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Revision: 1.76
Committed: Mon May 5 22:17:43 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.75: +1 -1 lines
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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 <loader.h>
38
39 extern char *spell_mapping[];
40
41 static treasurelist *first_treasurelist;
42
43 static void change_treasure (treasure *t, object *op); /* overrule default values */
44
45 typedef std::tr1::unordered_map<
46 const char *,
47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >,
51 true
52 > tl_map_t;
53
54 static tl_map_t tl_map;
55
56 /*
57 * Searches for the given treasurelist
58 */
59 treasurelist *
60 treasurelist::find (const char *name)
61 {
62 if (!name)
63 return 0;
64
65 auto (i, tl_map.find (name));
66
67 if (i == tl_map.end ())
68 return 0;
69
70 return i->second;
71 }
72
73 /*
74 * Searches for the given treasurelist in the globally linked list
75 * of treasurelists which has been built by load_treasures().
76 */
77 treasurelist *
78 treasurelist::get (const char *name)
79 {
80 treasurelist *tl = find (name);
81
82 if (!tl)
83 {
84 tl = new treasurelist;
85
86 tl->name = name;
87 tl->next = first_treasurelist;
88 first_treasurelist = tl;
89
90 tl_map.insert (std::make_pair (tl->name, tl));
91 }
92
93 return tl;
94 }
95
96 //TODO: class method
97 void
98 clear (treasurelist *tl)
99 {
100 if (tl->items)
101 {
102 free_treasurestruct (tl->items);
103 tl->items = 0;
104 }
105
106 tl->total_chance = 0;
107 }
108
109 #ifdef TREASURE_DEBUG
110 /* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113 static void
114 check_treasurelist (const treasure *t, const treasurelist * tl)
115 {
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127 }
128 #endif
129
130 /*
131 * Reads the lib/treasure file from disk, and parses the contents
132 * into an internal treasure structure (very linked lists)
133 */
134 static treasure *
135 read_treasure (object_thawer &f)
136 {
137 treasure *t = new treasure;
138
139 f.next ();
140
141 for (;;)
142 {
143 coroapi::cede_to_tick ();
144
145 switch (f.kw)
146 {
147 case KW_arch:
148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
182 }
183
184 f.next ();
185 }
186
187 // not reached
188
189 error:
190 delete t;
191 return 0;
192 }
193
194 /*
195 * Each treasure is parsed with the help of load_treasure().
196 */
197 treasurelist *
198 treasurelist::read (object_thawer &f)
199 {
200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
201
202 bool one = f.kw == KW_treasureone;
203 treasurelist *tl = treasurelist::get (f.get_str ());
204 clear (tl);
205 tl->items = read_treasure (f);
206 if (!tl->items)
207 return 0;
208
209 /* This is a one of the many items on the list should be generated.
210 * Add up the chance total, and check to make sure the yes & no
211 * fields of the treasures are not being used.
212 */
213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
218 {
219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
220 LOG (llevError, " the next_yes or next_no field is set\n");
221 }
222
223 tl->total_chance += t->chance;
224 }
225 }
226
227 return tl;
228 }
229
230 /*
231 * Generates the objects specified by the given treasure.
232 * It goes recursively through the rest of the linked list.
233 * If there is a certain percental chance for a treasure to be generated,
234 * this is taken into consideration.
235 * The second argument specifies for which object the treasure is
236 * being generated.
237 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
238 * abilities. This is used by summon spells, thus no summoned monsters
239 * start with equipment, but only their abilities).
240 */
241 static void
242 put_treasure (object *op, object *creator, int flags)
243 {
244 if (flags & GT_ENVIRONMENT)
245 {
246 /* Bit of a hack - spells should never be put onto the map. The entire
247 * treasure stuff is a problem - there is no clear idea of knowing
248 * this is the original object, or if this is an object that should be created
249 * by another object.
250 */
251 //TODO: flag such as objects... as such (no drop, anybody?)
252 if (op->type == SPELL)
253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!op->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 }
267 }
268 else
269 {
270 op = creator->insert (op);
271
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
273 monster_check_apply (creator, op);
274 }
275 }
276
277 /* if there are change_xxx commands in the treasure, we include the changes
278 * in the generated object
279 */
280 static void
281 change_treasure (treasure *t, object *op)
282 {
283 /* CMD: change_name xxxx */
284 if (t->change_arch.name)
285 {
286 op->name = t->change_arch.name;
287 op->name_pl = t->change_arch.name;
288 }
289
290 if (t->change_arch.title)
291 op->title = t->change_arch.title;
292
293 if (t->change_arch.slaying)
294 op->slaying = t->change_arch.slaying;
295 }
296
297 static void
298 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
299 {
300 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
301 {
302 if (t->name)
303 {
304 if (difficulty >= t->magic)
305 if (treasurelist *tl = treasurelist::find (t->name))
306 create_treasure (tl, op, flag, difficulty, tries);
307 else
308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
309 }
310 else
311 {
312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 {
314 object *tmp = arch_to_object (t->item);
315
316 if (t->nrof && tmp->nrof <= 1)
317 tmp->nrof = rndm (t->nrof) + 1;
318
319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
320 change_treasure (t, tmp);
321 put_treasure (tmp, op, flag);
322 }
323 }
324
325 if (t->next_yes)
326 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
327 }
328 else if (t->next_no)
329 create_all_treasures (t->next_no, op, flag, difficulty, tries);
330
331 if (t->next)
332 create_all_treasures (t->next, op, flag, difficulty, tries);
333 }
334
335 static void
336 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
337 {
338 int value = rndm (tl->total_chance);
339 treasure *t;
340
341 if (tries++ > 100)
342 {
343 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
344 return;
345 }
346
347 for (t = tl->items; t; t = t->next)
348 {
349 value -= t->chance;
350
351 if (value < 0)
352 break;
353 }
354
355 if (!t || value >= 0)
356 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
357
358 if (t->name)
359 {
360 if (difficulty >= t->magic)
361 {
362 treasurelist *tl = treasurelist::find (t->name);
363 if (tl)
364 create_treasure (tl, op, flag, difficulty, tries);
365 }
366 else if (t->nrof)
367 create_one_treasure (tl, op, flag, difficulty, tries);
368 }
369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 {
371 if (object *tmp = arch_to_object (t->item))
372 {
373 if (t->nrof && tmp->nrof <= 1)
374 tmp->nrof = rndm (t->nrof) + 1;
375
376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
377 change_treasure (t, tmp);
378 put_treasure (tmp, op, flag);
379 }
380 }
381 }
382
383 void
384 object::create_treasure (treasurelist *tl, int flags)
385 {
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
387 }
388
389 /* This calls the appropriate treasure creation function. tries is passed
390 * to determine how many list transitions or attempts to create treasure
391 * have been made. It is really in place to prevent infinite loops with
392 * list transitions, or so that excessively good treasure will not be
393 * created on weak maps, because it will exceed the number of allowed tries
394 * to do that.
395 */
396 void
397 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
398 {
399 // empty treasurelists are legal
400 if (!tl->items)
401 return;
402
403 if (tries++ > 100)
404 {
405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
406 return;
407 }
408
409 if (op->flag [FLAG_TREASURE_ENV])
410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
415 flag |= GT_ENVIRONMENT;
416 }
417
418 if (tl->total_chance)
419 create_one_treasure (tl, op, flag, difficulty, tries);
420 else
421 create_all_treasures (tl->items, op, flag, difficulty, tries);
422 }
423
424 /* This is similar to the old generate treasure function. However,
425 * it instead takes a treasurelist. It is really just a wrapper around
426 * create_treasure. We create a dummy object that the treasure gets
427 * inserted into, and then return that treausre
428 */
429 object *
430 generate_treasure (treasurelist *tl, int difficulty)
431 {
432 difficulty = clamp (difficulty, 1, settings.max_level);
433
434 object *ob = object::create ();
435
436 create_treasure (tl, ob, 0, difficulty, 0);
437
438 /* Don't want to free the object we are about to return */
439 object *tmp = ob->inv;
440 if (tmp)
441 tmp->remove ();
442
443 if (ob->inv)
444 LOG (llevError, "In generate treasure, created multiple objects.\n");
445
446 ob->destroy ();
447 return tmp;
448 }
449
450 /*
451 * This is a new way of calculating the chance for an item to have
452 * a specific magical bonus.
453 * The array has two arguments, the difficulty of the level, and the
454 * magical bonus "wanted".
455 */
456
457 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
458 // chance of magic difficulty
459 // +0 +1 +2 +3 +4
460 {95, 2, 2, 1, 0}, // 1
461 {92, 5, 2, 1, 0}, // 2
462 {85, 10, 4, 1, 0}, // 3
463 {80, 14, 4, 2, 0}, // 4
464 {75, 17, 5, 2, 1}, // 5
465 {70, 18, 8, 3, 1}, // 6
466 {65, 21, 10, 3, 1}, // 7
467 {60, 22, 12, 4, 2}, // 8
468 {55, 25, 14, 4, 2}, // 9
469 {50, 27, 16, 5, 2}, // 10
470 {45, 28, 18, 6, 3}, // 11
471 {42, 28, 20, 7, 3}, // 12
472 {40, 27, 21, 8, 4}, // 13
473 {38, 25, 22, 10, 5}, // 14
474 {36, 23, 23, 12, 6}, // 15
475 {33, 21, 24, 14, 8}, // 16
476 {31, 19, 25, 16, 9}, // 17
477 {27, 15, 30, 18, 10}, // 18
478 {20, 12, 30, 25, 13}, // 19
479 {15, 10, 28, 30, 17}, // 20
480 {13, 9, 27, 28, 23}, // 21
481 {10, 8, 25, 28, 29}, // 22
482 { 8, 7, 23, 26, 36}, // 23
483 { 6, 6, 20, 22, 46}, // 24
484 { 4, 5, 17, 18, 56}, // 25
485 { 2, 4, 12, 14, 68}, // 26
486 { 0, 3, 7, 10, 80}, // 27
487 { 0, 0, 3, 7, 90}, // 28
488 { 0, 0, 0, 3, 97}, // 29
489 { 0, 0, 0, 0, 100}, // 30
490 { 0, 0, 0, 0, 100}, // 31
491 };
492
493 /* calculate the appropriate level for wands staves and scrolls.
494 * This code presumes that op has had its spell object created (in op->inv)
495 *
496 * elmex Wed Aug 9 17:44:59 CEST 2006:
497 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
498 */
499 int
500 level_for_item (const object *op, int difficulty)
501 {
502 if (!op->inv)
503 {
504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
505 return 0;
506 }
507
508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
509
510 if (olevel <= 0)
511 olevel = rndm (1, op->inv->level);
512
513 return min (olevel, MAXLEVEL);
514 }
515
516 /*
517 * Based upon the specified difficulty and upon the difftomagic_list array,
518 * a random magical bonus is returned. This is used when determine
519 * the magical bonus created on specific maps.
520 *
521 * elmex Thu Aug 10 18:45:44 CEST 2006:
522 * Scaling difficulty by max_level, as difficulty is a level and not some
523 * weird integer between 1-31.
524 *
525 */
526 int
527 magic_from_difficulty (int difficulty)
528 {
529 int percent = 0, magic = 0;
530 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
531
532 scaled_diff--;
533
534 if (scaled_diff < 0)
535 scaled_diff = 0;
536
537 if (scaled_diff >= DIFFLEVELS)
538 scaled_diff = DIFFLEVELS - 1;
539
540 percent = rndm (100);
541
542 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
543 {
544 percent -= difftomagic_list[scaled_diff][magic];
545
546 if (percent < 0)
547 break;
548 }
549
550 if (magic == (MAXMAGIC + 1))
551 {
552 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
553 magic = 0;
554 }
555
556 magic = (rndm (3)) ? magic : -magic;
557 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
558
559 return magic;
560 }
561
562 /*
563 * Sets magical bonus in an object, and recalculates the effect on
564 * the armour variable, and the effect on speed of armour.
565 * This function doesn't work properly, should add use of archetypes
566 * to make it truly absolute.
567 */
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 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
584 }
585 else
586 {
587 if (op->type == ARMOUR)
588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
589 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
590 magic = (-magic);
591 op->weight = (op->weight * (100 - magic * 10)) / 100;
592 }
593 }
594
595 /*
596 * Sets a random magical bonus in the given object based upon
597 * the given difficulty, and the given max possible bonus.
598 */
599
600 static void
601 set_magic (int difficulty, object *op, int max_magic, int flags)
602 {
603 int i;
604
605 i = magic_from_difficulty (difficulty);
606 if ((flags & GT_ONLY_GOOD) && i < 0)
607 i = -i;
608 if (i > max_magic)
609 i = max_magic;
610 set_abs_magic (op, i);
611 if (i < 0)
612 SET_FLAG (op, FLAG_CURSED);
613 }
614
615 /*
616 * Randomly adds one magical ability to the given object.
617 * Modified for Partial Resistance in many ways:
618 * 1) Since rings can have multiple bonuses, if the same bonus
619 * is rolled again, increase it - the bonuses now stack with
620 * other bonuses previously rolled and ones the item might natively have.
621 * 2) Add code to deal with new PR method.
622 */
623 void
624 set_ring_bonus (object *op, int bonus)
625 {
626
627 int r = rndm (bonus > 0 ? 25 : 11);
628
629 if (op->type == AMULET)
630 {
631 if (!(rndm (21)))
632 r = 20 + rndm (2);
633 else
634 {
635 if (rndm (2))
636 r = 10;
637 else
638 r = 11 + rndm (9);
639 }
640 }
641
642 switch (r)
643 {
644 /* Redone by MSW 2000-11-26 to have much less code. Also,
645 * bonuses and penalties will stack and add to existing values.
646 * of the item.
647 */
648 case 0:
649 case 1:
650 case 2:
651 case 3:
652 case 4:
653 case 5:
654 case 6:
655 op->stats.stat (r) += bonus;
656 break;
657
658 case 7:
659 op->stats.dam += bonus;
660 break;
661
662 case 8:
663 op->stats.wc += bonus;
664 break;
665
666 case 9:
667 op->stats.food += bonus; /* hunger/sustenance */
668 break;
669
670 case 10:
671 op->stats.ac += bonus;
672 break;
673
674 /* Item that gives protections/vulnerabilities */
675 case 11:
676 case 12:
677 case 13:
678 case 14:
679 case 15:
680 case 16:
681 case 17:
682 case 18:
683 case 19:
684 {
685 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
686
687 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
688 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
689
690 /* Cursed items need to have higher negative values to equal out with
691 * positive values for how protections work out. Put another
692 * little random element in since that they don't always end up with
693 * even values.
694 */
695 if (bonus < 0)
696 val = 2 * -val - rndm (b);
697 if (val > 35)
698 val = 35; /* Upper limit */
699 b = 0;
700
701 while (op->resist[resist_table[resist]] != 0 && b < 4)
702 resist = rndm (num_resist_table);
703
704 if (b == 4)
705 return; /* Not able to find a free resistance */
706
707 op->resist[resist_table[resist]] = val;
708 /* We should probably do something more clever here to adjust value
709 * based on how good a resistance we gave.
710 */
711 break;
712 }
713 case 20:
714 if (op->type == AMULET)
715 {
716 SET_FLAG (op, FLAG_REFL_SPELL);
717 op->value *= 11;
718 }
719 else
720 {
721 op->stats.hp = 1; /* regenerate hit points */
722 op->value *= 4;
723 }
724 break;
725
726 case 21:
727 if (op->type == AMULET)
728 {
729 SET_FLAG (op, FLAG_REFL_MISSILE);
730 op->value *= 9;
731 }
732 else
733 {
734 op->stats.sp = 1; /* regenerate spell points */
735 op->value *= 3;
736 }
737 break;
738
739 case 22:
740 op->stats.exp += bonus; /* Speed! */
741 op->value = (op->value * 2) / 3;
742 break;
743 }
744
745 if (bonus > 0)
746 op->value *= 2 * bonus;
747 else
748 op->value = -(op->value * 2 * bonus) / 3;
749 }
750
751 /*
752 * get_magic(diff) will return a random number between 0 and 4.
753 * diff can be any value above 2. The higher the diff-variable, the
754 * higher is the chance of returning a low number.
755 * It is only used in fix_generated_treasure() to set bonuses on
756 * rings and amulets.
757 * Another scheme is used to calculate the magic of weapons and armours.
758 */
759 int
760 get_magic (int diff)
761 {
762 int i;
763
764 if (diff < 3)
765 diff = 3;
766
767 for (i = 0; i < 4; i++)
768 if (rndm (diff))
769 return i;
770
771 return 4;
772 }
773
774 #define DICE2 (get_magic(2)==2?2:1)
775 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
776
777 /*
778 * fix_generated_item(): This is called after an item is generated, in
779 * order to set it up right. This produced magical bonuses, puts spells
780 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
781 */
782
783 /* 4/28/96 added creator object from which op may now inherit properties based on
784 * op->type. Right now, which stuff the creator passes on is object type
785 * dependant. I know this is a spagetti manuever, but is there a cleaner
786 * way to do this? b.t. */
787
788 /*
789 * ! (flags & GT_ENVIRONMENT):
790 * Automatically calls fix_flesh_item().
791 *
792 * flags:
793 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
794 * value.
795 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
796 * a working object - don't change magic, value, etc, but set it material
797 * type as appropriate, for objects that need spell objects, set those, etc
798 */
799 void
800 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
801 {
802 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
803
804 if (!creator || creator->type == op->type)
805 creator = op; /*safety & to prevent polymorphed objects giving attributes */
806
807 /* If we make an artifact, this information will be destroyed */
808 save_item_power = op->item_power;
809 op->item_power = 0;
810
811 if (op->randomitems && op->type != SPELL)
812 {
813 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
814 /* So the treasure doesn't get created again */
815 op->randomitems = 0;
816 }
817
818 if (difficulty < 1)
819 difficulty = 1;
820
821 if (INVOKE_OBJECT (ADD_BONUS, op,
822 ARG_OBJECT (creator != op ? creator : 0),
823 ARG_INT (difficulty), ARG_INT (max_magic),
824 ARG_INT (flags)))
825 return;
826
827 if (!(flags & GT_MINIMAL))
828 {
829 if (IS_ARCH (op->arch, crown))
830 {
831 set_magic (difficulty, op, max_magic, flags);
832 num_enchantments = calc_item_power (op, 1);
833 generate_artifact (op, difficulty);
834 }
835 else
836 {
837 if (!op->magic && max_magic)
838 set_magic (difficulty, op, max_magic, flags);
839
840 num_enchantments = calc_item_power (op, 1);
841
842 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
843 || op->type == HORN
844 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
845 generate_artifact (op, difficulty);
846 }
847
848 /* Object was made an artifact. Calculate its item_power rating.
849 * the item_power in the object is what the artfiact adds.
850 */
851 if (op->title)
852 {
853 /* if save_item_power is set, then most likely we started with an
854 * artifact and have added new abilities to it - this is rare, but
855 * but I have seen things like 'strange rings of fire'. So just figure
856 * out the power from the base power plus what this one adds. Note
857 * that since item_power is not quite linear, this actually ends up
858 * being somewhat of a bonus
859 */
860 if (save_item_power)
861 op->item_power = save_item_power + get_power_from_ench (op->item_power);
862 else
863 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
864 }
865 else if (save_item_power)
866 {
867 /* restore the item_power field to the object if we haven't changed it.
868 * we don't care about num_enchantments - that will basically just
869 * have calculated some value from the base attributes of the archetype.
870 */
871 op->item_power = save_item_power;
872 }
873 else
874 {
875 /* item_power was zero. This is suspicious, as it may be because it
876 * was never previously calculated. Let's compute a value and see if
877 * it is non-zero. If it indeed is, then assign it as the new
878 * item_power value.
879 * - gros, 21th of July 2006.
880 */
881 op->item_power = calc_item_power (op, 0);
882 save_item_power = op->item_power; /* Just in case it would get used
883 * again below */
884 }
885 }
886
887 /* materialtype modifications. Note we allow this on artifacts. */
888 set_materialname (op, difficulty, NULL);
889
890 if (flags & GT_MINIMAL)
891 {
892 if (op->type == POTION)
893 /* Handle healing and magic power potions */
894 if (op->stats.sp && !op->randomitems)
895 {
896 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
897 insert_ob_in_ob (tmp, op);
898 op->stats.sp = 0;
899 }
900 }
901 else if (!op->title) /* Only modify object if not special */
902 switch (op->type)
903 {
904 case WEAPON:
905 case ARMOUR:
906 case SHIELD:
907 case HELMET:
908 case CLOAK:
909 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
910 set_ring_bonus (op, -DICE2);
911 break;
912
913 case BRACERS:
914 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
915 {
916 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
917 if (!QUERY_FLAG (op, FLAG_CURSED))
918 op->value *= 3;
919 }
920 break;
921
922 case POTION:
923 {
924 int too_many_tries = 0, is_special = 0;
925
926 /* Handle healing and magic power potions */
927 if (op->stats.sp && !op->randomitems)
928 {
929 object *tmp;
930
931 tmp = get_archetype (spell_mapping[op->stats.sp]);
932 insert_ob_in_ob (tmp, op);
933 op->stats.sp = 0;
934 }
935
936 while (!(is_special = special_potion (op)) && !op->inv)
937 {
938 generate_artifact (op, difficulty);
939 if (too_many_tries++ > 10)
940 break;
941 }
942
943 /* don't want to change value for healing/magic power potions,
944 * since the value set on those is already correct.
945 */
946 if (op->inv && op->randomitems)
947 {
948 /* value multiplier is same as for scrolls */
949 op->value = (op->value * op->inv->value);
950 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
951 }
952 else
953 {
954 op->name = "potion";
955 op->name_pl = "potions";
956 }
957
958 if (!(flags & GT_ONLY_GOOD) && rndm (2))
959 SET_FLAG (op, FLAG_CURSED);
960 break;
961 }
962
963 case AMULET:
964 if (IS_ARCH (op->arch, amulet))
965 op->value *= 5; /* Since it's not just decoration */
966
967 case RING:
968 if (!op->arch) // wtf? schmorp
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
976 break;
977
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED);
980
981 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
982
983 if (op->type != RING) /* Amulets have only one ability */
984 break;
985
986 if (!(rndm (4)))
987 {
988 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
989
990 if (d > 0)
991 op->value *= 3;
992
993 set_ring_bonus (op, d);
994
995 if (!(rndm (4)))
996 {
997 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
998
999 if (d > 0)
1000 op->value *= 5;
1001 set_ring_bonus (op, d);
1002 }
1003 }
1004
1005 if (GET_ANIM_ID (op))
1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1007
1008 break;
1009
1010 case BOOK:
1011 /* Is it an empty book?, if yes lets make a special·
1012 * msg for it, and tailor its properties based on the·
1013 * creator and/or map level we found it on.
1014 */
1015 if (!op->msg && rndm (10))
1016 {
1017 /* set the book level properly */
1018 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1019 {
1020 if (op->map && op->map->difficulty)
1021 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1022 else
1023 op->level = rndm (20) + 1;
1024 }
1025 else
1026 op->level = rndm (creator->level);
1027
1028 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1029 /* books w/ info are worth more! */
1030 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1031 /* creator related stuff */
1032
1033 /* for library, chained books. Note that some monsters have no_pick
1034 * set - we don't want to set no pick in that case.
1035 */
1036 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1037 SET_FLAG (op, FLAG_NO_PICK);
1038 if (creator->slaying && !op->slaying) /* for check_inv floors */
1039 op->slaying = creator->slaying;
1040
1041 /* add exp so reading it gives xp (once) */
1042 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1043 }
1044 break;
1045
1046 case SPELLBOOK:
1047 op->value = op->value * op->inv->value;
1048 /* add exp so learning gives xp */
1049 op->level = op->inv->level;
1050 op->stats.exp = op->value;
1051 break;
1052
1053 case WAND:
1054 /* nrof in the treasure list is number of charges,
1055 * not number of wands. So copy that into food (charges),
1056 * and reset nrof.
1057 */
1058 op->stats.food = op->inv->nrof;
1059 op->nrof = 1;
1060 /* If the spell changes by level, choose a random level
1061 * for it, and adjust price. If the spell doesn't
1062 * change by level, just set the wand to the level of
1063 * the spell, and value calculation is simpler.
1064 */
1065 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1066 {
1067 op->level = level_for_item (op, difficulty);
1068 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1069 }
1070 else
1071 {
1072 op->level = op->inv->level;
1073 op->value = op->value * op->inv->value;
1074 }
1075 break;
1076
1077 case ROD:
1078 op->level = level_for_item (op, difficulty);
1079 /* Add 50 to both level an divisor to keep prices a little more
1080 * reasonable. Otherwise, a high level version of a low level
1081 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1082 * 10 time multiplier). This way, the value are a bit more reasonable.
1083 */
1084 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1085 /* maxhp is used to denote how many 'charges' the rod holds before */
1086 if (op->stats.maxhp)
1087 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1088 else
1089 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1090
1091 op->stats.hp = op->stats.maxhp;
1092 break;
1093
1094 case SCROLL:
1095 op->level = level_for_item (op, difficulty);
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097
1098 /* add exp so reading them properly gives xp */
1099 op->stats.exp = op->value / 5;
1100 op->nrof = op->inv->nrof;
1101 break;
1102
1103 case RUNE:
1104 trap_adjust (op, difficulty);
1105 break;
1106
1107 case TRAP:
1108 trap_adjust (op, difficulty);
1109 break;
1110 } /* switch type */
1111
1112 if (flags & GT_STARTEQUIP)
1113 {
1114 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1115 SET_FLAG (op, FLAG_STARTEQUIP);
1116 else if (op->type != MONEY)
1117 op->value = 0;
1118 }
1119
1120 if (!(flags & GT_ENVIRONMENT))
1121 fix_flesh_item (op, creator);
1122 }
1123
1124 /*
1125 *
1126 *
1127 * CODE DEALING WITH ARTIFACTS STARTS HERE
1128 *
1129 *
1130 */
1131
1132 /*
1133 * Allocate and return the pointer to an empty artifactlist structure.
1134 */
1135 static artifactlist *
1136 get_empty_artifactlist (void)
1137 {
1138 return salloc0<artifactlist> ();
1139 }
1140
1141 /*
1142 * Allocate and return the pointer to an empty artifact structure.
1143 */
1144 static artifact *
1145 get_empty_artifact (void)
1146 {
1147 return salloc0<artifact> ();
1148 }
1149
1150 /*
1151 * Searches the artifact lists and returns one that has the same type
1152 * of objects on it.
1153 */
1154 artifactlist *
1155 find_artifactlist (int type)
1156 {
1157 for (artifactlist *al = first_artifactlist; al; al = al->next)
1158 if (al->type == type)
1159 return al;
1160
1161 return 0;
1162 }
1163
1164 /*
1165 * Builds up the lists of artifacts from the file in the libdir.
1166 */
1167 void
1168 init_artifacts (void)
1169 {
1170 static int has_been_inited = 0;
1171 char filename[MAX_BUF];
1172 artifact *art = NULL;
1173 artifactlist *al;
1174
1175 if (has_been_inited)
1176 return;
1177 else
1178 has_been_inited = 1;
1179
1180 sprintf (filename, "%s/artifacts", settings.datadir);
1181 object_thawer f (filename);
1182
1183 if (!f)
1184 return;
1185
1186 for (;;)
1187 {
1188 switch (f.kw)
1189 {
1190 case KW_allowed:
1191 if (!art)
1192 art = get_empty_artifact ();
1193
1194 {
1195 if (!strcmp (f.get_str (), "all"))
1196 break;
1197
1198 char *next, *cp = f.get_str ();
1199
1200 do
1201 {
1202 if ((next = strchr (cp, ',')))
1203 *next++ = '\0';
1204
1205 linked_char *tmp = new linked_char;
1206
1207 tmp->name = cp;
1208 tmp->next = art->allowed;
1209 art->allowed = tmp;
1210 }
1211 while ((cp = next));
1212 }
1213 break;
1214
1215 case KW_chance:
1216 f.get (art->chance);
1217 break;
1218
1219 case KW_difficulty:
1220 f.get (art->difficulty);
1221 break;
1222
1223 case KW_object:
1224 {
1225 art->item = object::create ();
1226 f.get (art->item->name);
1227 f.next ();
1228
1229 if (!art->item->parse_kv (f))
1230 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1231
1232 al = find_artifactlist (art->item->type);
1233
1234 if (!al)
1235 {
1236 al = get_empty_artifactlist ();
1237 al->type = art->item->type;
1238 al->next = first_artifactlist;
1239 first_artifactlist = al;
1240 }
1241
1242 art->next = al->items;
1243 al->items = art;
1244 art = 0;
1245 }
1246 continue;
1247
1248 case KW_EOF:
1249 goto done;
1250
1251 default:
1252 if (!f.parse_error ("artifacts file"))
1253 cleanup ("artifacts file required");
1254 break;
1255 }
1256
1257 f.next ();
1258 }
1259
1260 done:
1261 for (al = first_artifactlist; al; al = al->next)
1262 {
1263 al->total_chance = 0;
1264
1265 for (art = al->items; art; art = art->next)
1266 {
1267 if (!art->chance)
1268 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1269 else
1270 al->total_chance += art->chance;
1271 }
1272 #if 0
1273 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1274 #endif
1275 }
1276
1277 LOG (llevDebug, "done.\n");
1278 }
1279
1280 /*
1281 * Used in artifact generation. The bonuses of the first object
1282 * is modified by the bonuses of the second object.
1283 */
1284 void
1285 add_abilities (object *op, object *change)
1286 {
1287 int i, tmp;
1288
1289 if (change->face != blank_face)
1290 {
1291 #ifdef TREASURE_VERBOSE
1292 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1293 #endif
1294 op->face = change->face;
1295 }
1296
1297 for (i = 0; i < NUM_STATS; i++)
1298 change_attr_value (&(op->stats), i, change->stats.stat (i));
1299
1300 op->attacktype |= change->attacktype;
1301 op->path_attuned |= change->path_attuned;
1302 op->path_repelled |= change->path_repelled;
1303 op->path_denied |= change->path_denied;
1304 op->move_type |= change->move_type;
1305 op->stats.luck += change->stats.luck;
1306
1307 if (QUERY_FLAG (change, FLAG_CURSED))
1308 SET_FLAG (op, FLAG_CURSED);
1309 if (QUERY_FLAG (change, FLAG_DAMNED))
1310 SET_FLAG (op, FLAG_DAMNED);
1311 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1312 set_abs_magic (op, -op->magic);
1313
1314 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1315 SET_FLAG (op, FLAG_LIFESAVE);
1316 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1317 SET_FLAG (op, FLAG_REFL_SPELL);
1318 if (QUERY_FLAG (change, FLAG_STEALTH))
1319 SET_FLAG (op, FLAG_STEALTH);
1320 if (QUERY_FLAG (change, FLAG_XRAYS))
1321 SET_FLAG (op, FLAG_XRAYS);
1322 if (QUERY_FLAG (change, FLAG_BLIND))
1323 SET_FLAG (op, FLAG_BLIND);
1324 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1325 SET_FLAG (op, FLAG_SEE_IN_DARK);
1326 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1327 SET_FLAG (op, FLAG_REFL_MISSILE);
1328 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1329 SET_FLAG (op, FLAG_MAKE_INVIS);
1330
1331 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1332 {
1333 CLEAR_FLAG (op, FLAG_ANIMATE);
1334 /* so artifacts will join */
1335 if (!QUERY_FLAG (op, FLAG_ALIVE))
1336 op->speed = 0.0;
1337
1338 op->set_speed (op->speed);
1339 }
1340
1341 if (change->nrof)
1342 op->nrof = rndm (change->nrof) + 1;
1343
1344 op->stats.exp += change->stats.exp; /* Speed modifier */
1345 op->stats.wc += change->stats.wc;
1346 op->stats.ac += change->stats.ac;
1347
1348 if (change->other_arch)
1349 {
1350 /* Basically, for horns & potions, the other_arch field is the spell
1351 * to cast. So convert that to into a spell and put it into
1352 * this object.
1353 */
1354 if (op->type == HORN || op->type == POTION)
1355 {
1356 object *tmp_obj;
1357
1358 /* Remove any spells this object currently has in it */
1359 while (op->inv)
1360 op->inv->destroy ();
1361
1362 tmp_obj = arch_to_object (change->other_arch);
1363 insert_ob_in_ob (tmp_obj, op);
1364 }
1365 /* No harm setting this for potions/horns */
1366 op->other_arch = change->other_arch;
1367 }
1368
1369 if (change->stats.hp < 0)
1370 op->stats.hp = -change->stats.hp;
1371 else
1372 op->stats.hp += change->stats.hp;
1373
1374 if (change->stats.maxhp < 0)
1375 op->stats.maxhp = -change->stats.maxhp;
1376 else
1377 op->stats.maxhp += change->stats.maxhp;
1378
1379 if (change->stats.sp < 0)
1380 op->stats.sp = -change->stats.sp;
1381 else
1382 op->stats.sp += change->stats.sp;
1383
1384 if (change->stats.maxsp < 0)
1385 op->stats.maxsp = -change->stats.maxsp;
1386 else
1387 op->stats.maxsp += change->stats.maxsp;
1388
1389 if (change->stats.food < 0)
1390 op->stats.food = -(change->stats.food);
1391 else
1392 op->stats.food += change->stats.food;
1393
1394 if (change->level < 0)
1395 op->level = -(change->level);
1396 else
1397 op->level += change->level;
1398
1399 if (change->gen_sp_armour < 0)
1400 op->gen_sp_armour = -(change->gen_sp_armour);
1401 else
1402 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1403
1404 op->item_power = change->item_power;
1405
1406 for (i = 0; i < NROFATTACKS; i++)
1407 if (change->resist[i])
1408 op->resist[i] += change->resist[i];
1409
1410 if (change->stats.dam)
1411 {
1412 if (change->stats.dam < 0)
1413 op->stats.dam = (-change->stats.dam);
1414 else if (op->stats.dam)
1415 {
1416 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1417 if (tmp == op->stats.dam)
1418 {
1419 if (change->stats.dam < 10)
1420 op->stats.dam--;
1421 else
1422 op->stats.dam++;
1423 }
1424 else
1425 op->stats.dam = tmp;
1426 }
1427 }
1428
1429 if (change->weight)
1430 {
1431 if (change->weight < 0)
1432 op->weight = (-change->weight);
1433 else
1434 op->weight = (op->weight * (change->weight)) / 100;
1435 }
1436
1437 if (change->last_sp)
1438 {
1439 if (change->last_sp < 0)
1440 op->last_sp = (-change->last_sp);
1441 else
1442 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1443 }
1444
1445 if (change->gen_sp_armour)
1446 {
1447 if (change->gen_sp_armour < 0)
1448 op->gen_sp_armour = (-change->gen_sp_armour);
1449 else
1450 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1451 }
1452
1453 op->value *= change->value;
1454
1455 if (change->materials)
1456 op->materials = change->materials;
1457
1458 if (change->materialname)
1459 op->materialname = change->materialname;
1460
1461 if (change->slaying)
1462 op->slaying = change->slaying;
1463
1464 if (change->race)
1465 op->race = change->race;
1466
1467 if (change->msg)
1468 op->msg = change->msg;
1469 }
1470
1471 static int
1472 legal_artifact_combination (object *op, artifact *art)
1473 {
1474 int neg, success = 0;
1475 linked_char *tmp;
1476 const char *name;
1477
1478 if (!art->allowed)
1479 return 1; /* Ie, "all" */
1480
1481 for (tmp = art->allowed; tmp; tmp = tmp->next)
1482 {
1483 #ifdef TREASURE_VERBOSE
1484 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1485 #endif
1486 if (*tmp->name == '!')
1487 name = tmp->name + 1, neg = 1;
1488 else
1489 name = tmp->name, neg = 0;
1490
1491 /* If we match name, then return the opposite of 'neg' */
1492 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1493 return !neg;
1494
1495 /* Set success as true, since if the match was an inverse, it means
1496 * everything is allowed except what we match
1497 */
1498 else if (neg)
1499 success = 1;
1500 }
1501
1502 return success;
1503 }
1504
1505 /*
1506 * Fixes the given object, giving it the abilities and titles
1507 * it should have due to the second artifact-template.
1508 */
1509
1510 void
1511 give_artifact_abilities (object *op, object *artifct)
1512 {
1513 char new_name[MAX_BUF];
1514
1515 sprintf (new_name, "of %s", &artifct->name);
1516 op->title = new_name;
1517 add_abilities (op, artifct); /* Give out the bonuses */
1518
1519 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1520 {
1521 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1522
1523 SET_FLAG (op, FLAG_IDENTIFIED);
1524 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1525 if (!identified)
1526 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1527 }
1528 #endif
1529 return;
1530 }
1531
1532 /*
1533 * Decides randomly which artifact the object should be
1534 * turned into. Makes sure that the item can become that
1535 * artifact (means magic, difficulty, and Allowed fields properly).
1536 * Then calls give_artifact_abilities in order to actually create
1537 * the artifact.
1538 */
1539
1540 /* Give 1 re-roll attempt per artifact */
1541 #define ARTIFACT_TRIES 2
1542
1543 void
1544 generate_artifact (object *op, int difficulty)
1545 {
1546 artifactlist *al;
1547 artifact *art;
1548 int i;
1549
1550 al = find_artifactlist (op->type);
1551
1552 if (al == NULL)
1553 {
1554 #if 0 /* This is too verbose, usually */
1555 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1556 #endif
1557 return;
1558 }
1559
1560 for (i = 0; i < ARTIFACT_TRIES; i++)
1561 {
1562 int roll = rndm (al->total_chance);
1563
1564 for (art = al->items; art; art = art->next)
1565 {
1566 roll -= art->chance;
1567 if (roll < 0)
1568 break;
1569 }
1570
1571 if (art == NULL || roll >= 0)
1572 {
1573 #if 1
1574 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1575 #endif
1576 return;
1577 }
1578 if (!strcmp (art->item->name, "NONE"))
1579 return;
1580 if (FABS (op->magic) < art->item->magic)
1581 continue; /* Not magic enough to be this item */
1582
1583 /* Map difficulty not high enough */
1584 if (difficulty < art->difficulty)
1585 continue;
1586
1587 if (!legal_artifact_combination (op, art))
1588 {
1589 #ifdef TREASURE_VERBOSE
1590 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1591 #endif
1592 continue;
1593 }
1594
1595 give_artifact_abilities (op, art->item);
1596 return;
1597 }
1598 }
1599
1600 /* fix_flesh_item() - objects of type FLESH are similar to type
1601 * FOOD, except they inherit properties (name, food value, etc).
1602 * based on the original owner (or 'donor' if you like). -b.t.
1603 */
1604
1605 void
1606 fix_flesh_item (object *item, object *donor)
1607 {
1608 char tmpbuf[MAX_BUF];
1609 int i;
1610
1611 if (item->type == FLESH && donor)
1612 {
1613 /* change the name */
1614 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1615 item->name = tmpbuf;
1616 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1617 item->name_pl = tmpbuf;
1618
1619 /* weight is FLESH weight/100 * donor */
1620 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1621 item->weight = 1;
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 (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 if (donor->attacktype & AT_ACID)
1642 item->stats.hp = -1 * item->stats.food;
1643 SET_FLAG (item, FLAG_NO_STEAL);
1644 }
1645 }
1646
1647 /* special_potion() - so that old potion code is still done right. */
1648 int
1649 special_potion (object *op)
1650 {
1651 if (op->attacktype)
1652 return 1;
1653
1654 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1655 return 1;
1656
1657 for (int i = 0; i < NROFATTACKS; i++)
1658 if (op->resist[i])
1659 return 1;
1660
1661 return 0;
1662 }
1663
1664 void
1665 free_treasurestruct (treasure *t)
1666 {
1667 if (t->next) free_treasurestruct (t->next);
1668 if (t->next_yes) free_treasurestruct (t->next_yes);
1669 if (t->next_no) free_treasurestruct (t->next_no);
1670
1671 delete t;
1672 }
1673
1674 void
1675 free_charlinks (linked_char *lc)
1676 {
1677 if (lc->next)
1678 free_charlinks (lc->next);
1679
1680 delete lc;
1681 }
1682
1683 void
1684 free_artifact (artifact *at)
1685 {
1686 if (at->next) free_artifact (at->next);
1687 if (at->allowed) free_charlinks (at->allowed);
1688
1689 at->item->destroy (1);
1690
1691 sfree (at);
1692 }
1693
1694 void
1695 free_artifactlist (artifactlist *al)
1696 {
1697 artifactlist *nextal;
1698
1699 for (al = first_artifactlist; al; al = nextal)
1700 {
1701 nextal = al->next;
1702
1703 if (al->items)
1704 free_artifact (al->items);
1705
1706 sfree (al);
1707 }
1708 }
1709
1710 void
1711 free_all_treasures (void)
1712 {
1713 treasurelist *tl, *next;
1714
1715 for (tl = first_treasurelist; tl; tl = next)
1716 {
1717 clear (tl);
1718
1719 next = tl->next;
1720 delete tl;
1721 }
1722
1723 free_artifactlist (first_artifactlist);
1724 }