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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 1.33 by root, Thu Jan 18 19:42:09 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 = RANDOM () % ((int) t->nrof) + 1;
355 fix_generated_item (tmp, op, difficulty, t->magic, flag); 354 fix_generated_item (tmp, op, difficulty, t->magic, flag);
395 return; 394 return;
396 } 395 }
397 396
398 if (t->name) 397 if (t->name)
399 { 398 {
400 if (!strcmp (t->name, "NONE"))
401 return;
402
403 if (difficulty >= t->magic) 399 if (difficulty >= t->magic)
404 { 400 {
405 treasurelist *tl = find_treasurelist (t->name); 401 treasurelist *tl = find_treasurelist (t->name);
406 if (tl) 402 if (tl)
407 create_treasure (tl, op, flag, difficulty, tries); 403 create_treasure (tl, op, flag, difficulty, tries);
410 create_one_treasure (tl, op, flag, difficulty, tries); 406 create_one_treasure (tl, op, flag, difficulty, tries);
411 407
412 return; 408 return;
413 } 409 }
414 410
415 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
416 { 412 {
417 object *tmp = arch_to_object (t->item); 413 object *tmp = arch_to_object (t->item);
418 414
419 if (!tmp) 415 if (!tmp)
420 return; 416 return;
434 * list transitions, or so that excessively good treasure will not be 430 * 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 431 * created on weak maps, because it will exceed the number of allowed tries
436 * to do that. 432 * to do that.
437 */ 433 */
438void 434void
439create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
440{ 436{
441 437
442 if (tries++ > 100) 438 if (tries++ > 100)
443 { 439 {
444 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
445 return; 441 return;
446 } 442 }
447 if (t->total_chance) 443 if (tl->total_chance)
448 create_one_treasure (t, op, flag, difficulty, tries); 444 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 445 else
450 create_all_treasures (t->items, op, flag, difficulty, tries); 446 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 447}
452 448
453/* This is similar to the old generate treasure function. However, 449/* This is similar to the old generate treasure function. However,
454 * it instead takes a treasurelist. It is really just a wrapper around 450 * it instead takes a treasurelist. It is really just a wrapper around
455 * create_treasure. We create a dummy object that the treasure gets 451 * create_treasure. We create a dummy object that the treasure gets
456 * inserted into, and then return that treausre 452 * inserted into, and then return that treausre
457 */ 453 */
458object * 454object *
459generate_treasure (treasurelist *t, int difficulty) 455generate_treasure (treasurelist *tl, int difficulty)
460{ 456{
461 difficulty = clamp (difficulty, 1, settings.max_level); 457 difficulty = clamp (difficulty, 1, settings.max_level);
462 458
463 object *ob = object::create (), *tmp; 459 object *ob = object::create (), *tmp;
464 460
465 create_treasure (t, ob, 0, difficulty, 0); 461 create_treasure (tl, ob, 0, difficulty, 0);
466 462
467 /* Don't want to free the object we are about to return */ 463 /* Don't want to free the object we are about to return */
468 tmp = ob->inv; 464 tmp = ob->inv;
469 if (tmp != NULL) 465 if (tmp != NULL)
470 tmp->remove (); 466 tmp->remove ();
574 scaled_diff = 0; 570 scaled_diff = 0;
575 571
576 if (scaled_diff >= DIFFLEVELS) 572 if (scaled_diff >= DIFFLEVELS)
577 scaled_diff = DIFFLEVELS - 1; 573 scaled_diff = DIFFLEVELS - 1;
578 574
579 percent = RANDOM () % 100; 575 percent = rndm (100);
580 576
581 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
582 { 578 {
583 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
584 580
590 { 586 {
591 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);
592 magic = 0; 588 magic = 0;
593 } 589 }
594 590
595 magic = (RANDOM () % 3) ? magic : -magic; 591 magic = (rndm (3)) ? magic : -magic;
596 /* 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); */
597 593
598 return magic; 594 return magic;
599} 595}
600 596
615 if (op->arch) 611 if (op->arch)
616 { 612 {
617 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
618 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;
619 615
620 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 */
621 magic = (-magic); 617 magic = (-magic);
622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
623 } 619 }
624 else 620 else
625 { 621 {
626 if (op->type == ARMOUR) 622 if (op->type == ARMOUR)
627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
628 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 */
629 magic = (-magic); 625 magic = (-magic);
630 op->weight = (op->weight * (100 - magic * 10)) / 100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
631 } 627 }
632} 628}
633 629
666 662
667 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
668 664
669 if (op->type == AMULET) 665 if (op->type == AMULET)
670 { 666 {
671 if (!(RANDOM () % 21)) 667 if (!(rndm (21)))
672 r = 20 + RANDOM () % 2; 668 r = 20 + rndm (2);
673 else 669 else
674 { 670 {
675 if (RANDOM () & 2) 671 if (RANDOM () & 2)
676 r = 10; 672 r = 10;
677 else 673 else
678 r = 11 + RANDOM () % 9; 674 r = 11 + rndm (9);
679 } 675 }
680 } 676 }
681 677
682 switch (r) 678 switch (r)
683 { 679 {
807 return i; 803 return i;
808 return 4; 804 return 4;
809} 805}
810 806
811#define DICE2 (get_magic(2)==2?2:1) 807#define DICE2 (get_magic(2)==2?2:1)
812#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)
813 809
814/* 810/*
815 * 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
816 * 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
817 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 813 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
946 case WEAPON: 942 case WEAPON:
947 case ARMOUR: 943 case ARMOUR:
948 case SHIELD: 944 case SHIELD:
949 case HELMET: 945 case HELMET:
950 case CLOAK: 946 case CLOAK:
951 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
952 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
953 break; 949 break;
954 950
955 case BRACERS: 951 case BRACERS:
956 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
995 { 991 {
996 op->name = "potion"; 992 op->name = "potion";
997 op->name_pl = "potions"; 993 op->name_pl = "potions";
998 } 994 }
999 995
1000 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 996 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1001 SET_FLAG (op, FLAG_CURSED); 997 SET_FLAG (op, FLAG_CURSED);
1002 break; 998 break;
1003 } 999 }
1004 1000
1005 case AMULET: 1001 case AMULET:
1015 } 1011 }
1016 1012
1017 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! */
1018 break; 1014 break;
1019 1015
1020 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1016 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1021 SET_FLAG (op, FLAG_CURSED); 1017 SET_FLAG (op, FLAG_CURSED);
1022 1018
1023 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1024 1020
1025 if (op->type != RING) /* Amulets have only one ability */ 1021 if (op->type != RING) /* Amulets have only one ability */
1026 break; 1022 break;
1027 1023
1028 if (!(RANDOM () % 4)) 1024 if (!(rndm (4)))
1029 { 1025 {
1030 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1026 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1031 1027
1032 if (d > 0) 1028 if (d > 0)
1033 op->value *= 3; 1029 op->value *= 3;
1034 1030
1035 set_ring_bonus (op, d); 1031 set_ring_bonus (op, d);
1036 1032
1037 if (!(RANDOM () % 4)) 1033 if (!(rndm (4)))
1038 { 1034 {
1039 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1035 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1040 1036
1041 if (d > 0) 1037 if (d > 0)
1042 op->value *= 5; 1038 op->value *= 5;
1043 set_ring_bonus (op, d); 1039 set_ring_bonus (op, d);
1044 } 1040 }
1052 case BOOK: 1048 case BOOK:
1053 /* Is it an empty book?, if yes lets make a special· 1049 /* Is it an empty book?, if yes lets make a special·
1054 * msg for it, and tailor its properties based on the· 1050 * msg for it, and tailor its properties based on the·
1055 * creator and/or map level we found it on. 1051 * creator and/or map level we found it on.
1056 */ 1052 */
1057 if (!op->msg && RANDOM () % 10) 1053 if (!op->msg && rndm (10))
1058 { 1054 {
1059 /* set the book level properly */ 1055 /* set the book level properly */
1060 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1061 { 1057 {
1062 if (op->map && op->map->difficulty) 1058 if (op->map && op->map->difficulty)
1063 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1059 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1;
1064 else 1060 else
1065 op->level = RANDOM () % 20 + 1; 1061 op->level = rndm (20) + 1;
1066 } 1062 }
1067 else 1063 else
1068 op->level = RANDOM () % creator->level; 1064 op->level = RANDOM () % creator->level;
1069 1065
1070 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);
1176 */ 1172 */
1177 1173
1178static artifactlist * 1174static artifactlist *
1179get_empty_artifactlist (void) 1175get_empty_artifactlist (void)
1180{ 1176{
1181 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1182 1178
1183 if (tl == NULL) 1179 if (al == NULL)
1184 fatal (OUT_OF_MEMORY); 1180 fatal (OUT_OF_MEMORY);
1185 tl->next = NULL; 1181 al->next = NULL;
1186 tl->items = NULL; 1182 al->items = NULL;
1187 tl->total_chance = 0; 1183 al->total_chance = 0;
1188 return tl; 1184 return al;
1189} 1185}
1190 1186
1191/* 1187/*
1192 * Allocate and return the pointer to an empty artifact structure. 1188 * Allocate and return the pointer to an empty artifact structure.
1193 */ 1189 */
1194 1190
1195static artifact * 1191static artifact *
1196get_empty_artifact (void) 1192get_empty_artifact (void)
1197{ 1193{
1198 artifact *t = (artifact *) malloc (sizeof (artifact)); 1194 artifact *a = (artifact *) malloc (sizeof (artifact));
1199 1195
1200 if (t == NULL) 1196 if (a == NULL)
1201 fatal (OUT_OF_MEMORY); 1197 fatal (OUT_OF_MEMORY);
1202 t->item = NULL; 1198 a->item = NULL;
1203 t->next = NULL; 1199 a->next = NULL;
1204 t->chance = 0; 1200 a->chance = 0;
1205 t->difficulty = 0; 1201 a->difficulty = 0;
1206 t->allowed = NULL; 1202 a->allowed = NULL;
1207 return t; 1203 return a;
1208} 1204}
1209 1205
1210/* 1206/*
1211 * Searches the artifact lists and returns one that has the same type 1207 * Searches the artifact lists and returns one that has the same type
1212 * of objects on it. 1208 * of objects on it.
1262 treasurelist *tl; 1258 treasurelist *tl;
1263 int i; 1259 int i;
1264 1260
1265 if (depth > 100) 1261 if (depth > 100)
1266 return; 1262 return;
1267 while (t != NULL) 1263 while (t)
1268 { 1264 {
1269 if (t->name != NULL) 1265 if (t->name)
1270 { 1266 {
1271 for (i = 0; i < depth; i++) 1267 for (i = 0; i < depth; i++)
1272 fprintf (logfile, " "); 1268 fprintf (logfile, " ");
1273 fprintf (logfile, "{ (list: %s)\n", &t->name); 1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1274 tl = find_treasurelist (t->name); 1270 tl = find_treasurelist (t->name);
1280 } 1276 }
1281 else 1277 else
1282 { 1278 {
1283 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1284 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1285 if (t->item->clone.type == FLESH) 1281 if (t->item && t->item->clone.type == FLESH)
1286 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1287 else 1283 else
1288 fprintf (logfile, "%s\n", &t->item->clone.name); 1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1289 } 1285 }
1286
1290 if (t->next_yes != NULL) 1287 if (t->next_yes)
1291 { 1288 {
1292 for (i = 0; i < depth; i++) 1289 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " "); 1290 fprintf (logfile, " ");
1294 fprintf (logfile, " (if yes)\n"); 1291 fprintf (logfile, " (if yes)\n");
1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1296 } 1293 }
1294
1297 if (t->next_no != NULL) 1295 if (t->next_no)
1298 { 1296 {
1299 for (i = 0; i < depth; i++) 1297 for (i = 0; i < depth; i++)
1300 fprintf (logfile, " "); 1298 fprintf (logfile, " ");
1301 fprintf (logfile, " (if no)\n"); 1299 fprintf (logfile, " (if no)\n");
1302 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1303 } 1301 }
1302
1304 t = t->next; 1303 t = t->next;
1305 } 1304 }
1306} 1305}
1307 1306
1308/* 1307/*
1808/* special_potion() - so that old potion code is still done right. */ 1807/* special_potion() - so that old potion code is still done right. */
1809 1808
1810int 1809int
1811special_potion (object *op) 1810special_potion (object *op)
1812{ 1811{
1813
1814 int i;
1815
1816 if (op->attacktype) 1812 if (op->attacktype)
1817 return 1; 1813 return 1;
1818 1814
1819 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1815 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; 1816 return 1;
1821 1817
1822 for (i = 0; i < NROFATTACKS; i++) 1818 for (int i = 0; i < NROFATTACKS; i++)
1823 if (op->resist[i]) 1819 if (op->resist[i])
1824 return 1; 1820 return 1;
1825 1821
1826 return 0; 1822 return 0;
1827} 1823}

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