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Revision: 1.86
Committed: Mon Oct 12 14:00:57 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_81
Changes since 1.85: +7 -6 lines
Log Message:
clarify license

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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default
28 * left on
29 */
30 #define TREASURE_DEBUG
31
32 /* TREASURE_VERBOSE enables copious output concerning artifact generation */
33
34 //#define TREASURE_VERBOSE
35
36 #include <global.h>
37 #include <treasure.h>
38 #include <loader.h>
39
40 extern char *spell_mapping[];
41
42 static treasurelist *first_treasurelist;
43
44 static void change_treasure (treasure *t, object *op); /* overrule default values */
45
46 typedef std::tr1::unordered_map<
47 const char *,
48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >
52 > 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 (!creator->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
448 return tmp;
449 }
450
451 /*
452 * This is a new way of calculating the chance for an item to have
453 * a specific magical bonus.
454 * The array has two arguments, the difficulty of the level, and the
455 * magical bonus "wanted".
456 */
457
458 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
459 // chance of magic difficulty
460 // +0 +1 +2 +3 +4
461 {95, 2, 2, 1, 0}, // 1
462 {92, 5, 2, 1, 0}, // 2
463 {85, 10, 4, 1, 0}, // 3
464 {80, 14, 4, 2, 0}, // 4
465 {75, 17, 5, 2, 1}, // 5
466 {70, 18, 8, 3, 1}, // 6
467 {65, 21, 10, 3, 1}, // 7
468 {60, 22, 12, 4, 2}, // 8
469 {55, 25, 14, 4, 2}, // 9
470 {50, 27, 16, 5, 2}, // 10
471 {45, 28, 18, 6, 3}, // 11
472 {42, 28, 20, 7, 3}, // 12
473 {40, 27, 21, 8, 4}, // 13
474 {38, 25, 22, 10, 5}, // 14
475 {36, 23, 23, 12, 6}, // 15
476 {33, 21, 24, 14, 8}, // 16
477 {31, 19, 25, 16, 9}, // 17
478 {27, 15, 30, 18, 10}, // 18
479 {20, 12, 30, 25, 13}, // 19
480 {15, 10, 28, 30, 17}, // 20
481 {13, 9, 27, 28, 23}, // 21
482 {10, 8, 25, 28, 29}, // 22
483 { 8, 7, 23, 26, 36}, // 23
484 { 6, 6, 20, 22, 46}, // 24
485 { 4, 5, 17, 18, 56}, // 25
486 { 2, 4, 12, 14, 68}, // 26
487 { 0, 3, 7, 10, 80}, // 27
488 { 0, 0, 3, 7, 90}, // 28
489 { 0, 0, 0, 3, 97}, // 29
490 { 0, 0, 0, 0, 100}, // 30
491 { 0, 0, 0, 0, 100}, // 31
492 };
493
494 /* calculate the appropriate level for wands staves and scrolls.
495 * This code presumes that op has had its spell object created (in op->inv)
496 *
497 * elmex Wed Aug 9 17:44:59 CEST 2006:
498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
499 */
500 int
501 level_for_item (const object *op, int difficulty)
502 {
503 if (!op->inv)
504 {
505 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
506 return 0;
507 }
508
509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
510
511 if (olevel <= 0)
512 olevel = rndm (1, op->inv->level);
513
514 return min (olevel, MAXLEVEL);
515 }
516
517 /*
518 * Based upon the specified difficulty and upon the difftomagic_list array,
519 * a random magical bonus is returned. This is used when determine
520 * the magical bonus created on specific maps.
521 *
522 * elmex Thu Aug 10 18:45:44 CEST 2006:
523 * Scaling difficulty by max_level, as difficulty is a level and not some
524 * weird integer between 1-31.
525 *
526 */
527 int
528 magic_from_difficulty (int difficulty)
529 {
530 int percent = 0, magic = 0;
531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
532
533 scaled_diff--;
534
535 if (scaled_diff < 0)
536 scaled_diff = 0;
537
538 if (scaled_diff >= DIFFLEVELS)
539 scaled_diff = DIFFLEVELS - 1;
540
541 percent = rndm (100);
542
543 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
544 {
545 percent -= difftomagic_list[scaled_diff][magic];
546
547 if (percent < 0)
548 break;
549 }
550
551 if (magic == (MAXMAGIC + 1))
552 {
553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
554 magic = 0;
555 }
556
557 magic = (rndm (3)) ? magic : -magic;
558 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
559
560 return magic;
561 }
562
563 /*
564 * Sets magical bonus in an object, and recalculates the effect on
565 * the armour variable, and the effect on speed of armour.
566 * This function doesn't work properly, should add use of archetypes
567 * to make it truly absolute.
568 */
569
570 void
571 set_abs_magic (object *op, int magic)
572 {
573 if (!magic)
574 return;
575
576 op->magic = magic;
577 if (op->arch)
578 {
579 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
581
582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
583 magic = (-magic);
584
585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
586 }
587 else
588 {
589 if (op->type == ARMOUR)
590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
593 magic = (-magic);
594
595 op->weight = (op->weight * (100 - magic * 10)) / 100;
596 }
597 }
598
599 /*
600 * Sets a random magical bonus in the given object based upon
601 * the given difficulty, and the given max possible bonus.
602 */
603
604 static void
605 set_magic (int difficulty, object *op, int max_magic, int flags)
606 {
607 int i;
608
609 i = magic_from_difficulty (difficulty);
610 if ((flags & GT_ONLY_GOOD) && i < 0)
611 i = -i;
612 if (i > max_magic)
613 i = max_magic;
614 set_abs_magic (op, i);
615 if (i < 0)
616 SET_FLAG (op, FLAG_CURSED);
617 }
618
619 /*
620 * Randomly adds one magical ability to the given object.
621 * Modified for Partial Resistance in many ways:
622 * 1) Since rings can have multiple bonuses, if the same bonus
623 * is rolled again, increase it - the bonuses now stack with
624 * other bonuses previously rolled and ones the item might natively have.
625 * 2) Add code to deal with new PR method.
626 */
627 void
628 set_ring_bonus (object *op, int bonus)
629 {
630
631 int r = rndm (bonus > 0 ? 25 : 11);
632
633 if (op->type == AMULET)
634 {
635 if (!(rndm (21)))
636 r = 20 + rndm (2);
637 else
638 {
639 if (rndm (2))
640 r = 10;
641 else
642 r = 11 + rndm (9);
643 }
644 }
645
646 switch (r)
647 {
648 /* Redone by MSW 2000-11-26 to have much less code. Also,
649 * bonuses and penalties will stack and add to existing values.
650 * of the item.
651 */
652 case 0:
653 case 1:
654 case 2:
655 case 3:
656 case 4:
657 case 5:
658 case 6:
659 op->stats.stat (r) += bonus;
660 break;
661
662 case 7:
663 op->stats.dam += bonus;
664 break;
665
666 case 8:
667 op->stats.wc += bonus;
668 break;
669
670 case 9:
671 op->stats.food += bonus; /* hunger/sustenance */
672 break;
673
674 case 10:
675 op->stats.ac += bonus;
676 break;
677
678 /* Item that gives protections/vulnerabilities */
679 case 11:
680 case 12:
681 case 13:
682 case 14:
683 case 15:
684 case 16:
685 case 17:
686 case 18:
687 case 19:
688 {
689 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
690
691 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
692 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
693
694 /* Cursed items need to have higher negative values to equal out with
695 * positive values for how protections work out. Put another
696 * little random element in since that they don't always end up with
697 * even values.
698 */
699 if (bonus < 0)
700 val = 2 * -val - rndm (b);
701 if (val > 35)
702 val = 35; /* Upper limit */
703 b = 0;
704
705 while (op->resist[resist_table[resist]] != 0 && b < 4)
706 resist = rndm (num_resist_table);
707
708 if (b == 4)
709 return; /* Not able to find a free resistance */
710
711 op->resist[resist_table[resist]] = val;
712 /* We should probably do something more clever here to adjust value
713 * based on how good a resistance we gave.
714 */
715 break;
716 }
717 case 20:
718 if (op->type == AMULET)
719 {
720 SET_FLAG (op, FLAG_REFL_SPELL);
721 op->value *= 11;
722 }
723 else
724 {
725 op->stats.hp = 1; /* regenerate hit points */
726 op->value *= 4;
727 }
728 break;
729
730 case 21:
731 if (op->type == AMULET)
732 {
733 SET_FLAG (op, FLAG_REFL_MISSILE);
734 op->value *= 9;
735 }
736 else
737 {
738 op->stats.sp = 1; /* regenerate spell points */
739 op->value *= 3;
740 }
741 break;
742
743 case 22:
744 op->stats.exp += bonus; /* Speed! */
745 op->value = (op->value * 2) / 3;
746 break;
747 }
748
749 if (bonus > 0)
750 op->value *= 2 * bonus;
751 else
752 op->value = -(op->value * 2 * bonus) / 3;
753 }
754
755 /*
756 * get_magic(diff) will return a random number between 0 and 4.
757 * diff can be any value above 2. The higher the diff-variable, the
758 * higher is the chance of returning a low number.
759 * It is only used in fix_generated_treasure() to set bonuses on
760 * rings and amulets.
761 * Another scheme is used to calculate the magic of weapons and armours.
762 */
763 int
764 get_magic (int diff)
765 {
766 int i;
767
768 if (diff < 3)
769 diff = 3;
770
771 for (i = 0; i < 4; i++)
772 if (rndm (diff))
773 return i;
774
775 return 4;
776 }
777
778 #define DICE2 (get_magic(2)==2?2:1)
779 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
780
781 /*
782 * fix_generated_item(): This is called after an item is generated, in
783 * order to set it up right. This produced magical bonuses, puts spells
784 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
785 */
786
787 /* 4/28/96 added creator object from which op may now inherit properties based on
788 * op->type. Right now, which stuff the creator passes on is object type
789 * dependant. I know this is a spagetti manuever, but is there a cleaner
790 * way to do this? b.t. */
791
792 /*
793 * ! (flags & GT_ENVIRONMENT):
794 * Automatically calls fix_flesh_item().
795 *
796 * flags:
797 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
798 * value.
799 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
800 * a working object - don't change magic, value, etc, but set it material
801 * type as appropriate, for objects that need spell objects, set those, etc
802 */
803 void
804 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
805 {
806 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
807
808 if (!creator || creator->type == op->type)
809 creator = op; /*safety & to prevent polymorphed objects giving attributes */
810
811 /* If we make an artifact, this information will be destroyed */
812 save_item_power = op->item_power;
813 op->item_power = 0;
814
815 if (op->randomitems && op->type != SPELL)
816 {
817 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
818 /* So the treasure doesn't get created again */
819 op->randomitems = 0;
820 }
821
822 if (difficulty < 1)
823 difficulty = 1;
824
825 if (INVOKE_OBJECT (ADD_BONUS, op,
826 ARG_OBJECT (creator != op ? creator : 0),
827 ARG_INT (difficulty), ARG_INT (max_magic),
828 ARG_INT (flags)))
829 return;
830
831 if (!(flags & GT_MINIMAL))
832 {
833 if (IS_ARCH (op->arch, crown))
834 {
835 set_magic (difficulty, op, max_magic, flags);
836 num_enchantments = calc_item_power (op, 1);
837 generate_artifact (op, difficulty);
838 }
839 else
840 {
841 if (!op->magic && max_magic)
842 set_magic (difficulty, op, max_magic, flags);
843
844 num_enchantments = calc_item_power (op, 1);
845
846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
847 || op->type == HORN
848 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
849 generate_artifact (op, difficulty);
850 }
851
852 /* Object was made an artifact. Calculate its item_power rating.
853 * the item_power in the object is what the artfiact adds.
854 */
855 if (op->title)
856 {
857 /* if save_item_power is set, then most likely we started with an
858 * artifact and have added new abilities to it - this is rare, but
859 * but I have seen things like 'strange rings of fire'. So just figure
860 * out the power from the base power plus what this one adds. Note
861 * that since item_power is not quite linear, this actually ends up
862 * being somewhat of a bonus
863 */
864 if (save_item_power)
865 op->item_power = save_item_power + get_power_from_ench (op->item_power);
866 else
867 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
868 }
869 else if (save_item_power)
870 {
871 /* restore the item_power field to the object if we haven't changed it.
872 * we don't care about num_enchantments - that will basically just
873 * have calculated some value from the base attributes of the archetype.
874 */
875 op->item_power = save_item_power;
876 }
877 else
878 {
879 /* item_power was zero. This is suspicious, as it may be because it
880 * was never previously calculated. Let's compute a value and see if
881 * it is non-zero. If it indeed is, then assign it as the new
882 * item_power value.
883 * - gros, 21th of July 2006.
884 */
885 op->item_power = calc_item_power (op, 0);
886 save_item_power = op->item_power; /* Just in case it would get used
887 * again below */
888 }
889 }
890
891 /* materialtype modifications. Note we allow this on artifacts. */
892 set_materialname (op, difficulty, NULL);
893
894 if (flags & GT_MINIMAL)
895 {
896 if (op->type == POTION)
897 /* Handle healing and magic power potions */
898 if (op->stats.sp && !op->randomitems)
899 {
900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
901 insert_ob_in_ob (tmp, op);
902 op->stats.sp = 0;
903 }
904 }
905 else if (!op->title) /* Only modify object if not special */
906 switch (op->type)
907 {
908 case WEAPON:
909 case ARMOUR:
910 case SHIELD:
911 case HELMET:
912 case CLOAK:
913 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
914 set_ring_bonus (op, -DICE2);
915 break;
916
917 case BRACERS:
918 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
919 {
920 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
921 if (!QUERY_FLAG (op, FLAG_CURSED))
922 op->value *= 3;
923 }
924 break;
925
926 case POTION:
927 {
928 int too_many_tries = 0, is_special = 0;
929
930 /* Handle healing and magic power potions */
931 if (op->stats.sp && !op->randomitems)
932 {
933 object *tmp;
934
935 tmp = get_archetype (spell_mapping[op->stats.sp]);
936 insert_ob_in_ob (tmp, op);
937 op->stats.sp = 0;
938 }
939
940 while (!(is_special = special_potion (op)) && !op->inv)
941 {
942 generate_artifact (op, difficulty);
943 if (too_many_tries++ > 10)
944 break;
945 }
946
947 /* don't want to change value for healing/magic power potions,
948 * since the value set on those is already correct.
949 */
950 if (op->inv && op->randomitems)
951 {
952 /* value multiplier is same as for scrolls */
953 op->value = (op->value * op->inv->value);
954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 }
956 else
957 {
958 op->name = "potion";
959 op->name_pl = "potions";
960 }
961
962 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 SET_FLAG (op, FLAG_CURSED);
964 break;
965 }
966
967 case AMULET:
968 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */
970
971 case RING:
972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
973 break;
974
975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
976 SET_FLAG (op, FLAG_CURSED);
977
978 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
979
980 if (op->type != RING) /* Amulets have only one ability */
981 break;
982
983 if (!(rndm (4)))
984 {
985 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
986
987 if (d > 0)
988 op->value *= 3;
989
990 set_ring_bonus (op, d);
991
992 if (!(rndm (4)))
993 {
994 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
995
996 if (d > 0)
997 op->value *= 5;
998 set_ring_bonus (op, d);
999 }
1000 }
1001
1002 if (op->animation_id)
1003 op->set_anim_frame (rndm (op->anim_frames ()));
1004
1005 break;
1006
1007 case BOOK:
1008 /* Is it an empty book?, if yes lets make a special·
1009 * msg for it, and tailor its properties based on the·
1010 * creator and/or map level we found it on.
1011 */
1012 if (!op->msg && rndm (10))
1013 {
1014 /* set the book level properly */
1015 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1016 {
1017 if (op->map && op->map->difficulty)
1018 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1019 else
1020 op->level = rndm (20) + 1;
1021 }
1022 else
1023 op->level = rndm (creator->level);
1024
1025 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1026 /* books w/ info are worth more! */
1027 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1028 /* creator related stuff */
1029
1030 /* for library, chained books. Note that some monsters have no_pick
1031 * set - we don't want to set no pick in that case.
1032 */
1033 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1034 SET_FLAG (op, FLAG_NO_PICK);
1035 if (creator->slaying && !op->slaying) /* for check_inv floors */
1036 op->slaying = creator->slaying;
1037
1038 /* add exp so reading it gives xp (once) */
1039 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1040 }
1041 break;
1042
1043 case SPELLBOOK:
1044 op->value = op->value * op->inv->value;
1045 /* add exp so learning gives xp */
1046 op->level = op->inv->level;
1047 op->stats.exp = op->value;
1048 break;
1049
1050 case WAND:
1051 /* nrof in the treasure list is number of charges,
1052 * not number of wands. So copy that into food (charges),
1053 * and reset nrof.
1054 */
1055 op->stats.food = op->inv->nrof;
1056 op->nrof = 1;
1057 /* If the spell changes by level, choose a random level
1058 * for it, and adjust price. If the spell doesn't
1059 * change by level, just set the wand to the level of
1060 * the spell, and value calculation is simpler.
1061 */
1062 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1063 {
1064 op->level = level_for_item (op, difficulty);
1065 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1066 }
1067 else
1068 {
1069 op->level = op->inv->level;
1070 op->value = op->value * op->inv->value;
1071 }
1072 break;
1073
1074 case ROD:
1075 op->level = level_for_item (op, difficulty);
1076 /* Add 50 to both level an divisor to keep prices a little more
1077 * reasonable. Otherwise, a high level version of a low level
1078 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1079 * 10 time multiplier). This way, the value are a bit more reasonable.
1080 */
1081 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1082 /* maxhp is used to denote how many 'charges' the rod holds before */
1083 if (op->stats.maxhp)
1084 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1085 else
1086 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1087
1088 op->stats.hp = op->stats.maxhp;
1089 break;
1090
1091 case SCROLL:
1092 op->level = level_for_item (op, difficulty);
1093 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1094
1095 /* add exp so reading them properly gives xp */
1096 op->stats.exp = op->value / 5;
1097 op->nrof = op->inv->nrof;
1098 break;
1099
1100 case RUNE:
1101 trap_adjust (op, difficulty);
1102 break;
1103
1104 case TRAP:
1105 trap_adjust (op, difficulty);
1106 break;
1107 } /* switch type */
1108
1109 if (flags & GT_STARTEQUIP)
1110 {
1111 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1112 SET_FLAG (op, FLAG_STARTEQUIP);
1113 else if (op->type != MONEY)
1114 op->value = 0;
1115 }
1116
1117 if (!(flags & GT_ENVIRONMENT))
1118 fix_flesh_item (op, creator);
1119 }
1120
1121 /*
1122 *
1123 *
1124 * CODE DEALING WITH ARTIFACTS STARTS HERE
1125 *
1126 *
1127 */
1128
1129 /*
1130 * Allocate and return the pointer to an empty artifactlist structure.
1131 */
1132 static artifactlist *
1133 get_empty_artifactlist (void)
1134 {
1135 return salloc0<artifactlist> ();
1136 }
1137
1138 /*
1139 * Allocate and return the pointer to an empty artifact structure.
1140 */
1141 static artifact *
1142 get_empty_artifact (void)
1143 {
1144 return salloc0<artifact> ();
1145 }
1146
1147 /*
1148 * Searches the artifact lists and returns one that has the same type
1149 * of objects on it.
1150 */
1151 artifactlist *
1152 find_artifactlist (int type)
1153 {
1154 for (artifactlist *al = first_artifactlist; al; al = al->next)
1155 if (al->type == type)
1156 return al;
1157
1158 return 0;
1159 }
1160
1161 /*
1162 * Builds up the lists of artifacts from the file in the libdir.
1163 */
1164 void
1165 init_artifacts (void)
1166 {
1167 static int has_been_inited = 0;
1168 char filename[MAX_BUF];
1169 artifact *art = NULL;
1170 artifactlist *al;
1171
1172 if (has_been_inited)
1173 return;
1174 else
1175 has_been_inited = 1;
1176
1177 sprintf (filename, "%s/artifacts", settings.datadir);
1178 object_thawer f (filename);
1179
1180 if (!f)
1181 return;
1182
1183 for (;;)
1184 {
1185 switch (f.kw)
1186 {
1187 case KW_allowed:
1188 if (!art)
1189 art = get_empty_artifact ();
1190
1191 {
1192 if (!strcmp (f.get_str (), "all"))
1193 break;
1194
1195 char *next, *cp = f.get_str ();
1196
1197 do
1198 {
1199 if ((next = strchr (cp, ',')))
1200 *next++ = '\0';
1201
1202 linked_char *tmp = new linked_char;
1203
1204 tmp->name = cp;
1205 tmp->next = art->allowed;
1206 art->allowed = tmp;
1207 }
1208 while ((cp = next));
1209 }
1210 break;
1211
1212 case KW_chance:
1213 f.get (art->chance);
1214 break;
1215
1216 case KW_difficulty:
1217 f.get (art->difficulty);
1218 break;
1219
1220 case KW_object:
1221 {
1222 art->item = object::create ();
1223 f.get (art->item->name);
1224 f.next ();
1225
1226 if (!art->item->parse_kv (f))
1227 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1228
1229 al = find_artifactlist (art->item->type);
1230
1231 if (!al)
1232 {
1233 al = get_empty_artifactlist ();
1234 al->type = art->item->type;
1235 al->next = first_artifactlist;
1236 first_artifactlist = al;
1237 }
1238
1239 art->next = al->items;
1240 al->items = art;
1241 art = 0;
1242 }
1243 continue;
1244
1245 case KW_EOF:
1246 goto done;
1247
1248 default:
1249 if (!f.parse_error ("artifacts file"))
1250 cleanup ("artifacts file required");
1251 break;
1252 }
1253
1254 f.next ();
1255 }
1256
1257 done:
1258 for (al = first_artifactlist; al; al = al->next)
1259 {
1260 al->total_chance = 0;
1261
1262 for (art = al->items; art; art = art->next)
1263 {
1264 if (!art->chance)
1265 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1266 else
1267 al->total_chance += art->chance;
1268 }
1269 #if 0
1270 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1271 #endif
1272 }
1273
1274 LOG (llevDebug, "done.\n");
1275 }
1276
1277 /*
1278 * Used in artifact generation. The bonuses of the first object
1279 * is modified by the bonuses of the second object.
1280 */
1281 void
1282 add_abilities (object *op, object *change)
1283 {
1284 int i, tmp;
1285
1286 if (change->face != blank_face)
1287 {
1288 #ifdef TREASURE_VERBOSE
1289 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1290 #endif
1291 op->face = change->face;
1292 }
1293
1294 for (i = 0; i < NUM_STATS; i++)
1295 change_attr_value (&(op->stats), i, change->stats.stat (i));
1296
1297 op->attacktype |= change->attacktype;
1298 op->path_attuned |= change->path_attuned;
1299 op->path_repelled |= change->path_repelled;
1300 op->path_denied |= change->path_denied;
1301 op->move_type |= change->move_type;
1302 op->stats.luck += change->stats.luck;
1303
1304 if (QUERY_FLAG (change, FLAG_CURSED))
1305 SET_FLAG (op, FLAG_CURSED);
1306 if (QUERY_FLAG (change, FLAG_DAMNED))
1307 SET_FLAG (op, FLAG_DAMNED);
1308 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1309 set_abs_magic (op, -op->magic);
1310
1311 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1312 SET_FLAG (op, FLAG_LIFESAVE);
1313 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1314 SET_FLAG (op, FLAG_REFL_SPELL);
1315 if (QUERY_FLAG (change, FLAG_STEALTH))
1316 SET_FLAG (op, FLAG_STEALTH);
1317 if (QUERY_FLAG (change, FLAG_XRAYS))
1318 SET_FLAG (op, FLAG_XRAYS);
1319 if (QUERY_FLAG (change, FLAG_BLIND))
1320 SET_FLAG (op, FLAG_BLIND);
1321 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1322 SET_FLAG (op, FLAG_SEE_IN_DARK);
1323 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1324 SET_FLAG (op, FLAG_REFL_MISSILE);
1325 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1326 SET_FLAG (op, FLAG_MAKE_INVIS);
1327
1328 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1329 {
1330 CLEAR_FLAG (op, FLAG_ANIMATE);
1331 /* so artifacts will join */
1332 if (!QUERY_FLAG (op, FLAG_ALIVE))
1333 op->speed = 0.0;
1334
1335 op->set_speed (op->speed);
1336 }
1337
1338 if (change->nrof)
1339 op->nrof = rndm (change->nrof) + 1;
1340
1341 op->stats.exp += change->stats.exp; /* Speed modifier */
1342 op->stats.wc += change->stats.wc;
1343 op->stats.ac += change->stats.ac;
1344
1345 if (change->other_arch)
1346 {
1347 /* Basically, for horns & potions, the other_arch field is the spell
1348 * to cast. So convert that to into a spell and put it into
1349 * this object.
1350 */
1351 if (op->type == HORN || op->type == POTION)
1352 {
1353 /* Remove any spells this object currently has in it */
1354 op->destroy_inv (false);
1355
1356 object *tmp = arch_to_object (change->other_arch);
1357 insert_ob_in_ob (tmp, op);
1358 }
1359 /* No harm setting this for potions/horns */
1360 op->other_arch = change->other_arch;
1361 }
1362
1363 if (change->stats.hp < 0)
1364 op->stats.hp = -change->stats.hp;
1365 else
1366 op->stats.hp += change->stats.hp;
1367
1368 if (change->stats.maxhp < 0)
1369 op->stats.maxhp = -change->stats.maxhp;
1370 else
1371 op->stats.maxhp += change->stats.maxhp;
1372
1373 if (change->stats.sp < 0)
1374 op->stats.sp = -change->stats.sp;
1375 else
1376 op->stats.sp += change->stats.sp;
1377
1378 if (change->stats.maxsp < 0)
1379 op->stats.maxsp = -change->stats.maxsp;
1380 else
1381 op->stats.maxsp += change->stats.maxsp;
1382
1383 if (change->stats.food < 0)
1384 op->stats.food = -(change->stats.food);
1385 else
1386 op->stats.food += change->stats.food;
1387
1388 if (change->level < 0)
1389 op->level = -(change->level);
1390 else
1391 op->level += change->level;
1392
1393 if (change->gen_sp_armour < 0)
1394 op->gen_sp_armour = -(change->gen_sp_armour);
1395 else
1396 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1397
1398 op->item_power = change->item_power;
1399
1400 for (i = 0; i < NROFATTACKS; i++)
1401 if (change->resist[i])
1402 op->resist[i] += change->resist[i];
1403
1404 if (change->stats.dam)
1405 {
1406 if (change->stats.dam < 0)
1407 op->stats.dam = (-change->stats.dam);
1408 else if (op->stats.dam)
1409 {
1410 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1411 if (tmp == op->stats.dam)
1412 {
1413 if (change->stats.dam < 10)
1414 op->stats.dam--;
1415 else
1416 op->stats.dam++;
1417 }
1418 else
1419 op->stats.dam = tmp;
1420 }
1421 }
1422
1423 if (change->weight)
1424 {
1425 if (change->weight < 0)
1426 op->weight = (-change->weight);
1427 else
1428 op->weight = (op->weight * (change->weight)) / 100;
1429 }
1430
1431 if (change->last_sp)
1432 {
1433 if (change->last_sp < 0)
1434 op->last_sp = (-change->last_sp);
1435 else
1436 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1437 }
1438
1439 if (change->gen_sp_armour)
1440 {
1441 if (change->gen_sp_armour < 0)
1442 op->gen_sp_armour = (-change->gen_sp_armour);
1443 else
1444 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1445 }
1446
1447 op->value *= change->value;
1448
1449 if (change->materials)
1450 op->materials = change->materials;
1451
1452 if (change->materialname)
1453 op->materialname = change->materialname;
1454
1455 if (change->slaying)
1456 op->slaying = change->slaying;
1457
1458 if (change->race)
1459 op->race = change->race;
1460
1461 if (change->msg)
1462 op->msg = change->msg;
1463 }
1464
1465 static int
1466 legal_artifact_combination (object *op, artifact *art)
1467 {
1468 int neg, success = 0;
1469 linked_char *tmp;
1470 const char *name;
1471
1472 if (!art->allowed)
1473 return 1; /* Ie, "all" */
1474
1475 for (tmp = art->allowed; tmp; tmp = tmp->next)
1476 {
1477 #ifdef TREASURE_VERBOSE
1478 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1479 #endif
1480 if (*tmp->name == '!')
1481 name = tmp->name + 1, neg = 1;
1482 else
1483 name = tmp->name, neg = 0;
1484
1485 /* If we match name, then return the opposite of 'neg' */
1486 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1487 return !neg;
1488
1489 /* Set success as true, since if the match was an inverse, it means
1490 * everything is allowed except what we match
1491 */
1492 else if (neg)
1493 success = 1;
1494 }
1495
1496 return success;
1497 }
1498
1499 /*
1500 * Fixes the given object, giving it the abilities and titles
1501 * it should have due to the second artifact-template.
1502 */
1503
1504 void
1505 give_artifact_abilities (object *op, object *artifct)
1506 {
1507 char new_name[MAX_BUF];
1508
1509 sprintf (new_name, "of %s", &artifct->name);
1510 op->title = new_name;
1511 add_abilities (op, artifct); /* Give out the bonuses */
1512
1513 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1514 {
1515 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1516
1517 SET_FLAG (op, FLAG_IDENTIFIED);
1518 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1519 if (!identified)
1520 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1521 }
1522 #endif
1523 return;
1524 }
1525
1526 /*
1527 * Decides randomly which artifact the object should be
1528 * turned into. Makes sure that the item can become that
1529 * artifact (means magic, difficulty, and Allowed fields properly).
1530 * Then calls give_artifact_abilities in order to actually create
1531 * the artifact.
1532 */
1533
1534 /* Give 1 re-roll attempt per artifact */
1535 #define ARTIFACT_TRIES 2
1536
1537 void
1538 generate_artifact (object *op, int difficulty)
1539 {
1540 artifactlist *al;
1541 artifact *art;
1542 int i;
1543
1544 al = find_artifactlist (op->type);
1545
1546 if (al == NULL)
1547 {
1548 #if 0 /* This is too verbose, usually */
1549 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1550 #endif
1551 return;
1552 }
1553
1554 for (i = 0; i < ARTIFACT_TRIES; i++)
1555 {
1556 int roll = rndm (al->total_chance);
1557
1558 for (art = al->items; art; art = art->next)
1559 {
1560 roll -= art->chance;
1561 if (roll < 0)
1562 break;
1563 }
1564
1565 if (art == NULL || roll >= 0)
1566 {
1567 #if 1
1568 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1569 #endif
1570 return;
1571 }
1572
1573 if (art->item->name == shstr_NONE)
1574 return;
1575
1576 if (fabs (op->magic) < art->item->magic)
1577 continue; /* Not magic enough to be this item */
1578
1579 /* Map difficulty not high enough */
1580 if (difficulty < art->difficulty)
1581 continue;
1582
1583 if (!legal_artifact_combination (op, art))
1584 {
1585 #ifdef TREASURE_VERBOSE
1586 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1587 #endif
1588 continue;
1589 }
1590
1591 give_artifact_abilities (op, art->item);
1592 return;
1593 }
1594 }
1595
1596 /* fix_flesh_item() - objects of type FLESH are similar to type
1597 * FOOD, except they inherit properties (name, food value, etc).
1598 * based on the original owner (or 'donor' if you like). -b.t.
1599 */
1600
1601 void
1602 fix_flesh_item (object *item, object *donor)
1603 {
1604 char tmpbuf[MAX_BUF];
1605 int i;
1606
1607 if (item->type == FLESH && donor)
1608 {
1609 /* change the name */
1610 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1611 item->name = tmpbuf;
1612 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1613 item->name_pl = tmpbuf;
1614
1615 /* weight is FLESH weight/100 * donor */
1616 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1617 item->weight = 1;
1618
1619 /* value is multiplied by level of donor */
1620 item->value *= isqrt (donor->level * 2);
1621
1622 /* food value */
1623 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1624
1625 /* flesh items inherit some abilities of donor, but not
1626 * full effect.
1627 */
1628 for (i = 0; i < NROFATTACKS; i++)
1629 item->resist[i] = donor->resist[i] / 2;
1630
1631 /* item inherits donor's level (important for quezals) */
1632 item->level = donor->level;
1633
1634 /* if donor has some attacktypes, the flesh is poisonous */
1635 if (donor->attacktype & AT_POISON)
1636 item->type = POISON;
1637
1638 if (donor->attacktype & AT_ACID)
1639 item->stats.hp = -1 * item->stats.food;
1640
1641 SET_FLAG (item, FLAG_NO_STEAL);
1642 }
1643 }
1644
1645 /* special_potion() - so that old potion code is still done right. */
1646 int
1647 special_potion (object *op)
1648 {
1649 if (op->attacktype)
1650 return 1;
1651
1652 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1653 return 1;
1654
1655 for (int i = 0; i < NROFATTACKS; i++)
1656 if (op->resist[i])
1657 return 1;
1658
1659 return 0;
1660 }
1661
1662 void
1663 free_treasurestruct (treasure *t)
1664 {
1665 if (t->next) free_treasurestruct (t->next);
1666 if (t->next_yes) free_treasurestruct (t->next_yes);
1667 if (t->next_no) free_treasurestruct (t->next_no);
1668
1669 delete t;
1670 }
1671
1672 void
1673 free_charlinks (linked_char *lc)
1674 {
1675 if (lc->next)
1676 free_charlinks (lc->next);
1677
1678 delete lc;
1679 }
1680
1681 void
1682 free_artifact (artifact *at)
1683 {
1684 if (at->next) free_artifact (at->next);
1685 if (at->allowed) free_charlinks (at->allowed);
1686
1687 at->item->destroy ();
1688
1689 sfree (at);
1690 }
1691
1692 void
1693 free_artifactlist (artifactlist *al)
1694 {
1695 artifactlist *nextal;
1696
1697 for (al = first_artifactlist; al; al = nextal)
1698 {
1699 nextal = al->next;
1700
1701 if (al->items)
1702 free_artifact (al->items);
1703
1704 sfree (al);
1705 }
1706 }
1707
1708 void
1709 free_all_treasures (void)
1710 {
1711 treasurelist *tl, *next;
1712
1713 for (tl = first_treasurelist; tl; tl = next)
1714 {
1715 clear (tl);
1716
1717 next = tl->next;
1718 delete tl;
1719 }
1720
1721 free_artifactlist (first_artifactlist);
1722 }