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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.34 by root, Sat Jan 20 22:09:51 2007 UTC vs.
Revision 1.38 by root, Fri Feb 16 19:43:41 2007 UTC

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 }
432 * to do that. 433 * to do that.
433 */ 434 */
434void 435void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 437{
437
438 if (tries++ > 100) 438 if (tries++ > 100)
439 { 439 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 441 return;
442 } 442 }
443
443 if (tl->total_chance) 444 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 446 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 448}
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 (!(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 }
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;
736 737
737 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
790 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
791 * 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
792 * rings and amulets. 793 * rings and amulets.
793 * 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.
794 */ 795 */
795
796int 796int
797get_magic (int diff) 797get_magic (int diff)
798{ 798{
799 int i; 799 int i;
800 800
801 if (diff < 3) 801 if (diff < 3)
802 diff = 3; 802 diff = 3;
803
803 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
804 if (RANDOM () % diff) 805 if (rndm (diff))
805 return i; 806 return i;
807
806 return 4; 808 return 4;
807} 809}
808 810
809#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
810#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))
811 813
812/* 814/*
813 * 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
814 * 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
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
829 * value. 831 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831 * a working object - don't change magic, value, etc, but set it material 833 * a working object - don't change magic, value, etc, but set it material
832 * type as appropriate, for objects that need spell objects, set those, etc 834 * type as appropriate, for objects that need spell objects, set those, etc
833 */ 835 */
834
835void 836void
836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 837fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837{ 838{
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839 840
876 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
877 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
878 879
879 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
880 881
881 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
882 * used for shop_floors or treasures */ 885 * used for shop_floors or treasures */
883 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
884 } 887 }
885 888
886 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
949 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
950 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
951 break; 954 break;
952 955
953 case BRACERS: 956 case BRACERS:
954 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
955 { 958 {
956 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
957 if (!QUERY_FLAG (op, FLAG_CURSED)) 960 if (!QUERY_FLAG (op, FLAG_CURSED))
958 op->value *= 3; 961 op->value *= 3;
959 } 962 }
985 */ 988 */
986 if (op->inv && op->randomitems) 989 if (op->inv && op->randomitems)
987 { 990 {
988 /* value multiplier is same as for scrolls */ 991 /* value multiplier is same as for scrolls */
989 op->value = (op->value * op->inv->value); 992 op->value = (op->value * op->inv->value);
990 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
991 } 994 }
992 else 995 else
993 { 996 {
994 op->name = "potion"; 997 op->name = "potion";
995 op->name_pl = "potions"; 998 op->name_pl = "potions";
1041 set_ring_bonus (op, d); 1044 set_ring_bonus (op, d);
1042 } 1045 }
1043 } 1046 }
1044 1047
1045 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1046 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1047 1050
1048 break; 1051 break;
1049 1052
1050 case BOOK: 1053 case BOOK:
1051 /* Is it an empty book?, if yes lets make a specialĀ· 1054 /* Is it an empty book?, if yes lets make a specialĀ·
1056 { 1059 {
1057 /* set the book level properly */ 1060 /* set the book level properly */
1058 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1059 { 1062 {
1060 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1061 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1062 else 1065 else
1063 op->level = rndm (20) + 1; 1066 op->level = rndm (20) + 1;
1064 } 1067 }
1065 else 1068 else
1066 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1067 1070
1068 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1069 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1070 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1071 /* creator related stuff */ 1074 /* creator related stuff */
1170 */ 1173 */
1171 1174
1172/* 1175/*
1173 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1174 */ 1177 */
1175
1176static artifactlist * 1178static artifactlist *
1177get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1178{ 1180{
1179 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1180 1182
1187} 1189}
1188 1190
1189/* 1191/*
1190 * Allocate and return the pointer to an empty artifact structure. 1192 * Allocate and return the pointer to an empty artifact structure.
1191 */ 1193 */
1192
1193static artifact * 1194static artifact *
1194get_empty_artifact (void) 1195get_empty_artifact (void)
1195{ 1196{
1196 artifact *a = (artifact *) malloc (sizeof (artifact)); 1197 artifact *a = (artifact *) malloc (sizeof (artifact));
1197 1198
1198 if (a == NULL) 1199 if (a == NULL)
1199 fatal (OUT_OF_MEMORY); 1200 fatal (OUT_OF_MEMORY);
1201
1200 a->item = NULL; 1202 a->item = NULL;
1201 a->next = NULL; 1203 a->next = NULL;
1202 a->chance = 0; 1204 a->chance = 0;
1203 a->difficulty = 0; 1205 a->difficulty = 0;
1204 a->allowed = NULL; 1206 a->allowed = NULL;
1207 1209
1208/* 1210/*
1209 * Searches the artifact lists and returns one that has the same type 1211 * Searches the artifact lists and returns one that has the same type
1210 * of objects on it. 1212 * of objects on it.
1211 */ 1213 */
1212
1213artifactlist * 1214artifactlist *
1214find_artifactlist (int type) 1215find_artifactlist (int type)
1215{ 1216{
1216 artifactlist *al; 1217 artifactlist *al;
1217 1218
1218 for (al = first_artifactlist; al != NULL; al = al->next) 1219 for (al = first_artifactlist; al; al = al->next)
1219 if (al->type == type) 1220 if (al->type == type)
1220 return al; 1221 return al;
1222
1221 return NULL; 1223 return 0;
1222} 1224}
1223 1225
1224/* 1226/*
1225 * For debugging purposes. Dumps all tables. 1227 * For debugging purposes. Dumps all tables.
1226 */ 1228 */
1227
1228void 1229void
1229dump_artifacts (void) 1230dump_artifacts (void)
1230{ 1231{
1231 artifactlist *al; 1232 artifactlist *al;
1232 artifact *art; 1233 artifact *art;
1239 for (art = al->items; art != NULL; art = art->next) 1240 for (art = al->items; art != NULL; art = art->next)
1240 { 1241 {
1241 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1242 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1242 if (art->allowed != NULL) 1243 if (art->allowed != NULL)
1243 { 1244 {
1244 fprintf (logfile, "\tAllowed combinations:"); 1245 fprintf (logfile, "\tallowed combinations:");
1245 for (next = art->allowed; next != NULL; next = next->next) 1246 for (next = art->allowed; next != NULL; next = next->next)
1246 fprintf (logfile, "%s,", &next->name); 1247 fprintf (logfile, "%s,", &next->name);
1247 fprintf (logfile, "\n"); 1248 fprintf (logfile, "\n");
1248 } 1249 }
1249 } 1250 }
1317 archetype *at; 1318 archetype *at;
1318 int found; 1319 int found;
1319 1320
1320 found = 0; 1321 found = 0;
1321 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1323
1322 for (at = first_archetype; at != NULL; at = at->next) 1324 for (at = first_archetype; at != NULL; at = at->next)
1323 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1324 { 1326 {
1325 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1327 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1326 if (at->clone.randomitems != NULL) 1328 if (at->clone.randomitems != NULL)
1327 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1329 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1328 else 1330 else
1329 fprintf (logfile, "(nothing)\n"); 1331 fprintf (logfile, "(nothing)\n");
1332
1330 fprintf (logfile, "\n"); 1333 fprintf (logfile, "\n");
1331 found++; 1334 found++;
1332 } 1335 }
1336
1333 if (found == 0) 1337 if (found == 0)
1334 fprintf (logfile, "No objects have the name %s!\n\n", name); 1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1335} 1339}
1336 1340
1337/* 1341/*
1338 * Builds up the lists of artifacts from the file in the libdir. 1342 * Builds up the lists of artifacts from the file in the libdir.
1339 */ 1343 */
1340
1341void 1344void
1342init_artifacts (void) 1345init_artifacts (void)
1343{ 1346{
1344 static int has_been_inited = 0; 1347 static int has_been_inited = 0;
1345 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1348 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1346 artifact *art = NULL; 1349 artifact *art = NULL;
1347 linked_char *tmp;
1348 int value; 1350 int value;
1349 artifactlist *al; 1351 artifactlist *al;
1350 1352
1351 if (has_been_inited) 1353 if (has_been_inited)
1352 return; 1354 return;
1353 else 1355 else
1354 has_been_inited = 1; 1356 has_been_inited = 1;
1355 1357
1356 sprintf (filename, "%s/artifacts", settings.datadir); 1358 sprintf (filename, "%s/artifacts", settings.datadir);
1357 object_thawer thawer (filename); 1359 object_thawer f (filename);
1358 1360
1359 if (!thawer) 1361 if (!f)
1360 return; 1362 return;
1361 1363
1362 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1364 f.next ();
1363 {
1364 if (*buf == '#')
1365 continue;
1366 if ((cp = strchr (buf, '\n')) != NULL)
1367 *cp = '\0';
1368 cp = buf;
1369 while (*cp == ' ') /* Skip blanks */
1370 cp++;
1371 if (*cp == '\0')
1372 continue;
1373 1365
1374 if (!strncmp (cp, "Allowed", 7)) 1366 for (;;)
1367 {
1368 switch (f.kw)
1375 { 1369 {
1370 case KW_allowed:
1376 if (art == NULL) 1371 if (!art)
1372 {
1373 art = get_empty_artifact ();
1374 nrofartifacts++;
1375 }
1376
1377 { 1377 {
1378 art = get_empty_artifact (); 1378 if (!strcmp (f.get_str (), "all"))
1379 nrofartifacts++; 1379 break;
1380
1381 char *next, *cp = f.get_str ();
1382
1383 do
1384 {
1385 nrofallowedstr++;
1386
1387 if ((next = strchr (cp, ',')))
1388 *next++ = '\0';
1389
1390 linked_char *tmp = new linked_char;
1391
1392 tmp->name = cp;
1393 tmp->next = art->allowed;
1394 art->allowed = tmp;
1395 }
1396 while ((cp = next));
1380 } 1397 }
1381 cp = strchr (cp, ' ') + 1; 1398 break;
1382 if (!strcmp (cp, "all")) 1399
1400 case KW_chance:
1401 f.get (art->chance);
1402 break;
1403
1404 case KW_difficulty:
1405 f.get (art->difficulty);
1406 break;
1407
1408 case KW_object:
1409 {
1410 art->item = object::create ();
1411
1412 if (!art->item->parse_kv (f))
1413 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1414
1415 al = find_artifactlist (art->item->type);
1416
1417 if (!al)
1418 {
1419 al = get_empty_artifactlist ();
1420 al->type = art->item->type;
1421 al->next = first_artifactlist;
1422 first_artifactlist = al;
1423 }
1424
1425 art->next = al->items;
1426 al->items = art;
1427 art = 0;
1428 }
1383 continue; 1429 continue;
1384 1430
1385 do 1431 case KW_EOF:
1432 goto done;
1433
1434 default:
1435 if (!f.parse_error ("artifacts file"))
1436 cleanup ("artifacts file required");
1386 { 1437 break;
1387 nrofallowedstr++;
1388 if ((next = strchr (cp, ',')) != NULL)
1389 *(next++) = '\0';
1390 tmp = new linked_char;
1391
1392 tmp->name = cp;
1393 tmp->next = art->allowed;
1394 art->allowed = tmp;
1395 }
1396 while ((cp = next) != NULL);
1397 }
1398 else if (sscanf (cp, "chance %d", &value))
1399 art->chance = (uint16) value;
1400 else if (sscanf (cp, "difficulty %d", &value))
1401 art->difficulty = (uint8) value;
1402 else if (!strncmp (cp, "Object", 6))
1403 { 1438 }
1404 art->item = object::create ();
1405 1439
1406 if (!load_object (thawer, art->item, 0)) 1440 f.next ();
1407 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1408
1409 art->item->name = strchr (cp, ' ') + 1;
1410 al = find_artifactlist (art->item->type);
1411 if (al == NULL)
1412 {
1413 al = get_empty_artifactlist ();
1414 al->type = art->item->type;
1415 al->next = first_artifactlist;
1416 first_artifactlist = al;
1417 }
1418 art->next = al->items;
1419 al->items = art;
1420 art = NULL;
1421 }
1422 else
1423 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1424 } 1441 }
1425 1442
1443done:
1426 for (al = first_artifactlist; al != NULL; al = al->next) 1444 for (al = first_artifactlist; al; al = al->next)
1427 { 1445 {
1428 for (art = al->items; art != NULL; art = art->next) 1446 for (art = al->items; art; art = art->next)
1429 { 1447 {
1430 if (!art->chance) 1448 if (!art->chance)
1431 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1449 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1432 else 1450 else
1433 al->total_chance += art->chance; 1451 al->total_chance += art->chance;
1502 1520
1503 op->set_speed (op->speed); 1521 op->set_speed (op->speed);
1504 } 1522 }
1505 1523
1506 if (change->nrof) 1524 if (change->nrof)
1507 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1525 op->nrof = rndm (change->nrof) + 1;
1508 1526
1509 op->stats.exp += change->stats.exp; /* Speed modifier */ 1527 op->stats.exp += change->stats.exp; /* Speed modifier */
1510 op->stats.wc += change->stats.wc; 1528 op->stats.wc += change->stats.wc;
1511 op->stats.ac += change->stats.ac; 1529 op->stats.ac += change->stats.ac;
1512 1530
1615 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1633 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1616 } 1634 }
1617 1635
1618 op->value *= change->value; 1636 op->value *= change->value;
1619 1637
1620 if (change->material) 1638 if (change->materials)
1621 op->material = change->material; 1639 op->materials = change->materials;
1622 1640
1623 if (change->materialname) 1641 if (change->materialname)
1624 op->materialname = change->materialname; 1642 op->materialname = change->materialname;
1625 1643
1626 if (change->slaying) 1644 if (change->slaying)
1720 return; 1738 return;
1721 } 1739 }
1722 1740
1723 for (i = 0; i < ARTIFACT_TRIES; i++) 1741 for (i = 0; i < ARTIFACT_TRIES; i++)
1724 { 1742 {
1725 int roll = RANDOM () % al->total_chance; 1743 int roll = rndm (al->total_chance);
1726 1744
1727 for (art = al->items; art != NULL; art = art->next) 1745 for (art = al->items; art; art = art->next)
1728 { 1746 {
1729 roll -= art->chance; 1747 roll -= art->chance;
1730 if (roll < 0) 1748 if (roll < 0)
1731 break; 1749 break;
1732 } 1750 }

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