--- deliantra/server/common/treasure.C 2007/06/04 13:04:00 1.63
+++ deliantra/server/common/treasure.C 2008/04/02 11:13:52 1.70
@@ -1,25 +1,24 @@
/*
- * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Crossfire TRT is free software; you can redistribute it and/or modify it
- * under the terms of the GNU General Public License as published by the Free
- * Software Foundation; either version 2 of the License, or (at your option)
- * any later version.
+ * Deliantra is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
*
- * This program is distributed in the hope that it will be useful, but
- * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
- * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
- * for more details.
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License along
- * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
- * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
*
- * The authors can be reached via e-mail to
+ * The authors can be reached via e-mail to
*/
/* TREASURE_DEBUG does some checking on the treasurelists after loading.
@@ -142,7 +141,7 @@
for (;;)
{
- coroapi::cede_to_tick_every (10);
+ coroapi::cede_to_tick ();
switch (f.kw)
{
@@ -246,7 +245,7 @@
op->expand_tail ();
- if (ob_blocked (op, creator->map, creator->x, creator->y))
+ if (op->blocked (creator->map, creator->x, creator->y))
op->destroy ();
else
{
@@ -492,23 +491,18 @@
int
level_for_item (const object *op, int difficulty)
{
- int olevel = 0;
-
if (!op->inv)
{
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
return 0;
}
- olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
+ int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
if (olevel <= 0)
- olevel = rndm (1, MIN (op->inv->level, 1));
-
- if (olevel > MAXLEVEL)
- olevel = MAXLEVEL;
+ olevel = rndm (1, op->inv->level);
- return olevel;
+ return min (olevel, MAXLEVEL);
}
/*
@@ -1136,7 +1130,7 @@
static artifactlist *
get_empty_artifactlist (void)
{
- return salloc0 ();
+ return salloc0 ();
}
/*
@@ -1145,7 +1139,7 @@
static artifact *
get_empty_artifact (void)
{
- return salloc0 ();
+ return salloc0 ();
}
/*
@@ -1306,8 +1300,6 @@
if (!f)
return;
- f.next ();
-
for (;;)
{
switch (f.kw)