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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.32 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.33 by root, Thu Jan 18 19:42:09 2007 UTC

331void 331void
332create_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)
333{ 333{
334 object *tmp; 334 object *tmp;
335 335
336 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 337 {
338 if (t->name) 338 if (t->name)
339 { 339 {
340 if (difficulty >= t->magic) 340 if (difficulty >= t->magic)
341 { 341 {
570 scaled_diff = 0; 570 scaled_diff = 0;
571 571
572 if (scaled_diff >= DIFFLEVELS) 572 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 573 scaled_diff = DIFFLEVELS - 1;
574 574
575 percent = RANDOM () % 100; 575 percent = rndm (100);
576 576
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 578 {
579 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
580 580
586 { 586 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 588 magic = 0;
589 } 589 }
590 590
591 magic = (RANDOM () % 3) ? magic : -magic; 591 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 593
594 return magic; 594 return magic;
595} 595}
596 596
611 if (op->arch) 611 if (op->arch)
612 { 612 {
613 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 615
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 616 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 617 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 619 }
620 else 620 else
621 { 621 {
622 if (op->type == ARMOUR) 622 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 624 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 625 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 627 }
628} 628}
629 629
662 662
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
664 664
665 if (op->type == AMULET) 665 if (op->type == AMULET)
666 { 666 {
667 if (!(RANDOM () % 21)) 667 if (!(rndm (21)))
668 r = 20 + RANDOM () % 2; 668 r = 20 + rndm (2);
669 else 669 else
670 { 670 {
671 if (RANDOM () & 2) 671 if (RANDOM () & 2)
672 r = 10; 672 r = 10;
673 else 673 else
674 r = 11 + RANDOM () % 9; 674 r = 11 + rndm (9);
675 } 675 }
676 } 676 }
677 677
678 switch (r) 678 switch (r)
679 { 679 {
803 return i; 803 return i;
804 return 4; 804 return 4;
805} 805}
806 806
807#define DICE2 (get_magic(2)==2?2:1) 807#define DICE2 (get_magic(2)==2?2:1)
808#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 808#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
809 809
810/* 810/*
811 * fix_generated_item(): This is called after an item is generated, in 811 * fix_generated_item(): This is called after an item is generated, in
812 * order to set it up right. This produced magical bonuses, puts spells 812 * order to set it up right. This produced magical bonuses, puts spells
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 813 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
942 case WEAPON: 942 case WEAPON:
943 case ARMOUR: 943 case ARMOUR:
944 case SHIELD: 944 case SHIELD:
945 case HELMET: 945 case HELMET:
946 case CLOAK: 946 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
949 break; 949 break;
950 950
951 case BRACERS: 951 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
991 { 991 {
992 op->name = "potion"; 992 op->name = "potion";
993 op->name_pl = "potions"; 993 op->name_pl = "potions";
994 } 994 }
995 995
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 996 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 997 SET_FLAG (op, FLAG_CURSED);
998 break; 998 break;
999 } 999 }
1000 1000
1001 case AMULET: 1001 case AMULET:
1011 } 1011 }
1012 1012
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1014 break; 1014 break;
1015 1015
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1016 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED); 1017 SET_FLAG (op, FLAG_CURSED);
1018 1018
1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1020 1020
1021 if (op->type != RING) /* Amulets have only one ability */ 1021 if (op->type != RING) /* Amulets have only one ability */
1022 break; 1022 break;
1023 1023
1024 if (!(RANDOM () % 4)) 1024 if (!(rndm (4)))
1025 { 1025 {
1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1026 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 1027
1028 if (d > 0) 1028 if (d > 0)
1029 op->value *= 3; 1029 op->value *= 3;
1030 1030
1031 set_ring_bonus (op, d); 1031 set_ring_bonus (op, d);
1032 1032
1033 if (!(RANDOM () % 4)) 1033 if (!(rndm (4)))
1034 { 1034 {
1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1035 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1036 1036
1037 if (d > 0) 1037 if (d > 0)
1038 op->value *= 5; 1038 op->value *= 5;
1039 set_ring_bonus (op, d); 1039 set_ring_bonus (op, d);
1040 } 1040 }
1048 case BOOK: 1048 case BOOK:
1049 /* Is it an empty book?, if yes lets make a special· 1049 /* Is it an empty book?, if yes lets make a special·
1050 * msg for it, and tailor its properties based on the· 1050 * msg for it, and tailor its properties based on the·
1051 * creator and/or map level we found it on. 1051 * creator and/or map level we found it on.
1052 */ 1052 */
1053 if (!op->msg && RANDOM () % 10) 1053 if (!op->msg && rndm (10))
1054 { 1054 {
1055 /* set the book level properly */ 1055 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057 { 1057 {
1058 if (op->map && op->map->difficulty) 1058 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1059 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1;
1060 else 1060 else
1061 op->level = RANDOM () % 20 + 1; 1061 op->level = rndm (20) + 1;
1062 } 1062 }
1063 else 1063 else
1064 op->level = RANDOM () % creator->level; 1064 op->level = RANDOM () % creator->level;
1065 1065
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);

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