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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.106 by elmex, Wed Apr 21 09:30:07 2010 UTC vs.
Revision 1.122 by root, Sun Nov 18 15:19:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 * 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 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* 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 * It is useful for finding bugs in the treasures file. Since it only
34//#define TREASURE_VERBOSE 35//#define TREASURE_VERBOSE
35 36
36#include <global.h> 37#include <global.h>
37#include <treasure.h> 38#include <treasure.h>
38 39
40#include <flat_hash_map.hpp>
41
42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
44
39extern char *spell_mapping[]; 45extern char *spell_mapping[];
40 46
41static treasurelist *first_treasurelist; 47static treasurelist *first_treasurelist;
42 48
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
44 50
45typedef std::tr1::unordered_map< 51typedef ska::flat_hash_map<
46 const char *, 52 const char *,
47 treasurelist *, 53 treasurelist *,
48 str_hash, 54 str_hash,
49 str_equal, 55 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> > 56 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t; 57> tl_map_t;
52 58
53static tl_map_t tl_map; 59static tl_map_t tl_map;
54 60
55//TODO: class method 61//TODO: class method
490 { 0, 0, 0, 3, 97}, // 29 496 { 0, 0, 0, 3, 97}, // 29
491 { 0, 0, 0, 0, 100}, // 30 497 { 0, 0, 0, 0, 100}, // 30
492 { 0, 0, 0, 0, 100}, // 31 498 { 0, 0, 0, 0, 100}, // 31
493}; 499};
494 500
495/* calculate the appropriate level for wands staves and scrolls. 501/* calculate the appropriate level for wands staves and scrolls.
496 * This code presumes that op has had its spell object created (in op->inv) 502 * This code presumes that op has had its spell object created (in op->inv)
497 * 503 *
498 * elmex Wed Aug 9 17:44:59 CEST 2006: 504 * elmex Wed Aug 9 17:44:59 CEST 2006:
499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 505 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
500 */ 506 */
526 * 532 *
527 */ 533 */
528static int 534static int
529magic_from_difficulty (int difficulty) 535magic_from_difficulty (int difficulty)
530{ 536{
531 int percent = 0, magic = 0;
532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 537 int scaled_diff = lerp (difficulty, 0, settings.max_level, 0, DIFFLEVELS - 1);
538 scaled_diff = clamp (scaled_diff, 0, DIFFLEVELS - 1);
533 539
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); 540 int percent = rndm (100);
541 int magic;
543 542
544 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 543 for (magic = 0; magic <= MAXMAGIC; magic++)
545 { 544 {
546 percent -= difftomagic_list[scaled_diff][magic]; 545 percent -= difftomagic_list[scaled_diff][magic];
547 546
548 if (percent < 0) 547 if (percent < 0)
549 break; 548 break;
550 } 549 }
551 550
552 if (magic == (MAXMAGIC + 1)) 551 if (magic > MAXMAGIC)
553 { 552 {
554 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 553 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
555 magic = 0; 554 magic = 0;
556 } 555 }
557 556
565 * Sets magical bonus in an object, and recalculates the effect on 564 * Sets magical bonus in an object, and recalculates the effect on
566 * the armour variable, and the effect on speed of armour. 565 * the armour variable, and the effect on speed of armour.
567 * This function doesn't work properly, should add use of archetypes 566 * This function doesn't work properly, should add use of archetypes
568 * to make it truly absolute. 567 * to make it truly absolute.
569 */ 568 */
570
571void 569void
572set_abs_magic (object *op, int magic) 570set_abs_magic (object *op, int magic)
573{ 571{
574 if (!magic) 572 if (!magic)
575 return; 573 return;
603 */ 601 */
604 602
605static void 603static void
606set_magic (int difficulty, object *op, int max_magic, int flags) 604set_magic (int difficulty, object *op, int max_magic, int flags)
607{ 605{
608 int i;
609
610 i = magic_from_difficulty (difficulty); 606 int i = magic_from_difficulty (difficulty);
607
611 if ((flags & GT_ONLY_GOOD) && i < 0) 608 if ((flags & GT_ONLY_GOOD) && i < 0)
612 i = -i; 609 i = -i;
610
613 if (i > max_magic) 611 i = min (i, max_magic);
614 i = max_magic; 612
615 set_abs_magic (op, i); 613 set_abs_magic (op, i);
616 if (i < 0) 614 if (i < 0)
617 op->set_flag (FLAG_CURSED); 615 op->set_flag (FLAG_CURSED);
618} 616}
619 617
629set_ring_bonus (object *op, int bonus) 627set_ring_bonus (object *op, int bonus)
630{ 628{
631 int r = rndm (bonus > 0 ? 25 : 11); 629 int r = rndm (bonus > 0 ? 25 : 11);
632 630
633 if (op->type == AMULET) 631 if (op->type == AMULET)
634 {
635 if (!(rndm (21))) 632 if (!rndm (21))
636 r = 20 + rndm (2); 633 r = 20 + rndm (2);
634 else if (rndm (2))
635 r = 10;
637 else 636 else
638 {
639 if (rndm (2))
640 r = 10;
641 else
642 r = 11 + rndm (9); 637 r = 11 + rndm (9);
643 }
644 }
645 638
646 switch (r) 639 switch (r)
647 { 640 {
648 /* Redone by MSW 2000-11-26 to have much less code. Also, 641 /* Redone by MSW 2000-11-26 to have much less code. Also,
649 * bonuses and penalties will stack and add to existing values. 642 * bonuses and penalties will stack and add to existing values.
650 * of the item. 643 * of the item.
651 */ 644 */
652 case 0: 645 case 0:
653 case 1: 646 case 1:
654 case 2: 647 case 2:
655 case 3: 648 case 3:
656 case 4: 649 case 4:
696 * little random element in since that they don't always end up with 689 * little random element in since that they don't always end up with
697 * even values. 690 * even values.
698 */ 691 */
699 if (bonus < 0) 692 if (bonus < 0)
700 val = 2 * -val - rndm (b); 693 val = 2 * -val - rndm (b);
701 if (val > 35) 694
702 val = 35; /* Upper limit */ 695 val = min (35, val); /* Upper limit */
696
703 b = 0; 697 b = 0;
704 698
705 while (op->resist[resist_table[resist]] != 0 && b < 4) 699 while (op->resist[resist_table[resist]] != 0 && b < 4)
706 resist = rndm (num_resist_table); 700 resist = rndm (num_resist_table);
707 701
740 } 734 }
741 break; 735 break;
742 736
743 case 22: 737 case 22:
744 op->stats.exp += bonus; /* Speed! */ 738 op->stats.exp += bonus; /* Speed! */
745 op->value = (op->value * 2) / 3; 739 op->value = op->value * 2 / 3;
746 break; 740 break;
747 } 741 }
748 742
749 if (bonus > 0) 743 if (bonus > 0)
750 op->value *= 2 * bonus; 744 op->value = 2 * op->value * bonus;
751 else 745 else
752 op->value = -(op->value * 2 * bonus) / 3; 746 op->value = -2 * op->value * bonus / 3;
753} 747}
754 748
755/* 749/*
756 * get_magic(diff) will return a random number between 0 and 4. 750 * 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 751 * 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. 755 * Another scheme is used to calculate the magic of weapons and armours.
762 */ 756 */
763static int 757static int
764get_magic (int diff) 758get_magic (int diff)
765{ 759{
766 int i; 760 diff = min (3, diff);
767 761
768 if (diff < 3)
769 diff = 3;
770
771 for (i = 0; i < 4; i++) 762 for (int i = 0; i < 4; i++)
772 if (rndm (diff)) 763 if (rndm (diff))
773 return i; 764 return i;
774 765
775 return 4; 766 return 4;
776} 767}
790 return 1; 781 return 1;
791 782
792 return 0; 783 return 0;
793} 784}
794 785
786static double
787value_factor_from_spell_item (object *spell, object *item)
788{
789 double factor =
790 pow ((spell->value > 0 ? spell->value : 1)
791 * spell->level, 1.5);
792
793 if (item) // this if for: wands/staffs/rods:
794 {
795 /* Old crossfire comment ahead:
796 * Add 50 to both level an divisor to keep prices a little more
797 * reasonable. Otherwise, a high level version of a low level
798 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
799 * 10 time multiplier). This way, the value are a bit more reasonable.
800 */
801
802 factor *= item->level + 50;
803 factor /= item->inv->level + 50;
804 }
805
806 return factor;
807}
808
795#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2) == 2 ? 2 : 1)
796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 810#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
797 811
798/* 812/*
799 * fix_generated_item(): This is called after an item is generated, in 813 * 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 814 * order to set it up right. This produced magical bonuses, puts spells
801 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
802 */ 816 */
803 817
804/* 4/28/96 added creator object from which op may now inherit properties based on 818/* 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 819 * 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 820 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 821 * way to do this? b.t. */
808 822
809/* 823/*
810 * ! (flags & GT_ENVIRONMENT): 824 * ! (flags & GT_ENVIRONMENT):
811 * Automatically calls fix_flesh_item(). 825 * Automatically calls fix_flesh_item().
911 { 925 {
912 if (op->type == POTION) 926 if (op->type == POTION)
913 /* Handle healing and magic power potions */ 927 /* Handle healing and magic power potions */
914 if (op->stats.sp && !op->randomitems) 928 if (op->stats.sp && !op->randomitems)
915 { 929 {
916 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 930 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
917 insert_ob_in_ob (tmp, op); 931 insert_ob_in_ob (tmp, op);
918 op->stats.sp = 0; 932 op->stats.sp = 0;
919 } 933 }
920 } 934 }
921 else if (!op->title) /* Only modify object if not special */ 935 else if (!op->title) /* Only modify object if not special */
939 } 953 }
940 break; 954 break;
941 955
942 case POTION: 956 case POTION:
943 { 957 {
944 int too_many_tries = 0, is_special = 0; 958 int too_many_tries = 0;
945 959
946 /* Handle healing and magic power potions */ 960 /* Handle healing and magic power potions */
947 if (op->stats.sp && !op->randomitems) 961 if (op->stats.sp && !op->randomitems)
948 { 962 {
949 object *tmp = get_archetype (spell_mapping[op->stats.sp]); 963 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
950 insert_ob_in_ob (tmp, op); 964 insert_ob_in_ob (tmp, op);
951 op->stats.sp = 0; 965 op->stats.sp = 0;
952 } 966 }
953 967
954 while (!(is_special = special_potion (op)) && !op->inv) 968 while (!special_potion (op) && !op->inv)
955 { 969 {
956 generate_artifact (op, difficulty); 970 generate_artifact (op, difficulty);
957 if (too_many_tries++ > 10) 971 if (too_many_tries++ > 10)
958 break; 972 break;
959 } 973 }
967 op->value *= op->inv->value; 981 op->value *= op->inv->value;
968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 982 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
969 } 983 }
970 else 984 else
971 { 985 {
972 op->name = "potion"; 986 op->name = shstr_potion;
973 op->name_pl = "potions"; 987 op->name_pl = shstr_potions;
974 } 988 }
975 989
976 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 990 if (!(flags & GT_ONLY_GOOD) && rndm (2))
977 op->set_flag (FLAG_CURSED); 991 op->set_flag (FLAG_CURSED);
978 992
993 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2); 1007 set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
994 1008
995 if (op->type != RING) /* Amulets have only one ability */ 1009 if (op->type != RING) /* Amulets have only one ability */
996 break; 1010 break;
997 1011
998 if (!(rndm (4))) 1012 if (!rndm (4))
999 { 1013 {
1000 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; 1014 int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1001 1015
1002 if (d > 0) 1016 if (d > 0)
1003 op->value *= 3; 1017 op->value *= 3;
1004 1018
1005 set_ring_bonus (op, d); 1019 set_ring_bonus (op, d);
1006 1020
1007 if (!(rndm (4))) 1021 if (!rndm (4))
1008 { 1022 {
1009 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2; 1023 int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
1010 1024
1011 if (d > 0) 1025 if (d > 0)
1012 op->value *= 5; 1026 op->value *= 5;
1027
1013 set_ring_bonus (op, d); 1028 set_ring_bonus (op, d);
1014 } 1029 }
1015 } 1030 }
1016 1031
1017 if (op->animation_id) 1032 if (op->animation_id)
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1070 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying; 1071 op->slaying = creator->slaying;
1057 break; 1072 break;
1058 1073
1059 case SPELLBOOK: 1074 case SPELLBOOK:
1060 op->value *= 1075 op->value *= value_factor_from_spell_item (op->inv, 0);
1061 pow ((op->inv->value > 0 ? op->inv->value : 1) 1076
1062 * op->inv->level,
1063 1.5);
1064 /* add exp so learning gives xp */ 1077 /* add exp so learning gives xp */
1065 op->level = op->inv->level; 1078 op->level = op->inv->level;
1066 op->stats.exp = op->value; 1079 op->stats.exp = op->value;
1067 break; 1080 break;
1068 1081
1072 * and reset nrof. 1085 * and reset nrof.
1073 */ 1086 */
1074 op->stats.food = op->inv->nrof; 1087 op->stats.food = op->inv->nrof;
1075 op->nrof = 1; 1088 op->nrof = 1;
1076 /* If the spell changes by level, choose a random level 1089 /* If the spell changes by level, choose a random level
1077 * for it, and adjust price. If the spell doesn't 1090 * for it.
1078 * change by level, just set the wand to the level of
1079 * the spell, and value calculation is simpler.
1080 */ 1091 */
1081 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1092 if (op->inv->duration_modifier
1082 { 1093 || op->inv->dam_modifier
1094 || op->inv->range_modifier)
1083 op->level = level_for_item (op, difficulty); 1095 op->level = level_for_item (op, difficulty);
1084 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1085 }
1086 else 1096 else
1087 {
1088 op->level = op->inv->level; 1097 op->level = op->inv->level;
1089 op->value = op->value * op->inv->value; 1098
1090 } 1099 op->value *= value_factor_from_spell_item (op->inv, op);
1091 break; 1100 break;
1092 1101
1093 case ROD: 1102 case ROD:
1094 op->level = level_for_item (op, difficulty); 1103 op->level = level_for_item (op, difficulty);
1095 /* Add 50 to both level an divisor to keep prices a little more 1104 op->value *= value_factor_from_spell_item (op->inv, op);
1096 * reasonable. Otherwise, a high level version of a low level 1105
1097 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1098 * 10 time multiplier). This way, the value are a bit more reasonable.
1099 */
1100 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1101 /* maxhp is used to denote how many 'charges' the rod holds before */ 1106 /* maxhp is used to denote how many 'charges' the rod holds before */
1102 if (op->stats.maxhp) 1107 if (op->stats.maxhp)
1103 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); 1108 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1104 else 1109 else
1105 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); 1110 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1107 op->stats.hp = op->stats.maxhp; 1112 op->stats.hp = op->stats.maxhp;
1108 break; 1113 break;
1109 1114
1110 case SCROLL: 1115 case SCROLL:
1111 op->level = level_for_item (op, difficulty); 1116 op->level = level_for_item (op, difficulty);
1112 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1117 op->value *= value_factor_from_spell_item (op->inv, op);
1113 1118
1114 /* add exp so reading them properly gives xp */ 1119 /* add exp so reading them properly gives xp */
1115 op->stats.exp = op->value / 5; 1120 op->stats.exp = op->value / 5;
1116 op->nrof = op->inv->nrof; 1121 op->nrof = op->inv->nrof;
1117 break; 1122 break;
1182 */ 1187 */
1183void 1188void
1184init_artifacts () 1189init_artifacts ()
1185{ 1190{
1186 static int has_been_inited = 0; 1191 static int has_been_inited = 0;
1187 char filename[MAX_BUF];
1188 artifact *art = NULL; 1192 artifact *art = NULL;
1189 artifactlist *al; 1193 artifactlist *al;
1190 1194
1191 if (has_been_inited) 1195 if (has_been_inited)
1192 return; 1196 return;
1193 else 1197 else
1194 has_been_inited = 1; 1198 has_been_inited = 1;
1195 1199
1196 sprintf (filename, "%s/artifacts", settings.datadir); 1200 object_thawer f (settings.datadir, "artifacts");
1197 object_thawer f (filename);
1198 1201
1199 if (!f) 1202 if (!f)
1200 return; 1203 return;
1201 1204
1202 for (;;) 1205 for (;;)
1287 } 1290 }
1288#if 0 1291#if 0
1289 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1292 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1290#endif 1293#endif
1291 } 1294 }
1292
1293 LOG (llevDebug, "done.\n");
1294} 1295}
1295 1296
1296/* 1297/*
1297 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1298 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1299 */ 1300 */
1300void 1301void
1301add_abilities (object *op, object *change) 1302add_abilities (object *op, object *change)
1302{ 1303{
1303 int i, tmp;
1304
1305 if (change->face != blank_face) 1304 if (change->face != blank_face)
1306 {
1307#ifdef TREASURE_VERBOSE
1308 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1309#endif
1310 op->face = change->face; 1305 op->face = change->face;
1311 }
1312 1306
1313 for (i = 0; i < NUM_STATS; i++) 1307 for (int i = 0; i < NUM_STATS; i++)
1314 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1308 change_attr_value (&(op->stats), i, change->stats.stat (i));
1315 1309
1316 op->attacktype |= change->attacktype; 1310 op->attacktype |= change->attacktype;
1317 op->path_attuned |= change->path_attuned; 1311 op->path_attuned |= change->path_attuned;
1318 op->path_repelled |= change->path_repelled; 1312 op->path_repelled |= change->path_repelled;
1319 op->path_denied |= change->path_denied; 1313 op->path_denied |= change->path_denied;
1320 op->move_type |= change->move_type; 1314 op->move_type |= change->move_type;
1321 op->stats.luck += change->stats.luck; 1315 op->stats.luck += change->stats.luck;
1322 1316
1323 if (change->flag [FLAG_CURSED]) 1317 static const struct copyflags : object::flags_t
1318 {
1319 copyflags ()
1320 {
1324 op->set_flag (FLAG_CURSED); 1321 set (FLAG_CURSED);
1325 if (change->flag [FLAG_DAMNED])
1326 op->set_flag (FLAG_DAMNED); 1322 set (FLAG_DAMNED);
1323 set (FLAG_LIFESAVE);
1324 set (FLAG_REFL_SPELL);
1325 set (FLAG_STEALTH);
1326 set (FLAG_XRAYS);
1327 set (FLAG_BLIND);
1328 set (FLAG_SEE_IN_DARK);
1329 set (FLAG_REFL_MISSILE);
1330 set (FLAG_MAKE_INVIS);
1331 }
1332 } copyflags;
1333
1334 // we might want to just copy, but or'ing is what the original code did
1335 op->flag |= change->flag & copyflags;
1336
1327 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0) 1337 if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
1328 set_abs_magic (op, -op->magic); 1338 set_abs_magic (op, -op->magic);
1329 1339
1330 if (change->flag [FLAG_LIFESAVE])
1331 op->set_flag (FLAG_LIFESAVE);
1332 if (change->flag [FLAG_REFL_SPELL])
1333 op->set_flag (FLAG_REFL_SPELL);
1334 if (change->flag [FLAG_STEALTH])
1335 op->set_flag (FLAG_STEALTH);
1336 if (change->flag [FLAG_XRAYS])
1337 op->set_flag (FLAG_XRAYS);
1338 if (change->flag [FLAG_BLIND])
1339 op->set_flag (FLAG_BLIND);
1340 if (change->flag [FLAG_SEE_IN_DARK])
1341 op->set_flag (FLAG_SEE_IN_DARK);
1342 if (change->flag [FLAG_REFL_MISSILE])
1343 op->set_flag (FLAG_REFL_MISSILE);
1344 if (change->flag [FLAG_MAKE_INVIS])
1345 op->set_flag (FLAG_MAKE_INVIS);
1346
1347 if (change->flag [FLAG_STAND_STILL]) 1340 if (change->flag [FLAG_STAND_STILL])
1348 { 1341 {
1349 op->clr_flag (FLAG_ANIMATE); 1342 op->clr_flag (FLAG_ANIMATE);
1343
1350 /* so artifacts will join */ 1344 /* so artifacts will join */
1351 if (!op->flag [FLAG_ALIVE]) 1345 if (!op->flag [FLAG_ALIVE])
1352 op->speed = 0.0; 1346 op->speed = 0.;
1353 1347
1354 op->set_speed (op->speed); 1348 op->set_speed (op->speed);
1355 } 1349 }
1356 1350
1357 if (change->nrof) 1351 if (change->nrof)
1358 op->nrof = rndm (change->nrof) + 1; 1352 op->nrof = rndm (change->nrof) + 1;
1359 1353
1360 op->stats.exp += change->stats.exp; /* Speed modifier */ 1354 op->stats.exp += change->stats.exp; /* Speed modifier */
1361 op->stats.wc += change->stats.wc; 1355 op->stats.wc += change->stats.wc;
1362 op->stats.ac += change->stats.ac; 1356 op->stats.ac += change->stats.ac;
1363 1357
1364 if (change->other_arch) 1358 if (change->other_arch)
1365 { 1359 {
1366 /* Basically, for horns & potions, the other_arch field is the spell 1360 /* Basically, for horns & potions, the other_arch field is the spell
1367 * to cast. So convert that to into a spell and put it into 1361 * to cast. So convert that to into a spell and put it into
1399 op->stats.maxsp = -change->stats.maxsp; 1393 op->stats.maxsp = -change->stats.maxsp;
1400 else 1394 else
1401 op->stats.maxsp += change->stats.maxsp; 1395 op->stats.maxsp += change->stats.maxsp;
1402 1396
1403 if (change->stats.food < 0) 1397 if (change->stats.food < 0)
1404 op->stats.food = -(change->stats.food); 1398 op->stats.food = -change->stats.food;
1405 else 1399 else
1406 op->stats.food += change->stats.food; 1400 op->stats.food += change->stats.food;
1407 1401
1408 if (change->level < 0) 1402 if (change->level < 0)
1409 op->level = -(change->level); 1403 op->level = -change->level;
1410 else 1404 else
1411 op->level += change->level; 1405 op->level += change->level;
1412 1406
1413 if (change->gen_sp_armour < 0) 1407 if (change->gen_sp_armour < 0)
1414 op->gen_sp_armour = -(change->gen_sp_armour); 1408 op->gen_sp_armour = -change->gen_sp_armour;
1415 else 1409 else
1416 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1410 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1417 1411
1418 op->item_power = change->item_power; 1412 op->item_power = change->item_power;
1419 1413
1420 for (i = 0; i < NROFATTACKS; i++) 1414 for (int i = 0; i < NROFATTACKS; i++)
1421 if (change->resist[i])
1422 op->resist[i] += change->resist[i]; 1415 op->resist[i] += change->resist[i];
1423 1416
1424 if (change->stats.dam) 1417 if (change->stats.dam)
1425 { 1418 {
1426 if (change->stats.dam < 0) 1419 if (change->stats.dam < 0)
1427 op->stats.dam = (-change->stats.dam); 1420 op->stats.dam = -change->stats.dam;
1428 else if (op->stats.dam) 1421 else if (op->stats.dam)
1429 { 1422 {
1430 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1423 int tmp = op->stats.dam * change->stats.dam / 10;
1424
1431 if (tmp == op->stats.dam) 1425 if (tmp == op->stats.dam)
1432 { 1426 {
1433 if (change->stats.dam < 10) 1427 if (change->stats.dam < 10)
1434 op->stats.dam--; 1428 op->stats.dam--;
1435 else 1429 else
1441 } 1435 }
1442 1436
1443 if (change->weight) 1437 if (change->weight)
1444 { 1438 {
1445 if (change->weight < 0) 1439 if (change->weight < 0)
1446 op->weight = (-change->weight); 1440 op->weight = -change->weight;
1447 else 1441 else
1448 op->weight = (op->weight * (change->weight)) / 100; 1442 op->weight = op->weight * change->weight / 100;
1449 } 1443 }
1450 1444
1451 if (change->last_sp) 1445 if (change->last_sp)
1452 { 1446 {
1453 if (change->last_sp < 0) 1447 if (change->last_sp < 0)
1454 op->last_sp = (-change->last_sp); 1448 op->last_sp = -change->last_sp;
1455 else 1449 else
1456 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1450 op->last_sp = op->last_sp * (int)change->last_sp / 100;
1457 } 1451 }
1458 1452
1459 if (change->gen_sp_armour) 1453 if (change->gen_sp_armour)
1460 { 1454 {
1461 if (change->gen_sp_armour < 0) 1455 if (change->gen_sp_armour < 0)
1462 op->gen_sp_armour = (-change->gen_sp_armour); 1456 op->gen_sp_armour = -change->gen_sp_armour;
1463 else 1457 else
1464 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1458 op->gen_sp_armour = op->gen_sp_armour * (int)change->gen_sp_armour / 100;
1465 } 1459 }
1466 1460
1467 op->value *= change->value; 1461 op->value *= change->value;
1468 1462
1469 if (change->materials) 1463 if (change->materials)
1501 name = tmp->name + 1, neg = 1; 1495 name = tmp->name + 1, neg = 1;
1502 else 1496 else
1503 name = tmp->name, neg = 0; 1497 name = tmp->name, neg = 0;
1504 1498
1505 /* If we match name, then return the opposite of 'neg' */ 1499 /* If we match name, then return the opposite of 'neg' */
1506 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1500 if (!strcmp (name, op->arch->archname))
1507 return !neg; 1501 return !neg;
1508 1502
1509 /* Set success as true, since if the match was an inverse, it means 1503 /* Set success as true, since if the match was an inverse, it means
1510 * everything is allowed except what we match 1504 * everything is allowed except what we match
1511 */ 1505 */
1522 */ 1516 */
1523 1517
1524void 1518void
1525give_artifact_abilities (object *op, object *artifct) 1519give_artifact_abilities (object *op, object *artifct)
1526{ 1520{
1527 char new_name[MAX_BUF]; 1521 op->title = format ("of %s", &artifct->name);
1528 1522
1529 sprintf (new_name, "of %s", &artifct->name);
1530 op->title = new_name;
1531 add_abilities (op, artifct); /* Give out the bonuses */ 1523 add_abilities (op, artifct); /* Give out the bonuses */
1532 1524
1533#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1525#if 0 /* Bit verbose, but keep it here until next time I need it... */
1534 { 1526 {
1535 char identified = op->flag [FLAG_IDENTIFIED]; 1527 char identified = op->flag [FLAG_IDENTIFIED];
1555#define ARTIFACT_TRIES 2 1547#define ARTIFACT_TRIES 2
1556 1548
1557void 1549void
1558generate_artifact (object *op, int difficulty) 1550generate_artifact (object *op, int difficulty)
1559{ 1551{
1560 artifactlist *al;
1561 artifact *art; 1552 artifact *art;
1562 int i;
1563 1553
1564 al = find_artifactlist (op->type); 1554 artifactlist *al = find_artifactlist (op->type);
1565 1555
1566 if (al == NULL) 1556 if (al == NULL)
1567 { 1557 {
1568#if 0 /* This is too verbose, usually */ 1558#if 0 /* This is too verbose, usually */
1569 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1559 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1570#endif 1560#endif
1571 return; 1561 return;
1572 } 1562 }
1573 1563
1574 for (i = 0; i < ARTIFACT_TRIES; i++) 1564 for (int i = 0; i < ARTIFACT_TRIES; i++)
1575 { 1565 {
1576 int roll = rndm (al->total_chance); 1566 int roll = rndm (al->total_chance);
1577 1567
1578 for (art = al->items; art; art = art->next) 1568 for (art = al->items; art; art = art->next)
1579 { 1569 {
1619 */ 1609 */
1620 1610
1621void 1611void
1622fix_flesh_item (object *item, object *donor) 1612fix_flesh_item (object *item, object *donor)
1623{ 1613{
1624 char tmpbuf[MAX_BUF];
1625 int i;
1626
1627 if (item->type == FLESH && donor) 1614 if (item->type == FLESH && donor)
1628 { 1615 {
1629 /* change the name */ 1616 /* change the name */
1630 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); 1617 item->name = format ("%s's %s", &donor->name, &item->name);
1631 item->name = tmpbuf;
1632 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); 1618 item->name_pl = format ("%s's %s", &donor->name, &item->name_pl);
1633 item->name_pl = tmpbuf;
1634 1619
1635 /* weight is FLESH weight/100 * donor */ 1620 /* weight is FLESH weight/100 * donor */
1636 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1621 item->weight = max (1, item->weight * donor->weight / 100);
1637 item->weight = 1;
1638 1622
1639 /* value is multiplied by level of donor */ 1623 /* value is multiplied by level of donor */
1640 item->value *= isqrt (donor->level * 2); 1624 item->value *= isqrt (donor->level * 2);
1641 1625
1642 /* food value */ 1626 /* food value */
1643 item->stats.food += (donor->stats.hp / 100) + donor->stats.Con; 1627 item->stats.food += donor->stats.hp / 100 + donor->stats.Con;
1644 1628
1645 /* flesh items inherit some abilities of donor, but not 1629 /* flesh items inherit some abilities of donor, but not
1646 * full effect. 1630 * full effect.
1647 */ 1631 */
1648 for (i = 0; i < NROFATTACKS; i++) 1632 for (int i = 0; i < NROFATTACKS; i++)
1649 item->resist[i] = donor->resist[i] / 2; 1633 item->resist[i] = donor->resist[i] / 2;
1650 1634
1651 /* item inherits donor's level (important for quezals) */ 1635 /* item inherits donor's level (important for quezals) */
1652 item->level = donor->level; 1636 item->level = donor->level;
1653 1637
1654 /* if donor has some attacktypes, the flesh is poisonous */ 1638 /* if donor has some attacktypes, the flesh is poisonous */
1655 if (donor->attacktype & AT_POISON) 1639 if (donor->attacktype & AT_POISON)
1656 item->type = POISON; 1640 item->type = POISON;
1657 1641
1658 if (donor->attacktype & AT_ACID) 1642 if (donor->attacktype & AT_ACID)
1659 item->stats.hp = -1 * item->stats.food; 1643 item->stats.hp = -item->stats.food;
1660 1644
1661 item->set_flag (FLAG_NO_STEAL); 1645 item->set_flag (FLAG_NO_STEAL);
1662 } 1646 }
1663} 1647}
1664 1648

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