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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.101 by root, Fri Mar 26 00:59:20 2010 UTC vs.
Revision 1.111 by root, Sat Apr 16 02:35:53 2011 UTC

255 return; 255 return;
256 } 256 }
257 257
258 op->expand_tail (); 258 op->expand_tail ();
259 259
260 if (!creator->is_on_map ()
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
261 op->destroy (); 262 op->destroy ();
262 else 263 else
263 { 264 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 } 267 }
267 } 268 }
268 else 269 else
269 { 270 {
270 op = creator->insert (op); 271 op = creator->insert (op);
271 272
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
273 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
274 } 275 }
275} 276}
276 277
277/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
510 511
511 if (olevel <= 0) 512 if (olevel <= 0)
512 olevel = rndm (1, op->inv->level); 513 olevel = rndm (1, op->inv->level);
513 514
514 return min (olevel, MAXLEVEL); 515 return min (olevel, MAXLEVEL_TREASURE);
515} 516}
516 517
517/* 518/*
518 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
519 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
525 * 526 *
526 */ 527 */
527static int 528static int
528magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
529{ 530{
530 int percent = 0, magic = 0;
531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
532 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
532 533
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); 534 int percent = rndm (100);
535 int magic;
542 536
543 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
544 { 538 {
545 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
546 540
547 if (percent < 0) 541 if (percent < 0)
548 break; 542 break;
549 } 543 }
550 544
551 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
552 { 546 {
553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 547 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
554 magic = 0; 548 magic = 0;
555 } 549 }
556 550
564 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
565 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
566 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
567 * to make it truly absolute. 561 * to make it truly absolute.
568 */ 562 */
569
570void 563void
571set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
572{ 565{
573 if (!magic) 566 if (!magic)
574 return; 567 return;
602 */ 595 */
603 596
604static void 597static void
605set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
606{ 599{
607 int i;
608
609 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
610 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
611 i = -i; 603 i = -i;
604
612 if (i > max_magic) 605 i = min (i, max_magic);
613 i = max_magic; 606
614 set_abs_magic (op, i); 607 set_abs_magic (op, i);
615 if (i < 0) 608 if (i < 0)
616 SET_FLAG (op, FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
617} 610}
618 611
619/* 612/*
620 * Randomly adds one magical ability to the given object. 613 * Randomly adds one magical ability to the given object.
621 * Modified for Partial Resistance in many ways: 614 * Modified for Partial Resistance in many ways:
628set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
629{ 622{
630 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
631 624
632 if (op->type == AMULET) 625 if (op->type == AMULET)
633 {
634 if (!(rndm (21))) 626 if (!rndm (21))
635 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
636 else 630 else
637 {
638 if (rndm (2))
639 r = 10;
640 else
641 r = 11 + rndm (9); 631 r = 11 + rndm (9);
642 }
643 }
644 632
645 switch (r) 633 switch (r)
646 { 634 {
647 /* Redone by MSW 2000-11-26 to have much less code. Also, 635 /* Redone by MSW 2000-11-26 to have much less code. Also,
648 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
649 * of the item. 637 * of the item.
650 */ 638 */
651 case 0: 639 case 0:
652 case 1: 640 case 1:
653 case 2: 641 case 2:
654 case 3: 642 case 3:
655 case 4: 643 case 4:
695 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
696 * even values. 684 * even values.
697 */ 685 */
698 if (bonus < 0) 686 if (bonus < 0)
699 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
700 if (val > 35) 688
701 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
702 b = 0; 691 b = 0;
703 692
704 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
705 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
706 695
714 break; 703 break;
715 } 704 }
716 case 20: 705 case 20:
717 if (op->type == AMULET) 706 if (op->type == AMULET)
718 { 707 {
719 SET_FLAG (op, FLAG_REFL_SPELL); 708 op->set_flag (FLAG_REFL_SPELL);
720 op->value *= 11; 709 op->value *= 11;
721 } 710 }
722 else 711 else
723 { 712 {
724 op->stats.hp = 1; /* regenerate hit points */ 713 op->stats.hp = 1; /* regenerate hit points */
727 break; 716 break;
728 717
729 case 21: 718 case 21:
730 if (op->type == AMULET) 719 if (op->type == AMULET)
731 { 720 {
732 SET_FLAG (op, FLAG_REFL_MISSILE); 721 op->set_flag (FLAG_REFL_MISSILE);
733 op->value *= 9; 722 op->value *= 9;
734 } 723 }
735 else 724 else
736 { 725 {
737 op->stats.sp = 1; /* regenerate spell points */ 726 op->stats.sp = 1; /* regenerate spell points */
739 } 728 }
740 break; 729 break;
741 730
742 case 22: 731 case 22:
743 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
744 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
745 break; 734 break;
746 } 735 }
747 736
748 if (bonus > 0) 737 if (bonus > 0)
749 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
750 else 739 else
751 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
752} 741}
753 742
754/* 743/*
755 * get_magic(diff) will return a random number between 0 and 4. 744 * get_magic(diff) will return a random number between 0 and 4.
756 * diff can be any value above 2. The higher the diff-variable, the 745 * diff can be any value above 2. The higher the diff-variable, the
760 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
761 */ 750 */
762static int 751static int
763get_magic (int diff) 752get_magic (int diff)
764{ 753{
765 int i; 754 diff = min (3, diff);
766 755
767 if (diff < 3)
768 diff = 3;
769
770 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
771 if (rndm (diff)) 757 if (rndm (diff))
772 return i; 758 return i;
773 759
774 return 4; 760 return 4;
775} 761}
789 return 1; 775 return 1;
790 776
791 return 0; 777 return 0;
792} 778}
793 779
780static double
781value_factor_from_spell_item (object *spell, object *item)
782{
783 double factor =
784 pow ((spell->value > 0 ? spell->value : 1)
785 * spell->level, 1.5);
786
787 if (item) // this if for: wands/staffs/rods:
788 {
789 /* Old crossfire comment ahead:
790 * Add 50 to both level an divisor to keep prices a little more
791 * reasonable. Otherwise, a high level version of a low level
792 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
793 * 10 time multiplier). This way, the value are a bit more reasonable.
794 */
795
796 factor *= item->level + 50;
797 factor /= item->inv->level + 50;
798 }
799
800 return factor;
801}
802
794#define DICE2 (get_magic(2)==2?2:1) 803#define DICE2 (get_magic(2) == 2 ? 2 : 1)
795#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 804#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
796 805
797/* 806/*
798 * fix_generated_item(): This is called after an item is generated, in 807 * fix_generated_item(): This is called after an item is generated, in
799 * order to set it up right. This produced magical bonuses, puts spells 808 * order to set it up right. This produced magical bonuses, puts spells
923 case WEAPON: 932 case WEAPON:
924 case ARMOUR: 933 case ARMOUR:
925 case SHIELD: 934 case SHIELD:
926 case HELMET: 935 case HELMET:
927 case CLOAK: 936 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 937 if (op->flag [FLAG_CURSED] && !(rndm (4)))
929 set_ring_bonus (op, -DICE2); 938 set_ring_bonus (op, -DICE2);
930 break; 939 break;
931 940
932 case BRACERS: 941 case BRACERS:
933 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) 942 if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
934 { 943 {
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 944 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED)) 945 if (!op->flag [FLAG_CURSED])
937 op->value *= 3; 946 op->value *= 3;
938 } 947 }
939 break; 948 break;
940 949
941 case POTION: 950 case POTION:
966 op->value *= op->inv->value; 975 op->value *= op->inv->value;
967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 976 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
968 } 977 }
969 else 978 else
970 { 979 {
971 op->name = "potion"; 980 op->name = shstr_potion;
972 op->name_pl = "potions"; 981 op->name_pl = shstr_potions;
973 } 982 }
974 983
975 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 984 if (!(flags & GT_ONLY_GOOD) && rndm (2))
976 SET_FLAG (op, FLAG_CURSED); 985 op->set_flag (FLAG_CURSED);
977 986
978 break; 987 break;
979 } 988 }
980 989
981 case AMULET: 990 case AMULET:
985 case RING: 994 case RING:
986 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 995 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
987 break; 996 break;
988 997
989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 998 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
990 SET_FLAG (op, FLAG_CURSED); 999 op->set_flag (FLAG_CURSED);
991 1000
992 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1001 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
993 1002
994 if (op->type != RING) /* Amulets have only one ability */ 1003 if (op->type != RING) /* Amulets have only one ability */
995 break; 1004 break;
996 1005
997 if (!(rndm (4))) 1006 if (!rndm (4))
998 { 1007 {
999 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1008 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1000 1009
1001 if (d > 0) 1010 if (d > 0)
1002 op->value *= 3; 1011 op->value *= 3;
1003 1012
1004 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
1005 1014
1006 if (!(rndm (4))) 1015 if (!rndm (4))
1007 { 1016 {
1008 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1017 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1009 1018
1010 if (d > 0) 1019 if (d > 0)
1011 op->value *= 5; 1020 op->value *= 5;
1021
1012 set_ring_bonus (op, d); 1022 set_ring_bonus (op, d);
1013 } 1023 }
1014 } 1024 }
1015 1025
1016 if (op->animation_id) 1026 if (op->animation_id)
1024 * creator and/or map level we found it on. 1034 * creator and/or map level we found it on.
1025 */ 1035 */
1026 if (!op->msg && rndm (10)) 1036 if (!op->msg && rndm (10))
1027 { 1037 {
1028 /* set the book level properly */ 1038 /* set the book level properly */
1029 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1039 if (creator->level == 0 || creator->flag [FLAG_ALIVE])
1030 { 1040 {
1031 if (op->map && op->map->difficulty) 1041 if (op->map && op->map->difficulty)
1032 op->level = rndm (op->map->difficulty) + rndm (10) + 1; 1042 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1033 else 1043 else
1034 op->level = rndm (20) + 1; 1044 op->level = rndm (20) + 1;
1047 /* creator related stuff */ 1057 /* creator related stuff */
1048 1058
1049 /* for library, chained books. Note that some monsters have no_pick 1059 /* for library, chained books. Note that some monsters have no_pick
1050 * set - we don't want to set no pick in that case. 1060 * set - we don't want to set no pick in that case.
1051 */ 1061 */
1052 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1062 if (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
1053 SET_FLAG (op, FLAG_NO_PICK); 1063 op->set_flag (FLAG_NO_PICK);
1054 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1064 if (creator->slaying && !op->slaying) /* for check_inv floors */
1055 op->slaying = creator->slaying; 1065 op->slaying = creator->slaying;
1056 break; 1066 break;
1057 1067
1058 case SPELLBOOK: 1068 case SPELLBOOK:
1059 op->value = op->value * op->inv->value; 1069 op->value *= value_factor_from_spell_item (op->inv, 0);
1070
1060 /* add exp so learning gives xp */ 1071 /* add exp so learning gives xp */
1061 op->level = op->inv->level; 1072 op->level = op->inv->level;
1062 op->stats.exp = op->value; 1073 op->stats.exp = op->value;
1063 break; 1074 break;
1064 1075
1068 * and reset nrof. 1079 * and reset nrof.
1069 */ 1080 */
1070 op->stats.food = op->inv->nrof; 1081 op->stats.food = op->inv->nrof;
1071 op->nrof = 1; 1082 op->nrof = 1;
1072 /* If the spell changes by level, choose a random level 1083 /* If the spell changes by level, choose a random level
1073 * for it, and adjust price. If the spell doesn't 1084 * for it.
1074 * change by level, just set the wand to the level of
1075 * the spell, and value calculation is simpler.
1076 */ 1085 */
1077 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1086 if (op->inv->duration_modifier
1078 { 1087 || op->inv->dam_modifier
1088 || op->inv->range_modifier)
1079 op->level = level_for_item (op, difficulty); 1089 op->level = level_for_item (op, difficulty);
1080 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1081 }
1082 else 1090 else
1083 {
1084 op->level = op->inv->level; 1091 op->level = op->inv->level;
1085 op->value = op->value * op->inv->value; 1092
1086 } 1093 op->value *= value_factor_from_spell_item (op->inv, op);
1087 break; 1094 break;
1088 1095
1089 case ROD: 1096 case ROD:
1090 op->level = level_for_item (op, difficulty); 1097 op->level = level_for_item (op, difficulty);
1091 /* Add 50 to both level an divisor to keep prices a little more 1098 op->value *= value_factor_from_spell_item (op->inv, op);
1092 * reasonable. Otherwise, a high level version of a low level 1099
1093 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1094 * 10 time multiplier). This way, the value are a bit more reasonable.
1095 */
1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1097 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1098 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1099 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1100 else 1103 else
1101 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1103 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1104 break; 1107 break;
1105 1108
1106 case SCROLL: 1109 case SCROLL:
1107 op->level = level_for_item (op, difficulty); 1110 op->level = level_for_item (op, difficulty);
1108 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1111 op->value *= value_factor_from_spell_item (op->inv, op);
1109 1112
1110 /* add exp so reading them properly gives xp */ 1113 /* add exp so reading them properly gives xp */
1111 op->stats.exp = op->value / 5; 1114 op->stats.exp = op->value / 5;
1112 op->nrof = op->inv->nrof; 1115 op->nrof = op->inv->nrof;
1113 break; 1116 break;
1121 break; 1124 break;
1122 } /* switch type */ 1125 } /* switch type */
1123 1126
1124 if (flags & GT_STARTEQUIP) 1127 if (flags & GT_STARTEQUIP)
1125 { 1128 {
1126 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1129 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
1127 SET_FLAG (op, FLAG_STARTEQUIP); 1130 op->set_flag (FLAG_STARTEQUIP);
1128 else if (op->type != MONEY) 1131 else if (op->type != MONEY)
1129 op->value = 0; 1132 op->value = 0;
1130 } 1133 }
1131 1134
1132 if (!(flags & GT_ENVIRONMENT)) 1135 if (!(flags & GT_ENVIRONMENT))
1178 */ 1181 */
1179void 1182void
1180init_artifacts () 1183init_artifacts ()
1181{ 1184{
1182 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1183 char filename[MAX_BUF];
1184 artifact *art = NULL; 1186 artifact *art = NULL;
1185 artifactlist *al; 1187 artifactlist *al;
1186 1188
1187 if (has_been_inited) 1189 if (has_been_inited)
1188 return; 1190 return;
1189 else 1191 else
1190 has_been_inited = 1; 1192 has_been_inited = 1;
1191 1193
1192 sprintf (filename, "%s/artifacts", settings.datadir); 1194 object_thawer f (settings.datadir, "artifacts");
1193 object_thawer f (filename);
1194 1195
1195 if (!f) 1196 if (!f)
1196 return; 1197 return;
1197 1198
1198 for (;;) 1199 for (;;)
1283 } 1284 }
1284#if 0 1285#if 0
1285 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1286 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1286#endif 1287#endif
1287 } 1288 }
1288
1289 LOG (llevDebug, "done.\n");
1290} 1289}
1291 1290
1292/* 1291/*
1293 * Used in artifact generation. The bonuses of the first object 1292 * Used in artifact generation. The bonuses of the first object
1294 * is modified by the bonuses of the second object. 1293 * is modified by the bonuses of the second object.
1295 */ 1294 */
1296void 1295void
1297add_abilities (object *op, object *change) 1296add_abilities (object *op, object *change)
1298{ 1297{
1299 int i, tmp;
1300
1301 if (change->face != blank_face) 1298 if (change->face != blank_face)
1302 {
1303#ifdef TREASURE_VERBOSE
1304 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1305#endif
1306 op->face = change->face; 1299 op->face = change->face;
1307 }
1308 1300
1309 for (i = 0; i < NUM_STATS; i++) 1301 for (int i = 0; i < NUM_STATS; i++)
1310 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1311 1303
1312 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1313 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1314 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1315 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1316 op->move_type |= change->move_type; 1308 op->move_type |= change->move_type;
1317 op->stats.luck += change->stats.luck; 1309 op->stats.luck += change->stats.luck;
1318 1310
1319 if (QUERY_FLAG (change, FLAG_CURSED)) 1311 static const struct copyflags : object::flags_t
1320 SET_FLAG (op, FLAG_CURSED); 1312 {
1321 if (QUERY_FLAG (change, FLAG_DAMNED)) 1313 copyflags ()
1322 SET_FLAG (op, FLAG_DAMNED); 1314 {
1323 if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0) 1315 set (FLAG_CURSED);
1316 set (FLAG_DAMNED);
1317 set (FLAG_LIFESAVE);
1318 set (FLAG_REFL_SPELL);
1319 set (FLAG_STEALTH);
1320 set (FLAG_XRAYS);
1321 set (FLAG_BLIND);
1322 set (FLAG_SEE_IN_DARK);
1323 set (FLAG_REFL_MISSILE);
1324 set (FLAG_MAKE_INVIS);
1325 }
1326 } copyflags;
1327
1328 // we might want to just copy, but or'ing is what the original code did
1329 op->flag |= change->flag & copyflags;
1330
1331 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1324 set_abs_magic (op, -op->magic); 1332 set_abs_magic (op, -op->magic);
1325 1333
1326 if (QUERY_FLAG (change, FLAG_LIFESAVE)) 1334 if (change->flag [FLAG_STAND_STILL])
1327 SET_FLAG (op, FLAG_LIFESAVE);
1328 if (QUERY_FLAG (change, FLAG_REFL_SPELL))
1329 SET_FLAG (op, FLAG_REFL_SPELL);
1330 if (QUERY_FLAG (change, FLAG_STEALTH))
1331 SET_FLAG (op, FLAG_STEALTH);
1332 if (QUERY_FLAG (change, FLAG_XRAYS))
1333 SET_FLAG (op, FLAG_XRAYS);
1334 if (QUERY_FLAG (change, FLAG_BLIND))
1335 SET_FLAG (op, FLAG_BLIND);
1336 if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
1337 SET_FLAG (op, FLAG_SEE_IN_DARK);
1338 if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
1339 SET_FLAG (op, FLAG_REFL_MISSILE);
1340 if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
1341 SET_FLAG (op, FLAG_MAKE_INVIS);
1342
1343 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1344 { 1335 {
1345 CLEAR_FLAG (op, FLAG_ANIMATE); 1336 op->clr_flag (FLAG_ANIMATE);
1337
1346 /* so artifacts will join */ 1338 /* so artifacts will join */
1347 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!op->flag [FLAG_ALIVE])
1348 op->speed = 0.0; 1340 op->speed = 0.;
1349 1341
1350 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1351 } 1343 }
1352 1344
1353 if (change->nrof) 1345 if (change->nrof)
1354 op->nrof = rndm (change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1355 1347
1356 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1357 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1358 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1359 1351
1360 if (change->other_arch) 1352 if (change->other_arch)
1361 { 1353 {
1362 /* Basically, for horns & potions, the other_arch field is the spell 1354 /* Basically, for horns & potions, the other_arch field is the spell
1363 * to cast. So convert that to into a spell and put it into 1355 * to cast. So convert that to into a spell and put it into
1369 op->destroy_inv (false); 1361 op->destroy_inv (false);
1370 1362
1371 object *tmp = change->other_arch->instance (); 1363 object *tmp = change->other_arch->instance ();
1372 insert_ob_in_ob (tmp, op); 1364 insert_ob_in_ob (tmp, op);
1373 } 1365 }
1366
1374 /* No harm setting this for potions/horns */ 1367 /* No harm setting this for potions/horns */
1375 op->other_arch = change->other_arch; 1368 op->other_arch = change->other_arch;
1376 } 1369 }
1377 1370
1378 if (change->stats.hp < 0) 1371 if (change->stats.hp < 0)
1394 op->stats.maxsp = -change->stats.maxsp; 1387 op->stats.maxsp = -change->stats.maxsp;
1395 else 1388 else
1396 op->stats.maxsp += change->stats.maxsp; 1389 op->stats.maxsp += change->stats.maxsp;
1397 1390
1398 if (change->stats.food < 0) 1391 if (change->stats.food < 0)
1399 op->stats.food = -(change->stats.food); 1392 op->stats.food = -change->stats.food;
1400 else 1393 else
1401 op->stats.food += change->stats.food; 1394 op->stats.food += change->stats.food;
1402 1395
1403 if (change->level < 0) 1396 if (change->level < 0)
1404 op->level = -(change->level); 1397 op->level = -change->level;
1405 else 1398 else
1406 op->level += change->level; 1399 op->level += change->level;
1407 1400
1408 if (change->gen_sp_armour < 0) 1401 if (change->gen_sp_armour < 0)
1409 op->gen_sp_armour = -(change->gen_sp_armour); 1402 op->gen_sp_armour = -change->gen_sp_armour;
1410 else 1403 else
1411 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1404 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1412 1405
1413 op->item_power = change->item_power; 1406 op->item_power = change->item_power;
1414 1407
1415 for (i = 0; i < NROFATTACKS; i++) 1408 for (int i = 0; i < NROFATTACKS; i++)
1416 if (change->resist[i])
1417 op->resist[i] += change->resist[i]; 1409 op->resist[i] += change->resist[i];
1418 1410
1419 if (change->stats.dam) 1411 if (change->stats.dam)
1420 { 1412 {
1421 if (change->stats.dam < 0) 1413 if (change->stats.dam < 0)
1422 op->stats.dam = (-change->stats.dam); 1414 op->stats.dam = -change->stats.dam;
1423 else if (op->stats.dam) 1415 else if (op->stats.dam)
1424 { 1416 {
1425 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1417 int tmp = op->stats.dam * change->stats.dam / 10;
1418
1426 if (tmp == op->stats.dam) 1419 if (tmp == op->stats.dam)
1427 { 1420 {
1428 if (change->stats.dam < 10) 1421 if (change->stats.dam < 10)
1429 op->stats.dam--; 1422 op->stats.dam--;
1430 else 1423 else
1436 } 1429 }
1437 1430
1438 if (change->weight) 1431 if (change->weight)
1439 { 1432 {
1440 if (change->weight < 0) 1433 if (change->weight < 0)
1441 op->weight = (-change->weight); 1434 op->weight = -change->weight;
1442 else 1435 else
1443 op->weight = (op->weight * (change->weight)) / 100; 1436 op->weight = op->weight * change->weight / 100;
1444 } 1437 }
1445 1438
1446 if (change->last_sp) 1439 if (change->last_sp)
1447 { 1440 {
1448 if (change->last_sp < 0) 1441 if (change->last_sp < 0)
1449 op->last_sp = (-change->last_sp); 1442 op->last_sp = -change->last_sp;
1450 else 1443 else
1451 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1444 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1452 } 1445 }
1453 1446
1454 if (change->gen_sp_armour) 1447 if (change->gen_sp_armour)
1455 { 1448 {
1456 if (change->gen_sp_armour < 0) 1449 if (change->gen_sp_armour < 0)
1457 op->gen_sp_armour = (-change->gen_sp_armour); 1450 op->gen_sp_armour = -change->gen_sp_armour;
1458 else 1451 else
1459 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1452 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1460 } 1453 }
1461 1454
1462 op->value *= change->value; 1455 op->value *= change->value;
1463 1456
1464 if (change->materials) 1457 if (change->materials)
1496 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1497 else 1490 else
1498 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1499 1492
1500 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1501 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1494 if (!strcmp (name, op->arch->archname))
1502 return !neg; 1495 return !neg;
1503 1496
1504 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1505 * everything is allowed except what we match 1498 * everything is allowed except what we match
1506 */ 1499 */
1517 */ 1510 */
1518 1511
1519void 1512void
1520give_artifact_abilities (object *op, object *artifct) 1513give_artifact_abilities (object *op, object *artifct)
1521{ 1514{
1522 char new_name[MAX_BUF]; 1515 op->title = format ("of %s", &artifct->name);
1523 1516
1524 sprintf (new_name, "of %s", &artifct->name);
1525 op->title = new_name;
1526 add_abilities (op, artifct); /* Give out the bonuses */ 1517 add_abilities (op, artifct); /* Give out the bonuses */
1527 1518
1528#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1519#if 0 /* Bit verbose, but keep it here until next time I need it... */
1529 { 1520 {
1530 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1521 char identified = op->flag [FLAG_IDENTIFIED];
1531 1522
1532 SET_FLAG (op, FLAG_IDENTIFIED); 1523 op->set_flag (FLAG_IDENTIFIED);
1533 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1524 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1534 if (!identified) 1525 if (!identified)
1535 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1526 op->clr_flag (FLAG_IDENTIFIED);
1536 } 1527 }
1537#endif 1528#endif
1538 return; 1529 return;
1539} 1530}
1540 1531
1550#define ARTIFACT_TRIES 2 1541#define ARTIFACT_TRIES 2
1551 1542
1552void 1543void
1553generate_artifact (object *op, int difficulty) 1544generate_artifact (object *op, int difficulty)
1554{ 1545{
1555 artifactlist *al;
1556 artifact *art; 1546 artifact *art;
1557 int i;
1558 1547
1559 al = find_artifactlist (op->type); 1548 artifactlist *al = find_artifactlist (op->type);
1560 1549
1561 if (al == NULL) 1550 if (al == NULL)
1562 { 1551 {
1563#if 0 /* This is too verbose, usually */ 1552#if 0 /* This is too verbose, usually */
1564 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1553 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1565#endif 1554#endif
1566 return; 1555 return;
1567 } 1556 }
1568 1557
1569 for (i = 0; i < ARTIFACT_TRIES; i++) 1558 for (int i = 0; i < ARTIFACT_TRIES; i++)
1570 { 1559 {
1571 int roll = rndm (al->total_chance); 1560 int roll = rndm (al->total_chance);
1572 1561
1573 for (art = al->items; art; art = art->next) 1562 for (art = al->items; art; art = art->next)
1574 { 1563 {
1614 */ 1603 */
1615 1604
1616void 1605void
1617fix_flesh_item (object *item, object *donor) 1606fix_flesh_item (object *item, object *donor)
1618{ 1607{
1619 char tmpbuf[MAX_BUF];
1620 int i;
1621
1622 if (item->type == FLESH && donor) 1608 if (item->type == FLESH && donor)
1623 { 1609 {
1624 /* change the name */ 1610 /* change the name */
1625 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1611 item->name = format ("%s's %s", &donor->name, &item->name);
1626 item->name = tmpbuf;
1627 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1612 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1628 item->name_pl = tmpbuf;
1629 1613
1630 /* weight is FLESH weight/100 * donor */ 1614 /* weight is FLESH weight/100 * donor */
1631 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1615 item->weight = max (1, item->weight * donor->weight / 100);
1632 item->weight = 1;
1633 1616
1634 /* value is multiplied by level of donor */ 1617 /* value is multiplied by level of donor */
1635 item->value *= isqrt (donor->level * 2); 1618 item->value *= isqrt (donor->level * 2);
1636 1619
1637 /* food value */ 1620 /* food value */
1638 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1621 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1639 1622
1640 /* flesh items inherit some abilities of donor, but not 1623 /* flesh items inherit some abilities of donor, but not
1641 * full effect. 1624 * full effect.
1642 */ 1625 */
1643 for (i = 0; i < NROFATTACKS; i++) 1626 for (int i = 0; i < NROFATTACKS; i++)
1644 item->resist[i] = donor->resist[i] / 2; 1627 item->resist[i] = donor->resist[i] / 2;
1645 1628
1646 /* item inherits donor's level (important for quezals) */ 1629 /* item inherits donor's level (important for quezals) */
1647 item->level = donor->level; 1630 item->level = donor->level;
1648 1631
1649 /* if donor has some attacktypes, the flesh is poisonous */ 1632 /* if donor has some attacktypes, the flesh is poisonous */
1650 if (donor->attacktype & AT_POISON) 1633 if (donor->attacktype & AT_POISON)
1651 item->type = POISON; 1634 item->type = POISON;
1652 1635
1653 if (donor->attacktype & AT_ACID) 1636 if (donor->attacktype & AT_ACID)
1654 item->stats.hp = -1 * item->stats.food; 1637 item->stats.hp = -item->stats.food;
1655 1638
1656 SET_FLAG (item, FLAG_NO_STEAL); 1639 item->set_flag (FLAG_NO_STEAL);
1657 } 1640 }
1658} 1641}
1659 1642
1660static void 1643static void
1661free_treasurestruct (treasure *t) 1644free_treasurestruct (treasure *t)

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