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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.31 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.34 by root, Sat Jan 20 22:09:51 2007 UTC

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
331void 331void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 332create_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 {
570 scaled_diff = 0; 570 scaled_diff = 0;
571 571
572 if (scaled_diff >= DIFFLEVELS) 572 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 573 scaled_diff = DIFFLEVELS - 1;
574 574
575 percent = RANDOM () % 100; 575 percent = rndm (100);
576 576
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 578 {
579 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
580 580
586 { 586 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 588 magic = 0;
589 } 589 }
590 590
591 magic = (RANDOM () % 3) ? magic : -magic; 591 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 593
594 return magic; 594 return magic;
595} 595}
596 596
611 if (op->arch) 611 if (op->arch)
612 { 612 {
613 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 615
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 616 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 617 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 619 }
620 else 620 else
621 { 621 {
622 if (op->type == ARMOUR) 622 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 624 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 625 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 627 }
628} 628}
629 629
662 662
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
664 664
665 if (op->type == AMULET) 665 if (op->type == AMULET)
666 { 666 {
667 if (!(RANDOM () % 21)) 667 if (!(rndm (21)))
668 r = 20 + RANDOM () % 2; 668 r = 20 + rndm (2);
669 else 669 else
670 { 670 {
671 if (RANDOM () & 2) 671 if (RANDOM () & 2)
672 r = 10; 672 r = 10;
673 else 673 else
674 r = 11 + RANDOM () % 9; 674 r = 11 + rndm (9);
675 } 675 }
676 } 676 }
677 677
678 switch (r) 678 switch (r)
679 { 679 {
716 case 16: 716 case 16:
717 case 17: 717 case 17:
718 case 18: 718 case 18:
719 case 19: 719 case 19:
720 { 720 {
721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 721 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
722 722
723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 724 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
725 725
726 /* Cursed items need to have higher negative values to equal out with 726 /* Cursed items need to have higher negative values to equal out with
727 * positive values for how protections work out. Put another 727 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 728 * little random element in since that they don't always end up with
729 * even values. 729 * even values.
731 if (bonus < 0) 731 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 732 val = 2 * -val - RANDOM () % b;
733 if (val > 35) 733 if (val > 35)
734 val = 35; /* Upper limit */ 734 val = 35; /* Upper limit */
735 b = 0; 735 b = 0;
736
736 while (op->resist[resist_table[resist]] != 0 && b < 4) 737 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
738 resist = RANDOM () % num_resist_table; 738 resist = rndm (num_resist_table);
739 } 739
740 if (b == 4) 740 if (b == 4)
741 return; /* Not able to find a free resistance */ 741 return; /* Not able to find a free resistance */
742
742 op->resist[resist_table[resist]] = val; 743 op->resist[resist_table[resist]] = val;
743 /* We should probably do something more clever here to adjust value 744 /* We should probably do something more clever here to adjust value
744 * based on how good a resistance we gave. 745 * based on how good a resistance we gave.
745 */ 746 */
746 break; 747 break;
774 case 22: 775 case 22:
775 op->stats.exp += bonus; /* Speed! */ 776 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3; 777 op->value = (op->value * 2) / 3;
777 break; 778 break;
778 } 779 }
780
779 if (bonus > 0) 781 if (bonus > 0)
780 op->value *= 2 * bonus; 782 op->value *= 2 * bonus;
781 else 783 else
782 op->value = -(op->value * 2 * bonus) / 3; 784 op->value = -(op->value * 2 * bonus) / 3;
783} 785}
803 return i; 805 return i;
804 return 4; 806 return 4;
805} 807}
806 808
807#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2)==2?2:1)
808#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 810#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
809 811
810/* 812/*
811 * fix_generated_item(): This is called after an item is generated, in 813 * 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 814 * order to set it up right. This produced magical bonuses, puts spells
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
942 case WEAPON: 944 case WEAPON:
943 case ARMOUR: 945 case ARMOUR:
944 case SHIELD: 946 case SHIELD:
945 case HELMET: 947 case HELMET:
946 case CLOAK: 948 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 949 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 950 set_ring_bonus (op, -DICE2);
949 break; 951 break;
950 952
951 case BRACERS: 953 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 954 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
991 { 993 {
992 op->name = "potion"; 994 op->name = "potion";
993 op->name_pl = "potions"; 995 op->name_pl = "potions";
994 } 996 }
995 997
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 998 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 999 SET_FLAG (op, FLAG_CURSED);
998 break; 1000 break;
999 } 1001 }
1000 1002
1001 case AMULET: 1003 case AMULET:
1011 } 1013 }
1012 1014
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1015 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1014 break; 1016 break;
1015 1017
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1018 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED); 1019 SET_FLAG (op, FLAG_CURSED);
1018 1020
1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1021 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1020 1022
1021 if (op->type != RING) /* Amulets have only one ability */ 1023 if (op->type != RING) /* Amulets have only one ability */
1022 break; 1024 break;
1023 1025
1024 if (!(RANDOM () % 4)) 1026 if (!(rndm (4)))
1025 { 1027 {
1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1028 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 1029
1028 if (d > 0) 1030 if (d > 0)
1029 op->value *= 3; 1031 op->value *= 3;
1030 1032
1031 set_ring_bonus (op, d); 1033 set_ring_bonus (op, d);
1032 1034
1033 if (!(RANDOM () % 4)) 1035 if (!(rndm (4)))
1034 { 1036 {
1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1037 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1036 1038
1037 if (d > 0) 1039 if (d > 0)
1038 op->value *= 5; 1040 op->value *= 5;
1039 set_ring_bonus (op, d); 1041 set_ring_bonus (op, d);
1040 } 1042 }
1048 case BOOK: 1050 case BOOK:
1049 /* Is it an empty book?, if yes lets make a special· 1051 /* Is it an empty book?, if yes lets make a special·
1050 * msg for it, and tailor its properties based on the· 1052 * msg for it, and tailor its properties based on the·
1051 * creator and/or map level we found it on. 1053 * creator and/or map level we found it on.
1052 */ 1054 */
1053 if (!op->msg && RANDOM () % 10) 1055 if (!op->msg && rndm (10))
1054 { 1056 {
1055 /* set the book level properly */ 1057 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1058 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057 { 1059 {
1058 if (op->map && op->map->difficulty) 1060 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1061 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1;
1060 else 1062 else
1061 op->level = RANDOM () % 20 + 1; 1063 op->level = rndm (20) + 1;
1062 } 1064 }
1063 else 1065 else
1064 op->level = RANDOM () % creator->level; 1066 op->level = RANDOM () % creator->level;
1065 1067
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1068 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);

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