… | |
… | |
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 | } |
… | |
… | |
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 (!(rndm (21))) |
668 | if (!(rndm (21))) |
668 | r = 20 + rndm (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 + rndm (9); |
675 | r = 11 + rndm (9); |
675 | } |
676 | } |
676 | } |
677 | } |
… | |
… | |
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 (rndm (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. |
… | |
… | |
947 | if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (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"; |
… | |
… | |
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 specialĀ· |
1055 | /* Is it an empty book?, if yes lets make a specialĀ· |
… | |
… | |
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) + rndm (10) + 1; |
1065 | op->level = rndm (op->map->difficulty) + rndm (10) + 1; |
1060 | else |
1066 | else |
1061 | op->level = rndm (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 | } |