1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra 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 3 of the License, or |
10 | * the Free Software Foundation, either version 3 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, |
… | |
… | |
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, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | * It is useful for finding bugs in the treasures file. Since it only |
25 | * It is useful for finding bugs in the treasures file. Since it only |
26 | * slows the startup some (and not actual game play), it is by default |
26 | * slows the startup some (and not actual game play), it is by default |
… | |
… | |
243 | return; |
243 | return; |
244 | } |
244 | } |
245 | |
245 | |
246 | op->expand_tail (); |
246 | op->expand_tail (); |
247 | |
247 | |
248 | if (ob_blocked (op, creator->map, creator->x, creator->y)) |
248 | if (op->blocked (creator->map, creator->x, creator->y)) |
249 | op->destroy (); |
249 | op->destroy (); |
250 | else |
250 | else |
251 | { |
251 | { |
252 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
252 | SET_FLAG (op, FLAG_OBJ_ORIGINAL); |
253 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
253 | op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); |
… | |
… | |
489 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
489 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
490 | */ |
490 | */ |
491 | int |
491 | int |
492 | level_for_item (const object *op, int difficulty) |
492 | level_for_item (const object *op, int difficulty) |
493 | { |
493 | { |
494 | int olevel = 0; |
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|
495 | |
|
|
496 | if (!op->inv) |
494 | if (!op->inv) |
497 | { |
495 | { |
498 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
496 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
499 | return 0; |
497 | return 0; |
500 | } |
498 | } |
501 | |
499 | |
502 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
500 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
503 | |
501 | |
504 | if (olevel <= 0) |
502 | if (olevel <= 0) |
505 | olevel = rndm (1, MIN (op->inv->level, 1)); |
503 | olevel = rndm (1, op->inv->level); |
506 | |
504 | |
507 | if (olevel > MAXLEVEL) |
505 | return min (olevel, MAXLEVEL); |
508 | olevel = MAXLEVEL; |
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|
509 | |
|
|
510 | return olevel; |
|
|
511 | } |
506 | } |
512 | |
507 | |
513 | /* |
508 | /* |
514 | * Based upon the specified difficulty and upon the difftomagic_list array, |
509 | * Based upon the specified difficulty and upon the difftomagic_list array, |
515 | * a random magical bonus is returned. This is used when determine |
510 | * a random magical bonus is returned. This is used when determine |