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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.29 by root, Tue Dec 26 20:04:09 2006 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) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 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>
22*/ 23 */
23 24
24#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
25 26
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * 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
156 * so that the treasure name can be printed out 157 * so that the treasure name can be printed out
157 */ 158 */
158static void 159static void
159check_treasurelist (const treasure *t, const treasurelist * tl) 160check_treasurelist (const treasure *t, const treasurelist * tl)
160{ 161{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */ 164 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name) 165 if (t->name && *t->name)
167 (void) find_treasurelist (t->name); 166 find_treasurelist (t->name);
168 if (t->next) 167 if (t->next)
169 check_treasurelist (t->next, tl); 168 check_treasurelist (t->next, tl);
170 if (t->next_yes) 169 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl); 170 check_treasurelist (t->next_yes, tl);
172 if (t->next_no) 171 if (t->next_no)
332void 331void
333create_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)
334{ 333{
335 object *tmp; 334 object *tmp;
336 335
337 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
338 { 337 {
339 if (t->name) 338 if (t->name)
340 { 339 {
341 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
342 { 341 {
343 treasurelist *tl = find_treasurelist (t->name); 342 treasurelist *tl = find_treasurelist (t->name);
344 if (tl) 343 if (tl)
345 create_treasure (tl, op, flag, difficulty, tries); 344 create_treasure (tl, op, flag, difficulty, tries);
346 } 345 }
347 } 346 }
348 else 347 else
349 { 348 {
350 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
351 { 350 {
352 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
353 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
354 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = rndm (t->nrof) + 1;
354
355 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
356 change_treasure (t, tmp); 356 change_treasure (t, tmp);
357 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
358 } 358 }
359 } 359 }
367 if (t->next != NULL) 367 if (t->next != NULL)
368 create_all_treasures (t->next, op, flag, difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
369} 369}
370 370
371void 371void
372create_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)
373{ 373{
374 int value = RANDOM () % tl->total_chance; 374 int value = rndm (tl->total_chance);
375 treasure *t; 375 treasure *t;
376 376
377 if (tries++ > 100) 377 if (tries++ > 100)
378 { 378 {
379 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");
395 return; 395 return;
396 } 396 }
397 397
398 if (t->name) 398 if (t->name)
399 { 399 {
400 if (!strcmp (t->name, "NONE"))
401 return;
402
403 if (difficulty >= t->magic) 400 if (difficulty >= t->magic)
404 { 401 {
405 treasurelist *tl = find_treasurelist (t->name); 402 treasurelist *tl = find_treasurelist (t->name);
406 if (tl) 403 if (tl)
407 create_treasure (tl, op, flag, difficulty, tries); 404 create_treasure (tl, op, flag, difficulty, tries);
410 create_one_treasure (tl, op, flag, difficulty, tries); 407 create_one_treasure (tl, op, flag, difficulty, tries);
411 408
412 return; 409 return;
413 } 410 }
414 411
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 413 {
417 object *tmp = arch_to_object (t->item); 414 object *tmp = arch_to_object (t->item);
418 415
419 if (!tmp) 416 if (!tmp)
420 return; 417 return;
421 418
422 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
423 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
424 421
425 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
426 change_treasure (t, tmp); 423 change_treasure (t, tmp);
427 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
428 } 425 }
434 * list transitions, or so that excessively good treasure will not be 431 * list transitions, or so that excessively good treasure will not be
435 * created on weak maps, because it will exceed the number of allowed tries 432 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 433 * to do that.
437 */ 434 */
438void 435void
439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 437{
441 438
442 if (tries++ > 100) 439 if (tries++ > 100)
443 { 440 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 441 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 442 return;
446 } 443 }
447 if (t->total_chance) 444 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 446 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 448}
452 449
453/* This is similar to the old generate treasure function. However, 450/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 451 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 452 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 453 * inserted into, and then return that treausre
457 */ 454 */
458object * 455object *
459generate_treasure (treasurelist *t, int difficulty) 456generate_treasure (treasurelist *tl, int difficulty)
460{ 457{
461 difficulty = clamp (difficulty, 1, settings.max_level); 458 difficulty = clamp (difficulty, 1, settings.max_level);
462 459
463 object *ob = object::create (), *tmp; 460 object *ob = object::create (), *tmp;
464 461
465 create_treasure (t, ob, 0, difficulty, 0); 462 create_treasure (tl, ob, 0, difficulty, 0);
466 463
467 /* Don't want to free the object we are about to return */ 464 /* Don't want to free the object we are about to return */
468 tmp = ob->inv; 465 tmp = ob->inv;
469 if (tmp != NULL) 466 if (tmp != NULL)
470 tmp->remove (); 467 tmp->remove ();
574 scaled_diff = 0; 571 scaled_diff = 0;
575 572
576 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
577 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
578 575
579 percent = RANDOM () % 100; 576 percent = rndm (100);
580 577
581 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
582 { 579 {
583 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
584 581
590 { 587 {
591 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);
592 magic = 0; 589 magic = 0;
593 } 590 }
594 591
595 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
596 /* 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); */
597 594
598 return magic; 595 return magic;
599} 596}
600 597
615 if (op->arch) 612 if (op->arch)
616 { 613 {
617 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
618 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;
619 616
620 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 */
621 magic = (-magic); 618 magic = (-magic);
622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
623 } 620 }
624 else 621 else
625 { 622 {
626 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
628 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 */
629 magic = (-magic); 626 magic = (-magic);
630 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
631 } 628 }
632} 629}
633 630
662 659
663void 660void
664set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
665{ 662{
666 663
667 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
668 665
669 if (op->type == AMULET) 666 if (op->type == AMULET)
670 { 667 {
671 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
672 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
673 else 670 else
674 { 671 {
675 if (RANDOM () & 2) 672 if (rndm (2))
676 r = 10; 673 r = 10;
677 else 674 else
678 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
679 } 676 }
680 } 677 }
681 678
682 switch (r) 679 switch (r)
683 { 680 {
720 case 16: 717 case 16:
721 case 17: 718 case 17:
722 case 18: 719 case 18:
723 case 19: 720 case 19:
724 { 721 {
725 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
726 723
727 /* 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) */
728 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
729 726
730 /* 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
731 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
732 * 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
733 * even values. 730 * even values.
734 */ 731 */
735 if (bonus < 0) 732 if (bonus < 0)
736 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
737 if (val > 35) 734 if (val > 35)
738 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
739 b = 0; 736 b = 0;
737
740 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
741 {
742 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
743 } 740
744 if (b == 4) 741 if (b == 4)
745 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
746 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
747 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
748 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
749 */ 747 */
750 break; 748 break;
778 case 22: 776 case 22:
779 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
780 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
781 break; 779 break;
782 } 780 }
781
783 if (bonus > 0) 782 if (bonus > 0)
784 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
785 else 784 else
786 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
787} 786}
792 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
793 * 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
794 * rings and amulets. 793 * rings and amulets.
795 * 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.
796 */ 795 */
797
798int 796int
799get_magic (int diff) 797get_magic (int diff)
800{ 798{
801 int i; 799 int i;
802 800
803 if (diff < 3) 801 if (diff < 3)
804 diff = 3; 802 diff = 3;
803
805 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
806 if (RANDOM () % diff) 805 if (rndm (diff))
807 return i; 806 return i;
807
808 return 4; 808 return 4;
809} 809}
810 810
811#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
812#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))
813 813
814/* 814/*
815 * 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
816 * 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
817 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
878 if (!op->magic && max_magic) 878 if (!op->magic && max_magic)
879 set_magic (difficulty, op, max_magic, flags); 879 set_magic (difficulty, op, max_magic, flags);
880 880
881 num_enchantments = calc_item_power (op, 1); 881 num_enchantments = calc_item_power (op, 1);
882 882
883 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,
884 * used for shop_floors or treasures */ 886 * used for shop_floors or treasures */
885 generate_artifact (op, difficulty); 887 generate_artifact (op, difficulty);
886 } 888 }
887 889
888 /* Object was made an artifact. Calculate its item_power rating. 890 /* Object was made an artifact. Calculate its item_power rating.
946 case WEAPON: 948 case WEAPON:
947 case ARMOUR: 949 case ARMOUR:
948 case SHIELD: 950 case SHIELD:
949 case HELMET: 951 case HELMET:
950 case CLOAK: 952 case CLOAK:
951 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 953 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
952 set_ring_bonus (op, -DICE2); 954 set_ring_bonus (op, -DICE2);
953 break; 955 break;
954 956
955 case BRACERS: 957 case BRACERS:
956 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 958 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
957 { 959 {
958 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
959 if (!QUERY_FLAG (op, FLAG_CURSED)) 961 if (!QUERY_FLAG (op, FLAG_CURSED))
960 op->value *= 3; 962 op->value *= 3;
961 } 963 }
987 */ 989 */
988 if (op->inv && op->randomitems) 990 if (op->inv && op->randomitems)
989 { 991 {
990 /* value multiplier is same as for scrolls */ 992 /* value multiplier is same as for scrolls */
991 op->value = (op->value * op->inv->value); 993 op->value = (op->value * op->inv->value);
992 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 994 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
993 } 995 }
994 else 996 else
995 { 997 {
996 op->name = "potion"; 998 op->name = "potion";
997 op->name_pl = "potions"; 999 op->name_pl = "potions";
998 } 1000 }
999 1001
1000 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1002 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1001 SET_FLAG (op, FLAG_CURSED); 1003 SET_FLAG (op, FLAG_CURSED);
1002 break; 1004 break;
1003 } 1005 }
1004 1006
1005 case AMULET: 1007 case AMULET:
1015 } 1017 }
1016 1018
1017 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! */
1018 break; 1020 break;
1019 1021
1020 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1022 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1021 SET_FLAG (op, FLAG_CURSED); 1023 SET_FLAG (op, FLAG_CURSED);
1022 1024
1023 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1024 1026
1025 if (op->type != RING) /* Amulets have only one ability */ 1027 if (op->type != RING) /* Amulets have only one ability */
1026 break; 1028 break;
1027 1029
1028 if (!(RANDOM () % 4)) 1030 if (!(rndm (4)))
1029 { 1031 {
1030 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1032 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1031 1033
1032 if (d > 0) 1034 if (d > 0)
1033 op->value *= 3; 1035 op->value *= 3;
1034 1036
1035 set_ring_bonus (op, d); 1037 set_ring_bonus (op, d);
1036 1038
1037 if (!(RANDOM () % 4)) 1039 if (!(rndm (4)))
1038 { 1040 {
1039 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1041 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1040 1042
1041 if (d > 0) 1043 if (d > 0)
1042 op->value *= 5; 1044 op->value *= 5;
1043 set_ring_bonus (op, d); 1045 set_ring_bonus (op, d);
1044 } 1046 }
1045 } 1047 }
1046 1048
1047 if (GET_ANIM_ID (op)) 1049 if (GET_ANIM_ID (op))
1048 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1050 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1049 1051
1050 break; 1052 break;
1051 1053
1052 case BOOK: 1054 case BOOK:
1053 /* Is it an empty book?, if yes lets make a special· 1055 /* Is it an empty book?, if yes lets make a special·
1054 * msg for it, and tailor its properties based on the· 1056 * msg for it, and tailor its properties based on the·
1055 * creator and/or map level we found it on. 1057 * creator and/or map level we found it on.
1056 */ 1058 */
1057 if (!op->msg && RANDOM () % 10) 1059 if (!op->msg && rndm (10))
1058 { 1060 {
1059 /* set the book level properly */ 1061 /* set the book level properly */
1060 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1061 { 1063 {
1062 if (op->map && op->map->difficulty) 1064 if (op->map && op->map->difficulty)
1063 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1065 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1064 else 1066 else
1065 op->level = RANDOM () % 20 + 1; 1067 op->level = rndm (20) + 1;
1066 } 1068 }
1067 else 1069 else
1068 op->level = RANDOM () % creator->level; 1070 op->level = rndm (creator->level);
1069 1071
1070 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);
1071 /* books w/ info are worth more! */ 1073 /* books w/ info are worth more! */
1072 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));
1073 /* creator related stuff */ 1075 /* creator related stuff */
1176 */ 1178 */
1177 1179
1178static artifactlist * 1180static artifactlist *
1179get_empty_artifactlist (void) 1181get_empty_artifactlist (void)
1180{ 1182{
1181 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1183 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1182 1184
1183 if (tl == NULL) 1185 if (al == NULL)
1184 fatal (OUT_OF_MEMORY); 1186 fatal (OUT_OF_MEMORY);
1185 tl->next = NULL; 1187 al->next = NULL;
1186 tl->items = NULL; 1188 al->items = NULL;
1187 tl->total_chance = 0; 1189 al->total_chance = 0;
1188 return tl; 1190 return al;
1189} 1191}
1190 1192
1191/* 1193/*
1192 * Allocate and return the pointer to an empty artifact structure. 1194 * Allocate and return the pointer to an empty artifact structure.
1193 */ 1195 */
1194 1196
1195static artifact * 1197static artifact *
1196get_empty_artifact (void) 1198get_empty_artifact (void)
1197{ 1199{
1198 artifact *t = (artifact *) malloc (sizeof (artifact)); 1200 artifact *a = (artifact *) malloc (sizeof (artifact));
1199 1201
1200 if (t == NULL) 1202 if (a == NULL)
1201 fatal (OUT_OF_MEMORY); 1203 fatal (OUT_OF_MEMORY);
1202 t->item = NULL; 1204 a->item = NULL;
1203 t->next = NULL; 1205 a->next = NULL;
1204 t->chance = 0; 1206 a->chance = 0;
1205 t->difficulty = 0; 1207 a->difficulty = 0;
1206 t->allowed = NULL; 1208 a->allowed = NULL;
1207 return t; 1209 return a;
1208} 1210}
1209 1211
1210/* 1212/*
1211 * Searches the artifact lists and returns one that has the same type 1213 * Searches the artifact lists and returns one that has the same type
1212 * of objects on it. 1214 * of objects on it.
1262 treasurelist *tl; 1264 treasurelist *tl;
1263 int i; 1265 int i;
1264 1266
1265 if (depth > 100) 1267 if (depth > 100)
1266 return; 1268 return;
1267 while (t != NULL) 1269 while (t)
1268 { 1270 {
1269 if (t->name != NULL) 1271 if (t->name)
1270 { 1272 {
1271 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1272 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1273 fprintf (logfile, "{ (list: %s)\n", &t->name); 1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1274 tl = find_treasurelist (t->name); 1276 tl = find_treasurelist (t->name);
1280 } 1282 }
1281 else 1283 else
1282 { 1284 {
1283 for (i = 0; i < depth; i++) 1285 for (i = 0; i < depth; i++)
1284 fprintf (logfile, " "); 1286 fprintf (logfile, " ");
1285 if (t->item->clone.type == FLESH) 1287 if (t->item && t->item->clone.type == FLESH)
1286 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1287 else 1289 else
1288 fprintf (logfile, "%s\n", &t->item->clone.name); 1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1289 } 1291 }
1292
1290 if (t->next_yes != NULL) 1293 if (t->next_yes)
1291 { 1294 {
1292 for (i = 0; i < depth; i++) 1295 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " "); 1296 fprintf (logfile, " ");
1294 fprintf (logfile, " (if yes)\n"); 1297 fprintf (logfile, " (if yes)\n");
1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1298 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1296 } 1299 }
1300
1297 if (t->next_no != NULL) 1301 if (t->next_no)
1298 { 1302 {
1299 for (i = 0; i < depth; i++) 1303 for (i = 0; i < depth; i++)
1300 fprintf (logfile, " "); 1304 fprintf (logfile, " ");
1301 fprintf (logfile, " (if no)\n"); 1305 fprintf (logfile, " (if no)\n");
1302 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1306 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1303 } 1307 }
1308
1304 t = t->next; 1309 t = t->next;
1305 } 1310 }
1306} 1311}
1307 1312
1308/* 1313/*
1501 1506
1502 op->set_speed (op->speed); 1507 op->set_speed (op->speed);
1503 } 1508 }
1504 1509
1505 if (change->nrof) 1510 if (change->nrof)
1506 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1511 op->nrof = rndm (change->nrof) + 1;
1507 1512
1508 op->stats.exp += change->stats.exp; /* Speed modifier */ 1513 op->stats.exp += change->stats.exp; /* Speed modifier */
1509 op->stats.wc += change->stats.wc; 1514 op->stats.wc += change->stats.wc;
1510 op->stats.ac += change->stats.ac; 1515 op->stats.ac += change->stats.ac;
1511 1516
1614 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);
1615 } 1620 }
1616 1621
1617 op->value *= change->value; 1622 op->value *= change->value;
1618 1623
1619 if (change->material) 1624 if (change->materials)
1620 op->material = change->material; 1625 op->materials = change->materials;
1621 1626
1622 if (change->materialname) 1627 if (change->materialname)
1623 op->materialname = change->materialname; 1628 op->materialname = change->materialname;
1624 1629
1625 if (change->slaying) 1630 if (change->slaying)
1719 return; 1724 return;
1720 } 1725 }
1721 1726
1722 for (i = 0; i < ARTIFACT_TRIES; i++) 1727 for (i = 0; i < ARTIFACT_TRIES; i++)
1723 { 1728 {
1724 int roll = RANDOM () % al->total_chance; 1729 int roll = rndm (al->total_chance);
1725 1730
1726 for (art = al->items; art != NULL; art = art->next) 1731 for (art = al->items; art; art = art->next)
1727 { 1732 {
1728 roll -= art->chance; 1733 roll -= art->chance;
1729 if (roll < 0) 1734 if (roll < 0)
1730 break; 1735 break;
1731 } 1736 }
1808/* special_potion() - so that old potion code is still done right. */ 1813/* special_potion() - so that old potion code is still done right. */
1809 1814
1810int 1815int
1811special_potion (object *op) 1816special_potion (object *op)
1812{ 1817{
1813
1814 int i;
1815
1816 if (op->attacktype) 1818 if (op->attacktype)
1817 return 1; 1819 return 1;
1818 1820
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1821 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1820 return 1; 1822 return 1;
1821 1823
1822 for (i = 0; i < NROFATTACKS; i++) 1824 for (int i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i]) 1825 if (op->resist[i])
1824 return 1; 1826 return 1;
1825 1827
1826 return 0; 1828 return 0;
1827} 1829}

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