1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #define ALLOWED_COMBINATION |
25 | #define ALLOWED_COMBINATION |
26 | |
26 | |
27 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
27 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
28 | * It is useful for finding bugs in the treasures file. Since it only |
28 | * It is useful for finding bugs in the treasures file. Since it only |
… | |
… | |
331 | void |
331 | void |
332 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
332 | create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) |
333 | { |
333 | { |
334 | object *tmp; |
334 | object *tmp; |
335 | |
335 | |
336 | if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) |
336 | if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) |
337 | { |
337 | { |
338 | if (t->name) |
338 | if (t->name) |
339 | { |
339 | { |
340 | if (difficulty >= t->magic) |
340 | if (difficulty >= t->magic) |
341 | { |
341 | { |
… | |
… | |
348 | { |
348 | { |
349 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
349 | if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) |
350 | { |
350 | { |
351 | tmp = arch_to_object (t->item); |
351 | tmp = arch_to_object (t->item); |
352 | if (t->nrof && tmp->nrof <= 1) |
352 | if (t->nrof && tmp->nrof <= 1) |
353 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
353 | tmp->nrof = rndm (t->nrof) + 1; |
|
|
354 | |
354 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
355 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
355 | change_treasure (t, tmp); |
356 | change_treasure (t, tmp); |
356 | put_treasure (tmp, op, flag); |
357 | put_treasure (tmp, op, flag); |
357 | } |
358 | } |
358 | } |
359 | } |
… | |
… | |
366 | if (t->next != NULL) |
367 | if (t->next != NULL) |
367 | create_all_treasures (t->next, op, flag, difficulty, tries); |
368 | create_all_treasures (t->next, op, flag, difficulty, tries); |
368 | } |
369 | } |
369 | |
370 | |
370 | void |
371 | void |
371 | create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) |
372 | create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
372 | { |
373 | { |
373 | int value = RANDOM () % tl->total_chance; |
374 | int value = rndm (tl->total_chance); |
374 | treasure *t; |
375 | treasure *t; |
375 | |
376 | |
376 | if (tries++ > 100) |
377 | if (tries++ > 100) |
377 | { |
378 | { |
378 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
379 | LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); |
… | |
… | |
414 | |
415 | |
415 | if (!tmp) |
416 | if (!tmp) |
416 | return; |
417 | return; |
417 | |
418 | |
418 | if (t->nrof && tmp->nrof <= 1) |
419 | if (t->nrof && tmp->nrof <= 1) |
419 | tmp->nrof = RANDOM () % ((int) t->nrof) + 1; |
420 | tmp->nrof = rndm (t->nrof) + 1; |
420 | |
421 | |
421 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
422 | fix_generated_item (tmp, op, difficulty, t->magic, flag); |
422 | change_treasure (t, tmp); |
423 | change_treasure (t, tmp); |
423 | put_treasure (tmp, op, flag); |
424 | put_treasure (tmp, op, flag); |
424 | } |
425 | } |
… | |
… | |
432 | * to do that. |
433 | * to do that. |
433 | */ |
434 | */ |
434 | void |
435 | void |
435 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
436 | create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) |
436 | { |
437 | { |
437 | |
|
|
438 | if (tries++ > 100) |
438 | if (tries++ > 100) |
439 | { |
439 | { |
440 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
440 | LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); |
441 | return; |
441 | return; |
442 | } |
442 | } |
|
|
443 | |
443 | if (tl->total_chance) |
444 | if (tl->total_chance) |
444 | create_one_treasure (tl, op, flag, difficulty, tries); |
445 | create_one_treasure (tl, op, flag, difficulty, tries); |
445 | else |
446 | else |
446 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
447 | create_all_treasures (tl->items, op, flag, difficulty, tries); |
447 | } |
448 | } |
… | |
… | |
570 | scaled_diff = 0; |
571 | scaled_diff = 0; |
571 | |
572 | |
572 | if (scaled_diff >= DIFFLEVELS) |
573 | if (scaled_diff >= DIFFLEVELS) |
573 | scaled_diff = DIFFLEVELS - 1; |
574 | scaled_diff = DIFFLEVELS - 1; |
574 | |
575 | |
575 | percent = RANDOM () % 100; |
576 | percent = rndm (100); |
576 | |
577 | |
577 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
578 | for (magic = 0; magic < (MAXMAGIC + 1); magic++) |
578 | { |
579 | { |
579 | percent -= difftomagic_list[scaled_diff][magic]; |
580 | percent -= difftomagic_list[scaled_diff][magic]; |
580 | |
581 | |
… | |
… | |
586 | { |
587 | { |
587 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
588 | LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); |
588 | magic = 0; |
589 | magic = 0; |
589 | } |
590 | } |
590 | |
591 | |
591 | magic = (RANDOM () % 3) ? magic : -magic; |
592 | magic = (rndm (3)) ? magic : -magic; |
592 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
593 | /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ |
593 | |
594 | |
594 | return magic; |
595 | return magic; |
595 | } |
596 | } |
596 | |
597 | |
… | |
… | |
611 | if (op->arch) |
612 | if (op->arch) |
612 | { |
613 | { |
613 | if (op->type == ARMOUR) |
614 | if (op->type == ARMOUR) |
614 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
615 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; |
615 | |
616 | |
616 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
617 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
617 | magic = (-magic); |
618 | magic = (-magic); |
618 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
619 | op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; |
619 | } |
620 | } |
620 | else |
621 | else |
621 | { |
622 | { |
622 | if (op->type == ARMOUR) |
623 | if (op->type == ARMOUR) |
623 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
624 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
624 | if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ |
625 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
625 | magic = (-magic); |
626 | magic = (-magic); |
626 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
627 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
627 | } |
628 | } |
628 | } |
629 | } |
629 | |
630 | |
… | |
… | |
658 | |
659 | |
659 | void |
660 | void |
660 | set_ring_bonus (object *op, int bonus) |
661 | set_ring_bonus (object *op, int bonus) |
661 | { |
662 | { |
662 | |
663 | |
663 | int r = RANDOM () % (bonus > 0 ? 25 : 11); |
664 | int r = rndm (bonus > 0 ? 25 : 11); |
664 | |
665 | |
665 | if (op->type == AMULET) |
666 | if (op->type == AMULET) |
666 | { |
667 | { |
667 | if (!(RANDOM () % 21)) |
668 | if (!(rndm (21))) |
668 | r = 20 + RANDOM () % 2; |
669 | r = 20 + rndm (2); |
669 | else |
670 | else |
670 | { |
671 | { |
671 | if (RANDOM () & 2) |
672 | if (rndm (2)) |
672 | r = 10; |
673 | r = 10; |
673 | else |
674 | else |
674 | r = 11 + RANDOM () % 9; |
675 | r = 11 + rndm (9); |
675 | } |
676 | } |
676 | } |
677 | } |
677 | |
678 | |
678 | switch (r) |
679 | switch (r) |
679 | { |
680 | { |
… | |
… | |
716 | case 16: |
717 | case 16: |
717 | case 17: |
718 | case 17: |
718 | case 18: |
719 | case 18: |
719 | case 19: |
720 | case 19: |
720 | { |
721 | { |
721 | int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; |
722 | int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); |
722 | |
723 | |
723 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
724 | /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ |
724 | val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; |
725 | val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); |
725 | |
726 | |
726 | /* Cursed items need to have higher negative values to equal out with |
727 | /* Cursed items need to have higher negative values to equal out with |
727 | * positive values for how protections work out. Put another |
728 | * positive values for how protections work out. Put another |
728 | * little random element in since that they don't always end up with |
729 | * little random element in since that they don't always end up with |
729 | * even values. |
730 | * even values. |
730 | */ |
731 | */ |
731 | if (bonus < 0) |
732 | if (bonus < 0) |
732 | val = 2 * -val - RANDOM () % b; |
733 | val = 2 * -val - rndm (b); |
733 | if (val > 35) |
734 | if (val > 35) |
734 | val = 35; /* Upper limit */ |
735 | val = 35; /* Upper limit */ |
735 | b = 0; |
736 | b = 0; |
|
|
737 | |
736 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
738 | while (op->resist[resist_table[resist]] != 0 && b < 4) |
737 | { |
|
|
738 | resist = RANDOM () % num_resist_table; |
739 | resist = rndm (num_resist_table); |
739 | } |
740 | |
740 | if (b == 4) |
741 | if (b == 4) |
741 | return; /* Not able to find a free resistance */ |
742 | return; /* Not able to find a free resistance */ |
|
|
743 | |
742 | op->resist[resist_table[resist]] = val; |
744 | op->resist[resist_table[resist]] = val; |
743 | /* We should probably do something more clever here to adjust value |
745 | /* We should probably do something more clever here to adjust value |
744 | * based on how good a resistance we gave. |
746 | * based on how good a resistance we gave. |
745 | */ |
747 | */ |
746 | break; |
748 | break; |
… | |
… | |
774 | case 22: |
776 | case 22: |
775 | op->stats.exp += bonus; /* Speed! */ |
777 | op->stats.exp += bonus; /* Speed! */ |
776 | op->value = (op->value * 2) / 3; |
778 | op->value = (op->value * 2) / 3; |
777 | break; |
779 | break; |
778 | } |
780 | } |
|
|
781 | |
779 | if (bonus > 0) |
782 | if (bonus > 0) |
780 | op->value *= 2 * bonus; |
783 | op->value *= 2 * bonus; |
781 | else |
784 | else |
782 | op->value = -(op->value * 2 * bonus) / 3; |
785 | op->value = -(op->value * 2 * bonus) / 3; |
783 | } |
786 | } |
… | |
… | |
788 | * higher is the chance of returning a low number. |
791 | * higher is the chance of returning a low number. |
789 | * It is only used in fix_generated_treasure() to set bonuses on |
792 | * It is only used in fix_generated_treasure() to set bonuses on |
790 | * rings and amulets. |
793 | * rings and amulets. |
791 | * Another scheme is used to calculate the magic of weapons and armours. |
794 | * Another scheme is used to calculate the magic of weapons and armours. |
792 | */ |
795 | */ |
793 | |
|
|
794 | int |
796 | int |
795 | get_magic (int diff) |
797 | get_magic (int diff) |
796 | { |
798 | { |
797 | int i; |
799 | int i; |
798 | |
800 | |
799 | if (diff < 3) |
801 | if (diff < 3) |
800 | diff = 3; |
802 | diff = 3; |
|
|
803 | |
801 | for (i = 0; i < 4; i++) |
804 | for (i = 0; i < 4; i++) |
802 | if (RANDOM () % diff) |
805 | if (rndm (diff)) |
803 | return i; |
806 | return i; |
|
|
807 | |
804 | return 4; |
808 | return 4; |
805 | } |
809 | } |
806 | |
810 | |
807 | #define DICE2 (get_magic(2)==2?2:1) |
811 | #define DICE2 (get_magic(2)==2?2:1) |
808 | #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) |
812 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
809 | |
813 | |
810 | /* |
814 | /* |
811 | * fix_generated_item(): This is called after an item is generated, in |
815 | * fix_generated_item(): This is called after an item is generated, in |
812 | * order to set it up right. This produced magical bonuses, puts spells |
816 | * order to set it up right. This produced magical bonuses, puts spells |
813 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
817 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
… | |
… | |
874 | if (!op->magic && max_magic) |
878 | if (!op->magic && max_magic) |
875 | set_magic (difficulty, op, max_magic, flags); |
879 | set_magic (difficulty, op, max_magic, flags); |
876 | |
880 | |
877 | num_enchantments = calc_item_power (op, 1); |
881 | num_enchantments = calc_item_power (op, 1); |
878 | |
882 | |
879 | if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
883 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
|
|
884 | || op->type == HORN |
|
|
885 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
880 | * used for shop_floors or treasures */ |
886 | * used for shop_floors or treasures */ |
881 | generate_artifact (op, difficulty); |
887 | generate_artifact (op, difficulty); |
882 | } |
888 | } |
883 | |
889 | |
884 | /* Object was made an artifact. Calculate its item_power rating. |
890 | /* Object was made an artifact. Calculate its item_power rating. |
… | |
… | |
942 | case WEAPON: |
948 | case WEAPON: |
943 | case ARMOUR: |
949 | case ARMOUR: |
944 | case SHIELD: |
950 | case SHIELD: |
945 | case HELMET: |
951 | case HELMET: |
946 | case CLOAK: |
952 | case CLOAK: |
947 | if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) |
953 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) |
948 | set_ring_bonus (op, -DICE2); |
954 | set_ring_bonus (op, -DICE2); |
949 | break; |
955 | break; |
950 | |
956 | |
951 | case BRACERS: |
957 | case BRACERS: |
952 | if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) |
958 | if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) |
953 | { |
959 | { |
954 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
960 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
955 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
961 | if (!QUERY_FLAG (op, FLAG_CURSED)) |
956 | op->value *= 3; |
962 | op->value *= 3; |
957 | } |
963 | } |
… | |
… | |
983 | */ |
989 | */ |
984 | if (op->inv && op->randomitems) |
990 | if (op->inv && op->randomitems) |
985 | { |
991 | { |
986 | /* value multiplier is same as for scrolls */ |
992 | /* value multiplier is same as for scrolls */ |
987 | op->value = (op->value * op->inv->value); |
993 | op->value = (op->value * op->inv->value); |
988 | op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; |
994 | op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); |
989 | } |
995 | } |
990 | else |
996 | else |
991 | { |
997 | { |
992 | op->name = "potion"; |
998 | op->name = "potion"; |
993 | op->name_pl = "potions"; |
999 | op->name_pl = "potions"; |
994 | } |
1000 | } |
995 | |
1001 | |
996 | if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) |
1002 | if (!(flags & GT_ONLY_GOOD) && rndm (2)) |
997 | SET_FLAG (op, FLAG_CURSED); |
1003 | SET_FLAG (op, FLAG_CURSED); |
998 | break; |
1004 | break; |
999 | } |
1005 | } |
1000 | |
1006 | |
1001 | case AMULET: |
1007 | case AMULET: |
… | |
… | |
1011 | } |
1017 | } |
1012 | |
1018 | |
1013 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1019 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
1014 | break; |
1020 | break; |
1015 | |
1021 | |
1016 | if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) |
1022 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
1017 | SET_FLAG (op, FLAG_CURSED); |
1023 | SET_FLAG (op, FLAG_CURSED); |
1018 | |
1024 | |
1019 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1025 | set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); |
1020 | |
1026 | |
1021 | if (op->type != RING) /* Amulets have only one ability */ |
1027 | if (op->type != RING) /* Amulets have only one ability */ |
1022 | break; |
1028 | break; |
1023 | |
1029 | |
1024 | if (!(RANDOM () % 4)) |
1030 | if (!(rndm (4))) |
1025 | { |
1031 | { |
1026 | int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1032 | int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1027 | |
1033 | |
1028 | if (d > 0) |
1034 | if (d > 0) |
1029 | op->value *= 3; |
1035 | op->value *= 3; |
1030 | |
1036 | |
1031 | set_ring_bonus (op, d); |
1037 | set_ring_bonus (op, d); |
1032 | |
1038 | |
1033 | if (!(RANDOM () % 4)) |
1039 | if (!(rndm (4))) |
1034 | { |
1040 | { |
1035 | int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1041 | int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; |
1036 | |
1042 | |
1037 | if (d > 0) |
1043 | if (d > 0) |
1038 | op->value *= 5; |
1044 | op->value *= 5; |
1039 | set_ring_bonus (op, d); |
1045 | set_ring_bonus (op, d); |
1040 | } |
1046 | } |
1041 | } |
1047 | } |
1042 | |
1048 | |
1043 | if (GET_ANIM_ID (op)) |
1049 | if (GET_ANIM_ID (op)) |
1044 | SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); |
1050 | SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); |
1045 | |
1051 | |
1046 | break; |
1052 | break; |
1047 | |
1053 | |
1048 | case BOOK: |
1054 | case BOOK: |
1049 | /* Is it an empty book?, if yes lets make a special· |
1055 | /* Is it an empty book?, if yes lets make a special· |
1050 | * msg for it, and tailor its properties based on the· |
1056 | * msg for it, and tailor its properties based on the· |
1051 | * creator and/or map level we found it on. |
1057 | * creator and/or map level we found it on. |
1052 | */ |
1058 | */ |
1053 | if (!op->msg && RANDOM () % 10) |
1059 | if (!op->msg && rndm (10)) |
1054 | { |
1060 | { |
1055 | /* set the book level properly */ |
1061 | /* set the book level properly */ |
1056 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1062 | if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) |
1057 | { |
1063 | { |
1058 | if (op->map && op->map->difficulty) |
1064 | if (op->map && op->map->difficulty) |
1059 | op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; |
1065 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1060 | else |
1066 | else |
1061 | op->level = RANDOM () % 20 + 1; |
1067 | op->level = rndm (20) + 1; |
1062 | } |
1068 | } |
1063 | else |
1069 | else |
1064 | op->level = RANDOM () % creator->level; |
1070 | op->level = rndm (creator->level); |
1065 | |
1071 | |
1066 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1072 | tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); |
1067 | /* books w/ info are worth more! */ |
1073 | /* books w/ info are worth more! */ |
1068 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1074 | op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); |
1069 | /* creator related stuff */ |
1075 | /* creator related stuff */ |
… | |
… | |
1395 | } |
1401 | } |
1396 | else if (sscanf (cp, "chance %d", &value)) |
1402 | else if (sscanf (cp, "chance %d", &value)) |
1397 | art->chance = (uint16) value; |
1403 | art->chance = (uint16) value; |
1398 | else if (sscanf (cp, "difficulty %d", &value)) |
1404 | else if (sscanf (cp, "difficulty %d", &value)) |
1399 | art->difficulty = (uint8) value; |
1405 | art->difficulty = (uint8) value; |
1400 | else if (!strncmp (cp, "Object", 6)) |
1406 | else if (!strncmp (cp, "Object", 6) || !strncmp (cp, "object", 6)) |
1401 | { |
1407 | { |
1402 | art->item = object::create (); |
1408 | art->item = object::create (); |
1403 | |
1409 | |
1404 | if (!load_object (thawer, art->item, 0)) |
1410 | if (!load_object (thawer, art->item, 0)) |
1405 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1411 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
… | |
… | |
1500 | |
1506 | |
1501 | op->set_speed (op->speed); |
1507 | op->set_speed (op->speed); |
1502 | } |
1508 | } |
1503 | |
1509 | |
1504 | if (change->nrof) |
1510 | if (change->nrof) |
1505 | op->nrof = RANDOM () % ((int) change->nrof) + 1; |
1511 | op->nrof = rndm (change->nrof) + 1; |
1506 | |
1512 | |
1507 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1513 | op->stats.exp += change->stats.exp; /* Speed modifier */ |
1508 | op->stats.wc += change->stats.wc; |
1514 | op->stats.wc += change->stats.wc; |
1509 | op->stats.ac += change->stats.ac; |
1515 | op->stats.ac += change->stats.ac; |
1510 | |
1516 | |
… | |
… | |
1613 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1619 | op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); |
1614 | } |
1620 | } |
1615 | |
1621 | |
1616 | op->value *= change->value; |
1622 | op->value *= change->value; |
1617 | |
1623 | |
1618 | if (change->material) |
1624 | if (change->materials) |
1619 | op->material = change->material; |
1625 | op->materials = change->materials; |
1620 | |
1626 | |
1621 | if (change->materialname) |
1627 | if (change->materialname) |
1622 | op->materialname = change->materialname; |
1628 | op->materialname = change->materialname; |
1623 | |
1629 | |
1624 | if (change->slaying) |
1630 | if (change->slaying) |
… | |
… | |
1718 | return; |
1724 | return; |
1719 | } |
1725 | } |
1720 | |
1726 | |
1721 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1727 | for (i = 0; i < ARTIFACT_TRIES; i++) |
1722 | { |
1728 | { |
1723 | int roll = RANDOM () % al->total_chance; |
1729 | int roll = rndm (al->total_chance); |
1724 | |
1730 | |
1725 | for (art = al->items; art != NULL; art = art->next) |
1731 | for (art = al->items; art; art = art->next) |
1726 | { |
1732 | { |
1727 | roll -= art->chance; |
1733 | roll -= art->chance; |
1728 | if (roll < 0) |
1734 | if (roll < 0) |
1729 | break; |
1735 | break; |
1730 | } |
1736 | } |