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Revision: 1.83
Committed: Sun Oct 5 14:16:13 2008 UTC (15 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_72, rel-2_73, rel-2_74
Changes since 1.82: +2 -0 lines
Log Message:
*** empty log message ***

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 > tl_map_t;
52
53 static tl_map_t tl_map;
54
55 /*
56 * Searches for the given treasurelist
57 */
58 treasurelist *
59 treasurelist::find (const char *name)
60 {
61 if (!name)
62 return 0;
63
64 auto (i, tl_map.find (name));
65
66 if (i == tl_map.end ())
67 return 0;
68
69 return i->second;
70 }
71
72 /*
73 * Searches for the given treasurelist in the globally linked list
74 * of treasurelists which has been built by load_treasures().
75 */
76 treasurelist *
77 treasurelist::get (const char *name)
78 {
79 treasurelist *tl = find (name);
80
81 if (!tl)
82 {
83 tl = new treasurelist;
84
85 tl->name = name;
86 tl->next = first_treasurelist;
87 first_treasurelist = tl;
88
89 tl_map.insert (std::make_pair (tl->name, tl));
90 }
91
92 return tl;
93 }
94
95 //TODO: class method
96 void
97 clear (treasurelist *tl)
98 {
99 if (tl->items)
100 {
101 free_treasurestruct (tl->items);
102 tl->items = 0;
103 }
104
105 tl->total_chance = 0;
106 }
107
108 #ifdef TREASURE_DEBUG
109 /* recursived checks the linked list. Treasurelist is passed only
110 * so that the treasure name can be printed out
111 */
112 static void
113 check_treasurelist (const treasure *t, const treasurelist * tl)
114 {
115 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
116 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
117
118 if (t->next)
119 check_treasurelist (t->next, tl);
120
121 if (t->next_yes)
122 check_treasurelist (t->next_yes, tl);
123
124 if (t->next_no)
125 check_treasurelist (t->next_no, tl);
126 }
127 #endif
128
129 /*
130 * Reads the lib/treasure file from disk, and parses the contents
131 * into an internal treasure structure (very linked lists)
132 */
133 static treasure *
134 read_treasure (object_thawer &f)
135 {
136 treasure *t = new treasure;
137
138 f.next ();
139
140 for (;;)
141 {
142 coroapi::cede_to_tick ();
143
144 switch (f.kw)
145 {
146 case KW_arch:
147 t->item = archetype::find (f.get_str ());
148
149 if (!t->item)
150 {
151 f.parse_warn ("treasure references unknown archetype");
152 t->item = archetype::empty;
153 }
154
155 break;
156
157 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break;
164
165 case KW_yes: t->next_yes = read_treasure (f); continue;
166 case KW_no: t->next_no = read_treasure (f); continue;
167
168 case KW_end:
169 f.next ();
170 return t;
171
172 case KW_more:
173 t->next = read_treasure (f);
174 return t;
175
176 default:
177 if (!f.parse_error ("treasurelist", t->name))
178 goto error;
179
180 return t;
181 }
182
183 f.next ();
184 }
185
186 // not reached
187
188 error:
189 delete t;
190 return 0;
191 }
192
193 /*
194 * Each treasure is parsed with the help of load_treasure().
195 */
196 treasurelist *
197 treasurelist::read (object_thawer &f)
198 {
199 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
200
201 bool one = f.kw == KW_treasureone;
202 treasurelist *tl = treasurelist::get (f.get_str ());
203 clear (tl);
204 tl->items = read_treasure (f);
205 if (!tl->items)
206 return 0;
207
208 /* This is a one of the many items on the list should be generated.
209 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used.
211 */
212 if (one)
213 {
214 for (treasure *t = tl->items; t; t = t->next)
215 {
216 if (t->next_yes || t->next_no)
217 {
218 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
219 LOG (llevError, " the next_yes or next_no field is set\n");
220 }
221
222 tl->total_chance += t->chance;
223 }
224 }
225
226 return tl;
227 }
228
229 /*
230 * Generates the objects specified by the given treasure.
231 * It goes recursively through the rest of the linked list.
232 * If there is a certain percental chance for a treasure to be generated,
233 * this is taken into consideration.
234 * The second argument specifies for which object the treasure is
235 * being generated.
236 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
237 * abilities. This is used by summon spells, thus no summoned monsters
238 * start with equipment, but only their abilities).
239 */
240 static void
241 put_treasure (object *op, object *creator, int flags)
242 {
243 if (flags & GT_ENVIRONMENT)
244 {
245 /* Bit of a hack - spells should never be put onto the map. The entire
246 * treasure stuff is a problem - there is no clear idea of knowing
247 * this is the original object, or if this is an object that should be created
248 * by another object.
249 */
250 //TODO: flag such as objects... as such (no drop, anybody?)
251 if (op->type == SPELL)
252 {
253 op->destroy ();
254 return;
255 }
256
257 op->expand_tail ();
258
259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
260 op->destroy ();
261 else
262 {
263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
265 }
266 }
267 else
268 {
269 op = creator->insert (op);
270
271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
272 monster_check_apply (creator, op);
273 }
274 }
275
276 /* if there are change_xxx commands in the treasure, we include the changes
277 * in the generated object
278 */
279 static void
280 change_treasure (treasure *t, object *op)
281 {
282 /* CMD: change_name xxxx */
283 if (t->change_arch.name)
284 {
285 op->name = t->change_arch.name;
286 op->name_pl = t->change_arch.name;
287 }
288
289 if (t->change_arch.title)
290 op->title = t->change_arch.title;
291
292 if (t->change_arch.slaying)
293 op->slaying = t->change_arch.slaying;
294 }
295
296 static void
297 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
298 {
299 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
300 {
301 if (t->name)
302 {
303 if (difficulty >= t->magic)
304 if (treasurelist *tl = treasurelist::find (t->name))
305 create_treasure (tl, op, flag, difficulty, tries);
306 else
307 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
308 }
309 else
310 {
311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
312 {
313 object *tmp = arch_to_object (t->item);
314
315 if (t->nrof && tmp->nrof <= 1)
316 tmp->nrof = rndm (t->nrof) + 1;
317
318 fix_generated_item (tmp, op, difficulty, t->magic, flag);
319 change_treasure (t, tmp);
320 put_treasure (tmp, op, flag);
321 }
322 }
323
324 if (t->next_yes)
325 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
326 }
327 else if (t->next_no)
328 create_all_treasures (t->next_no, op, flag, difficulty, tries);
329
330 if (t->next)
331 create_all_treasures (t->next, op, flag, difficulty, tries);
332 }
333
334 static void
335 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
336 {
337 int value = rndm (tl->total_chance);
338 treasure *t;
339
340 if (tries++ > 100)
341 {
342 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
343 return;
344 }
345
346 for (t = tl->items; t; t = t->next)
347 {
348 value -= t->chance;
349
350 if (value < 0)
351 break;
352 }
353
354 if (!t || value >= 0)
355 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
356
357 if (t->name)
358 {
359 if (difficulty >= t->magic)
360 {
361 treasurelist *tl = treasurelist::find (t->name);
362 if (tl)
363 create_treasure (tl, op, flag, difficulty, tries);
364 }
365 else if (t->nrof)
366 create_one_treasure (tl, op, flag, difficulty, tries);
367 }
368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
369 {
370 if (object *tmp = arch_to_object (t->item))
371 {
372 if (t->nrof && tmp->nrof <= 1)
373 tmp->nrof = rndm (t->nrof) + 1;
374
375 fix_generated_item (tmp, op, difficulty, t->magic, flag);
376 change_treasure (t, tmp);
377 put_treasure (tmp, op, flag);
378 }
379 }
380 }
381
382 void
383 object::create_treasure (treasurelist *tl, int flags)
384 {
385 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
386 }
387
388 /* This calls the appropriate treasure creation function. tries is passed
389 * to determine how many list transitions or attempts to create treasure
390 * have been made. It is really in place to prevent infinite loops with
391 * list transitions, or so that excessively good treasure will not be
392 * created on weak maps, because it will exceed the number of allowed tries
393 * to do that.
394 */
395 void
396 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
397 {
398 // empty treasurelists are legal
399 if (!tl->items)
400 return;
401
402 if (tries++ > 100)
403 {
404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
405 return;
406 }
407
408 if (op->flag [FLAG_TREASURE_ENV])
409 {
410 // do not generate items when there already is something above the object
411 if (op->flag [FLAG_IS_FLOOR] && op->above)
412 return;
413
414 flag |= GT_ENVIRONMENT;
415 }
416
417 if (tl->total_chance)
418 create_one_treasure (tl, op, flag, difficulty, tries);
419 else
420 create_all_treasures (tl->items, op, flag, difficulty, tries);
421 }
422
423 /* This is similar to the old generate treasure function. However,
424 * it instead takes a treasurelist. It is really just a wrapper around
425 * create_treasure. We create a dummy object that the treasure gets
426 * inserted into, and then return that treausre
427 */
428 object *
429 generate_treasure (treasurelist *tl, int difficulty)
430 {
431 difficulty = clamp (difficulty, 1, settings.max_level);
432
433 object *ob = object::create ();
434
435 create_treasure (tl, ob, 0, difficulty, 0);
436
437 /* Don't want to free the object we are about to return */
438 object *tmp = ob->inv;
439 if (tmp)
440 tmp->remove ();
441
442 if (ob->inv)
443 LOG (llevError, "In generate treasure, created multiple objects.\n");
444
445 ob->destroy ();
446
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
584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
585 }
586 else
587 {
588 if (op->type == ARMOUR)
589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
591 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
592 magic = (-magic);
593
594 op->weight = (op->weight * (100 - magic * 10)) / 100;
595 }
596 }
597
598 /*
599 * Sets a random magical bonus in the given object based upon
600 * the given difficulty, and the given max possible bonus.
601 */
602
603 static void
604 set_magic (int difficulty, object *op, int max_magic, int flags)
605 {
606 int i;
607
608 i = magic_from_difficulty (difficulty);
609 if ((flags & GT_ONLY_GOOD) && i < 0)
610 i = -i;
611 if (i > max_magic)
612 i = max_magic;
613 set_abs_magic (op, i);
614 if (i < 0)
615 SET_FLAG (op, FLAG_CURSED);
616 }
617
618 /*
619 * Randomly adds one magical ability to the given object.
620 * Modified for Partial Resistance in many ways:
621 * 1) Since rings can have multiple bonuses, if the same bonus
622 * is rolled again, increase it - the bonuses now stack with
623 * other bonuses previously rolled and ones the item might natively have.
624 * 2) Add code to deal with new PR method.
625 */
626 void
627 set_ring_bonus (object *op, int bonus)
628 {
629
630 int r = rndm (bonus > 0 ? 25 : 11);
631
632 if (op->type == AMULET)
633 {
634 if (!(rndm (21)))
635 r = 20 + rndm (2);
636 else
637 {
638 if (rndm (2))
639 r = 10;
640 else
641 r = 11 + rndm (9);
642 }
643 }
644
645 switch (r)
646 {
647 /* Redone by MSW 2000-11-26 to have much less code. Also,
648 * bonuses and penalties will stack and add to existing values.
649 * of the item.
650 */
651 case 0:
652 case 1:
653 case 2:
654 case 3:
655 case 4:
656 case 5:
657 case 6:
658 op->stats.stat (r) += bonus;
659 break;
660
661 case 7:
662 op->stats.dam += bonus;
663 break;
664
665 case 8:
666 op->stats.wc += bonus;
667 break;
668
669 case 9:
670 op->stats.food += bonus; /* hunger/sustenance */
671 break;
672
673 case 10:
674 op->stats.ac += bonus;
675 break;
676
677 /* Item that gives protections/vulnerabilities */
678 case 11:
679 case 12:
680 case 13:
681 case 14:
682 case 15:
683 case 16:
684 case 17:
685 case 18:
686 case 19:
687 {
688 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
689
690 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
691 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
692
693 /* Cursed items need to have higher negative values to equal out with
694 * positive values for how protections work out. Put another
695 * little random element in since that they don't always end up with
696 * even values.
697 */
698 if (bonus < 0)
699 val = 2 * -val - rndm (b);
700 if (val > 35)
701 val = 35; /* Upper limit */
702 b = 0;
703
704 while (op->resist[resist_table[resist]] != 0 && b < 4)
705 resist = rndm (num_resist_table);
706
707 if (b == 4)
708 return; /* Not able to find a free resistance */
709
710 op->resist[resist_table[resist]] = val;
711 /* We should probably do something more clever here to adjust value
712 * based on how good a resistance we gave.
713 */
714 break;
715 }
716 case 20:
717 if (op->type == AMULET)
718 {
719 SET_FLAG (op, FLAG_REFL_SPELL);
720 op->value *= 11;
721 }
722 else
723 {
724 op->stats.hp = 1; /* regenerate hit points */
725 op->value *= 4;
726 }
727 break;
728
729 case 21:
730 if (op->type == AMULET)
731 {
732 SET_FLAG (op, FLAG_REFL_MISSILE);
733 op->value *= 9;
734 }
735 else
736 {
737 op->stats.sp = 1; /* regenerate spell points */
738 op->value *= 3;
739 }
740 break;
741
742 case 22:
743 op->stats.exp += bonus; /* Speed! */
744 op->value = (op->value * 2) / 3;
745 break;
746 }
747
748 if (bonus > 0)
749 op->value *= 2 * bonus;
750 else
751 op->value = -(op->value * 2 * bonus) / 3;
752 }
753
754 /*
755 * get_magic(diff) will return a random number between 0 and 4.
756 * diff can be any value above 2. The higher the diff-variable, the
757 * higher is the chance of returning a low number.
758 * It is only used in fix_generated_treasure() to set bonuses on
759 * rings and amulets.
760 * Another scheme is used to calculate the magic of weapons and armours.
761 */
762 int
763 get_magic (int diff)
764 {
765 int i;
766
767 if (diff < 3)
768 diff = 3;
769
770 for (i = 0; i < 4; i++)
771 if (rndm (diff))
772 return i;
773
774 return 4;
775 }
776
777 #define DICE2 (get_magic(2)==2?2:1)
778 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
779
780 /*
781 * fix_generated_item(): This is called after an item is generated, in
782 * order to set it up right. This produced magical bonuses, puts spells
783 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
784 */
785
786 /* 4/28/96 added creator object from which op may now inherit properties based on
787 * op->type. Right now, which stuff the creator passes on is object type
788 * dependant. I know this is a spagetti manuever, but is there a cleaner
789 * way to do this? b.t. */
790
791 /*
792 * ! (flags & GT_ENVIRONMENT):
793 * Automatically calls fix_flesh_item().
794 *
795 * flags:
796 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
797 * value.
798 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
799 * a working object - don't change magic, value, etc, but set it material
800 * type as appropriate, for objects that need spell objects, set those, etc
801 */
802 void
803 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
804 {
805 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
806
807 if (!creator || creator->type == op->type)
808 creator = op; /*safety & to prevent polymorphed objects giving attributes */
809
810 /* If we make an artifact, this information will be destroyed */
811 save_item_power = op->item_power;
812 op->item_power = 0;
813
814 if (op->randomitems && op->type != SPELL)
815 {
816 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
817 /* So the treasure doesn't get created again */
818 op->randomitems = 0;
819 }
820
821 if (difficulty < 1)
822 difficulty = 1;
823
824 if (INVOKE_OBJECT (ADD_BONUS, op,
825 ARG_OBJECT (creator != op ? creator : 0),
826 ARG_INT (difficulty), ARG_INT (max_magic),
827 ARG_INT (flags)))
828 return;
829
830 if (!(flags & GT_MINIMAL))
831 {
832 if (IS_ARCH (op->arch, crown))
833 {
834 set_magic (difficulty, op, max_magic, flags);
835 num_enchantments = calc_item_power (op, 1);
836 generate_artifact (op, difficulty);
837 }
838 else
839 {
840 if (!op->magic && max_magic)
841 set_magic (difficulty, op, max_magic, flags);
842
843 num_enchantments = calc_item_power (op, 1);
844
845 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
846 || op->type == HORN
847 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
848 generate_artifact (op, difficulty);
849 }
850
851 /* Object was made an artifact. Calculate its item_power rating.
852 * the item_power in the object is what the artfiact adds.
853 */
854 if (op->title)
855 {
856 /* if save_item_power is set, then most likely we started with an
857 * artifact and have added new abilities to it - this is rare, but
858 * but I have seen things like 'strange rings of fire'. So just figure
859 * out the power from the base power plus what this one adds. Note
860 * that since item_power is not quite linear, this actually ends up
861 * being somewhat of a bonus
862 */
863 if (save_item_power)
864 op->item_power = save_item_power + get_power_from_ench (op->item_power);
865 else
866 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
867 }
868 else if (save_item_power)
869 {
870 /* restore the item_power field to the object if we haven't changed it.
871 * we don't care about num_enchantments - that will basically just
872 * have calculated some value from the base attributes of the archetype.
873 */
874 op->item_power = save_item_power;
875 }
876 else
877 {
878 /* item_power was zero. This is suspicious, as it may be because it
879 * was never previously calculated. Let's compute a value and see if
880 * it is non-zero. If it indeed is, then assign it as the new
881 * item_power value.
882 * - gros, 21th of July 2006.
883 */
884 op->item_power = calc_item_power (op, 0);
885 save_item_power = op->item_power; /* Just in case it would get used
886 * again below */
887 }
888 }
889
890 /* materialtype modifications. Note we allow this on artifacts. */
891 set_materialname (op, difficulty, NULL);
892
893 if (flags & GT_MINIMAL)
894 {
895 if (op->type == POTION)
896 /* Handle healing and magic power potions */
897 if (op->stats.sp && !op->randomitems)
898 {
899 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
900 insert_ob_in_ob (tmp, op);
901 op->stats.sp = 0;
902 }
903 }
904 else if (!op->title) /* Only modify object if not special */
905 switch (op->type)
906 {
907 case WEAPON:
908 case ARMOUR:
909 case SHIELD:
910 case HELMET:
911 case CLOAK:
912 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
913 set_ring_bonus (op, -DICE2);
914 break;
915
916 case BRACERS:
917 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
918 {
919 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
920 if (!QUERY_FLAG (op, FLAG_CURSED))
921 op->value *= 3;
922 }
923 break;
924
925 case POTION:
926 {
927 int too_many_tries = 0, is_special = 0;
928
929 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems)
931 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]);
935 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0;
937 }
938
939 while (!(is_special = special_potion (op)) && !op->inv)
940 {
941 generate_artifact (op, difficulty);
942 if (too_many_tries++ > 10)
943 break;
944 }
945
946 /* don't want to change value for healing/magic power potions,
947 * since the value set on those is already correct.
948 */
949 if (op->inv && op->randomitems)
950 {
951 /* value multiplier is same as for scrolls */
952 op->value = (op->value * op->inv->value);
953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
954 }
955 else
956 {
957 op->name = "potion";
958 op->name_pl = "potions";
959 }
960
961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
962 SET_FLAG (op, FLAG_CURSED);
963 break;
964 }
965
966 case AMULET:
967 if (IS_ARCH (op->arch, amulet))
968 op->value *= 5; /* Since it's not just decoration */
969
970 case RING:
971 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
972 break;
973
974 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
975 SET_FLAG (op, FLAG_CURSED);
976
977 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
978
979 if (op->type != RING) /* Amulets have only one ability */
980 break;
981
982 if (!(rndm (4)))
983 {
984 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
985
986 if (d > 0)
987 op->value *= 3;
988
989 set_ring_bonus (op, d);
990
991 if (!(rndm (4)))
992 {
993 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
994
995 if (d > 0)
996 op->value *= 5;
997 set_ring_bonus (op, d);
998 }
999 }
1000
1001 if (GET_ANIM_ID (op))
1002 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1003
1004 break;
1005
1006 case BOOK:
1007 /* Is it an empty book?, if yes lets make a special·
1008 * msg for it, and tailor its properties based on the·
1009 * creator and/or map level we found it on.
1010 */
1011 if (!op->msg && rndm (10))
1012 {
1013 /* set the book level properly */
1014 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1015 {
1016 if (op->map && op->map->difficulty)
1017 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1018 else
1019 op->level = rndm (20) + 1;
1020 }
1021 else
1022 op->level = rndm (creator->level);
1023
1024 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1025 /* books w/ info are worth more! */
1026 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1027 /* creator related stuff */
1028
1029 /* for library, chained books. Note that some monsters have no_pick
1030 * set - we don't want to set no pick in that case.
1031 */
1032 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1033 SET_FLAG (op, FLAG_NO_PICK);
1034 if (creator->slaying && !op->slaying) /* for check_inv floors */
1035 op->slaying = creator->slaying;
1036
1037 /* add exp so reading it gives xp (once) */
1038 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1039 }
1040 break;
1041
1042 case SPELLBOOK:
1043 op->value = op->value * op->inv->value;
1044 /* add exp so learning gives xp */
1045 op->level = op->inv->level;
1046 op->stats.exp = op->value;
1047 break;
1048
1049 case WAND:
1050 /* nrof in the treasure list is number of charges,
1051 * not number of wands. So copy that into food (charges),
1052 * and reset nrof.
1053 */
1054 op->stats.food = op->inv->nrof;
1055 op->nrof = 1;
1056 /* If the spell changes by level, choose a random level
1057 * for it, and adjust price. If the spell doesn't
1058 * change by level, just set the wand to the level of
1059 * the spell, and value calculation is simpler.
1060 */
1061 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1062 {
1063 op->level = level_for_item (op, difficulty);
1064 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1065 }
1066 else
1067 {
1068 op->level = op->inv->level;
1069 op->value = op->value * op->inv->value;
1070 }
1071 break;
1072
1073 case ROD:
1074 op->level = level_for_item (op, difficulty);
1075 /* Add 50 to both level an divisor to keep prices a little more
1076 * reasonable. Otherwise, a high level version of a low level
1077 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1078 * 10 time multiplier). This way, the value are a bit more reasonable.
1079 */
1080 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1081 /* maxhp is used to denote how many 'charges' the rod holds before */
1082 if (op->stats.maxhp)
1083 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1084 else
1085 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1086
1087 op->stats.hp = op->stats.maxhp;
1088 break;
1089
1090 case SCROLL:
1091 op->level = level_for_item (op, difficulty);
1092 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1093
1094 /* add exp so reading them properly gives xp */
1095 op->stats.exp = op->value / 5;
1096 op->nrof = op->inv->nrof;
1097 break;
1098
1099 case RUNE:
1100 trap_adjust (op, difficulty);
1101 break;
1102
1103 case TRAP:
1104 trap_adjust (op, difficulty);
1105 break;
1106 } /* switch type */
1107
1108 if (flags & GT_STARTEQUIP)
1109 {
1110 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1111 SET_FLAG (op, FLAG_STARTEQUIP);
1112 else if (op->type != MONEY)
1113 op->value = 0;
1114 }
1115
1116 if (!(flags & GT_ENVIRONMENT))
1117 fix_flesh_item (op, creator);
1118 }
1119
1120 /*
1121 *
1122 *
1123 * CODE DEALING WITH ARTIFACTS STARTS HERE
1124 *
1125 *
1126 */
1127
1128 /*
1129 * Allocate and return the pointer to an empty artifactlist structure.
1130 */
1131 static artifactlist *
1132 get_empty_artifactlist (void)
1133 {
1134 return salloc0<artifactlist> ();
1135 }
1136
1137 /*
1138 * Allocate and return the pointer to an empty artifact structure.
1139 */
1140 static artifact *
1141 get_empty_artifact (void)
1142 {
1143 return salloc0<artifact> ();
1144 }
1145
1146 /*
1147 * Searches the artifact lists and returns one that has the same type
1148 * of objects on it.
1149 */
1150 artifactlist *
1151 find_artifactlist (int type)
1152 {
1153 for (artifactlist *al = first_artifactlist; al; al = al->next)
1154 if (al->type == type)
1155 return al;
1156
1157 return 0;
1158 }
1159
1160 /*
1161 * Builds up the lists of artifacts from the file in the libdir.
1162 */
1163 void
1164 init_artifacts (void)
1165 {
1166 static int has_been_inited = 0;
1167 char filename[MAX_BUF];
1168 artifact *art = NULL;
1169 artifactlist *al;
1170
1171 if (has_been_inited)
1172 return;
1173 else
1174 has_been_inited = 1;
1175
1176 sprintf (filename, "%s/artifacts", settings.datadir);
1177 object_thawer f (filename);
1178
1179 if (!f)
1180 return;
1181
1182 for (;;)
1183 {
1184 switch (f.kw)
1185 {
1186 case KW_allowed:
1187 if (!art)
1188 art = get_empty_artifact ();
1189
1190 {
1191 if (!strcmp (f.get_str (), "all"))
1192 break;
1193
1194 char *next, *cp = f.get_str ();
1195
1196 do
1197 {
1198 if ((next = strchr (cp, ',')))
1199 *next++ = '\0';
1200
1201 linked_char *tmp = new linked_char;
1202
1203 tmp->name = cp;
1204 tmp->next = art->allowed;
1205 art->allowed = tmp;
1206 }
1207 while ((cp = next));
1208 }
1209 break;
1210
1211 case KW_chance:
1212 f.get (art->chance);
1213 break;
1214
1215 case KW_difficulty:
1216 f.get (art->difficulty);
1217 break;
1218
1219 case KW_object:
1220 {
1221 art->item = object::create ();
1222 f.get (art->item->name);
1223 f.next ();
1224
1225 if (!art->item->parse_kv (f))
1226 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1227
1228 al = find_artifactlist (art->item->type);
1229
1230 if (!al)
1231 {
1232 al = get_empty_artifactlist ();
1233 al->type = art->item->type;
1234 al->next = first_artifactlist;
1235 first_artifactlist = al;
1236 }
1237
1238 art->next = al->items;
1239 al->items = art;
1240 art = 0;
1241 }
1242 continue;
1243
1244 case KW_EOF:
1245 goto done;
1246
1247 default:
1248 if (!f.parse_error ("artifacts file"))
1249 cleanup ("artifacts file required");
1250 break;
1251 }
1252
1253 f.next ();
1254 }
1255
1256 done:
1257 for (al = first_artifactlist; al; al = al->next)
1258 {
1259 al->total_chance = 0;
1260
1261 for (art = al->items; art; art = art->next)
1262 {
1263 if (!art->chance)
1264 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1265 else
1266 al->total_chance += art->chance;
1267 }
1268 #if 0
1269 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1270 #endif
1271 }
1272
1273 LOG (llevDebug, "done.\n");
1274 }
1275
1276 /*
1277 * Used in artifact generation. The bonuses of the first object
1278 * is modified by the bonuses of the second object.
1279 */
1280 void
1281 add_abilities (object *op, object *change)
1282 {
1283 int i, tmp;
1284
1285 if (change->face != blank_face)
1286 {
1287 #ifdef TREASURE_VERBOSE
1288 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1289 #endif
1290 op->face = change->face;
1291 }
1292
1293 for (i = 0; i < NUM_STATS; i++)
1294 change_attr_value (&(op->stats), i, change->stats.stat (i));
1295
1296 op->attacktype |= change->attacktype;
1297 op->path_attuned |= change->path_attuned;
1298 op->path_repelled |= change->path_repelled;
1299 op->path_denied |= change->path_denied;
1300 op->move_type |= change->move_type;
1301 op->stats.luck += change->stats.luck;
1302
1303 if (QUERY_FLAG (change, FLAG_CURSED))
1304 SET_FLAG (op, FLAG_CURSED);
1305 if (QUERY_FLAG (change, FLAG_DAMNED))
1306 SET_FLAG (op, FLAG_DAMNED);
1307 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1308 set_abs_magic (op, -op->magic);
1309
1310 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1311 SET_FLAG (op, FLAG_LIFESAVE);
1312 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1313 SET_FLAG (op, FLAG_REFL_SPELL);
1314 if (QUERY_FLAG (change, FLAG_STEALTH))
1315 SET_FLAG (op, FLAG_STEALTH);
1316 if (QUERY_FLAG (change, FLAG_XRAYS))
1317 SET_FLAG (op, FLAG_XRAYS);
1318 if (QUERY_FLAG (change, FLAG_BLIND))
1319 SET_FLAG (op, FLAG_BLIND);
1320 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1321 SET_FLAG (op, FLAG_SEE_IN_DARK);
1322 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1323 SET_FLAG (op, FLAG_REFL_MISSILE);
1324 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1325 SET_FLAG (op, FLAG_MAKE_INVIS);
1326
1327 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1328 {
1329 CLEAR_FLAG (op, FLAG_ANIMATE);
1330 /* so artifacts will join */
1331 if (!QUERY_FLAG (op, FLAG_ALIVE))
1332 op->speed = 0.0;
1333
1334 op->set_speed (op->speed);
1335 }
1336
1337 if (change->nrof)
1338 op->nrof = rndm (change->nrof) + 1;
1339
1340 op->stats.exp += change->stats.exp; /* Speed modifier */
1341 op->stats.wc += change->stats.wc;
1342 op->stats.ac += change->stats.ac;
1343
1344 if (change->other_arch)
1345 {
1346 /* Basically, for horns & potions, the other_arch field is the spell
1347 * to cast. So convert that to into a spell and put it into
1348 * this object.
1349 */
1350 if (op->type == HORN || op->type == POTION)
1351 {
1352 /* Remove any spells this object currently has in it */
1353 op->destroy_inv (false);
1354
1355 object *tmp = arch_to_object (change->other_arch);
1356 insert_ob_in_ob (tmp, op);
1357 }
1358 /* No harm setting this for potions/horns */
1359 op->other_arch = change->other_arch;
1360 }
1361
1362 if (change->stats.hp < 0)
1363 op->stats.hp = -change->stats.hp;
1364 else
1365 op->stats.hp += change->stats.hp;
1366
1367 if (change->stats.maxhp < 0)
1368 op->stats.maxhp = -change->stats.maxhp;
1369 else
1370 op->stats.maxhp += change->stats.maxhp;
1371
1372 if (change->stats.sp < 0)
1373 op->stats.sp = -change->stats.sp;
1374 else
1375 op->stats.sp += change->stats.sp;
1376
1377 if (change->stats.maxsp < 0)
1378 op->stats.maxsp = -change->stats.maxsp;
1379 else
1380 op->stats.maxsp += change->stats.maxsp;
1381
1382 if (change->stats.food < 0)
1383 op->stats.food = -(change->stats.food);
1384 else
1385 op->stats.food += change->stats.food;
1386
1387 if (change->level < 0)
1388 op->level = -(change->level);
1389 else
1390 op->level += change->level;
1391
1392 if (change->gen_sp_armour < 0)
1393 op->gen_sp_armour = -(change->gen_sp_armour);
1394 else
1395 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1396
1397 op->item_power = change->item_power;
1398
1399 for (i = 0; i < NROFATTACKS; i++)
1400 if (change->resist[i])
1401 op->resist[i] += change->resist[i];
1402
1403 if (change->stats.dam)
1404 {
1405 if (change->stats.dam < 0)
1406 op->stats.dam = (-change->stats.dam);
1407 else if (op->stats.dam)
1408 {
1409 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1410 if (tmp == op->stats.dam)
1411 {
1412 if (change->stats.dam < 10)
1413 op->stats.dam--;
1414 else
1415 op->stats.dam++;
1416 }
1417 else
1418 op->stats.dam = tmp;
1419 }
1420 }
1421
1422 if (change->weight)
1423 {
1424 if (change->weight < 0)
1425 op->weight = (-change->weight);
1426 else
1427 op->weight = (op->weight * (change->weight)) / 100;
1428 }
1429
1430 if (change->last_sp)
1431 {
1432 if (change->last_sp < 0)
1433 op->last_sp = (-change->last_sp);
1434 else
1435 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1436 }
1437
1438 if (change->gen_sp_armour)
1439 {
1440 if (change->gen_sp_armour < 0)
1441 op->gen_sp_armour = (-change->gen_sp_armour);
1442 else
1443 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1444 }
1445
1446 op->value *= change->value;
1447
1448 if (change->materials)
1449 op->materials = change->materials;
1450
1451 if (change->materialname)
1452 op->materialname = change->materialname;
1453
1454 if (change->slaying)
1455 op->slaying = change->slaying;
1456
1457 if (change->race)
1458 op->race = change->race;
1459
1460 if (change->msg)
1461 op->msg = change->msg;
1462 }
1463
1464 static int
1465 legal_artifact_combination (object *op, artifact *art)
1466 {
1467 int neg, success = 0;
1468 linked_char *tmp;
1469 const char *name;
1470
1471 if (!art->allowed)
1472 return 1; /* Ie, "all" */
1473
1474 for (tmp = art->allowed; tmp; tmp = tmp->next)
1475 {
1476 #ifdef TREASURE_VERBOSE
1477 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1478 #endif
1479 if (*tmp->name == '!')
1480 name = tmp->name + 1, neg = 1;
1481 else
1482 name = tmp->name, neg = 0;
1483
1484 /* If we match name, then return the opposite of 'neg' */
1485 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1486 return !neg;
1487
1488 /* Set success as true, since if the match was an inverse, it means
1489 * everything is allowed except what we match
1490 */
1491 else if (neg)
1492 success = 1;
1493 }
1494
1495 return success;
1496 }
1497
1498 /*
1499 * Fixes the given object, giving it the abilities and titles
1500 * it should have due to the second artifact-template.
1501 */
1502
1503 void
1504 give_artifact_abilities (object *op, object *artifct)
1505 {
1506 char new_name[MAX_BUF];
1507
1508 sprintf (new_name, "of %s", &artifct->name);
1509 op->title = new_name;
1510 add_abilities (op, artifct); /* Give out the bonuses */
1511
1512 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1513 {
1514 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1515
1516 SET_FLAG (op, FLAG_IDENTIFIED);
1517 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1518 if (!identified)
1519 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1520 }
1521 #endif
1522 return;
1523 }
1524
1525 /*
1526 * Decides randomly which artifact the object should be
1527 * turned into. Makes sure that the item can become that
1528 * artifact (means magic, difficulty, and Allowed fields properly).
1529 * Then calls give_artifact_abilities in order to actually create
1530 * the artifact.
1531 */
1532
1533 /* Give 1 re-roll attempt per artifact */
1534 #define ARTIFACT_TRIES 2
1535
1536 void
1537 generate_artifact (object *op, int difficulty)
1538 {
1539 artifactlist *al;
1540 artifact *art;
1541 int i;
1542
1543 al = find_artifactlist (op->type);
1544
1545 if (al == NULL)
1546 {
1547 #if 0 /* This is too verbose, usually */
1548 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1549 #endif
1550 return;
1551 }
1552
1553 for (i = 0; i < ARTIFACT_TRIES; i++)
1554 {
1555 int roll = rndm (al->total_chance);
1556
1557 for (art = al->items; art; art = art->next)
1558 {
1559 roll -= art->chance;
1560 if (roll < 0)
1561 break;
1562 }
1563
1564 if (art == NULL || roll >= 0)
1565 {
1566 #if 1
1567 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1568 #endif
1569 return;
1570 }
1571 if (!strcmp (art->item->name, "NONE"))
1572 return;
1573 if (FABS (op->magic) < art->item->magic)
1574 continue; /* Not magic enough to be this item */
1575
1576 /* Map difficulty not high enough */
1577 if (difficulty < art->difficulty)
1578 continue;
1579
1580 if (!legal_artifact_combination (op, art))
1581 {
1582 #ifdef TREASURE_VERBOSE
1583 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1584 #endif
1585 continue;
1586 }
1587
1588 give_artifact_abilities (op, art->item);
1589 return;
1590 }
1591 }
1592
1593 /* fix_flesh_item() - objects of type FLESH are similar to type
1594 * FOOD, except they inherit properties (name, food value, etc).
1595 * based on the original owner (or 'donor' if you like). -b.t.
1596 */
1597
1598 void
1599 fix_flesh_item (object *item, object *donor)
1600 {
1601 char tmpbuf[MAX_BUF];
1602 int i;
1603
1604 if (item->type == FLESH && donor)
1605 {
1606 /* change the name */
1607 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1608 item->name = tmpbuf;
1609 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1610 item->name_pl = tmpbuf;
1611
1612 /* weight is FLESH weight/100 * donor */
1613 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1614 item->weight = 1;
1615
1616 /* value is multiplied by level of donor */
1617 item->value *= isqrt (donor->level * 2);
1618
1619 /* food value */
1620 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1621
1622 /* flesh items inherit some abilities of donor, but not
1623 * full effect.
1624 */
1625 for (i = 0; i < NROFATTACKS; i++)
1626 item->resist[i] = donor->resist[i] / 2;
1627
1628 /* item inherits donor's level (important for quezals) */
1629 item->level = donor->level;
1630
1631 /* if donor has some attacktypes, the flesh is poisonous */
1632 if (donor->attacktype & AT_POISON)
1633 item->type = POISON;
1634
1635 if (donor->attacktype & AT_ACID)
1636 item->stats.hp = -1 * item->stats.food;
1637
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 ();
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 }