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Revision: 1.92
Committed: Sat Nov 7 18:30:05 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.91: +2 -2 lines
Log Message:
lots of cleanups

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 //TODO: class method
57 static void free_treasurestruct (treasure *t); // bleh desu
58 static void
59 clear (treasurelist *tl)
60 {
61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
66
67 tl->total_chance = 0;
68 }
69
70 /*
71 * Searches for the given treasurelist
72 */
73 treasurelist *
74 treasurelist::find (const char *name)
75 {
76 if (!name)
77 return 0;
78
79 auto (i, tl_map.find (name));
80
81 if (i == tl_map.end ())
82 return 0;
83
84 return i->second;
85 }
86
87 /*
88 * Searches for the given treasurelist in the globally linked list
89 * of treasurelists which has been built by load_treasures().
90 */
91 treasurelist *
92 treasurelist::get (const char *name)
93 {
94 treasurelist *tl = find (name);
95
96 if (!tl)
97 {
98 tl = new treasurelist;
99
100 tl->name = name;
101 tl->next = first_treasurelist;
102 first_treasurelist = tl;
103
104 tl_map.insert (std::make_pair (tl->name, tl));
105 }
106
107 return tl;
108 }
109
110 #ifdef TREASURE_DEBUG
111 /* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114 static void
115 check_treasurelist (const treasure *t, const treasurelist * tl)
116 {
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128 }
129 #endif
130
131 /*
132 * Reads the lib/treasure file from disk, and parses the contents
133 * into an internal treasure structure (very linked lists)
134 */
135 static treasure *
136 read_treasure (object_thawer &f)
137 {
138 treasure *t = new treasure;
139
140 f.next ();
141
142 for (;;)
143 {
144 coroapi::cede_to_tick ();
145
146 switch (f.kw)
147 {
148 case KW_arch:
149 t->item = archetype::find (f.get_str ());
150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
157 break;
158
159 case KW_list: f.get (t->name); break;
160 case KW_change_name: f.get (t->change_arch.name); break;
161 case KW_change_title: f.get (t->change_arch.title); break;
162 case KW_change_slaying: f.get (t->change_arch.slaying); break;
163 case KW_chance: f.get (t->chance); break;
164 case KW_nrof: f.get (t->nrof); break;
165 case KW_magic: f.get (t->magic); break;
166
167 case KW_yes: t->next_yes = read_treasure (f); continue;
168 case KW_no: t->next_no = read_treasure (f); continue;
169
170 case KW_end:
171 f.next ();
172 return t;
173
174 case KW_more:
175 t->next = read_treasure (f);
176 return t;
177
178 default:
179 if (!f.parse_error ("treasurelist", t->name))
180 goto error;
181
182 return t;
183 }
184
185 f.next ();
186 }
187
188 // not reached
189
190 error:
191 delete t;
192 return 0;
193 }
194
195 /*
196 * Each treasure is parsed with the help of load_treasure().
197 */
198 treasurelist *
199 treasurelist::read (object_thawer &f)
200 {
201 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
202
203 bool one = f.kw == KW_treasureone;
204 treasurelist *tl = treasurelist::get (f.get_str ());
205 clear (tl);
206 tl->items = read_treasure (f);
207 if (!tl->items)
208 return 0;
209
210 /* This is a one of the many items on the list should be generated.
211 * Add up the chance total, and check to make sure the yes & no
212 * fields of the treasures are not being used.
213 */
214 if (one)
215 {
216 for (treasure *t = tl->items; t; t = t->next)
217 {
218 if (t->next_yes || t->next_no)
219 {
220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
221 LOG (llevError, " the next_yes or next_no field is set\n");
222 }
223
224 tl->total_chance += t->chance;
225 }
226 }
227
228 return tl;
229 }
230
231 /*
232 * Generates the objects specified by the given treasure.
233 * It goes recursively through the rest of the linked list.
234 * If there is a certain percental chance for a treasure to be generated,
235 * this is taken into consideration.
236 * The second argument specifies for which object the treasure is
237 * being generated.
238 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
239 * abilities. This is used by summon spells, thus no summoned monsters
240 * start with equipment, but only their abilities).
241 */
242 static void
243 put_treasure (object *op, object *creator, int flags)
244 {
245 if (flags & GT_ENVIRONMENT)
246 {
247 /* Bit of a hack - spells should never be put onto the map. The entire
248 * treasure stuff is a problem - there is no clear idea of knowing
249 * this is the original object, or if this is an object that should be created
250 * by another object.
251 */
252 //TODO: flag such as objects... as such (no drop, anybody?)
253 if (op->type == SPELL)
254 {
255 op->destroy ();
256 return;
257 }
258
259 op->expand_tail ();
260
261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
262 op->destroy ();
263 else
264 {
265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
268 }
269 else
270 {
271 op = creator->insert (op);
272
273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
274 monster_check_apply (creator, op);
275 }
276 }
277
278 /* if there are change_xxx commands in the treasure, we include the changes
279 * in the generated object
280 */
281 static void
282 change_treasure (treasure *t, object *op)
283 {
284 /* CMD: change_name xxxx */
285 if (t->change_arch.name)
286 {
287 op->name = t->change_arch.name;
288 op->name_pl = t->change_arch.name;
289 }
290
291 if (t->change_arch.title)
292 op->title = t->change_arch.title;
293
294 if (t->change_arch.slaying)
295 op->slaying = t->change_arch.slaying;
296 }
297
298 static void
299 create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
300 {
301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
302 {
303 if (t->name)
304 {
305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
310 }
311 else
312 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
314 {
315 object *tmp = arch_to_object (t->item);
316
317 if (t->nrof && tmp->nrof <= 1)
318 tmp->nrof = rndm (t->nrof) + 1;
319
320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
321 change_treasure (t, tmp);
322 put_treasure (tmp, op, flag);
323 }
324 }
325
326 if (t->next_yes)
327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
328 }
329 else if (t->next_no)
330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
331
332 if (t->next)
333 create_all_treasures (t->next, op, flag, difficulty, tries);
334 }
335
336 static void
337 create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
338 {
339 int value = rndm (tl->total_chance);
340 treasure *t;
341
342 if (tries++ > 100)
343 {
344 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
345 return;
346 }
347
348 for (t = tl->items; t; t = t->next)
349 {
350 value -= t->chance;
351
352 if (value < 0)
353 break;
354 }
355
356 if (!t || value >= 0)
357 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
358
359 if (t->name)
360 {
361 if (difficulty >= t->magic)
362 {
363 treasurelist *tl = treasurelist::find (t->name);
364 if (tl)
365 create_treasure (tl, op, flag, difficulty, tries);
366 }
367 else if (t->nrof)
368 create_one_treasure (tl, op, flag, difficulty, tries);
369 }
370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
371 {
372 if (object *tmp = arch_to_object (t->item))
373 {
374 if (t->nrof && tmp->nrof <= 1)
375 tmp->nrof = rndm (t->nrof) + 1;
376
377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
378 change_treasure (t, tmp);
379 put_treasure (tmp, op, flag);
380 }
381 }
382 }
383
384 void
385 object::create_treasure (treasurelist *tl, int flags)
386 {
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
388 }
389
390 /* This calls the appropriate treasure creation function. tries is passed
391 * to determine how many list transitions or attempts to create treasure
392 * have been made. It is really in place to prevent infinite loops with
393 * list transitions, or so that excessively good treasure will not be
394 * created on weak maps, because it will exceed the number of allowed tries
395 * to do that.
396 */
397 void
398 create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
399 {
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
403
404 if (tries++ > 100)
405 {
406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
407 return;
408 }
409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
419 if (tl->total_chance)
420 create_one_treasure (tl, op, flag, difficulty, tries);
421 else
422 create_all_treasures (tl->items, op, flag, difficulty, tries);
423 }
424
425 /* This is similar to the old generate treasure function. However,
426 * it instead takes a treasurelist. It is really just a wrapper around
427 * create_treasure. We create a dummy object that the treasure gets
428 * inserted into, and then return that treausre
429 */
430 object *
431 generate_treasure (treasurelist *tl, int difficulty)
432 {
433 difficulty = clamp (difficulty, 1, settings.max_level);
434
435 object *ob = object::create ();
436
437 create_treasure (tl, ob, 0, difficulty, 0);
438
439 /* Don't want to free the object we are about to return */
440 object *tmp = ob->inv;
441 if (tmp)
442 tmp->remove ();
443
444 if (ob->inv)
445 LOG (llevError, "In generate treasure, created multiple objects.\n");
446
447 ob->destroy ();
448
449 return tmp;
450 }
451
452 /*
453 * This is a new way of calculating the chance for an item to have
454 * a specific magical bonus.
455 * The array has two arguments, the difficulty of the level, and the
456 * magical bonus "wanted".
457 */
458
459 static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
460 // chance of magic difficulty
461 // +0 +1 +2 +3 +4
462 {95, 2, 2, 1, 0}, // 1
463 {92, 5, 2, 1, 0}, // 2
464 {85, 10, 4, 1, 0}, // 3
465 {80, 14, 4, 2, 0}, // 4
466 {75, 17, 5, 2, 1}, // 5
467 {70, 18, 8, 3, 1}, // 6
468 {65, 21, 10, 3, 1}, // 7
469 {60, 22, 12, 4, 2}, // 8
470 {55, 25, 14, 4, 2}, // 9
471 {50, 27, 16, 5, 2}, // 10
472 {45, 28, 18, 6, 3}, // 11
473 {42, 28, 20, 7, 3}, // 12
474 {40, 27, 21, 8, 4}, // 13
475 {38, 25, 22, 10, 5}, // 14
476 {36, 23, 23, 12, 6}, // 15
477 {33, 21, 24, 14, 8}, // 16
478 {31, 19, 25, 16, 9}, // 17
479 {27, 15, 30, 18, 10}, // 18
480 {20, 12, 30, 25, 13}, // 19
481 {15, 10, 28, 30, 17}, // 20
482 {13, 9, 27, 28, 23}, // 21
483 {10, 8, 25, 28, 29}, // 22
484 { 8, 7, 23, 26, 36}, // 23
485 { 6, 6, 20, 22, 46}, // 24
486 { 4, 5, 17, 18, 56}, // 25
487 { 2, 4, 12, 14, 68}, // 26
488 { 0, 3, 7, 10, 80}, // 27
489 { 0, 0, 3, 7, 90}, // 28
490 { 0, 0, 0, 3, 97}, // 29
491 { 0, 0, 0, 0, 100}, // 30
492 { 0, 0, 0, 0, 100}, // 31
493 };
494
495 /* calculate the appropriate level for wands staves and scrolls.
496 * This code presumes that op has had its spell object created (in op->inv)
497 *
498 * elmex Wed Aug 9 17:44:59 CEST 2006:
499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
500 */
501 static int
502 level_for_item (const object *op, int difficulty)
503 {
504 if (!op->inv)
505 {
506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
507 return 0;
508 }
509
510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
511
512 if (olevel <= 0)
513 olevel = rndm (1, op->inv->level);
514
515 return min (olevel, MAXLEVEL);
516 }
517
518 /*
519 * Based upon the specified difficulty and upon the difftomagic_list array,
520 * a random magical bonus is returned. This is used when determine
521 * the magical bonus created on specific maps.
522 *
523 * elmex Thu Aug 10 18:45:44 CEST 2006:
524 * Scaling difficulty by max_level, as difficulty is a level and not some
525 * weird integer between 1-31.
526 *
527 */
528 static int
529 magic_from_difficulty (int difficulty)
530 {
531 int percent = 0, magic = 0;
532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
533
534 scaled_diff--;
535
536 if (scaled_diff < 0)
537 scaled_diff = 0;
538
539 if (scaled_diff >= DIFFLEVELS)
540 scaled_diff = DIFFLEVELS - 1;
541
542 percent = rndm (100);
543
544 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
545 {
546 percent -= difftomagic_list[scaled_diff][magic];
547
548 if (percent < 0)
549 break;
550 }
551
552 if (magic == (MAXMAGIC + 1))
553 {
554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
555 magic = 0;
556 }
557
558 magic = (rndm (3)) ? magic : -magic;
559 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
560
561 return magic;
562 }
563
564 /*
565 * Sets magical bonus in an object, and recalculates the effect on
566 * the armour variable, and the effect on speed of armour.
567 * This function doesn't work properly, should add use of archetypes
568 * to make it truly absolute.
569 */
570
571 void
572 set_abs_magic (object *op, int magic)
573 {
574 if (!magic)
575 return;
576
577 op->magic = magic;
578 if (op->arch)
579 {
580 if (op->type == ARMOUR)
581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
582
583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
584 magic = (-magic);
585
586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
587 }
588 else
589 {
590 if (op->type == ARMOUR)
591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
594 magic = (-magic);
595
596 op->weight = (op->weight * (100 - magic * 10)) / 100;
597 }
598 }
599
600 /*
601 * Sets a random magical bonus in the given object based upon
602 * the given difficulty, and the given max possible bonus.
603 */
604
605 static void
606 set_magic (int difficulty, object *op, int max_magic, int flags)
607 {
608 int i;
609
610 i = magic_from_difficulty (difficulty);
611 if ((flags & GT_ONLY_GOOD) && i < 0)
612 i = -i;
613 if (i > max_magic)
614 i = max_magic;
615 set_abs_magic (op, i);
616 if (i < 0)
617 SET_FLAG (op, FLAG_CURSED);
618 }
619
620 /*
621 * Randomly adds one magical ability to the given object.
622 * Modified for Partial Resistance in many ways:
623 * 1) Since rings can have multiple bonuses, if the same bonus
624 * is rolled again, increase it - the bonuses now stack with
625 * other bonuses previously rolled and ones the item might natively have.
626 * 2) Add code to deal with new PR method.
627 */
628 static void
629 set_ring_bonus (object *op, int bonus)
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 static 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 /* special_potion() - so that old potion code is still done right. */
779 static int
780 special_potion (object *op)
781 {
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
793 }
794
795 #define DICE2 (get_magic(2)==2?2:1)
796 #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
797
798 /*
799 * fix_generated_item(): This is called after an item is generated, in
800 * order to set it up right. This produced magical bonuses, puts spells
801 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
802 */
803
804 /* 4/28/96 added creator object from which op may now inherit properties based on
805 * op->type. Right now, which stuff the creator passes on is object type
806 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */
808
809 /*
810 * ! (flags & GT_ENVIRONMENT):
811 * Automatically calls fix_flesh_item().
812 *
813 * flags:
814 * GT_STARTEQUIP: Sets FLAG_STARTEQIUP on item if appropriate, or clears the item's
815 * value.
816 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
817 * a working object - don't change magic, value, etc, but set it material
818 * type as appropriate, for objects that need spell objects, set those, etc
819 */
820 void
821 fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
822 {
823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824
825 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827
828 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power;
830 op->item_power = 0;
831
832 if (op->randomitems && op->type != SPELL)
833 {
834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
835 /* So the treasure doesn't get created again */
836 op->randomitems = 0;
837 }
838
839 if (difficulty < 1)
840 difficulty = 1;
841
842 if (INVOKE_OBJECT (ADD_BONUS, op,
843 ARG_OBJECT (creator != op ? creator : 0),
844 ARG_INT (difficulty), ARG_INT (max_magic),
845 ARG_INT (flags)))
846 return;
847
848 if (!(flags & GT_MINIMAL))
849 {
850 if (IS_ARCH (op->arch, crown))
851 {
852 set_magic (difficulty, op, max_magic, flags);
853 num_enchantments = calc_item_power (op, 1);
854 generate_artifact (op, difficulty);
855 }
856 else
857 {
858 if (!op->magic && max_magic)
859 set_magic (difficulty, op, max_magic, flags);
860
861 num_enchantments = calc_item_power (op, 1);
862
863 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
864 || op->type == HORN
865 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
866 generate_artifact (op, difficulty);
867 }
868
869 /* Object was made an artifact. Calculate its item_power rating.
870 * the item_power in the object is what the artfiact adds.
871 */
872 if (op->title)
873 {
874 /* if save_item_power is set, then most likely we started with an
875 * artifact and have added new abilities to it - this is rare, but
876 * but I have seen things like 'strange rings of fire'. So just figure
877 * out the power from the base power plus what this one adds. Note
878 * that since item_power is not quite linear, this actually ends up
879 * being somewhat of a bonus
880 */
881 if (save_item_power)
882 op->item_power = save_item_power + get_power_from_ench (op->item_power);
883 else
884 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
885 }
886 else if (save_item_power)
887 {
888 /* restore the item_power field to the object if we haven't changed it.
889 * we don't care about num_enchantments - that will basically just
890 * have calculated some value from the base attributes of the archetype.
891 */
892 op->item_power = save_item_power;
893 }
894 else
895 {
896 /* item_power was zero. This is suspicious, as it may be because it
897 * was never previously calculated. Let's compute a value and see if
898 * it is non-zero. If it indeed is, then assign it as the new
899 * item_power value.
900 * - gros, 21th of July 2006.
901 */
902 op->item_power = calc_item_power (op, 0);
903 save_item_power = op->item_power; /* Just in case it would get used
904 * again below */
905 }
906 }
907
908 /* materialtype modifications. Note we allow this on artifacts. */
909 set_materialname (op, difficulty, NULL);
910
911 if (flags & GT_MINIMAL)
912 {
913 if (op->type == POTION)
914 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems)
916 {
917 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
918 insert_ob_in_ob (tmp, op);
919 op->stats.sp = 0;
920 }
921 }
922 else if (!op->title) /* Only modify object if not special */
923 switch (op->type)
924 {
925 case WEAPON:
926 case ARMOUR:
927 case SHIELD:
928 case HELMET:
929 case CLOAK:
930 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
931 set_ring_bonus (op, -DICE2);
932 break;
933
934 case BRACERS:
935 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
936 {
937 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
938 if (!QUERY_FLAG (op, FLAG_CURSED))
939 op->value *= 3;
940 }
941 break;
942
943 case POTION:
944 {
945 int too_many_tries = 0, is_special = 0;
946
947 /* Handle healing and magic power potions */
948 if (op->stats.sp && !op->randomitems)
949 {
950 object *tmp;
951
952 tmp = get_archetype (spell_mapping[op->stats.sp]);
953 insert_ob_in_ob (tmp, op);
954 op->stats.sp = 0;
955 }
956
957 while (!(is_special = special_potion (op)) && !op->inv)
958 {
959 generate_artifact (op, difficulty);
960 if (too_many_tries++ > 10)
961 break;
962 }
963
964 /* don't want to change value for healing/magic power potions,
965 * since the value set on those is already correct.
966 */
967 if (op->inv && op->randomitems)
968 {
969 /* value multiplier is same as for scrolls */
970 op->value = (op->value * op->inv->value);
971 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
972 }
973 else
974 {
975 op->name = "potion";
976 op->name_pl = "potions";
977 }
978
979 if (!(flags & GT_ONLY_GOOD) && rndm (2))
980 SET_FLAG (op, FLAG_CURSED);
981 break;
982 }
983
984 case AMULET:
985 if (IS_ARCH (op->arch, amulet))
986 op->value *= 5; /* Since it's not just decoration */
987
988 case RING:
989 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
990 break;
991
992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
993 SET_FLAG (op, FLAG_CURSED);
994
995 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
996
997 if (op->type != RING) /* Amulets have only one ability */
998 break;
999
1000 if (!(rndm (4)))
1001 {
1002 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1003
1004 if (d > 0)
1005 op->value *= 3;
1006
1007 set_ring_bonus (op, d);
1008
1009 if (!(rndm (4)))
1010 {
1011 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1012
1013 if (d > 0)
1014 op->value *= 5;
1015 set_ring_bonus (op, d);
1016 }
1017 }
1018
1019 if (op->animation_id)
1020 op->set_anim_frame (rndm (op->anim_frames ()));
1021
1022 break;
1023
1024 case BOOK:
1025 /* Is it an empty book?, if yes lets make a special·
1026 * msg for it, and tailor its properties based on the·
1027 * creator and/or map level we found it on.
1028 */
1029 if (!op->msg && rndm (10))
1030 {
1031 /* set the book level properly */
1032 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1033 {
1034 if (op->map && op->map->difficulty)
1035 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1036 else
1037 op->level = rndm (20) + 1;
1038 }
1039 else
1040 op->level = rndm (creator->level);
1041
1042 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1043 /* books w/ info are worth more! */
1044 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1045
1046 /* add exp so reading it gives xp (once) */
1047 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1048 }
1049
1050 /* creator related stuff */
1051
1052 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case.
1054 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying;
1059 break;
1060
1061 case SPELLBOOK:
1062 op->value = op->value * op->inv->value;
1063 /* add exp so learning gives xp */
1064 op->level = op->inv->level;
1065 op->stats.exp = op->value;
1066 break;
1067
1068 case WAND:
1069 /* nrof in the treasure list is number of charges,
1070 * not number of wands. So copy that into food (charges),
1071 * and reset nrof.
1072 */
1073 op->stats.food = op->inv->nrof;
1074 op->nrof = 1;
1075 /* If the spell changes by level, choose a random level
1076 * for it, and adjust price. If the spell doesn't
1077 * change by level, just set the wand to the level of
1078 * the spell, and value calculation is simpler.
1079 */
1080 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1081 {
1082 op->level = level_for_item (op, difficulty);
1083 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1084 }
1085 else
1086 {
1087 op->level = op->inv->level;
1088 op->value = op->value * op->inv->value;
1089 }
1090 break;
1091
1092 case ROD:
1093 op->level = level_for_item (op, difficulty);
1094 /* Add 50 to both level an divisor to keep prices a little more
1095 * reasonable. Otherwise, a high level version of a low level
1096 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1097 * 10 time multiplier). This way, the value are a bit more reasonable.
1098 */
1099 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1101 if (op->stats.maxhp)
1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1103 else
1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1105
1106 op->stats.hp = op->stats.maxhp;
1107 break;
1108
1109 case SCROLL:
1110 op->level = level_for_item (op, difficulty);
1111 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1112
1113 /* add exp so reading them properly gives xp */
1114 op->stats.exp = op->value / 5;
1115 op->nrof = op->inv->nrof;
1116 break;
1117
1118 case RUNE:
1119 trap_adjust (op, difficulty);
1120 break;
1121
1122 case TRAP:
1123 trap_adjust (op, difficulty);
1124 break;
1125 } /* switch type */
1126
1127 if (flags & GT_STARTEQUIP)
1128 {
1129 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1130 SET_FLAG (op, FLAG_STARTEQUIP);
1131 else if (op->type != MONEY)
1132 op->value = 0;
1133 }
1134
1135 if (!(flags & GT_ENVIRONMENT))
1136 fix_flesh_item (op, creator);
1137 }
1138
1139 /*
1140 *
1141 *
1142 * CODE DEALING WITH ARTIFACTS STARTS HERE
1143 *
1144 *
1145 */
1146
1147 /*
1148 * Allocate and return the pointer to an empty artifactlist structure.
1149 */
1150 static artifactlist *
1151 get_empty_artifactlist (void)
1152 {
1153 return salloc0<artifactlist> ();
1154 }
1155
1156 /*
1157 * Allocate and return the pointer to an empty artifact structure.
1158 */
1159 static artifact *
1160 get_empty_artifact (void)
1161 {
1162 return salloc0<artifact> ();
1163 }
1164
1165 /*
1166 * Searches the artifact lists and returns one that has the same type
1167 * of objects on it.
1168 */
1169 artifactlist *
1170 find_artifactlist (int type)
1171 {
1172 for (artifactlist *al = first_artifactlist; al; al = al->next)
1173 if (al->type == type)
1174 return al;
1175
1176 return 0;
1177 }
1178
1179 /*
1180 * Builds up the lists of artifacts from the file in the libdir.
1181 */
1182 void
1183 init_artifacts (void)
1184 {
1185 static int has_been_inited = 0;
1186 char filename[MAX_BUF];
1187 artifact *art = NULL;
1188 artifactlist *al;
1189
1190 if (has_been_inited)
1191 return;
1192 else
1193 has_been_inited = 1;
1194
1195 sprintf (filename, "%s/artifacts", settings.datadir);
1196 object_thawer f (filename);
1197
1198 if (!f)
1199 return;
1200
1201 for (;;)
1202 {
1203 switch (f.kw)
1204 {
1205 case KW_allowed:
1206 if (!art)
1207 art = get_empty_artifact ();
1208
1209 {
1210 if (!strcmp (f.get_str (), "all"))
1211 break;
1212
1213 char *next, *cp = f.get_str ();
1214
1215 do
1216 {
1217 if ((next = strchr (cp, ',')))
1218 *next++ = '\0';
1219
1220 linked_char *tmp = new linked_char;
1221
1222 tmp->name = cp;
1223 tmp->next = art->allowed;
1224 art->allowed = tmp;
1225 }
1226 while ((cp = next));
1227 }
1228 break;
1229
1230 case KW_chance:
1231 f.get (art->chance);
1232 break;
1233
1234 case KW_difficulty:
1235 f.get (art->difficulty);
1236 break;
1237
1238 case KW_object:
1239 {
1240 art->item = object::create ();
1241 f.get (art->item->name);
1242 f.next ();
1243
1244 if (!art->item->parse_kv (f))
1245 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1246
1247 al = find_artifactlist (art->item->type);
1248
1249 if (!al)
1250 {
1251 al = get_empty_artifactlist ();
1252 al->type = art->item->type;
1253 al->next = first_artifactlist;
1254 first_artifactlist = al;
1255 }
1256
1257 art->next = al->items;
1258 al->items = art;
1259 art = 0;
1260 }
1261 continue;
1262
1263 case KW_EOF:
1264 goto done;
1265
1266 default:
1267 if (!f.parse_error ("artifacts file"))
1268 cleanup ("artifacts file required");
1269 break;
1270 }
1271
1272 f.next ();
1273 }
1274
1275 done:
1276 for (al = first_artifactlist; al; al = al->next)
1277 {
1278 al->total_chance = 0;
1279
1280 for (art = al->items; art; art = art->next)
1281 {
1282 if (!art->chance)
1283 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1284 else
1285 al->total_chance += art->chance;
1286 }
1287 #if 0
1288 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1289 #endif
1290 }
1291
1292 LOG (llevDebug, "done.\n");
1293 }
1294
1295 /*
1296 * Used in artifact generation. The bonuses of the first object
1297 * is modified by the bonuses of the second object.
1298 */
1299 void
1300 add_abilities (object *op, object *change)
1301 {
1302 int i, tmp;
1303
1304 if (change->face != blank_face)
1305 {
1306 #ifdef TREASURE_VERBOSE
1307 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1308 #endif
1309 op->face = change->face;
1310 }
1311
1312 for (i = 0; i < NUM_STATS; i++)
1313 change_attr_value (&(op->stats), i, change->stats.stat (i));
1314
1315 op->attacktype |= change->attacktype;
1316 op->path_attuned |= change->path_attuned;
1317 op->path_repelled |= change->path_repelled;
1318 op->path_denied |= change->path_denied;
1319 op->move_type |= change->move_type;
1320 op->stats.luck += change->stats.luck;
1321
1322 if (QUERY_FLAG (change, FLAG_CURSED))
1323 SET_FLAG (op, FLAG_CURSED);
1324 if (QUERY_FLAG (change, FLAG_DAMNED))
1325 SET_FLAG (op, FLAG_DAMNED);
1326 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
1327 set_abs_magic (op, -op->magic);
1328
1329 if (QUERY_FLAG (change, FLAG_LIFESAVE))
1330 SET_FLAG (op, FLAG_LIFESAVE);
1331 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1332 SET_FLAG (op, FLAG_REFL_SPELL);
1333 if (QUERY_FLAG (change, FLAG_STEALTH))
1334 SET_FLAG (op, FLAG_STEALTH);
1335 if (QUERY_FLAG (change, FLAG_XRAYS))
1336 SET_FLAG (op, FLAG_XRAYS);
1337 if (QUERY_FLAG (change, FLAG_BLIND))
1338 SET_FLAG (op, FLAG_BLIND);
1339 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1340 SET_FLAG (op, FLAG_SEE_IN_DARK);
1341 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1342 SET_FLAG (op, FLAG_REFL_MISSILE);
1343 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1344 SET_FLAG (op, FLAG_MAKE_INVIS);
1345
1346 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1347 {
1348 CLEAR_FLAG (op, FLAG_ANIMATE);
1349 /* so artifacts will join */
1350 if (!QUERY_FLAG (op, FLAG_ALIVE))
1351 op->speed = 0.0;
1352
1353 op->set_speed (op->speed);
1354 }
1355
1356 if (change->nrof)
1357 op->nrof = rndm (change->nrof) + 1;
1358
1359 op->stats.exp += change->stats.exp; /* Speed modifier */
1360 op->stats.wc += change->stats.wc;
1361 op->stats.ac += change->stats.ac;
1362
1363 if (change->other_arch)
1364 {
1365 /* Basically, for horns & potions, the other_arch field is the spell
1366 * to cast. So convert that to into a spell and put it into
1367 * this object.
1368 */
1369 if (op->type == HORN || op->type == POTION)
1370 {
1371 /* Remove any spells this object currently has in it */
1372 op->destroy_inv (false);
1373
1374 object *tmp = arch_to_object (change->other_arch);
1375 insert_ob_in_ob (tmp, op);
1376 }
1377 /* No harm setting this for potions/horns */
1378 op->other_arch = change->other_arch;
1379 }
1380
1381 if (change->stats.hp < 0)
1382 op->stats.hp = -change->stats.hp;
1383 else
1384 op->stats.hp += change->stats.hp;
1385
1386 if (change->stats.maxhp < 0)
1387 op->stats.maxhp = -change->stats.maxhp;
1388 else
1389 op->stats.maxhp += change->stats.maxhp;
1390
1391 if (change->stats.sp < 0)
1392 op->stats.sp = -change->stats.sp;
1393 else
1394 op->stats.sp += change->stats.sp;
1395
1396 if (change->stats.maxsp < 0)
1397 op->stats.maxsp = -change->stats.maxsp;
1398 else
1399 op->stats.maxsp += change->stats.maxsp;
1400
1401 if (change->stats.food < 0)
1402 op->stats.food = -(change->stats.food);
1403 else
1404 op->stats.food += change->stats.food;
1405
1406 if (change->level < 0)
1407 op->level = -(change->level);
1408 else
1409 op->level += change->level;
1410
1411 if (change->gen_sp_armour < 0)
1412 op->gen_sp_armour = -(change->gen_sp_armour);
1413 else
1414 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1415
1416 op->item_power = change->item_power;
1417
1418 for (i = 0; i < NROFATTACKS; i++)
1419 if (change->resist[i])
1420 op->resist[i] += change->resist[i];
1421
1422 if (change->stats.dam)
1423 {
1424 if (change->stats.dam < 0)
1425 op->stats.dam = (-change->stats.dam);
1426 else if (op->stats.dam)
1427 {
1428 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1429 if (tmp == op->stats.dam)
1430 {
1431 if (change->stats.dam < 10)
1432 op->stats.dam--;
1433 else
1434 op->stats.dam++;
1435 }
1436 else
1437 op->stats.dam = tmp;
1438 }
1439 }
1440
1441 if (change->weight)
1442 {
1443 if (change->weight < 0)
1444 op->weight = (-change->weight);
1445 else
1446 op->weight = (op->weight * (change->weight)) / 100;
1447 }
1448
1449 if (change->last_sp)
1450 {
1451 if (change->last_sp < 0)
1452 op->last_sp = (-change->last_sp);
1453 else
1454 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1455 }
1456
1457 if (change->gen_sp_armour)
1458 {
1459 if (change->gen_sp_armour < 0)
1460 op->gen_sp_armour = (-change->gen_sp_armour);
1461 else
1462 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1463 }
1464
1465 op->value *= change->value;
1466
1467 if (change->materials)
1468 op->materials = change->materials;
1469
1470 if (change->materialname)
1471 op->materialname = change->materialname;
1472
1473 if (change->slaying)
1474 op->slaying = change->slaying;
1475
1476 if (change->race)
1477 op->race = change->race;
1478
1479 if (change->msg)
1480 op->msg = change->msg;
1481 }
1482
1483 static int
1484 legal_artifact_combination (object *op, artifact *art)
1485 {
1486 int neg, success = 0;
1487 linked_char *tmp;
1488 const char *name;
1489
1490 if (!art->allowed)
1491 return 1; /* Ie, "all" */
1492
1493 for (tmp = art->allowed; tmp; tmp = tmp->next)
1494 {
1495 #ifdef TREASURE_VERBOSE
1496 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1497 #endif
1498 if (*tmp->name == '!')
1499 name = tmp->name + 1, neg = 1;
1500 else
1501 name = tmp->name, neg = 0;
1502
1503 /* If we match name, then return the opposite of 'neg' */
1504 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1505 return !neg;
1506
1507 /* Set success as true, since if the match was an inverse, it means
1508 * everything is allowed except what we match
1509 */
1510 else if (neg)
1511 success = 1;
1512 }
1513
1514 return success;
1515 }
1516
1517 /*
1518 * Fixes the given object, giving it the abilities and titles
1519 * it should have due to the second artifact-template.
1520 */
1521
1522 void
1523 give_artifact_abilities (object *op, object *artifct)
1524 {
1525 char new_name[MAX_BUF];
1526
1527 sprintf (new_name, "of %s", &artifct->name);
1528 op->title = new_name;
1529 add_abilities (op, artifct); /* Give out the bonuses */
1530
1531 #if 0 /* Bit verbose, but keep it here until next time I need it... */
1532 {
1533 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1534
1535 SET_FLAG (op, FLAG_IDENTIFIED);
1536 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1537 if (!identified)
1538 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1539 }
1540 #endif
1541 return;
1542 }
1543
1544 /*
1545 * Decides randomly which artifact the object should be
1546 * turned into. Makes sure that the item can become that
1547 * artifact (means magic, difficulty, and Allowed fields properly).
1548 * Then calls give_artifact_abilities in order to actually create
1549 * the artifact.
1550 */
1551
1552 /* Give 1 re-roll attempt per artifact */
1553 #define ARTIFACT_TRIES 2
1554
1555 void
1556 generate_artifact (object *op, int difficulty)
1557 {
1558 artifactlist *al;
1559 artifact *art;
1560 int i;
1561
1562 al = find_artifactlist (op->type);
1563
1564 if (al == NULL)
1565 {
1566 #if 0 /* This is too verbose, usually */
1567 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1568 #endif
1569 return;
1570 }
1571
1572 for (i = 0; i < ARTIFACT_TRIES; i++)
1573 {
1574 int roll = rndm (al->total_chance);
1575
1576 for (art = al->items; art; art = art->next)
1577 {
1578 roll -= art->chance;
1579 if (roll < 0)
1580 break;
1581 }
1582
1583 if (art == NULL || roll >= 0)
1584 {
1585 #if 1
1586 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1587 #endif
1588 return;
1589 }
1590
1591 if (art->item->name == shstr_NONE)
1592 return;
1593
1594 if (fabs (op->magic) < art->item->magic)
1595 continue; /* Not magic enough to be this item */
1596
1597 /* Map difficulty not high enough */
1598 if (difficulty < art->difficulty)
1599 continue;
1600
1601 if (!legal_artifact_combination (op, art))
1602 {
1603 #ifdef TREASURE_VERBOSE
1604 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1605 #endif
1606 continue;
1607 }
1608
1609 give_artifact_abilities (op, art->item);
1610 return;
1611 }
1612 }
1613
1614 /* fix_flesh_item() - objects of type FLESH are similar to type
1615 * FOOD, except they inherit properties (name, food value, etc).
1616 * based on the original owner (or 'donor' if you like). -b.t.
1617 */
1618
1619 void
1620 fix_flesh_item (object *item, object *donor)
1621 {
1622 char tmpbuf[MAX_BUF];
1623 int i;
1624
1625 if (item->type == FLESH && donor)
1626 {
1627 /* change the name */
1628 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1629 item->name = tmpbuf;
1630 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1631 item->name_pl = tmpbuf;
1632
1633 /* weight is FLESH weight/100 * donor */
1634 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1635 item->weight = 1;
1636
1637 /* value is multiplied by level of donor */
1638 item->value *= isqrt (donor->level * 2);
1639
1640 /* food value */
1641 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
1642
1643 /* flesh items inherit some abilities of donor, but not
1644 * full effect.
1645 */
1646 for (i = 0; i < NROFATTACKS; i++)
1647 item->resist[i] = donor->resist[i] / 2;
1648
1649 /* item inherits donor's level (important for quezals) */
1650 item->level = donor->level;
1651
1652 /* if donor has some attacktypes, the flesh is poisonous */
1653 if (donor->attacktype & AT_POISON)
1654 item->type = POISON;
1655
1656 if (donor->attacktype & AT_ACID)
1657 item->stats.hp = -1 * item->stats.food;
1658
1659 SET_FLAG (item, FLAG_NO_STEAL);
1660 }
1661 }
1662
1663 static void
1664 free_treasurestruct (treasure *t)
1665 {
1666 if (t->next) free_treasurestruct (t->next);
1667 if (t->next_yes) free_treasurestruct (t->next_yes);
1668 if (t->next_no) free_treasurestruct (t->next_no);
1669
1670 delete t;
1671 }
1672
1673 static void
1674 free_charlinks (linked_char *lc)
1675 {
1676 if (lc->next)
1677 free_charlinks (lc->next);
1678
1679 delete lc;
1680 }
1681
1682 static void
1683 free_artifact (artifact *at)
1684 {
1685 if (at->next) free_artifact (at->next);
1686 if (at->allowed) free_charlinks (at->allowed);
1687
1688 at->item->destroy ();
1689
1690 sfree (at);
1691 }
1692