--- deliantra/server/common/treasure.C 2007/01/20 22:09:51 1.34 +++ deliantra/server/common/treasure.C 2007/01/27 02:19:36 1.35 @@ -350,7 +350,8 @@ { tmp = arch_to_object (t->item); if (t->nrof && tmp->nrof <= 1) - tmp->nrof = RANDOM () % ((int) t->nrof) + 1; + tmp->nrof = rndm (t->nrof) + 1; + fix_generated_item (tmp, op, difficulty, t->magic, flag); change_treasure (t, tmp); put_treasure (tmp, op, flag); @@ -368,9 +369,9 @@ } void -create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) +create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) { - int value = RANDOM () % tl->total_chance; + int value = rndm (tl->total_chance); treasure *t; if (tries++ > 100) @@ -416,7 +417,7 @@ return; if (t->nrof && tmp->nrof <= 1) - tmp->nrof = RANDOM () % ((int) t->nrof) + 1; + tmp->nrof = rndm (t->nrof) + 1; fix_generated_item (tmp, op, difficulty, t->magic, flag); change_treasure (t, tmp); @@ -660,7 +661,7 @@ set_ring_bonus (object *op, int bonus) { - int r = RANDOM () % (bonus > 0 ? 25 : 11); + int r = rndm (bonus > 0 ? 25 : 11); if (op->type == AMULET) { @@ -668,7 +669,7 @@ r = 20 + rndm (2); else { - if (RANDOM () & 2) + if (rndm (2)) r = 10; else r = 11 + rndm (9); @@ -729,7 +730,7 @@ * even values. */ if (bonus < 0) - val = 2 * -val - RANDOM () % b; + val = 2 * -val - rndm (b); if (val > 35) val = 35; /* Upper limit */ b = 0; @@ -792,7 +793,6 @@ * rings and amulets. * Another scheme is used to calculate the magic of weapons and armours. */ - int get_magic (int diff) { @@ -800,14 +800,16 @@ if (diff < 3) diff = 3; + for (i = 0; i < 4; i++) - if (RANDOM () % diff) + if (rndm (diff)) return i; + return 4; } #define DICE2 (get_magic(2)==2?2:1) -#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) +#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) /* * fix_generated_item(): This is called after an item is generated, in @@ -878,7 +880,9 @@ num_enchantments = calc_item_power (op, 1); - if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, + if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) + || op->type == HORN + || difficulty >= settings.max_level) /* high difficulties always generate an artifact, * used for shop_floors or treasures */ generate_artifact (op, difficulty); } @@ -951,7 +955,7 @@ break; case BRACERS: - if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) + if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) { set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); if (!QUERY_FLAG (op, FLAG_CURSED)) @@ -987,7 +991,7 @@ { /* value multiplier is same as for scrolls */ op->value = (op->value * op->inv->value); - op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; + op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); } else { @@ -1043,7 +1047,7 @@ } if (GET_ANIM_ID (op)) - SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); + SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); break; @@ -1058,12 +1062,12 @@ if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) { if (op->map && op->map->difficulty) - op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1; + op->level = rndm (op->map->difficulty) + rndm (10) + 1; else op->level = rndm (20) + 1; } else - op->level = RANDOM () % creator->level; + op->level = rndm (creator->level); tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); /* books w/ info are worth more! */ @@ -1504,7 +1508,7 @@ } if (change->nrof) - op->nrof = RANDOM () % ((int) change->nrof) + 1; + op->nrof = rndm (change->nrof) + 1; op->stats.exp += change->stats.exp; /* Speed modifier */ op->stats.wc += change->stats.wc; @@ -1722,9 +1726,9 @@ for (i = 0; i < ARTIFACT_TRIES; i++) { - int roll = RANDOM () % al->total_chance; + int roll = rndm (al->total_chance); - for (art = al->items; art != NULL; art = art->next) + for (art = al->items; art; art = art->next) { roll -= art->chance; if (roll < 0)