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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.28 by root, Tue Dec 26 08:54:59 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)
292 * this is the original object, or if this is an object that should be created 291 * this is the original object, or if this is an object that should be created
293 * by another object. 292 * by another object.
294 */ 293 */
295 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
296 { 295 {
297 op->x = creator->x;
298 op->y = creator->y;
299 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
300 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
301 } 298 }
302 else 299 else
303 { 300 {
304 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
305 302
306 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
307 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
308 305
309 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
334void 331void
335create_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)
336{ 333{
337 object *tmp; 334 object *tmp;
338 335
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 337 {
341 if (t->name) 338 if (t->name)
342 { 339 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
344 { 341 {
345 treasurelist *tl = find_treasurelist (t->name); 342 treasurelist *tl = find_treasurelist (t->name);
346 if (tl) 343 if (tl)
347 create_treasure (tl, op, flag, difficulty, tries); 344 create_treasure (tl, op, flag, difficulty, tries);
348 } 345 }
349 } 346 }
350 else 347 else
351 { 348 {
352 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
353 { 350 {
354 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
355 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = rndm (t->nrof) + 1;
354
357 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 change_treasure (t, tmp); 356 change_treasure (t, tmp);
359 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
360 } 358 }
361 } 359 }
369 if (t->next != NULL) 367 if (t->next != NULL)
370 create_all_treasures (t->next, op, flag, difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
371} 369}
372 370
373void 371void
374create_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)
375{ 373{
376 int value = RANDOM () % tl->total_chance; 374 int value = rndm (tl->total_chance);
377 treasure *t; 375 treasure *t;
378 376
379 if (tries++ > 100) 377 if (tries++ > 100)
380 { 378 {
381 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");
397 return; 395 return;
398 } 396 }
399 397
400 if (t->name) 398 if (t->name)
401 { 399 {
402 if (!strcmp (t->name, "NONE"))
403 return;
404
405 if (difficulty >= t->magic) 400 if (difficulty >= t->magic)
406 { 401 {
407 treasurelist *tl = find_treasurelist (t->name); 402 treasurelist *tl = find_treasurelist (t->name);
408 if (tl) 403 if (tl)
409 create_treasure (tl, op, flag, difficulty, tries); 404 create_treasure (tl, op, flag, difficulty, tries);
412 create_one_treasure (tl, op, flag, difficulty, tries); 407 create_one_treasure (tl, op, flag, difficulty, tries);
413 408
414 return; 409 return;
415 } 410 }
416 411
417 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
418 { 413 {
419 object *tmp = arch_to_object (t->item); 414 object *tmp = arch_to_object (t->item);
420 415
421 if (!tmp) 416 if (!tmp)
422 return; 417 return;
423 418
424 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
425 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
426 421
427 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
428 change_treasure (t, tmp); 423 change_treasure (t, tmp);
429 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
430 } 425 }
436 * list transitions, or so that excessively good treasure will not be 431 * list transitions, or so that excessively good treasure will not be
437 * 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
438 * to do that. 433 * to do that.
439 */ 434 */
440void 435void
441create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
442{ 437{
443 438
444 if (tries++ > 100) 439 if (tries++ > 100)
445 { 440 {
446 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 441 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
447 return; 442 return;
448 } 443 }
449 if (t->total_chance) 444 if (tl->total_chance)
450 create_one_treasure (t, op, flag, difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
451 else 446 else
452 create_all_treasures (t->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
453} 448}
454 449
455/* This is similar to the old generate treasure function. However, 450/* This is similar to the old generate treasure function. However,
456 * 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
457 * create_treasure. We create a dummy object that the treasure gets 452 * create_treasure. We create a dummy object that the treasure gets
458 * inserted into, and then return that treausre 453 * inserted into, and then return that treausre
459 */ 454 */
460object * 455object *
461generate_treasure (treasurelist *t, int difficulty) 456generate_treasure (treasurelist *tl, int difficulty)
462{ 457{
463 difficulty = clamp (difficulty, 1, settings.max_level); 458 difficulty = clamp (difficulty, 1, settings.max_level);
464 459
465 object *ob = object::create (), *tmp; 460 object *ob = object::create (), *tmp;
466 461
467 create_treasure (t, ob, 0, difficulty, 0); 462 create_treasure (tl, ob, 0, difficulty, 0);
468 463
469 /* 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 */
470 tmp = ob->inv; 465 tmp = ob->inv;
471 if (tmp != NULL) 466 if (tmp != NULL)
472 tmp->remove (); 467 tmp->remove ();
576 scaled_diff = 0; 571 scaled_diff = 0;
577 572
578 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
580 575
581 percent = RANDOM () % 100; 576 percent = rndm (100);
582 577
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 579 {
585 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
586 581
592 { 587 {
593 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);
594 magic = 0; 589 magic = 0;
595 } 590 }
596 591
597 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
598 /* 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); */
599 594
600 return magic; 595 return magic;
601} 596}
602 597
617 if (op->arch) 612 if (op->arch)
618 { 613 {
619 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
620 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;
621 616
622 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 */
623 magic = (-magic); 618 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 620 }
626 else 621 else
627 { 622 {
628 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 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 */
631 magic = (-magic); 626 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 628 }
634} 629}
635 630
664 659
665void 660void
666set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
667{ 662{
668 663
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
670 665
671 if (op->type == AMULET) 666 if (op->type == AMULET)
672 { 667 {
673 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
675 else 670 else
676 { 671 {
677 if (RANDOM () & 2) 672 if (rndm (2))
678 r = 10; 673 r = 10;
679 else 674 else
680 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
681 } 676 }
682 } 677 }
683 678
684 switch (r) 679 switch (r)
685 { 680 {
722 case 16: 717 case 16:
723 case 17: 718 case 17:
724 case 18: 719 case 18:
725 case 19: 720 case 19:
726 { 721 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 723
729 /* 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) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 726
732 /* 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
733 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
734 * 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
735 * even values. 730 * even values.
736 */ 731 */
737 if (bonus < 0) 732 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
739 if (val > 35) 734 if (val > 35)
740 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
741 b = 0; 736 b = 0;
737
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
745 } 740
746 if (b == 4) 741 if (b == 4)
747 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
748 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
751 */ 747 */
752 break; 748 break;
780 case 22: 776 case 22:
781 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
783 break; 779 break;
784 } 780 }
781
785 if (bonus > 0) 782 if (bonus > 0)
786 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
787 else 784 else
788 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
789} 786}
794 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
795 * 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
796 * rings and amulets. 793 * rings and amulets.
797 * 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.
798 */ 795 */
799
800int 796int
801get_magic (int diff) 797get_magic (int diff)
802{ 798{
803 int i; 799 int i;
804 800
805 if (diff < 3) 801 if (diff < 3)
806 diff = 3; 802 diff = 3;
803
807 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 805 if (rndm (diff))
809 return i; 806 return i;
807
810 return 4; 808 return 4;
811} 809}
812 810
813#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
814#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))
815 813
816/* 814/*
817 * 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
818 * 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
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
880 if (!op->magic && max_magic) 878 if (!op->magic && max_magic)
881 set_magic (difficulty, op, max_magic, flags); 879 set_magic (difficulty, op, max_magic, flags);
882 880
883 num_enchantments = calc_item_power (op, 1); 881 num_enchantments = calc_item_power (op, 1);
884 882
885 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,
886 * used for shop_floors or treasures */ 886 * used for shop_floors or treasures */
887 generate_artifact (op, difficulty); 887 generate_artifact (op, difficulty);
888 } 888 }
889 889
890 /* Object was made an artifact. Calculate its item_power rating. 890 /* Object was made an artifact. Calculate its item_power rating.
948 case WEAPON: 948 case WEAPON:
949 case ARMOUR: 949 case ARMOUR:
950 case SHIELD: 950 case SHIELD:
951 case HELMET: 951 case HELMET:
952 case CLOAK: 952 case CLOAK:
953 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 953 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
954 set_ring_bonus (op, -DICE2); 954 set_ring_bonus (op, -DICE2);
955 break; 955 break;
956 956
957 case BRACERS: 957 case BRACERS:
958 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 958 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
959 { 959 {
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961 if (!QUERY_FLAG (op, FLAG_CURSED)) 961 if (!QUERY_FLAG (op, FLAG_CURSED))
962 op->value *= 3; 962 op->value *= 3;
963 } 963 }
989 */ 989 */
990 if (op->inv && op->randomitems) 990 if (op->inv && op->randomitems)
991 { 991 {
992 /* value multiplier is same as for scrolls */ 992 /* value multiplier is same as for scrolls */
993 op->value = (op->value * op->inv->value); 993 op->value = (op->value * op->inv->value);
994 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 994 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
995 } 995 }
996 else 996 else
997 { 997 {
998 op->name = "potion"; 998 op->name = "potion";
999 op->name_pl = "potions"; 999 op->name_pl = "potions";
1000 } 1000 }
1001 1001
1002 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1002 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1003 SET_FLAG (op, FLAG_CURSED); 1003 SET_FLAG (op, FLAG_CURSED);
1004 break; 1004 break;
1005 } 1005 }
1006 1006
1007 case AMULET: 1007 case AMULET:
1017 } 1017 }
1018 1018
1019 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! */
1020 break; 1020 break;
1021 1021
1022 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1022 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 SET_FLAG (op, FLAG_CURSED); 1023 SET_FLAG (op, FLAG_CURSED);
1024 1024
1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1026 1026
1027 if (op->type != RING) /* Amulets have only one ability */ 1027 if (op->type != RING) /* Amulets have only one ability */
1028 break; 1028 break;
1029 1029
1030 if (!(RANDOM () % 4)) 1030 if (!(rndm (4)))
1031 { 1031 {
1032 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1032 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 1033
1034 if (d > 0) 1034 if (d > 0)
1035 op->value *= 3; 1035 op->value *= 3;
1036 1036
1037 set_ring_bonus (op, d); 1037 set_ring_bonus (op, d);
1038 1038
1039 if (!(RANDOM () % 4)) 1039 if (!(rndm (4)))
1040 { 1040 {
1041 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1041 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1042 1042
1043 if (d > 0) 1043 if (d > 0)
1044 op->value *= 5; 1044 op->value *= 5;
1045 set_ring_bonus (op, d); 1045 set_ring_bonus (op, d);
1046 } 1046 }
1047 } 1047 }
1048 1048
1049 if (GET_ANIM_ID (op)) 1049 if (GET_ANIM_ID (op))
1050 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1050 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1051 1051
1052 break; 1052 break;
1053 1053
1054 case BOOK: 1054 case BOOK:
1055 /* Is it an empty book?, if yes lets make a special· 1055 /* Is it an empty book?, if yes lets make a special·
1056 * msg for it, and tailor its properties based on the· 1056 * msg for it, and tailor its properties based on the·
1057 * creator and/or map level we found it on. 1057 * creator and/or map level we found it on.
1058 */ 1058 */
1059 if (!op->msg && RANDOM () % 10) 1059 if (!op->msg && rndm (10))
1060 { 1060 {
1061 /* set the book level properly */ 1061 /* set the book level properly */
1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1063 { 1063 {
1064 if (op->map && op->map->difficulty) 1064 if (op->map && op->map->difficulty)
1065 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1065 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1066 else 1066 else
1067 op->level = RANDOM () % 20 + 1; 1067 op->level = rndm (20) + 1;
1068 } 1068 }
1069 else 1069 else
1070 op->level = RANDOM () % creator->level; 1070 op->level = rndm (creator->level);
1071 1071
1072 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);
1073 /* books w/ info are worth more! */ 1073 /* books w/ info are worth more! */
1074 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));
1075 /* creator related stuff */ 1075 /* creator related stuff */
1178 */ 1178 */
1179 1179
1180static artifactlist * 1180static artifactlist *
1181get_empty_artifactlist (void) 1181get_empty_artifactlist (void)
1182{ 1182{
1183 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1183 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1184 1184
1185 if (tl == NULL) 1185 if (al == NULL)
1186 fatal (OUT_OF_MEMORY); 1186 fatal (OUT_OF_MEMORY);
1187 tl->next = NULL; 1187 al->next = NULL;
1188 tl->items = NULL; 1188 al->items = NULL;
1189 tl->total_chance = 0; 1189 al->total_chance = 0;
1190 return tl; 1190 return al;
1191} 1191}
1192 1192
1193/* 1193/*
1194 * Allocate and return the pointer to an empty artifact structure. 1194 * Allocate and return the pointer to an empty artifact structure.
1195 */ 1195 */
1196 1196
1197static artifact * 1197static artifact *
1198get_empty_artifact (void) 1198get_empty_artifact (void)
1199{ 1199{
1200 artifact *t = (artifact *) malloc (sizeof (artifact)); 1200 artifact *a = (artifact *) malloc (sizeof (artifact));
1201 1201
1202 if (t == NULL) 1202 if (a == NULL)
1203 fatal (OUT_OF_MEMORY); 1203 fatal (OUT_OF_MEMORY);
1204 t->item = NULL; 1204 a->item = NULL;
1205 t->next = NULL; 1205 a->next = NULL;
1206 t->chance = 0; 1206 a->chance = 0;
1207 t->difficulty = 0; 1207 a->difficulty = 0;
1208 t->allowed = NULL; 1208 a->allowed = NULL;
1209 return t; 1209 return a;
1210} 1210}
1211 1211
1212/* 1212/*
1213 * 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
1214 * of objects on it. 1214 * of objects on it.
1264 treasurelist *tl; 1264 treasurelist *tl;
1265 int i; 1265 int i;
1266 1266
1267 if (depth > 100) 1267 if (depth > 100)
1268 return; 1268 return;
1269 while (t != NULL) 1269 while (t)
1270 { 1270 {
1271 if (t->name != NULL) 1271 if (t->name)
1272 { 1272 {
1273 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1275 fprintf (logfile, "{ (list: %s)\n", &t->name); 1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1276 tl = find_treasurelist (t->name); 1276 tl = find_treasurelist (t->name);
1282 } 1282 }
1283 else 1283 else
1284 { 1284 {
1285 for (i = 0; i < depth; i++) 1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " "); 1286 fprintf (logfile, " ");
1287 if (t->item->clone.type == FLESH) 1287 if (t->item && t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else 1289 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name); 1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 } 1291 }
1292
1292 if (t->next_yes != NULL) 1293 if (t->next_yes)
1293 { 1294 {
1294 for (i = 0; i < depth; i++) 1295 for (i = 0; i < depth; i++)
1295 fprintf (logfile, " "); 1296 fprintf (logfile, " ");
1296 fprintf (logfile, " (if yes)\n"); 1297 fprintf (logfile, " (if yes)\n");
1297 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1298 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1298 } 1299 }
1300
1299 if (t->next_no != NULL) 1301 if (t->next_no)
1300 { 1302 {
1301 for (i = 0; i < depth; i++) 1303 for (i = 0; i < depth; i++)
1302 fprintf (logfile, " "); 1304 fprintf (logfile, " ");
1303 fprintf (logfile, " (if no)\n"); 1305 fprintf (logfile, " (if no)\n");
1304 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1306 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1305 } 1307 }
1308
1306 t = t->next; 1309 t = t->next;
1307 } 1310 }
1308} 1311}
1309 1312
1310/* 1313/*
1503 1506
1504 op->set_speed (op->speed); 1507 op->set_speed (op->speed);
1505 } 1508 }
1506 1509
1507 if (change->nrof) 1510 if (change->nrof)
1508 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1511 op->nrof = rndm (change->nrof) + 1;
1509 1512
1510 op->stats.exp += change->stats.exp; /* Speed modifier */ 1513 op->stats.exp += change->stats.exp; /* Speed modifier */
1511 op->stats.wc += change->stats.wc; 1514 op->stats.wc += change->stats.wc;
1512 op->stats.ac += change->stats.ac; 1515 op->stats.ac += change->stats.ac;
1513 1516
1616 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);
1617 } 1620 }
1618 1621
1619 op->value *= change->value; 1622 op->value *= change->value;
1620 1623
1621 if (change->material) 1624 if (change->materials)
1622 op->material = change->material; 1625 op->materials = change->materials;
1623 1626
1624 if (change->materialname) 1627 if (change->materialname)
1625 op->materialname = change->materialname; 1628 op->materialname = change->materialname;
1626 1629
1627 if (change->slaying) 1630 if (change->slaying)
1721 return; 1724 return;
1722 } 1725 }
1723 1726
1724 for (i = 0; i < ARTIFACT_TRIES; i++) 1727 for (i = 0; i < ARTIFACT_TRIES; i++)
1725 { 1728 {
1726 int roll = RANDOM () % al->total_chance; 1729 int roll = rndm (al->total_chance);
1727 1730
1728 for (art = al->items; art != NULL; art = art->next) 1731 for (art = al->items; art; art = art->next)
1729 { 1732 {
1730 roll -= art->chance; 1733 roll -= art->chance;
1731 if (roll < 0) 1734 if (roll < 0)
1732 break; 1735 break;
1733 } 1736 }
1810/* special_potion() - so that old potion code is still done right. */ 1813/* special_potion() - so that old potion code is still done right. */
1811 1814
1812int 1815int
1813special_potion (object *op) 1816special_potion (object *op)
1814{ 1817{
1815
1816 int i;
1817
1818 if (op->attacktype) 1818 if (op->attacktype)
1819 return 1; 1819 return 1;
1820 1820
1821 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)
1822 return 1; 1822 return 1;
1823 1823
1824 for (i = 0; i < NROFATTACKS; i++) 1824 for (int i = 0; i < NROFATTACKS; i++)
1825 if (op->resist[i]) 1825 if (op->resist[i])
1826 return 1; 1826 return 1;
1827 1827
1828 return 0; 1828 return 0;
1829} 1829}

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