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Comparing deliantra/server/common/compat.C (file contents):
Revision 1.12 by root, Thu Apr 29 17:43:26 2010 UTC vs.
Revision 1.13 by root, Thu Apr 29 21:21:34 2010 UTC

74 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 74 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
75 */ 75 */
76int 76int
77random_roll (int r_min, int r_max, const object *op, bool prefer_high) 77random_roll (int r_min, int r_max, const object *op, bool prefer_high)
78{ 78{
79 r_max = max (r_min, r_max); 79 if (r_min > r_max)
80 swap (r_min, r_max);
80 81
82 int range = r_max - r_min + 1;
83 int num = rndm (r_min, r_max);
84
85 if (op->stats.luck)
86 {
81 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */ 87 int base = range > 2 ? 20 : 50; /* d2 and d3 are corner cases */
82 88
83 if (op->type == PLAYER)
84 {
85 int luck = op->stats.luck;
86
87 if (rndm (base) < min (10, abs (luck))) 89 if (rndm (base) < min (10, abs (op->stats.luck)))
88 {
89 //TODO: take luck into account
90 } 90 {
91 } 91 // we have a winner, increase/decrease number by one accordingly
92 int adjust = sign (op->stats.luck);
92 93
93 return rndm (r_min, r_max); 94 if (!prefer_high)
95 adjust = -adjust;
96
97 num = clamp (num + adjust, r_min, r_max);
98 }
99 }
100
101 return num;
94} 102}
95 103
96/* 104/*
97 * This is a 64 bit version of random_roll above. This is needed 105 * This is a 64 bit version of random_roll above. This is needed
98 * for exp loss calculations for players changing religions. 106 * for exp loss calculations for players changing religions.
99 */ 107 */
100sint64 108sint64
101random_roll64 (sint64 r_min, sint64 r_max, const object *op, bool prefer_high) 109random_roll64 (sint64 r_min, sint64 r_max, const object *op, bool prefer_high)
102{ 110{
111 if (r_min > r_max)
112 swap (r_min, r_max);
113
103 sint64 range = max (0, r_max - r_min + 1); 114 sint64 range = r_max - r_min + 1;
104 int base = range > 2 ? 20 : 50; /* d2 and d3 are corner cases */
105
106 /* 115 /*
107 * Make a call to get two 32 bit unsigned random numbers, and just do 116 * Make a call to get two 32 bit unsigned random numbers, and just do
108 * a little bitshifting. 117 * a little bitshifting.
109 */ 118 */
110 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31); 119 sint64 num = rndm.next () ^ (sint64 (rndm.next ()) << 31);
120
121 num = num % range + r_min;
111 122
112 if (op->stats.luck) 123 if (op->stats.luck)
113 { 124 {
114 int luck = op->stats.luck; 125 int base = range > 2 ? 20 : 50; /* d2 and d3 are corner cases */
115 126
116 if (rndm (base) < min (10, abs (luck))) 127 if (rndm (base) < min (10, abs (op->stats.luck)))
117 { 128 {
118 /* we have a winner */ 129 // we have a winner, increase/decrease number by one accordingly
119 luck = luck > 0 ? 1 : -1; 130 int adjust = sign (op->stats.luck);
131
132 if (!prefer_high)
133 adjust = -adjust;
120 134
121 range -= luck; 135 num = clamp (num + adjust, r_min, r_max);
122 if (range < 1)
123 return r_min; /*check again */
124
125 if (prefer_high)
126 r_min += luck;
127
128 return clamp (ran % range + r_min, r_min, r_max);
129 } 136 }
130 } 137 }
131 138
132 return ran % range + r_min; 139 return num;
133} 140}
134 141
135/* 142/*
136 * Roll a number of dice (2d3, 4d6). Uses op to determine luck, 143 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
137 * If goodbad is non-zero, luck increases the roll, if zero, it decreases. 144 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.

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