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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 | |
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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 | |
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510 | return olevel; |
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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 |