/** * Wipe an object clean and make it a standard object of the specified kind. */ void object_prep(object_type *o_ptr, struct object_kind *k, int lev, aspect rand_aspect) { int i, flag, pval; bitflag flags[OF_SIZE], f2[OF_SIZE]; /* Clean slate */ WIPE(o_ptr, object_type); /* Assign the kind and copy across data */ o_ptr->kind = k; o_ptr->tval = k->tval; o_ptr->sval = k->sval; o_ptr->ac = k->ac; o_ptr->dd = k->dd; o_ptr->ds = k->ds; o_ptr->weight = k->weight; /* Default number */ o_ptr->number = 1; /* Apply pvals and then copy flags */ of_copy(f2, k->flags); for (i = 0; i < k->num_pvals; i++) { of_copy(flags, k->pval_flags[i]); pval = randcalc(k->pval[i], lev, rand_aspect); for (flag = of_next(flags, FLAG_START); flag != FLAG_END; flag = of_next(flags, flag + 1)) /* Prevent phantom flags */ if (pval) object_add_pval(o_ptr, pval, flag); else of_off(f2, flag); } of_copy(o_ptr->flags, k->base->flags); of_union(o_ptr->flags, f2); /* Assign charges (wands/staves only) */ if (o_ptr->tval == TV_WAND || o_ptr->tval == TV_STAFF) o_ptr->pval[DEFAULT_PVAL] = randcalc(k->charge, lev, rand_aspect); /* Assign flagless pval for food or oil */ if (o_ptr->tval == TV_FOOD || o_ptr->tval == TV_POTION || o_ptr->tval == TV_FLASK) o_ptr->pval[DEFAULT_PVAL] = randcalc(k->pval[DEFAULT_PVAL], lev, rand_aspect); /* Default fuel for lamps */ if (o_ptr->tval == TV_LIGHT) { if (o_ptr->sval == SV_LIGHT_TORCH) o_ptr->timeout = DEFAULT_TORCH; else if (o_ptr->sval == SV_LIGHT_LANTERN) o_ptr->timeout = DEFAULT_LAMP; } /* Default magic */ o_ptr->to_h = randcalc(k->to_h, lev, rand_aspect); o_ptr->to_d = randcalc(k->to_d, lev, rand_aspect); o_ptr->to_a = randcalc(k->to_a, lev, rand_aspect); }
/** * Apply minimum pvals to an ego item. Note that 0 is treated as meaning * "do not apply a minimum to this pval", so it leaves negative pvals alone. */ void ego_min_pvals(object_type *o_ptr) { int i, j, flag; if (!o_ptr->ego) return; for (i = 0; i < o_ptr->num_pvals; i++) for (j = 0; j < o_ptr->ego->num_pvals; j++) for (flag = of_next(o_ptr->ego->pval_flags[j], FLAG_START); flag != FLAG_END; flag = of_next(o_ptr->ego->pval_flags[j], flag + 1)) if (!of_has(o_ptr->flags, flag) || (o_ptr->ego->min_pval[j] != NO_MINIMUM && of_has(o_ptr->pval_flags[i], flag) && o_ptr->pval[i] < o_ptr->ego->min_pval[j])) object_add_pval(o_ptr, o_ptr->ego->min_pval[j] - o_ptr->pval[i], flag); }
/** * Apply generation magic to an ego-item. */ void ego_apply_magic(object_type *o_ptr, int level) { int i, flag, x; bitflag flags[OF_SIZE], newf[OF_SIZE], f2[OF_SIZE]; object_flags(o_ptr, flags); /* Extra powers */ if (o_ptr->ego->xtra == OBJECT_XTRA_TYPE_SUSTAIN) create_mask(newf, FALSE, OFT_SUST, OFT_MAX); else if (o_ptr->ego->xtra == OBJECT_XTRA_TYPE_RESIST) create_mask(newf, FALSE, OFT_HRES, OFT_MAX); else if (o_ptr->ego->xtra == OBJECT_XTRA_TYPE_POWER) create_mask(newf, FALSE, OFT_PROT, OFT_MISC, OFT_MAX); if (o_ptr->ego->xtra) of_on(o_ptr->flags, get_new_attr(flags, newf)); /* Apply extra o_ptr->ego bonuses */ o_ptr->to_h += randcalc(o_ptr->ego->to_h, level, RANDOMISE); o_ptr->to_d += randcalc(o_ptr->ego->to_d, level, RANDOMISE); o_ptr->to_a += randcalc(o_ptr->ego->to_a, level, RANDOMISE); /* Apply pvals */ of_copy(f2, o_ptr->ego->flags); for (i = 0; i < o_ptr->ego->num_pvals; i++) { of_copy(flags, o_ptr->ego->pval_flags[i]); x = randcalc(o_ptr->ego->pval[i], level, RANDOMISE); for (flag = of_next(flags, FLAG_START); flag != FLAG_END; flag = of_next(flags, flag + 1)) /* Prevent phantom flags */ if (x) object_add_pval(o_ptr, x, flag); else of_off(f2, flag); } /* Apply remaining flags */ of_union(o_ptr->flags, f2); return; }
/** * Apply an affix to an ego-item, checking minima as we go. * * \param o_ptr is the object we're modifying * \param level is the generation level * \param affix is the affix we're applying */ void ego_apply_magic(object_type *o_ptr, int level, int affix) { int i, j, flag, pval, amt; bitflag flags[OF_SIZE], f2[OF_SIZE]; ego_item_type *ego; ego = &e_info[affix]; /* Random powers */ for (i = 0; i < ego->num_randlines; i++) for (j = 0; j < ego->num_randflags[i]; j++) of_on(o_ptr->flags, get_new_attr(o_ptr->flags, ego->randmask[i])); /* Apply extra combat bonuses */ amt = randcalc(ego->to_h, level, RANDOMISE); o_ptr->to_h += amt; if (ego->min_to_h != NO_MINIMUM) { if (amt < ego->min_to_h) o_ptr->to_h += ego->min_to_h - amt; if (o_ptr->to_h < ego->min_to_h) o_ptr->to_h = ego->min_to_h; } amt = randcalc(ego->to_d, level, RANDOMISE); o_ptr->to_d += amt; if (ego->min_to_d != NO_MINIMUM) { if (amt < ego->min_to_d) o_ptr->to_d += ego->min_to_d - amt; if (o_ptr->to_d < ego->min_to_d) o_ptr->to_d = ego->min_to_d; } amt = randcalc(ego->to_a, level, RANDOMISE); o_ptr->to_a += amt; if (ego->min_to_a != NO_MINIMUM) { if (amt < ego->min_to_a) o_ptr->to_a += ego->min_to_a - amt; if (o_ptr->to_a < ego->min_to_a) o_ptr->to_a = ego->min_to_a; } /* Apply pvals */ of_copy(f2, ego->flags); for (i = 0; i < ego->num_pvals; i++) { of_copy(flags, ego->pval_flags[i]); pval = randcalc(ego->pval[i], level, RANDOMISE); if (ego->min_pval[i] != NO_MINIMUM && pval < ego->min_pval[i]) pval = ego->min_pval[i]; for (flag = of_next(flags, FLAG_START); flag != FLAG_END; flag = of_next(flags, flag + 1)) /* Prevent phantom flags, and check minima after adding */ if (pval) { object_add_pval(o_ptr, pval, flag); if (ego->min_pval[i] != NO_MINIMUM && of_has(o_ptr->flags, flag)) if (o_ptr->pval[which_pval(o_ptr, flag)] < ego->min_pval[i]) object_add_pval(o_ptr, ego->min_pval[i] - o_ptr->pval[which_pval(o_ptr, flag)], flag); } else of_off(f2, flag); } /* Apply remaining flags */ of_union(o_ptr->flags, f2); /* Adjust AC, weight, dice and sides */ if (o_ptr->ac && ego->ac_mod) o_ptr->ac = ((100 + ego->ac_mod) * o_ptr->ac) / 100; o_ptr->weight = ((100 + ego->wgt_mod) * o_ptr->weight) / 100; o_ptr->dd += ego->dd; if (o_ptr->dd < 1) o_ptr->dd = 1; o_ptr->ds += ego->ds; if (o_ptr->ds < 1) o_ptr->ds = 1; /* Tidy up and de-duplicate flags, and set the correct prefix/suffix */ check_flags(o_ptr); obj_affix_names(o_ptr); return; }