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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.30 by elmex, Wed Jan 3 02:30:51 2007 UTC vs.
Revision 1.35 by root, Sat Jan 27 02:19:36 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
330void 331void
331create_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)
332{ 333{
333 object *tmp; 334 object *tmp;
334 335
335 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
336 { 337 {
337 if (t->name) 338 if (t->name)
338 { 339 {
339 if (difficulty >= t->magic) 340 if (difficulty >= t->magic)
340 { 341 {
347 { 348 {
348 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 350 {
350 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
351 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = rndm (t->nrof) + 1;
354
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 356 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
356 } 358 }
357 } 359 }
365 if (t->next != NULL) 367 if (t->next != NULL)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 369}
368 370
369void 371void
370create_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)
371{ 373{
372 int value = RANDOM () % tl->total_chance; 374 int value = rndm (tl->total_chance);
373 treasure *t; 375 treasure *t;
374 376
375 if (tries++ > 100) 377 if (tries++ > 100)
376 { 378 {
377 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");
413 415
414 if (!tmp) 416 if (!tmp)
415 return; 417 return;
416 418
417 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
419 421
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 423 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
423 } 425 }
569 scaled_diff = 0; 571 scaled_diff = 0;
570 572
571 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
572 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
573 575
574 percent = RANDOM () % 100; 576 percent = rndm (100);
575 577
576 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
577 { 579 {
578 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
579 581
585 { 587 {
586 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);
587 magic = 0; 589 magic = 0;
588 } 590 }
589 591
590 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
591 /* 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); */
592 594
593 return magic; 595 return magic;
594} 596}
595 597
610 if (op->arch) 612 if (op->arch)
611 { 613 {
612 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
613 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;
614 616
615 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 */
616 magic = (-magic); 618 magic = (-magic);
617 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
618 } 620 }
619 else 621 else
620 { 622 {
621 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
622 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
623 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 */
624 magic = (-magic); 626 magic = (-magic);
625 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
626 } 628 }
627} 629}
628 630
657 659
658void 660void
659set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
660{ 662{
661 663
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
663 665
664 if (op->type == AMULET) 666 if (op->type == AMULET)
665 { 667 {
666 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
667 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
668 else 670 else
669 { 671 {
670 if (RANDOM () & 2) 672 if (rndm (2))
671 r = 10; 673 r = 10;
672 else 674 else
673 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
674 } 676 }
675 } 677 }
676 678
677 switch (r) 679 switch (r)
678 { 680 {
715 case 16: 717 case 16:
716 case 17: 718 case 17:
717 case 18: 719 case 18:
718 case 19: 720 case 19:
719 { 721 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 723
722 /* 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) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 726
725 /* 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
726 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
727 * 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
728 * even values. 730 * even values.
729 */ 731 */
730 if (bonus < 0) 732 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
732 if (val > 35) 734 if (val > 35)
733 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
734 b = 0; 736 b = 0;
737
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 {
737 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
738 } 740
739 if (b == 4) 741 if (b == 4)
740 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
741 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
744 */ 747 */
745 break; 748 break;
773 case 22: 776 case 22:
774 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
776 break; 779 break;
777 } 780 }
781
778 if (bonus > 0) 782 if (bonus > 0)
779 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
780 else 784 else
781 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
782} 786}
787 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
788 * 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
789 * rings and amulets. 793 * rings and amulets.
790 * 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.
791 */ 795 */
792
793int 796int
794get_magic (int diff) 797get_magic (int diff)
795{ 798{
796 int i; 799 int i;
797 800
798 if (diff < 3) 801 if (diff < 3)
799 diff = 3; 802 diff = 3;
803
800 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
801 if (RANDOM () % diff) 805 if (rndm (diff))
802 return i; 806 return i;
807
803 return 4; 808 return 4;
804} 809}
805 810
806#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
807#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))
808 813
809/* 814/*
810 * 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
811 * 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
812 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
873 if (!op->magic && max_magic) 878 if (!op->magic && max_magic)
874 set_magic (difficulty, op, max_magic, flags); 879 set_magic (difficulty, op, max_magic, flags);
875 880
876 num_enchantments = calc_item_power (op, 1); 881 num_enchantments = calc_item_power (op, 1);
877 882
878 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,
879 * used for shop_floors or treasures */ 886 * used for shop_floors or treasures */
880 generate_artifact (op, difficulty); 887 generate_artifact (op, difficulty);
881 } 888 }
882 889
883 /* Object was made an artifact. Calculate its item_power rating. 890 /* Object was made an artifact. Calculate its item_power rating.
941 case WEAPON: 948 case WEAPON:
942 case ARMOUR: 949 case ARMOUR:
943 case SHIELD: 950 case SHIELD:
944 case HELMET: 951 case HELMET:
945 case CLOAK: 952 case CLOAK:
946 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 953 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
947 set_ring_bonus (op, -DICE2); 954 set_ring_bonus (op, -DICE2);
948 break; 955 break;
949 956
950 case BRACERS: 957 case BRACERS:
951 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 958 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
952 { 959 {
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954 if (!QUERY_FLAG (op, FLAG_CURSED)) 961 if (!QUERY_FLAG (op, FLAG_CURSED))
955 op->value *= 3; 962 op->value *= 3;
956 } 963 }
982 */ 989 */
983 if (op->inv && op->randomitems) 990 if (op->inv && op->randomitems)
984 { 991 {
985 /* value multiplier is same as for scrolls */ 992 /* value multiplier is same as for scrolls */
986 op->value = (op->value * op->inv->value); 993 op->value = (op->value * op->inv->value);
987 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 994 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
988 } 995 }
989 else 996 else
990 { 997 {
991 op->name = "potion"; 998 op->name = "potion";
992 op->name_pl = "potions"; 999 op->name_pl = "potions";
993 } 1000 }
994 1001
995 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1002 if (!(flags & GT_ONLY_GOOD) && rndm (2))
996 SET_FLAG (op, FLAG_CURSED); 1003 SET_FLAG (op, FLAG_CURSED);
997 break; 1004 break;
998 } 1005 }
999 1006
1000 case AMULET: 1007 case AMULET:
1010 } 1017 }
1011 1018
1012 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! */
1013 break; 1020 break;
1014 1021
1015 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1022 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1016 SET_FLAG (op, FLAG_CURSED); 1023 SET_FLAG (op, FLAG_CURSED);
1017 1024
1018 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1019 1026
1020 if (op->type != RING) /* Amulets have only one ability */ 1027 if (op->type != RING) /* Amulets have only one ability */
1021 break; 1028 break;
1022 1029
1023 if (!(RANDOM () % 4)) 1030 if (!(rndm (4)))
1024 { 1031 {
1025 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1032 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1026 1033
1027 if (d > 0) 1034 if (d > 0)
1028 op->value *= 3; 1035 op->value *= 3;
1029 1036
1030 set_ring_bonus (op, d); 1037 set_ring_bonus (op, d);
1031 1038
1032 if (!(RANDOM () % 4)) 1039 if (!(rndm (4)))
1033 { 1040 {
1034 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1041 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1035 1042
1036 if (d > 0) 1043 if (d > 0)
1037 op->value *= 5; 1044 op->value *= 5;
1038 set_ring_bonus (op, d); 1045 set_ring_bonus (op, d);
1039 } 1046 }
1040 } 1047 }
1041 1048
1042 if (GET_ANIM_ID (op)) 1049 if (GET_ANIM_ID (op))
1043 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1050 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1044 1051
1045 break; 1052 break;
1046 1053
1047 case BOOK: 1054 case BOOK:
1048 /* Is it an empty book?, if yes lets make a special· 1055 /* Is it an empty book?, if yes lets make a special·
1049 * msg for it, and tailor its properties based on the· 1056 * msg for it, and tailor its properties based on the·
1050 * creator and/or map level we found it on. 1057 * creator and/or map level we found it on.
1051 */ 1058 */
1052 if (!op->msg && RANDOM () % 10) 1059 if (!op->msg && rndm (10))
1053 { 1060 {
1054 /* set the book level properly */ 1061 /* set the book level properly */
1055 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1056 { 1063 {
1057 if (op->map && op->map->difficulty) 1064 if (op->map && op->map->difficulty)
1058 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1065 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1059 else 1066 else
1060 op->level = RANDOM () % 20 + 1; 1067 op->level = rndm (20) + 1;
1061 } 1068 }
1062 else 1069 else
1063 op->level = RANDOM () % creator->level; 1070 op->level = rndm (creator->level);
1064 1071
1065 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);
1066 /* books w/ info are worth more! */ 1073 /* books w/ info are worth more! */
1067 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));
1068 /* creator related stuff */ 1075 /* creator related stuff */
1499 1506
1500 op->set_speed (op->speed); 1507 op->set_speed (op->speed);
1501 } 1508 }
1502 1509
1503 if (change->nrof) 1510 if (change->nrof)
1504 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1511 op->nrof = rndm (change->nrof) + 1;
1505 1512
1506 op->stats.exp += change->stats.exp; /* Speed modifier */ 1513 op->stats.exp += change->stats.exp; /* Speed modifier */
1507 op->stats.wc += change->stats.wc; 1514 op->stats.wc += change->stats.wc;
1508 op->stats.ac += change->stats.ac; 1515 op->stats.ac += change->stats.ac;
1509 1516
1717 return; 1724 return;
1718 } 1725 }
1719 1726
1720 for (i = 0; i < ARTIFACT_TRIES; i++) 1727 for (i = 0; i < ARTIFACT_TRIES; i++)
1721 { 1728 {
1722 int roll = RANDOM () % al->total_chance; 1729 int roll = rndm (al->total_chance);
1723 1730
1724 for (art = al->items; art != NULL; art = art->next) 1731 for (art = al->items; art; art = art->next)
1725 { 1732 {
1726 roll -= art->chance; 1733 roll -= art->chance;
1727 if (roll < 0) 1734 if (roll < 0)
1728 break; 1735 break;
1729 } 1736 }

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