treasure (tl, op, flag, difficulty, tries);
360 }
361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 {
363 if (object *tmp = arch_to_object (t->item))
364 {
365 if (t->nrof && tmp->nrof <= 1)
366 tmp->nrof = rndm (t->nrof) + 1;
367
368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
369 change_treasure (t, tmp);
370 put_treasure (tmp, op, flag);
371 }
372 }
373 }
374
375 void
376 object::create_treasure (treasurelist *tl, int flags)
377 {
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
379 }
380
381 /* This calls the appropriate treasure creation function. tries is passed
382 * to determine how many list transitions or attempts to create treasure
383 * have been made. It is really in place to prevent infinite loops with
384 * list transitions, or so that excessively good treasure will not be
385 * created on weak maps, because it will exceed the number of allowed tries
386 * to do that.
387 */
388 void
389 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
390 {
391 // empty treasurelists are legal
392 if (!tl->items)
393 return;
394
395 if (tries++ > 100)
396 {
397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
398 return;
399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
408 }
409
410 if (tl->total_chance)
411 create_one_treasure (tl, op, flag, difficulty, tries);
412 else
413 create_all_treasures (tl->items, op, flag, difficulty, tries);
414 }
415
416 /* This is similar to the old generate treasure function. However,
417 * it instead takes a treasurelist. It is really just a wrapper around
418 * create_treasure. We create a dummy object that the treasure gets
419 * inserted into, and then return that treausre
420 */
421 object *
422 generate_treasure (treasurelist *tl, int difficulty)
423 {
424 difficulty = clamp (difficulty, 1, settings.max_level);
425
426 object *ob = object::create ();
427
428 create_treasure (tl, ob, 0, difficulty, 0);
429
430 /* Don't want to free the object we are about to return */
431 object *tmp = ob->inv;
432 if (tmp)
433 tmp->remove ();
434
435 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n");
437
438 ob->destroy ();
439 return tmp;
440 }
441
442 /*
443 * This is a new way of calculating the chance for an item to have
444 * a specific magical bonus.
445 * The array has two arguments, the difficulty of the level, and the
446 * magical bonus "wanted".
447 */
448
449 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
450 // chance of magic difficulty
451 // +0 +1 +2 +3 +4
452 {95, 2, 2, 1, 0}, // 1
453 {92, 5, 2, 1, 0}, // 2
454 {85, 10, 4, 1, 0}, // 3
455 {80, 14, 4, 2, 0}, // 4
456 {75, 17, 5, 2, 1}, // 5
457 {70, 18, 8, 3, 1}, // 6
458 {65, 21, 10, 3, 1}, // 7
459 {60, 22, 12, 4, 2}, // 8
460 {55, 25, 14, 4, 2}, // 9
461 {50, 27, 16, 5, 2}, // 10
462 {45, 28, 18, 6, 3}, // 11
463 {42, 28, 20, 7, 3}, // 12
464 {40, 27, 21, 8, 4}, // 13
465 {38, 25, 22, 10, 5}, // 14
466 {36, 23, 23, 12, 6}, // 15
467 {33, 21, 24, 14, 8}, // 16
468 {31, 19, 25, 16, 9}, // 17
469 {27, 15, 30, 18, 10}, // 18
470 {20, 12, 30, 25, 13}, // 19
471 {15, 10, 28, 30, 17}, // 20
472 {13, 9, 27, 28, 23}, // 21
473 {10, 8, 25, 28, 29}, // 22
474 { 8, 7, 23, 26, 36}, // 23
475 { 6, 6, 20, 22, 46}, // 24
476 { 4, 5, 17, 18, 56}, // 25
477 { 2, 4, 12, 14, 68}, // 26
478 { 0, 3, 7, 10, 80}, // 27
479 { 0, 0, 3, 7, 90}, // 28
480 { 0, 0, 0, 3, 97}, // 29
481 { 0, 0, 0, 0, 100}, // 30
482 { 0, 0, 0, 0, 100}, // 31
483 };
484
485 /* calculate the appropriate level for wands staves and scrolls.
486 * This code presumes that op has had its spell object created (in op->inv)
487 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 */
491 int
492 level_for_item (const object *op, int difficulty)
493 {
494 if (!op->inv)
495 {
496 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
497 return 0;
498 }
499
500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
501
502 if (olevel <= 0)
503 olevel = rndm (1, op->inv->level);
504
505 return min (olevel, MAXLEVEL);
506 }
507
508 /*
509 * Based upon the specified difficulty and upon the difftomagic_list array,
510 * a random magical bonus is returned. This is used when determine
511 * the magical bonus created on specific maps.
512 *
513 * elmex Thu Aug 10 18:45:44 CEST 2006:
514 * Scaling difficulty by max_level, as difficulty is a level and not some
515 * weird integer between 1-31.
516 *
517 */
518 int
519 magic_from_difficulty (int difficulty)
520 {
521 int percent = 0, magic = 0;
522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
523
524 scaled_diff--;
525
526 if (scaled_diff < 0)
527 scaled_diff = 0;
528
529 if (scaled_diff >= DIFFLEVELS)
530 scaled_diff = DIFFLEVELS - 1;
531
532 percent = rndm (100);
533
534 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
535 {
536 percent -= difftomagic_list[scaled_diff][magic];
537
538 if (percent < 0)
539 break;
540 }
541
542 if (magic == (MAXMAGIC + 1))
543 {
544 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
545 magic = 0;
546 }
547
548 magic = (rndm (3)) ? magic : -magic;
549 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
550
551 return magic;
552 }
553
554 /*
555 * Sets magical bonus in an object, and recalculates the effect on
556 * the armour variable, and the effect on speed of armour.
557 * This function doesn't work properly, should add use of archetypes
558 * to make it truly absolute.
559 */
560
561 void
562 set_abs_magic (object *op, int magic)
563 {
564 if (!magic)
565 return;
566
567 op->magic = magic;
568 if (op->arch)
569 {
570 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572
573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 magic = (-magic);
575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 }
577 else
578 {
579 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 magic = (-magic);
583 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 }
585 }
586
587 /*
588 * Sets a random magical bonus in the given object based upon
589 * the given difficulty, and the given max possible bonus.
590 */
591
592 static void
593 set_magic (int difficulty, object *op, int max_magic, int flags)
594 {
595 int i;
596
597 i = magic_from_difficulty (difficulty);
598 if ((flags & GT_ONLY_GOOD) && i < 0)
599 i = -i;
600 if (i > max_magic)
601 i = max_magic;
602 set_abs_magic (op, i);
603 if (i < 0)
604 SET_FLAG (op, FLAG_CURSED);
605 }
606
607 /*
608 * Randomly adds one magical ability to the given object.
609 * Modified for Partial Resistance in many ways:
610 * 1) Since rings can have multiple bonuses, if the same bonus
611 * is rolled again, increase it - the bonuses now stack with
612 * other bonuses previously rolled and ones the item might natively have.
613 * 2) Add code to deal with new PR method.
614 */
615 void
616 set_ring_bonus (object *op, int bonus)
617 {
618
619 int r = rndm (bonus > 0 ? 25 : 11);
620
621 if (op->type == AMULET)
622 {
623 if (!(rndm (21)))
624 r = 20 + rndm (2);
625 else
626 {
627 if (rndm (2))
628 r = 10;
629 else
630 r = 11 + rndm (9);
631 }
632 }
633
634 switch (r)
635 {
636 /* Redone by MSW 2000-11-26 to have much less code. Also,
637 * bonuses and penalties will stack and add to existing values.
638 * of the item.
639 */
640 case 0:
641 case 1:
642 case 2:
643 case 3:
644 case 4:
645 case 5:
646 case 6:
647 op->stats.stat (r) += bonus;
648 break;
649
650 case 7:
651 op->stats.dam += bonus;
652 break;
653
654 case 8:
655 op->stats.wc += bonus;
656 break;
657
658 case 9:
659 op->stats.food += bonus; /* hunger/sustenance */
660 break;
661
662 case 10:
663 op->stats.ac += bonus;
664 break;
665
666 /* Item that gives protections/vulnerabilities */
667 case 11:
668 case 12:
669 case 13:
670 case 14:
671 case 15:
672 case 16:
673 case 17:
674 case 18:
675 case 19:
676 {
677 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
678
679 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
680 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
681
682 /* Cursed items need to have higher negative values to equal out with
683 * positive values for how protections work out. Put another
684 * little random element in since that they don't always end up with
685 * even values.
686 */
687 if (bonus < 0)
688 val = 2 * -val - rndm (b);
689 if (val > 35)
690 val = 35; /* Upper limit */
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 SET_FLAG (op, 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 SET_FLAG (op, 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 * bonus;
739 else
740 op->value = -(op->value * 2 * 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 int
752 get_magic (int diff)
753 {
754 int i;
755
756 if (diff < 3)
757 diff = 3;
758
759 for (i = 0; i < 4; i++)
760 if (rndm (diff))
761 return i;
762
763 return 4;
764 }
765
766 #define DICE2 (get_magic(2)==2?2:1)
767 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
768
769 /*
770 * fix_generated_item(): This is called after an item is generated, in
771 * order to set it up right. This produced magical bonuses, puts spells
772 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
773 */
774
775 /* 4/28/96 added creator object from which op may now inherit properties based on
776 * op->type. Right now, which stuff the creator passes on is object type
777 * dependant. I know this is a spagetti manuever, but is there a cleaner
778 * way to do this? b.t. */
779
780 /*
781 * ! (flags & GT_ENVIRONMENT):
782 * Automatically calls fix_flesh_item().
783 *
784 * flags:
785 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
786 * value.
787 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
788 * a working object - don't change magic, value, etc, but set it material
789 * type as appropriate, for objects that need spell objects, set those, etc
790 */
791 void
792 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
793 {
794 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
795
796 if (!creator || creator->type == op->type)
797 creator = op; /*safety & to prevent polymorphed objects giving attributes */
798
799 /* If we make an artifact, this information will be destroyed */
800 save_item_power = op->item_power;
801 op->item_power = 0;
802
803 if (op->randomitems && op->type != SPELL)
804 {
805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
806 /* So the treasure doesn't get created again */
807 op->randomitems = 0;
808 }
809
810 if (difficulty < 1)
811 difficulty = 1;
812
813 if (INVOKE_OBJECT (ADD_BONUS, op,
814 ARG_OBJECT (creator != op ? creator : 0),
815 ARG_INT (difficulty), ARG_INT (max_magic),
816 ARG_INT (flags)))
817 return;
818
819 if (!(flags & GT_MINIMAL))
820 {
821 if (op->arch == crown_arch)
822 {
823 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty);
826 }
827 else
828 {
829 if (!op->magic && max_magic)
830 set_magic (difficulty, op, max_magic, flags);
831
832 num_enchantments = calc_item_power (op, 1);
833
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
837 * used for shop_floors or treasures */
838 generate_artifact (op, difficulty);
839 }
840
841 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds.
843 */
844 if (op->title)
845 {
846 /* if save_item_power is set, then most likely we started with an
847 * artifact and have added new abilities to it - this is rare, but
848 * but I have seen things like 'strange rings of fire'. So just figure
849 * out the power from the base power plus what this one adds. Note
850 * that since item_power is not quite linear, this actually ends up
851 * being somewhat of a bonus
852 */
853 if (save_item_power)
854 op->item_power = save_item_power + get_power_from_ench (op->item_power);
855 else
856 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
857 }
858 else if (save_item_power)
859 {
860 /* restore the item_power field to the object if we haven't changed it.
861 * we don't care about num_enchantments - that will basically just
862 * have calculated some value from the base attributes of the archetype.
863 */
864 op->item_power = save_item_power;
865 }
866 else
867 {
868 /* item_power was zero. This is suspicious, as it may be because it
869 * was never previously calculated. Let's compute a value and see if
870 * it is non-zero. If it indeed is, then assign it as the new
871 * item_power value.
872 * - gros, 21th of July 2006.
873 */
874 op->item_power = calc_item_power (op, 0);
875 save_item_power = op->item_power; /* Just in case it would get used
876 * again below */
877 }
878 }
879
880 /* materialtype modifications. Note we allow this on artifacts. */
881 set_materialname (op, difficulty, NULL);
882
883 if (flags & GT_MINIMAL)
884 {
885 if (op->type == POTION)
886 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems)
888 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]);
892 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0;
894 }
895 }
896 else if (!op->title) /* Only modify object if not special */
897 switch (op->type)
898 {
899 case WEAPON:
900 case ARMOUR:
901 case SHIELD:
902 case HELMET:
903 case CLOAK:
904 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
905 set_ring_bonus (op, -DICE2);
906 break;
907
908 case BRACERS:
909 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
910 {
911 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
912 if (!QUERY_FLAG (op, FLAG_CURSED))
913 op->value *= 3;
914 }
915 break;
916
917 case POTION:
918 {
919 int too_many_tries = 0, is_special = 0;
920
921 /* Handle healing and magic power potions */
922 if (op->stats.sp && !op->randomitems)
923 {
924 object *tmp;
925
926 tmp = get_archetype (spell_mapping[op->stats.sp]);
927 insert_ob_in_ob (tmp, op);
928 op->stats.sp = 0;
929 }
930
931 while (!(is_special = special_potion (op)) && !op->inv)
932 {
933 generate_artifact (op, difficulty);
934 if (too_many_tries++ > 10)
935 break;
936 }
937
938 /* don't want to change value for healing/magic power potions,
939 * since the value set on those is already correct.
940 */
941 if (op->inv && op->randomitems)
942 {
943 /* value multiplier is same as for scrolls */
944 op->value = (op->value * op->inv->value);
945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
946 }
947 else
948 {
949 op->name = "potion";
950 op->name_pl = "potions";
951 }
952
953 if (!(flags & GT_ONLY_GOOD) && rndm (2))
954 SET_FLAG (op, FLAG_CURSED);
955 break;
956 }
957
958 case AMULET:
959 if (op->arch == amulet_arch)
960 op->value *= 5; /* Since it's not just decoration */
961
962 case RING:
963 if (op->arch == NULL)
964 {
965 op->destroy ();
966 op = 0;
967 break;
968 }
969
970 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
971 break;
972
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED);
975
976 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
977
978 if (op->type != RING) /* Amulets have only one ability */
979 break;
980
981 if (!(rndm (4)))
982 {
983 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
984
985 if (d > 0)
986 op->value *= 3;
987
988 set_ring_bonus (op, d);
989
990 if (!(rndm (4)))
991 {
992 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
993
994 if (d > 0)
995 op->value *= 5;
996 set_ring_bonus (op, d);
997 }
998 }
999
1000 if (GET_ANIM_ID (op))
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1002
1003 break;
1004
1005 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special·
1007 * msg for it, and tailor its properties based on the·
1008 * creator and/or map level we found it on.
1009 */
1010 if (!op->msg && rndm (10))
1011 {
1012 /* set the book level properly */
1013 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1014 {
1015 if (op->map && op->map->difficulty)
1016 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1017 else
1018 op->level = rndm (20) + 1;
1019 }
1020 else
1021 op->level = rndm (creator->level);
1022
1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1024 /* books w/ info are worth more! */
1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1026 /* creator related stuff */
1027
1028 /* for library, chained books. Note that some monsters have no_pick
1029 * set - we don't want to set no pick in that case.
1030 */
1031 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1032 SET_FLAG (op, FLAG_NO_PICK);
1033 if (creator->slaying && !op->slaying) /* for check_inv floors */
1034 op->slaying = creator->slaying;
1035
1036 /* add exp so reading it gives xp (once) */
1037 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1038 }
1039 break;
1040
1041 case SPELLBOOK:
1042 op->value = op->value * op->inv->value;
1043 /* add exp so learning gives xp */
1044 op->level = op->inv->level;
1045 op->stats.exp = op->value;
1046 break;
1047
1048 case WAND:
1049 /* nrof in the treasure list is number of charges,
1050 * not number of wands. So copy that into food (charges),
1051 * and reset nrof.
1052 */
1053 op->stats.food = op->inv->nrof;
1054 op->nrof = 1;
1055 /* If the spell changes by level, choose a random level
1056 * for it, and adjust price. If the spell doesn't
1057 * change by level, just set the wand to the level of
1058 * the spell, and value calculation is simpler.
1059 */
1060 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1061 {
1062 op->level = level_for_item (op, difficulty);
1063 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1064 }
1065 else
1066 {
1067 op->level = op->inv->level;
1068 op->value = op->value * op->inv->value;
1069 }
1070 break;
1071
1072 case ROD:
1073 op->level = level_for_item (op, difficulty);
1074 /* Add 50 to both level an divisor to keep prices a little more
1075 * reasonable. Otherwise, a high level version of a low level
1076 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1077 * 10 time multiplier). This way, the value are a bit more reasonable.
1078 */
1079 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1080 /* maxhp is used to denote how many 'charges' the rod holds before */
1081 if (op->stats.maxhp)
1082 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1083 else
1084 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1085
1086 op->stats.hp = op->stats.maxhp;
1087 break;
1088
1089 case SCROLL:
1090 op->level = level_for_item (op, difficulty);
1091 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1092
1093 /* add exp so reading them properly gives xp */
1094 op->stats.exp = op->value / 5;
1095 op->nrof = op->inv->nrof;
1096 break;
1097
1098 case RUNE:
1099 trap_adjust (op, difficulty);
1100 break;
1101
1102 case TRAP:
1103 trap_adjust (op, difficulty);
1104 break;
1105 } /* switch type */
1106
1107 if (flags & GT_STARTEQUIP)
1108 {
1109 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1110 SET_FLAG (op, FLAG_STARTEQUIP);
1111 else if (op->type != MONEY)
1112 op->value = 0;
1113 }
1114
1115 if (!(flags & GT_ENVIRONMENT))
1116 fix_flesh_item (op, creator);
1117 }
1118
1119 /*
1120 *
1121 *
1122 * CODE DEALING WITH ARTIFACTS STARTS HERE
1123 *
1124 *
1125 */
1126
1127 /*
1128 * Allocate and return the pointer to an empty artifactlist structure.
1129 */
1130 static artifactlist *
1131 get_empty_artifactlist (void)
1132 {
1133 return salloc0<artifactlist> ();
1134 }
1135
1136 /*
1137 * Allocate and return the pointer to an empty artifact structure.
1138 */
1139 static artifact *
1140 get_empty_artifact (void)
1141 {
1142 return salloc0<artifact> ();
1143 }
1144
1145 /*
1146 * Searches the artifact lists and returns one that has the same type
1147 * of objects on it.
1148 */
1149 artifactlist *
1150 find_artifactlist (int type)
1151 {
1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1153 if (al->type == type)
1154 return al;
1155
1156 return 0;
1157 }
1158
1159 /*
1160 * Builds up the lists of artifacts from the file in the libdir.
1161 */
1162 void
1163 init_artifacts (void)
1164 {
1165 static int has_been_inited = 0;
1166 char filename[MAX_BUF];
1167 artifact *art = NULL;
1168 artifactlist *al;
1169
1170 if (has_been_inited)
1171 return;
1172 else
1173 has_been_inited = 1;
1174
1175 sprintf (filename, "%s/artifacts", settings.datadir);
1176 object_thawer f (filename);
1177
1178 if (!f)
1179 return;
1180
1181 for (;;)
1182 {
1183 switch (f.kw)
1184 {
1185 case KW_allowed:
1186 if (!art)
1187 art = get_empty_artifact ();
1188
1189 {
1190 if (!strcmp (f.get_str (), "all"))
1191 break;
1192
1193 char *next, *cp = f.get_str ();
1194
1195 do
1196 {
1197 if ((next = strchr (cp, ',')))
1198 *next++ = '\0';
1199
1200 linked_char *tmp = new linked_char;
1201
1202 tmp->name = cp;
1203 tmp->next = art->allowed;
1204 art->allowed = tmp;
1205 }
1206 while ((cp = next));
1207 }
1208 break;
1209
1210 case KW_chance:
1211 f.get (art->chance);
1212 break;
1213
1214 case KW_difficulty:
1215 f.get (art->difficulty);
1216 break;
1217
1218 case KW_object:
1219 {
1220 art->item = object::create ();
1221 f.get (art->item->name);
1222 f.next ();
1223
1224 if (!art->item->parse_kv (f))
1225 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1226
1227 al = find_artifactlist (art->item->type);
1228
1229 if (!al)
1230 {
1231 al = get_empty_artifactlist ();
1232 al->type = art->item->type;
1233 al->next = first_artifactlist;
1234 first_artifactlist = al;
1235 }
1236
1237 art->next = al->items;
1238 al->items = art;
1239 art = 0;
1240 }
1241 continue;
1242
1243 case KW_EOF:
1244 goto done;
1245
1246 default:
1247 if (!f.parse_error ("artifacts file"))
1248 cleanup ("artifacts file required");
1249 break;
1250 }
1251
1252 f.next ();
1253 }
1254
1255 done:
1256 for (al = first_artifactlist; al; al = al->next)
1257 {
1258 al->total_chance = 0;
1259
1260 for (art = al->items; art; art = art->next)
1261 {
1262 if (!art->chance)
1263 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1264 else
1265 al->total_chance += art->chance;
1266 }
1267 #if 0
1268 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1269 #endif
1270 }
1271
1272 LOG (llevDebug, "done.\n");
1273 }
1274
1275 /*
1276 * Used in artifact generation. The bonuses of the first object
1277 * is modified by the bonuses of the second object.
1278 */
1279 void
1280 add_abilities (object *op, object *change)
1281 {
1282 int i, tmp;
1283
1284 if (change->face != blank_face)
1285 {
1286 #ifdef TREASURE_VERBOSE
1287 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1288 #endif
1289 op->face = change->face;
1290 }
1291
1292 for (i = 0; i < NUM_STATS; i++)
1293 change_attr_value (&(op->stats), i, change->stats.stat (i));
1294
1295 op->attacktype |= change->attacktype;
1296 op->path_attuned |= change->path_attuned;
1297 op->path_repelled |= change->path_repelled;
1298 op->path_denied |= change->path_denied;
1299 op->move_type |= change->move_type;
1300 op->stats.luck += change->stats.luck;
1301
1302 if (QUERY_FLAG (change, FLAG_CURSED))
1303 SET_FLAG (op, FLAG_CURSED);
1304 if (QUERY_FLAG (change, FLAG_DAMNED))
1305 SET_FLAG (op, FLAG_DAMNED);
1306 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1307 set_abs_magic (op, -op->magic);
1308
1309 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1310 SET_FLAG (op, FLAG_LIFESAVE);
1311 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1312 SET_FLAG (op, FLAG_REFL_SPELL);
1313 if (QUERY_FLAG (change, FLAG_STEALTH))
1314 SET_FLAG (op, FLAG_STEALTH);
1315 if (QUERY_FLAG (change, FLAG_XRAYS))
1316 SET_FLAG (op, FLAG_XRAYS);
1317 if (QUERY_FLAG (change, FLAG_BLIND))
1318 SET_FLAG (op, FLAG_BLIND);
1319 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1320 SET_FLAG (op, FLAG_SEE_IN_DARK);
1321 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1322 SET_FLAG (op, FLAG_REFL_MISSILE);
1323 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1324 SET_FLAG (op, FLAG_MAKE_INVIS);
1325
1326 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1327 {
1328 CLEAR_FLAG (op, FLAG_ANIMATE);
1329 /* so artifacts will join */
1330 if (!QUERY_FLAG (op, FLAG_ALIVE))
1331 op->speed = 0.0;
1332
1333 op->set_speed (op->speed);
1334 }
1335
1336 if (change->nrof)
1337 op->nrof = rndm (change->nrof) + 1;
1338
1339 op->stats.exp += change->stats.exp; /* Speed modifier */
1340 op->stats.wc += change->stats.wc;
1341 op->stats.ac += change->stats.ac;
1342
1343 if (change->other_arch)
1344 {
1345 /* Basically, for horns & potions, the other_arch field is the spell
1346 * to cast. So convert that to into a spell and put it into
1347 * this object.
1348 */
1349 if (op->type == HORN || op->type == POTION)
1350 {
1351 object *tmp_obj;
1352
1353 /* Remove any spells this object currently has in it */
1354 while (op->inv)
1355 op->inv->destroy ();
1356
1357 tmp_obj = arch_to_object (change->other_arch);
1358 insert_ob_in_ob (tmp_obj, op);
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 * (change->gen_sp_armour)) / 100;
1398
1399 op->item_power = change->item_power;
1400
1401 for (i = 0; i < NROFATTACKS; i++)
1402 if (change->resist[i])
1403 op->resist[i] += change->resist[i];
1404
1405 if (change->stats.dam)
1406 {
1407 if (change->stats.dam < 0)
1408 op->stats.dam = (-change->stats.dam);
1409 else if (op->stats.dam)
1410 {
1411 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
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 = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 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 = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1446 }
1447
1448 op->value *= change->value;
1449
1450 if (change->materials)
1451 op->materials = change->materials;
1452
1453 if (change->materialname)
1454 op->materialname = change->materialname;
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 char new_name[MAX_BUF];
1509
1510 sprintf (new_name, "of %s", &artifct->name);
1511 op->title = new_name;
1512 add_abilities (op, artifct); /* Give out the bonuses */
1513
1514 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1515 {
1516 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1517
1518 SET_FLAG (op, FLAG_IDENTIFIED);
1519 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1520 if (!identified)
1521 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1522 }
1523 #endif
1524 return;
1525 }
1526
1527 /*
1528 * Decides randomly which artifact the object should be
1529 * turned into. Makes sure that the item can become that
1530 * artifact (means magic, difficulty, and Allowed fields properly).
1531 * Then calls give_artifact_abilities in order to actually create
1532 * the artifact.
1533 */
1534
1535 /* Give 1 re-roll attempt per artifact */
1536 #define ARTIFACT_TRIES 2
1537
1538 void
1539 generate_artifact (object *op, int difficulty)
1540 {
1541 artifactlist *al;
1542 artifact *art;
1543 int i;
1544
1545 al = find_artifactlist (op->type);
1546
1547 if (al == NULL)
1548 {
1549 #if 0 /* This is too verbose, usually */
1550 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1551 #endif
1552 return;
1553 }
1554
1555 for (i = 0; i < ARTIFACT_TRIES; i++)
1556 {
1557 int roll = rndm (al->total_chance);
1558
1559 for (art = al->items; art; art = art->next)
1560 {
1561 roll -= art->chance;
1562 if (roll < 0)
1563 break;
1564 }
1565
1566 if (art == NULL || roll >= 0)
1567 {
1568 #if 1
1569 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1570 #endif
1571 return;
1572 }
1573 if (!strcmp (art->item->name, "NONE"))
1574 return;
1575 if (FABS (op->magic) < art->item->magic)
1576 continue; /* Not magic enough to be this item */
1577
1578 /* Map difficulty not high enough */
1579 if (difficulty < art->difficulty)
1580 continue;
1581
1582 if (!legal_artifact_combination (op, art))
1583 {
1584 #ifdef TREASURE_VERBOSE
1585 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1586 #endif
1587 continue;
1588 }
1589
1590 give_artifact_abilities (op, art->item);
1591 return;
1592 }
1593 }
1594
1595 /* fix_flesh_item() - objects of type FLESH are similar to type
1596 * FOOD, except they inherit properties (name, food value, etc).
1597 * based on the original owner (or 'donor' if you like). -b.t.
1598 */
1599
1600 void
1601 fix_flesh_item (object *item, object *donor)
1602 {
1603 char tmpbuf[MAX_BUF];
1604 int i;
1605
1606 if (item->type == FLESH && donor)
1607 {
1608 /* change the name */
1609 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1610 item->name = tmpbuf;
1611 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1612 item->name_pl = tmpbuf;
1613
1614 /* weight is FLESH weight/100 * donor */
1615 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1616 item->weight = 1;
1617
1618 /* value is multiplied by level of donor */
1619 item->value *= isqrt (donor->level * 2);
1620
1621 /* food value */
1622 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1623
1624 /* flesh items inherit some abilities of donor, but not
1625 * full effect.
1626 */
1627 for (i = 0; i < NROFATTACKS; i++)
1628 item->resist[i] = donor->resist[i] / 2;
1629
1630 /* item inherits donor's level (important for quezals) */
1631 item->level = donor->level;
1632
1633 /* if donor has some attacktypes, the flesh is poisonous */
1634 if (donor->attacktype & AT_POISON)
1635 item->type = POISON;
1636 if (donor->attacktype & AT_ACID)
1637 item->stats.hp = -1 * item->stats.food;
1638 SET_FLAG (item, FLAG_NO_STEAL);
1639 }
1640 }
1641
1642 /* special_potion() - so that old potion code is still done right. */
1643 int
1644 special_potion (object *op)
1645 {
1646 if (op->attacktype)
1647 return 1;
1648
1649 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1650 return 1;
1651
1652 for (int i = 0; i < NROFATTACKS; i++)
1653 if (op->resist[i])
1654 return 1;
1655
1656 return 0;
1657 }
1658
1659 void
1660 free_treasurestruct (treasure *t)
1661 {
1662 if (t->next) free_treasurestruct (t->next);
1663 if (t->next_yes) free_treasurestruct (t->next_yes);
1664 if (t->next_no) free_treasurestruct (t->next_no);
1665
1666 delete t;
1667 }
1668
1669 void
1670 free_charlinks (linked_char *lc)
1671 {
1672 if (lc->next)
1673 free_charlinks (lc->next);
1674
1675 delete lc;
1676 }
1677
1678 void
1679 free_artifact (artifact *at)
1680 {
1681 if (at->next) free_artifact (at->next);
1682 if (at->allowed) free_charlinks (at->allowed);
1683
1684 at->item->destroy (1);
1685
1686 sfree (at);
1687 }
1688
1689 void
1690 free_artifactlist (artifactlist *al)
1691 {
1692 artifactlist *nextal;
1693
1694 for (al = first_artifactlist; al; al = nextal)
1695 {
1696 nextal = al->next;
1697
1698 if (al->items)
1699 free_artifact (al->items);
1700
1701 sfree (al);
1702 }
1703 }
1704
1705 void
1706 free_all_treasures (void)
1707 {
1708 treasurelist *tl, *next;
1709
1710 for (tl = first_treasurelist; tl; tl = next)
1711 {
1712 clear (tl);
1713
1714 next = tl->next;
1715 delete tl;
1716 }
1717
1718 free_artifactlist (first_artifactlist);
1719 }