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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.105 by root, Thu Apr 15 04:56:47 2010 UTC vs.
Revision 1.107 by root, Sun Apr 25 07:08:57 2010 UTC

526 * 526 *
527 */ 527 */
528static int 528static int
529magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
530{ 530{
531 int percent = 0, magic = 0;
532 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);
533 533
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); 534 int percent = rndm (100);
535 int magic;
543 536
544 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 537 for (magic = 0; magic <= MAXMAGIC; magic++)
545 { 538 {
546 percent -= difftomagic_list[scaled_diff][magic]; 539 percent -= difftomagic_list[scaled_diff][magic];
547 540
548 if (percent < 0) 541 if (percent < 0)
549 break; 542 break;
550 } 543 }
551 544
552 if (magic == (MAXMAGIC + 1)) 545 if (magic > MAXMAGIC)
553 { 546 {
554 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);
555 magic = 0; 548 magic = 0;
556 } 549 }
557 550
565 * Sets magical bonus in an object, and recalculates the effect on 558 * Sets magical bonus in an object, and recalculates the effect on
566 * the armour variable, and the effect on speed of armour. 559 * the armour variable, and the effect on speed of armour.
567 * This function doesn't work properly, should add use of archetypes 560 * This function doesn't work properly, should add use of archetypes
568 * to make it truly absolute. 561 * to make it truly absolute.
569 */ 562 */
570
571void 563void
572set_abs_magic (object *op, int magic) 564set_abs_magic (object *op, int magic)
573{ 565{
574 if (!magic) 566 if (!magic)
575 return; 567 return;
603 */ 595 */
604 596
605static void 597static void
606set_magic (int difficulty, object *op, int max_magic, int flags) 598set_magic (int difficulty, object *op, int max_magic, int flags)
607{ 599{
608 int i;
609
610 i = magic_from_difficulty (difficulty); 600 int i = magic_from_difficulty (difficulty);
601
611 if ((flags & GT_ONLY_GOOD) && i < 0) 602 if ((flags & GT_ONLY_GOOD) && i < 0)
612 i = -i; 603 i = -i;
604
613 if (i > max_magic) 605 i = min (i, max_magic);
614 i = max_magic; 606
615 set_abs_magic (op, i); 607 set_abs_magic (op, i);
616 if (i < 0) 608 if (i < 0)
617 op->set_flag (FLAG_CURSED); 609 op->set_flag (FLAG_CURSED);
618} 610}
619 611
629set_ring_bonus (object *op, int bonus) 621set_ring_bonus (object *op, int bonus)
630{ 622{
631 int r = rndm (bonus > 0 ? 25 : 11); 623 int r = rndm (bonus > 0 ? 25 : 11);
632 624
633 if (op->type == AMULET) 625 if (op->type == AMULET)
634 {
635 if (!(rndm (21))) 626 if (!rndm (21))
636 r = 20 + rndm (2); 627 r = 20 + rndm (2);
628 else if (rndm (2))
629 r = 10;
637 else 630 else
638 {
639 if (rndm (2))
640 r = 10;
641 else
642 r = 11 + rndm (9); 631 r = 11 + rndm (9);
643 }
644 }
645 632
646 switch (r) 633 switch (r)
647 { 634 {
648 /* 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,
649 * bonuses and penalties will stack and add to existing values. 636 * bonuses and penalties will stack and add to existing values.
650 * of the item. 637 * of the item.
651 */ 638 */
652 case 0: 639 case 0:
653 case 1: 640 case 1:
654 case 2: 641 case 2:
655 case 3: 642 case 3:
656 case 4: 643 case 4:
696 * 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
697 * even values. 684 * even values.
698 */ 685 */
699 if (bonus < 0) 686 if (bonus < 0)
700 val = 2 * -val - rndm (b); 687 val = 2 * -val - rndm (b);
701 if (val > 35) 688
702 val = 35; /* Upper limit */ 689 val = min (35, val); /* Upper limit */
690
703 b = 0; 691 b = 0;
704 692
705 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
706 resist = rndm (num_resist_table); 694 resist = rndm (num_resist_table);
707 695
740 } 728 }
741 break; 729 break;
742 730
743 case 22: 731 case 22:
744 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
745 op->value = (op->value * 2) / 3; 733 op->value = op->value * 2 / 3;
746 break; 734 break;
747 } 735 }
748 736
749 if (bonus > 0) 737 if (bonus > 0)
750 op->value *= 2 * bonus; 738 op->value = 2 * op->value * bonus;
751 else 739 else
752 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -2 * op->value * bonus / 3;
753} 741}
754 742
755/* 743/*
756 * 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.
757 * 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
761 * 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.
762 */ 750 */
763static int 751static int
764get_magic (int diff) 752get_magic (int diff)
765{ 753{
766 int i; 754 diff = min (3, diff);
767 755
768 if (diff < 3)
769 diff = 3;
770
771 for (i = 0; i < 4; i++) 756 for (int i = 0; i < 4; i++)
772 if (rndm (diff)) 757 if (rndm (diff))
773 return i; 758 return i;
774 759
775 return 4; 760 return 4;
776} 761}
790 return 1; 775 return 1;
791 776
792 return 0; 777 return 0;
793} 778}
794 779
795#define DICE2 (get_magic(2)==2?2:1) 780#define DICE2 (get_magic(2) == 2 ? 2 : 1)
796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 781#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
797 782
798/* 783/*
799 * fix_generated_item(): This is called after an item is generated, in 784 * 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 785 * order to set it up right. This produced magical bonuses, puts spells
967 op->value *= op->inv->value; 952 op->value *= op->inv->value;
968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
969 } 954 }
970 else 955 else
971 { 956 {
972 op->name = "potion"; 957 op->name = shstr_potion;
973 op->name_pl = "potions"; 958 op->name_pl = shstr_potions;
974 } 959 }
975 960
976 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 961 if (!(flags & GT_ONLY_GOOD) && rndm (2))
977 op->set_flag (FLAG_CURSED); 962 op->set_flag (FLAG_CURSED);
978 963
993 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); 978 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
994 979
995 if (op->type != RING) /* Amulets have only one ability */ 980 if (op->type != RING) /* Amulets have only one ability */
996 break; 981 break;
997 982
998 if (!(rndm (4))) 983 if (!rndm (4))
999 { 984 {
1000 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; 985 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1001 986
1002 if (d > 0) 987 if (d > 0)
1003 op->value *= 3; 988 op->value *= 3;
1004 989
1005 set_ring_bonus (op, d); 990 set_ring_bonus (op, d);
1006 991
1007 if (!(rndm (4))) 992 if (!rndm (4))
1008 { 993 {
1009 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; 994 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1010 995
1011 if (d > 0) 996 if (d > 0)
1012 op->value *= 5; 997 op->value *= 5;
998
1013 set_ring_bonus (op, d); 999 set_ring_bonus (op, d);
1014 } 1000 }
1015 } 1001 }
1016 1002
1017 if (op->animation_id) 1003 if (op->animation_id)
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying; 1042 op->slaying = creator->slaying;
1057 break; 1043 break;
1058 1044
1059 case SPELLBOOK: 1045 case SPELLBOOK:
1060 op->value = op->value * op->inv->value; 1046 op->value *= pow ((op->inv->value > 0 ? op->inv->value : 1)
1047 * op->inv->level,
1048 1.5);
1049
1061 /* add exp so learning gives xp */ 1050 /* add exp so learning gives xp */
1062 op->level = op->inv->level; 1051 op->level = op->inv->level;
1063 op->stats.exp = op->value; 1052 op->stats.exp = op->value;
1064 break; 1053 break;
1065 1054
1093 * reasonable. Otherwise, a high level version of a low level 1082 * reasonable. Otherwise, a high level version of a low level
1094 * spell can be worth tons a money (eg, level 20 rod, level 2 spell = 1083 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1095 * 10 time multiplier). This way, the value are a bit more reasonable. 1084 * 10 time multiplier). This way, the value are a bit more reasonable.
1096 */ 1085 */
1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1086 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087
1098 /* maxhp is used to denote how many 'charges' the rod holds before */ 1088 /* maxhp is used to denote how many 'charges' the rod holds before */
1099 if (op->stats.maxhp) 1089 if (op->stats.maxhp)
1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); 1090 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1101 else 1091 else
1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); 1092 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1295 * is modified by the bonuses of the second object. 1285 * is modified by the bonuses of the second object.
1296 */ 1286 */
1297void 1287void
1298add_abilities (object *op, object *change) 1288add_abilities (object *op, object *change)
1299{ 1289{
1300 int i, tmp;
1301
1302 if (change->face != blank_face) 1290 if (change->face != blank_face)
1303 { 1291 {
1304#ifdef TREASURE_VERBOSE 1292#ifdef TREASURE_VERBOSE
1305 LOG (llevDebug, "add_abilities change face: %d\n", change->face); 1293 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1306#endif 1294#endif
1307 op->face = change->face; 1295 op->face = change->face;
1308 } 1296 }
1309 1297
1310 for (i = 0; i < NUM_STATS; i++) 1298 for (int i = 0; i < NUM_STATS; i++)
1311 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1299 change_attr_value (&(op->stats), i, change->stats.stat (i));
1312 1300
1313 op->attacktype |= change->attacktype; 1301 op->attacktype |= change->attacktype;
1314 op->path_attuned |= change->path_attuned; 1302 op->path_attuned |= change->path_attuned;
1315 op->path_repelled |= change->path_repelled; 1303 op->path_repelled |= change->path_repelled;
1316 op->path_denied |= change->path_denied; 1304 op->path_denied |= change->path_denied;
1317 op->move_type |= change->move_type; 1305 op->move_type |= change->move_type;
1318 op->stats.luck += change->stats.luck; 1306 op->stats.luck += change->stats.luck;
1319 1307
1320 if (change->flag [FLAG_CURSED]) 1308 static const struct copyflags : object::flags_t
1309 {
1310 copyflags ()
1311 {
1321 op->set_flag (FLAG_CURSED); 1312 set (FLAG_CURSED);
1322 if (change->flag [FLAG_DAMNED])
1323 op->set_flag (FLAG_DAMNED); 1313 set (FLAG_DAMNED);
1314 set (FLAG_LIFESAVE);
1315 set (FLAG_REFL_SPELL);
1316 set (FLAG_STEALTH);
1317 set (FLAG_XRAYS);
1318 set (FLAG_BLIND);
1319 set (FLAG_SEE_IN_DARK);
1320 set (FLAG_REFL_MISSILE);
1321 set (FLAG_MAKE_INVIS);
1322 }
1323 } copyflags;
1324
1325 // we might want to just copy, but or'ing is what the original code did
1326 op->flag |= change->flag & copyflags;
1327
1324 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) 1328 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1325 set_abs_magic (op, -op->magic); 1329 set_abs_magic (op, -op->magic);
1326 1330
1327 if (change->flag [FLAG_LIFESAVE])
1328 op->set_flag (FLAG_LIFESAVE);
1329 if (change->flag [FLAG_REFL_SPELL])
1330 op->set_flag (FLAG_REFL_SPELL);
1331 if (change->flag [FLAG_STEALTH])
1332 op->set_flag (FLAG_STEALTH);
1333 if (change->flag [FLAG_XRAYS])
1334 op->set_flag (FLAG_XRAYS);
1335 if (change->flag [FLAG_BLIND])
1336 op->set_flag (FLAG_BLIND);
1337 if (change->flag [FLAG_SEE_IN_DARK])
1338 op->set_flag (FLAG_SEE_IN_DARK);
1339 if (change->flag [FLAG_REFL_MISSILE])
1340 op->set_flag (FLAG_REFL_MISSILE);
1341 if (change->flag [FLAG_MAKE_INVIS])
1342 op->set_flag (FLAG_MAKE_INVIS);
1343
1344 if (change->flag [FLAG_STAND_STILL]) 1331 if (change->flag [FLAG_STAND_STILL])
1345 { 1332 {
1346 op->clr_flag (FLAG_ANIMATE); 1333 op->clr_flag (FLAG_ANIMATE);
1334
1347 /* so artifacts will join */ 1335 /* so artifacts will join */
1348 if (!op->flag [FLAG_ALIVE]) 1336 if (!op->flag [FLAG_ALIVE])
1349 op->speed = 0.0; 1337 op->speed = 0.;
1350 1338
1351 op->set_speed (op->speed); 1339 op->set_speed (op->speed);
1352 } 1340 }
1353 1341
1354 if (change->nrof) 1342 if (change->nrof)
1355 op->nrof = rndm (change->nrof) + 1; 1343 op->nrof = rndm (change->nrof) + 1;
1356 1344
1357 op->stats.exp += change->stats.exp; /* Speed modifier */ 1345 op->stats.exp += change->stats.exp; /* Speed modifier */
1358 op->stats.wc += change->stats.wc; 1346 op->stats.wc += change->stats.wc;
1359 op->stats.ac += change->stats.ac; 1347 op->stats.ac += change->stats.ac;
1360 1348
1361 if (change->other_arch) 1349 if (change->other_arch)
1362 { 1350 {
1363 /* Basically, for horns & potions, the other_arch field is the spell 1351 /* Basically, for horns & potions, the other_arch field is the spell
1364 * to cast. So convert that to into a spell and put it into 1352 * to cast. So convert that to into a spell and put it into
1396 op->stats.maxsp = -change->stats.maxsp; 1384 op->stats.maxsp = -change->stats.maxsp;
1397 else 1385 else
1398 op->stats.maxsp += change->stats.maxsp; 1386 op->stats.maxsp += change->stats.maxsp;
1399 1387
1400 if (change->stats.food < 0) 1388 if (change->stats.food < 0)
1401 op->stats.food = -(change->stats.food); 1389 op->stats.food = -change->stats.food;
1402 else 1390 else
1403 op->stats.food += change->stats.food; 1391 op->stats.food += change->stats.food;
1404 1392
1405 if (change->level < 0) 1393 if (change->level < 0)
1406 op->level = -(change->level); 1394 op->level = -change->level;
1407 else 1395 else
1408 op->level += change->level; 1396 op->level += change->level;
1409 1397
1410 if (change->gen_sp_armour < 0) 1398 if (change->gen_sp_armour < 0)
1411 op->gen_sp_armour = -(change->gen_sp_armour); 1399 op->gen_sp_armour = -change->gen_sp_armour;
1412 else 1400 else
1413 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1401 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1414 1402
1415 op->item_power = change->item_power; 1403 op->item_power = change->item_power;
1416 1404
1417 for (i = 0; i < NROFATTACKS; i++) 1405 for (int i = 0; i < NROFATTACKS; i++)
1418 if (change->resist[i])
1419 op->resist[i] += change->resist[i]; 1406 op->resist[i] += change->resist[i];
1420 1407
1421 if (change->stats.dam) 1408 if (change->stats.dam)
1422 { 1409 {
1423 if (change->stats.dam < 0) 1410 if (change->stats.dam < 0)
1424 op->stats.dam = (-change->stats.dam); 1411 op->stats.dam = -change->stats.dam;
1425 else if (op->stats.dam) 1412 else if (op->stats.dam)
1426 { 1413 {
1427 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1414 int tmp = op->stats.dam * change->stats.dam / 10;
1415
1428 if (tmp == op->stats.dam) 1416 if (tmp == op->stats.dam)
1429 { 1417 {
1430 if (change->stats.dam < 10) 1418 if (change->stats.dam < 10)
1431 op->stats.dam--; 1419 op->stats.dam--;
1432 else 1420 else
1438 } 1426 }
1439 1427
1440 if (change->weight) 1428 if (change->weight)
1441 { 1429 {
1442 if (change->weight < 0) 1430 if (change->weight < 0)
1443 op->weight = (-change->weight); 1431 op->weight = -change->weight;
1444 else 1432 else
1445 op->weight = (op->weight * (change->weight)) / 100; 1433 op->weight = op->weight * change->weight / 100;
1446 } 1434 }
1447 1435
1448 if (change->last_sp) 1436 if (change->last_sp)
1449 { 1437 {
1450 if (change->last_sp < 0) 1438 if (change->last_sp < 0)
1451 op->last_sp = (-change->last_sp); 1439 op->last_sp = -change->last_sp;
1452 else 1440 else
1453 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1441 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1454 } 1442 }
1455 1443
1456 if (change->gen_sp_armour) 1444 if (change->gen_sp_armour)
1457 { 1445 {
1458 if (change->gen_sp_armour < 0) 1446 if (change->gen_sp_armour < 0)
1459 op->gen_sp_armour = (-change->gen_sp_armour); 1447 op->gen_sp_armour = -change->gen_sp_armour;
1460 else 1448 else
1461 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1449 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1462 } 1450 }
1463 1451
1464 op->value *= change->value; 1452 op->value *= change->value;
1465 1453
1466 if (change->materials) 1454 if (change->materials)
1519 */ 1507 */
1520 1508
1521void 1509void
1522give_artifact_abilities (object *op, object *artifct) 1510give_artifact_abilities (object *op, object *artifct)
1523{ 1511{
1524 char new_name[MAX_BUF]; 1512 op->title = format ("of %s", &artifct->name);
1525 1513
1526 sprintf (new_name, "of %s", &artifct->name);
1527 op->title = new_name;
1528 add_abilities (op, artifct); /* Give out the bonuses */ 1514 add_abilities (op, artifct); /* Give out the bonuses */
1529 1515
1530#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1516#if 0 /* Bit verbose, but keep it here until next time I need it... */
1531 { 1517 {
1532 char identified = op->flag [FLAG_IDENTIFIED]; 1518 char identified = op->flag [FLAG_IDENTIFIED];
1552#define ARTIFACT_TRIES 2 1538#define ARTIFACT_TRIES 2
1553 1539
1554void 1540void
1555generate_artifact (object *op, int difficulty) 1541generate_artifact (object *op, int difficulty)
1556{ 1542{
1557 artifactlist *al;
1558 artifact *art; 1543 artifact *art;
1559 int i;
1560 1544
1561 al = find_artifactlist (op->type); 1545 artifactlist *al = find_artifactlist (op->type);
1562 1546
1563 if (al == NULL) 1547 if (al == NULL)
1564 { 1548 {
1565#if 0 /* This is too verbose, usually */ 1549#if 0 /* This is too verbose, usually */
1566 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1550 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1567#endif 1551#endif
1568 return; 1552 return;
1569 } 1553 }
1570 1554
1571 for (i = 0; i < ARTIFACT_TRIES; i++) 1555 for (int i = 0; i < ARTIFACT_TRIES; i++)
1572 { 1556 {
1573 int roll = rndm (al->total_chance); 1557 int roll = rndm (al->total_chance);
1574 1558
1575 for (art = al->items; art; art = art->next) 1559 for (art = al->items; art; art = art->next)
1576 { 1560 {
1616 */ 1600 */
1617 1601
1618void 1602void
1619fix_flesh_item (object *item, object *donor) 1603fix_flesh_item (object *item, object *donor)
1620{ 1604{
1621 char tmpbuf[MAX_BUF];
1622 int i;
1623
1624 if (item->type == FLESH && donor) 1605 if (item->type == FLESH && donor)
1625 { 1606 {
1626 /* change the name */ 1607 /* change the name */
1627 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1608 item->name = format ("%s's %s", &donor->name, &item->name);
1628 item->name = tmpbuf;
1629 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1609 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1630 item->name_pl = tmpbuf;
1631 1610
1632 /* weight is FLESH weight/100 * donor */ 1611 /* weight is FLESH weight/100 * donor */
1633 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1612 item->weight = max (1, item->weight * donor->weight / 100);
1634 item->weight = 1;
1635 1613
1636 /* value is multiplied by level of donor */ 1614 /* value is multiplied by level of donor */
1637 item->value *= isqrt (donor->level * 2); 1615 item->value *= isqrt (donor->level * 2);
1638 1616
1639 /* food value */ 1617 /* food value */
1640 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1618 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1641 1619
1642 /* flesh items inherit some abilities of donor, but not 1620 /* flesh items inherit some abilities of donor, but not
1643 * full effect. 1621 * full effect.
1644 */ 1622 */
1645 for (i = 0; i < NROFATTACKS; i++) 1623 for (int i = 0; i < NROFATTACKS; i++)
1646 item->resist[i] = donor->resist[i] / 2; 1624 item->resist[i] = donor->resist[i] / 2;
1647 1625
1648 /* item inherits donor's level (important for quezals) */ 1626 /* item inherits donor's level (important for quezals) */
1649 item->level = donor->level; 1627 item->level = donor->level;
1650 1628
1651 /* if donor has some attacktypes, the flesh is poisonous */ 1629 /* if donor has some attacktypes, the flesh is poisonous */
1652 if (donor->attacktype & AT_POISON) 1630 if (donor->attacktype & AT_POISON)
1653 item->type = POISON; 1631 item->type = POISON;
1654 1632
1655 if (donor->attacktype & AT_ACID) 1633 if (donor->attacktype & AT_ACID)
1656 item->stats.hp = -1 * item->stats.food; 1634 item->stats.hp = -item->stats.food;
1657 1635
1658 item->set_flag (FLAG_NO_STEAL); 1636 item->set_flag (FLAG_NO_STEAL);
1659 } 1637 }
1660} 1638}
1661 1639

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