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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 1.119 by root, Sun Jan 29 02:47:04 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 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 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 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 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 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 26 * It is useful for finding bugs in the treasures file. Since it only
31 31
32/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <unordered_map>
37
36#include <global.h> 38#include <global.h>
37#include <treasure.h> 39#include <treasure.h>
38 40
39extern char *spell_mapping[]; 41extern char *spell_mapping[];
40 42
41static treasurelist *first_treasurelist; 43static treasurelist *first_treasurelist;
42 44
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
44 46
45typedef std::tr1::unordered_map< 47typedef std::unordered_map<
46 const char *, 48 const char *,
47 treasurelist *, 49 treasurelist *,
48 str_hash, 50 str_hash,
49 str_equal, 51 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> > 52 slice_allocator< std::pair<const char *const, treasurelist *> >
490 { 0, 0, 0, 3, 97}, // 29 492 { 0, 0, 0, 3, 97}, // 29
491 { 0, 0, 0, 0, 100}, // 30 493 { 0, 0, 0, 0, 100}, // 30
492 { 0, 0, 0, 0, 100}, // 31 494 { 0, 0, 0, 0, 100}, // 31
493}; 495};
494 496
495/* calculate the appropriate level for wands staves and scrolls. 497/* calculate the appropriate level for wands staves and scrolls.
496 * This code presumes that op has had its spell object created (in op->inv) 498 * This code presumes that op has had its spell object created (in op->inv)
497 * 499 *
498 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
500 */ 502 */
526 * 528 *
527 */ 529 */
528static int 530static int
529magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
530{ 532{
531 int percent = 0, magic = 0;
532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 533 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
534 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
533 535
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); 536 int percent = rndm (100);
537 int magic;
543 538
544 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 539 for (magic = 0; magic <= MAXMAGIC; magic++)
545 { 540 {
546 percent -= difftomagic_list[scaled_diff][magic]; 541 percent -= difftomagic_list[scaled_diff][magic];
547 542
548 if (percent < 0) 543 if (percent < 0)
549 break; 544 break;
550 } 545 }
551 546
552 if (magic == (MAXMAGIC + 1)) 547 if (magic > MAXMAGIC)
553 { 548 {
554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 549 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
555 magic = 0; 550 magic = 0;
556 } 551 }
557 552
565 * Sets magical bonus in an object, and recalculates the effect on 560 * Sets magical bonus in an object, and recalculates the effect on
566 * the armour variable, and the effect on speed of armour. 561 * the armour variable, and the effect on speed of armour.
567 * This function doesn't work properly, should add use of archetypes 562 * This function doesn't work properly, should add use of archetypes
568 * to make it truly absolute. 563 * to make it truly absolute.
569 */ 564 */
570
571void 565void
572set_abs_magic (object *op, int magic) 566set_abs_magic (object *op, int magic)
573{ 567{
574 if (!magic) 568 if (!magic)
575 return; 569 return;
603 */ 597 */
604 598
605static void 599static void
606set_magic (int difficulty, object *op, int max_magic, int flags) 600set_magic (int difficulty, object *op, int max_magic, int flags)
607{ 601{
608 int i;
609
610 i = magic_from_difficulty (difficulty); 602 int i = magic_from_difficulty (difficulty);
603
611 if ((flags & GT_ONLY_GOOD) && i < 0) 604 if ((flags & GT_ONLY_GOOD) && i < 0)
612 i = -i; 605 i = -i;
606
613 if (i > max_magic) 607 i = min (i, max_magic);
614 i = max_magic; 608
615 set_abs_magic (op, i); 609 set_abs_magic (op, i);
616 if (i < 0) 610 if (i < 0)
617 op->set_flag (FLAG_CURSED); 611 op->set_flag (FLAG_CURSED);
618} 612}
619 613
629set_ring_bonus (object *op, int bonus) 623set_ring_bonus (object *op, int bonus)
630{ 624{
631 int r = rndm (bonus > 0 ? 25 : 11); 625 int r = rndm (bonus > 0 ? 25 : 11);
632 626
633 if (op->type == AMULET) 627 if (op->type == AMULET)
634 {
635 if (!(rndm (21))) 628 if (!rndm (21))
636 r = 20 + rndm (2); 629 r = 20 + rndm (2);
630 else if (rndm (2))
631 r = 10;
637 else 632 else
638 {
639 if (rndm (2))
640 r = 10;
641 else
642 r = 11 + rndm (9); 633 r = 11 + rndm (9);
643 }
644 }
645 634
646 switch (r) 635 switch (r)
647 { 636 {
648 /* Redone by MSW 2000-11-26 to have much less code. Also, 637 /* Redone by MSW 2000-11-26 to have much less code. Also,
649 * bonuses and penalties will stack and add to existing values. 638 * bonuses and penalties will stack and add to existing values.
650 * of the item. 639 * of the item.
651 */ 640 */
652 case 0: 641 case 0:
653 case 1: 642 case 1:
654 case 2: 643 case 2:
655 case 3: 644 case 3:
656 case 4: 645 case 4:
696 * little random element in since that they don't always end up with 685 * little random element in since that they don't always end up with
697 * even values. 686 * even values.
698 */ 687 */
699 if (bonus < 0) 688 if (bonus < 0)
700 val = 2 * -val - rndm (b); 689 val = 2 * -val - rndm (b);
701 if (val > 35) 690
702 val = 35; /* Upper limit */ 691 val = min (35, val); /* Upper limit */
692
703 b = 0; 693 b = 0;
704 694
705 while (op->resist[resist_table[resist]] != 0 && b < 4) 695 while (op->resist[resist_table[resist]] != 0 && b < 4)
706 resist = rndm (num_resist_table); 696 resist = rndm (num_resist_table);
707 697
740 } 730 }
741 break; 731 break;
742 732
743 case 22: 733 case 22:
744 op->stats.exp += bonus; /* Speed! */ 734 op->stats.exp += bonus; /* Speed! */
745 op->value = (op->value * 2) / 3; 735 op->value = op->value * 2 / 3;
746 break; 736 break;
747 } 737 }
748 738
749 if (bonus > 0) 739 if (bonus > 0)
750 op->value *= 2 * bonus; 740 op->value = 2 * op->value * bonus;
751 else 741 else
752 op->value = -(op->value * 2 * bonus) / 3; 742 op->value = -2 * op->value * bonus / 3;
753} 743}
754 744
755/* 745/*
756 * get_magic(diff) will return a random number between 0 and 4. 746 * 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 747 * 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. 751 * Another scheme is used to calculate the magic of weapons and armours.
762 */ 752 */
763static int 753static int
764get_magic (int diff) 754get_magic (int diff)
765{ 755{
766 int i; 756 diff = min (3, diff);
767 757
768 if (diff < 3)
769 diff = 3;
770
771 for (i = 0; i < 4; i++) 758 for (int i = 0; i < 4; i++)
772 if (rndm (diff)) 759 if (rndm (diff))
773 return i; 760 return i;
774 761
775 return 4; 762 return 4;
776} 763}
790 return 1; 777 return 1;
791 778
792 return 0; 779 return 0;
793} 780}
794 781
782static double
783value_factor_from_spell_item (object *spell, object *item)
784{
785 double factor =
786 pow ((spell->value > 0 ? spell->value : 1)
787 * spell->level, 1.5);
788
789 if (item) // this if for: wands/staffs/rods:
790 {
791 /* Old crossfire comment ahead:
792 * Add 50 to both level an divisor to keep prices a little more
793 * reasonable. Otherwise, a high level version of a low level
794 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
795 * 10 time multiplier). This way, the value are a bit more reasonable.
796 */
797
798 factor *= item->level + 50;
799 factor /= item->inv->level + 50;
800 }
801
802 return factor;
803}
804
795#define DICE2 (get_magic(2)==2?2:1) 805#define DICE2 (get_magic(2) == 2 ? 2 : 1)
796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 806#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
797 807
798/* 808/*
799 * fix_generated_item(): This is called after an item is generated, in 809 * 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 810 * order to set it up right. This produced magical bonuses, puts spells
801 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 811 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
802 */ 812 */
803 813
804/* 4/28/96 added creator object from which op may now inherit properties based on 814/* 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 815 * 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 816 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 817 * way to do this? b.t. */
808 818
809/* 819/*
810 * ! (flags & GT_ENVIRONMENT): 820 * ! (flags & GT_ENVIRONMENT):
811 * Automatically calls fix_flesh_item(). 821 * Automatically calls fix_flesh_item().
911 { 921 {
912 if (op->type == POTION) 922 if (op->type == POTION)
913 /* Handle healing and magic power potions */ 923 /* Handle healing and magic power potions */
914 if (op->stats.sp && !op->randomitems) 924 if (op->stats.sp && !op->randomitems)
915 { 925 {
916 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 926 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
917 insert_ob_in_ob (tmp, op); 927 insert_ob_in_ob (tmp, op);
918 op->stats.sp = 0; 928 op->stats.sp = 0;
919 } 929 }
920 } 930 }
921 else if (!op->title) /* Only modify object if not special */ 931 else if (!op->title) /* Only modify object if not special */
939 } 949 }
940 break; 950 break;
941 951
942 case POTION: 952 case POTION:
943 { 953 {
944 int too_many_tries = 0, is_special = 0; 954 int too_many_tries = 0;
945 955
946 /* Handle healing and magic power potions */ 956 /* Handle healing and magic power potions */
947 if (op->stats.sp && !op->randomitems) 957 if (op->stats.sp && !op->randomitems)
948 { 958 {
949 object *tmp = get_archetype (spell_mapping[op->stats.sp]); 959 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
950 insert_ob_in_ob (tmp, op); 960 insert_ob_in_ob (tmp, op);
951 op->stats.sp = 0; 961 op->stats.sp = 0;
952 } 962 }
953 963
954 while (!(is_special = special_potion (op)) && !op->inv) 964 while (!special_potion (op) && !op->inv)
955 { 965 {
956 generate_artifact (op, difficulty); 966 generate_artifact (op, difficulty);
957 if (too_many_tries++ > 10) 967 if (too_many_tries++ > 10)
958 break; 968 break;
959 } 969 }
967 op->value *= op->inv->value; 977 op->value *= op->inv->value;
968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 978 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
969 } 979 }
970 else 980 else
971 { 981 {
972 op->name = "potion"; 982 op->name = shstr_potion;
973 op->name_pl = "potions"; 983 op->name_pl = shstr_potions;
974 } 984 }
975 985
976 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 986 if (!(flags & GT_ONLY_GOOD) && rndm (2))
977 op->set_flag (FLAG_CURSED); 987 op->set_flag (FLAG_CURSED);
978 988
993 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); 1003 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
994 1004
995 if (op->type != RING) /* Amulets have only one ability */ 1005 if (op->type != RING) /* Amulets have only one ability */
996 break; 1006 break;
997 1007
998 if (!(rndm (4))) 1008 if (!rndm (4))
999 { 1009 {
1000 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; 1010 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1001 1011
1002 if (d > 0) 1012 if (d > 0)
1003 op->value *= 3; 1013 op->value *= 3;
1004 1014
1005 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
1006 1016
1007 if (!(rndm (4))) 1017 if (!rndm (4))
1008 { 1018 {
1009 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; 1019 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1010 1020
1011 if (d > 0) 1021 if (d > 0)
1012 op->value *= 5; 1022 op->value *= 5;
1023
1013 set_ring_bonus (op, d); 1024 set_ring_bonus (op, d);
1014 } 1025 }
1015 } 1026 }
1016 1027
1017 if (op->animation_id) 1028 if (op->animation_id)
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1066 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying; 1067 op->slaying = creator->slaying;
1057 break; 1068 break;
1058 1069
1059 case SPELLBOOK: 1070 case SPELLBOOK:
1060 op->value = op->value * op->inv->value; 1071 op->value *= value_factor_from_spell_item (op->inv, 0);
1072
1061 /* add exp so learning gives xp */ 1073 /* add exp so learning gives xp */
1062 op->level = op->inv->level; 1074 op->level = op->inv->level;
1063 op->stats.exp = op->value; 1075 op->stats.exp = op->value;
1064 break; 1076 break;
1065 1077
1069 * and reset nrof. 1081 * and reset nrof.
1070 */ 1082 */
1071 op->stats.food = op->inv->nrof; 1083 op->stats.food = op->inv->nrof;
1072 op->nrof = 1; 1084 op->nrof = 1;
1073 /* If the spell changes by level, choose a random level 1085 /* If the spell changes by level, choose a random level
1074 * for it, and adjust price. If the spell doesn't 1086 * for it.
1075 * change by level, just set the wand to the level of
1076 * the spell, and value calculation is simpler.
1077 */ 1087 */
1078 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1088 if (op->inv->duration_modifier
1079 { 1089 || op->inv->dam_modifier
1090 || op->inv->range_modifier)
1080 op->level = level_for_item (op, difficulty); 1091 op->level = level_for_item (op, difficulty);
1081 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1082 }
1083 else 1092 else
1084 {
1085 op->level = op->inv->level; 1093 op->level = op->inv->level;
1086 op->value = op->value * op->inv->value; 1094
1087 } 1095 op->value *= value_factor_from_spell_item (op->inv, op);
1088 break; 1096 break;
1089 1097
1090 case ROD: 1098 case ROD:
1091 op->level = level_for_item (op, difficulty); 1099 op->level = level_for_item (op, difficulty);
1092 /* Add 50 to both level an divisor to keep prices a little more 1100 op->value *= value_factor_from_spell_item (op->inv, op);
1093 * reasonable. Otherwise, a high level version of a low level 1101
1094 * 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.
1096 */
1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1098 /* maxhp is used to denote how many 'charges' the rod holds before */ 1102 /* maxhp is used to denote how many 'charges' the rod holds before */
1099 if (op->stats.maxhp) 1103 if (op->stats.maxhp)
1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1101 else 1105 else
1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); 1106 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1104 op->stats.hp = op->stats.maxhp; 1108 op->stats.hp = op->stats.maxhp;
1105 break; 1109 break;
1106 1110
1107 case SCROLL: 1111 case SCROLL:
1108 op->level = level_for_item (op, difficulty); 1112 op->level = level_for_item (op, difficulty);
1109 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1113 op->value *= value_factor_from_spell_item (op->inv, op);
1110 1114
1111 /* add exp so reading them properly gives xp */ 1115 /* add exp so reading them properly gives xp */
1112 op->stats.exp = op->value / 5; 1116 op->stats.exp = op->value / 5;
1113 op->nrof = op->inv->nrof; 1117 op->nrof = op->inv->nrof;
1114 break; 1118 break;
1179 */ 1183 */
1180void 1184void
1181init_artifacts () 1185init_artifacts ()
1182{ 1186{
1183 static int has_been_inited = 0; 1187 static int has_been_inited = 0;
1184 char filename[MAX_BUF];
1185 artifact *art = NULL; 1188 artifact *art = NULL;
1186 artifactlist *al; 1189 artifactlist *al;
1187 1190
1188 if (has_been_inited) 1191 if (has_been_inited)
1189 return; 1192 return;
1190 else 1193 else
1191 has_been_inited = 1; 1194 has_been_inited = 1;
1192 1195
1193 sprintf (filename, "%s/artifacts", settings.datadir); 1196 object_thawer f (settings.datadir, "artifacts");
1194 object_thawer f (filename);
1195 1197
1196 if (!f) 1198 if (!f)
1197 return; 1199 return;
1198 1200
1199 for (;;) 1201 for (;;)
1284 } 1286 }
1285#if 0 1287#if 0
1286 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1288 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1287#endif 1289#endif
1288 } 1290 }
1289
1290 LOG (llevDebug, "done.\n");
1291} 1291}
1292 1292
1293/* 1293/*
1294 * Used in artifact generation. The bonuses of the first object 1294 * Used in artifact generation. The bonuses of the first object
1295 * is modified by the bonuses of the second object. 1295 * is modified by the bonuses of the second object.
1296 */ 1296 */
1297void 1297void
1298add_abilities (object *op, object *change) 1298add_abilities (object *op, object *change)
1299{ 1299{
1300 int i, tmp;
1301
1302 if (change->face != blank_face) 1300 if (change->face != blank_face)
1303 {
1304#ifdef TREASURE_VERBOSE
1305 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1306#endif
1307 op->face = change->face; 1301 op->face = change->face;
1308 }
1309 1302
1310 for (i = 0; i < NUM_STATS; i++) 1303 for (int i = 0; i < NUM_STATS; i++)
1311 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1304 change_attr_value (&(op->stats), i, change->stats.stat (i));
1312 1305
1313 op->attacktype |= change->attacktype; 1306 op->attacktype |= change->attacktype;
1314 op->path_attuned |= change->path_attuned; 1307 op->path_attuned |= change->path_attuned;
1315 op->path_repelled |= change->path_repelled; 1308 op->path_repelled |= change->path_repelled;
1316 op->path_denied |= change->path_denied; 1309 op->path_denied |= change->path_denied;
1317 op->move_type |= change->move_type; 1310 op->move_type |= change->move_type;
1318 op->stats.luck += change->stats.luck; 1311 op->stats.luck += change->stats.luck;
1319 1312
1320 if (change->flag [FLAG_CURSED]) 1313 static const struct copyflags : object::flags_t
1314 {
1315 copyflags ()
1316 {
1321 op->set_flag (FLAG_CURSED); 1317 set (FLAG_CURSED);
1322 if (change->flag [FLAG_DAMNED])
1323 op->set_flag (FLAG_DAMNED); 1318 set (FLAG_DAMNED);
1319 set (FLAG_LIFESAVE);
1320 set (FLAG_REFL_SPELL);
1321 set (FLAG_STEALTH);
1322 set (FLAG_XRAYS);
1323 set (FLAG_BLIND);
1324 set (FLAG_SEE_IN_DARK);
1325 set (FLAG_REFL_MISSILE);
1326 set (FLAG_MAKE_INVIS);
1327 }
1328 } copyflags;
1329
1330 // we might want to just copy, but or'ing is what the original code did
1331 op->flag |= change->flag & copyflags;
1332
1324 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) 1333 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1325 set_abs_magic (op, -op->magic); 1334 set_abs_magic (op, -op->magic);
1326 1335
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]) 1336 if (change->flag [FLAG_STAND_STILL])
1345 { 1337 {
1346 op->clr_flag (FLAG_ANIMATE); 1338 op->clr_flag (FLAG_ANIMATE);
1339
1347 /* so artifacts will join */ 1340 /* so artifacts will join */
1348 if (!op->flag [FLAG_ALIVE]) 1341 if (!op->flag [FLAG_ALIVE])
1349 op->speed = 0.0; 1342 op->speed = 0.;
1350 1343
1351 op->set_speed (op->speed); 1344 op->set_speed (op->speed);
1352 } 1345 }
1353 1346
1354 if (change->nrof) 1347 if (change->nrof)
1355 op->nrof = rndm (change->nrof) + 1; 1348 op->nrof = rndm (change->nrof) + 1;
1356 1349
1357 op->stats.exp += change->stats.exp; /* Speed modifier */ 1350 op->stats.exp += change->stats.exp; /* Speed modifier */
1358 op->stats.wc += change->stats.wc; 1351 op->stats.wc += change->stats.wc;
1359 op->stats.ac += change->stats.ac; 1352 op->stats.ac += change->stats.ac;
1360 1353
1361 if (change->other_arch) 1354 if (change->other_arch)
1362 { 1355 {
1363 /* Basically, for horns & potions, the other_arch field is the spell 1356 /* 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 1357 * to cast. So convert that to into a spell and put it into
1396 op->stats.maxsp = -change->stats.maxsp; 1389 op->stats.maxsp = -change->stats.maxsp;
1397 else 1390 else
1398 op->stats.maxsp += change->stats.maxsp; 1391 op->stats.maxsp += change->stats.maxsp;
1399 1392
1400 if (change->stats.food < 0) 1393 if (change->stats.food < 0)
1401 op->stats.food = -(change->stats.food); 1394 op->stats.food = -change->stats.food;
1402 else 1395 else
1403 op->stats.food += change->stats.food; 1396 op->stats.food += change->stats.food;
1404 1397
1405 if (change->level < 0) 1398 if (change->level < 0)
1406 op->level = -(change->level); 1399 op->level = -change->level;
1407 else 1400 else
1408 op->level += change->level; 1401 op->level += change->level;
1409 1402
1410 if (change->gen_sp_armour < 0) 1403 if (change->gen_sp_armour < 0)
1411 op->gen_sp_armour = -(change->gen_sp_armour); 1404 op->gen_sp_armour = -change->gen_sp_armour;
1412 else 1405 else
1413 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1406 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1414 1407
1415 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1416 1409
1417 for (i = 0; i < NROFATTACKS; i++) 1410 for (int i = 0; i < NROFATTACKS; i++)
1418 if (change->resist[i])
1419 op->resist[i] += change->resist[i]; 1411 op->resist[i] += change->resist[i];
1420 1412
1421 if (change->stats.dam) 1413 if (change->stats.dam)
1422 { 1414 {
1423 if (change->stats.dam < 0) 1415 if (change->stats.dam < 0)
1424 op->stats.dam = (-change->stats.dam); 1416 op->stats.dam = -change->stats.dam;
1425 else if (op->stats.dam) 1417 else if (op->stats.dam)
1426 { 1418 {
1427 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1419 int tmp = op->stats.dam * change->stats.dam / 10;
1420
1428 if (tmp == op->stats.dam) 1421 if (tmp == op->stats.dam)
1429 { 1422 {
1430 if (change->stats.dam < 10) 1423 if (change->stats.dam < 10)
1431 op->stats.dam--; 1424 op->stats.dam--;
1432 else 1425 else
1438 } 1431 }
1439 1432
1440 if (change->weight) 1433 if (change->weight)
1441 { 1434 {
1442 if (change->weight < 0) 1435 if (change->weight < 0)
1443 op->weight = (-change->weight); 1436 op->weight = -change->weight;
1444 else 1437 else
1445 op->weight = (op->weight * (change->weight)) / 100; 1438 op->weight = op->weight * change->weight / 100;
1446 } 1439 }
1447 1440
1448 if (change->last_sp) 1441 if (change->last_sp)
1449 { 1442 {
1450 if (change->last_sp < 0) 1443 if (change->last_sp < 0)
1451 op->last_sp = (-change->last_sp); 1444 op->last_sp = -change->last_sp;
1452 else 1445 else
1453 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1446 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1454 } 1447 }
1455 1448
1456 if (change->gen_sp_armour) 1449 if (change->gen_sp_armour)
1457 { 1450 {
1458 if (change->gen_sp_armour < 0) 1451 if (change->gen_sp_armour < 0)
1459 op->gen_sp_armour = (-change->gen_sp_armour); 1452 op->gen_sp_armour = -change->gen_sp_armour;
1460 else 1453 else
1461 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1454 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1462 } 1455 }
1463 1456
1464 op->value *= change->value; 1457 op->value *= change->value;
1465 1458
1466 if (change->materials) 1459 if (change->materials)
1498 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1499 else 1492 else
1500 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1501 1494
1502 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1503 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1496 if (!strcmp (name, op->arch->archname))
1504 return !neg; 1497 return !neg;
1505 1498
1506 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1507 * everything is allowed except what we match 1500 * everything is allowed except what we match
1508 */ 1501 */
1519 */ 1512 */
1520 1513
1521void 1514void
1522give_artifact_abilities (object *op, object *artifct) 1515give_artifact_abilities (object *op, object *artifct)
1523{ 1516{
1524 char new_name[MAX_BUF]; 1517 op->title = format ("of %s", &artifct->name);
1525 1518
1526 sprintf (new_name, "of %s", &artifct->name);
1527 op->title = new_name;
1528 add_abilities (op, artifct); /* Give out the bonuses */ 1519 add_abilities (op, artifct); /* Give out the bonuses */
1529 1520
1530#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1521#if 0 /* Bit verbose, but keep it here until next time I need it... */
1531 { 1522 {
1532 char identified = op->flag [FLAG_IDENTIFIED]; 1523 char identified = op->flag [FLAG_IDENTIFIED];
1552#define ARTIFACT_TRIES 2 1543#define ARTIFACT_TRIES 2
1553 1544
1554void 1545void
1555generate_artifact (object *op, int difficulty) 1546generate_artifact (object *op, int difficulty)
1556{ 1547{
1557 artifactlist *al;
1558 artifact *art; 1548 artifact *art;
1559 int i;
1560 1549
1561 al = find_artifactlist (op->type); 1550 artifactlist *al = find_artifactlist (op->type);
1562 1551
1563 if (al == NULL) 1552 if (al == NULL)
1564 { 1553 {
1565#if 0 /* This is too verbose, usually */ 1554#if 0 /* This is too verbose, usually */
1566 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1555 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1567#endif 1556#endif
1568 return; 1557 return;
1569 } 1558 }
1570 1559
1571 for (i = 0; i < ARTIFACT_TRIES; i++) 1560 for (int i = 0; i < ARTIFACT_TRIES; i++)
1572 { 1561 {
1573 int roll = rndm (al->total_chance); 1562 int roll = rndm (al->total_chance);
1574 1563
1575 for (art = al->items; art; art = art->next) 1564 for (art = al->items; art; art = art->next)
1576 { 1565 {
1616 */ 1605 */
1617 1606
1618void 1607void
1619fix_flesh_item (object *item, object *donor) 1608fix_flesh_item (object *item, object *donor)
1620{ 1609{
1621 char tmpbuf[MAX_BUF];
1622 int i;
1623
1624 if (item->type == FLESH && donor) 1610 if (item->type == FLESH && donor)
1625 { 1611 {
1626 /* change the name */ 1612 /* change the name */
1627 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1613 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); 1614 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1630 item->name_pl = tmpbuf;
1631 1615
1632 /* weight is FLESH weight/100 * donor */ 1616 /* weight is FLESH weight/100 * donor */
1633 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1617 item->weight = max (1, item->weight * donor->weight / 100);
1634 item->weight = 1;
1635 1618
1636 /* value is multiplied by level of donor */ 1619 /* value is multiplied by level of donor */
1637 item->value *= isqrt (donor->level * 2); 1620 item->value *= isqrt (donor->level * 2);
1638 1621
1639 /* food value */ 1622 /* food value */
1640 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1623 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1641 1624
1642 /* flesh items inherit some abilities of donor, but not 1625 /* flesh items inherit some abilities of donor, but not
1643 * full effect. 1626 * full effect.
1644 */ 1627 */
1645 for (i = 0; i < NROFATTACKS; i++) 1628 for (int i = 0; i < NROFATTACKS; i++)
1646 item->resist[i] = donor->resist[i] / 2; 1629 item->resist[i] = donor->resist[i] / 2;
1647 1630
1648 /* item inherits donor's level (important for quezals) */ 1631 /* item inherits donor's level (important for quezals) */
1649 item->level = donor->level; 1632 item->level = donor->level;
1650 1633
1651 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1652 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1653 item->type = POISON; 1636 item->type = POISON;
1654 1637
1655 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1656 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -item->stats.food;
1657 1640
1658 item->set_flag (FLAG_NO_STEAL); 1641 item->set_flag (FLAG_NO_STEAL);
1659 } 1642 }
1660} 1643}
1661 1644

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