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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 1.36 by root, Wed Feb 7 02:04:46 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 {
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
370void 371void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 372create_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 }
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
659void 660void
660set_ring_bonus (object *op, int bonus) 661set_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
794int 796int
795get_magic (int diff) 797get_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 */
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 }

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