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(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.28 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.34 by root, Sat Jan 20 22:09:51 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 = RANDOM () % ((int) t->nrof) + 1;
357 fix_generated_item (tmp, op, difficulty, t->magic, flag); 354 fix_generated_item (tmp, op, difficulty, t->magic, flag);
397 return; 394 return;
398 } 395 }
399 396
400 if (t->name) 397 if (t->name)
401 { 398 {
402 if (!strcmp (t->name, "NONE"))
403 return;
404
405 if (difficulty >= t->magic) 399 if (difficulty >= t->magic)
406 { 400 {
407 treasurelist *tl = find_treasurelist (t->name); 401 treasurelist *tl = find_treasurelist (t->name);
408 if (tl) 402 if (tl)
409 create_treasure (tl, op, flag, difficulty, tries); 403 create_treasure (tl, op, flag, difficulty, tries);
412 create_one_treasure (tl, op, flag, difficulty, tries); 406 create_one_treasure (tl, op, flag, difficulty, tries);
413 407
414 return; 408 return;
415 } 409 }
416 410
417 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
418 { 412 {
419 object *tmp = arch_to_object (t->item); 413 object *tmp = arch_to_object (t->item);
420 414
421 if (!tmp) 415 if (!tmp)
422 return; 416 return;
436 * list transitions, or so that excessively good treasure will not be 430 * 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 431 * created on weak maps, because it will exceed the number of allowed tries
438 * to do that. 432 * to do that.
439 */ 433 */
440void 434void
441create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
442{ 436{
443 437
444 if (tries++ > 100) 438 if (tries++ > 100)
445 { 439 {
446 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
447 return; 441 return;
448 } 442 }
449 if (t->total_chance) 443 if (tl->total_chance)
450 create_one_treasure (t, op, flag, difficulty, tries); 444 create_one_treasure (tl, op, flag, difficulty, tries);
451 else 445 else
452 create_all_treasures (t->items, op, flag, difficulty, tries); 446 create_all_treasures (tl->items, op, flag, difficulty, tries);
453} 447}
454 448
455/* This is similar to the old generate treasure function. However, 449/* This is similar to the old generate treasure function. However,
456 * 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
457 * create_treasure. We create a dummy object that the treasure gets 451 * create_treasure. We create a dummy object that the treasure gets
458 * inserted into, and then return that treausre 452 * inserted into, and then return that treausre
459 */ 453 */
460object * 454object *
461generate_treasure (treasurelist *t, int difficulty) 455generate_treasure (treasurelist *tl, int difficulty)
462{ 456{
463 difficulty = clamp (difficulty, 1, settings.max_level); 457 difficulty = clamp (difficulty, 1, settings.max_level);
464 458
465 object *ob = object::create (), *tmp; 459 object *ob = object::create (), *tmp;
466 460
467 create_treasure (t, ob, 0, difficulty, 0); 461 create_treasure (tl, ob, 0, difficulty, 0);
468 462
469 /* 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 */
470 tmp = ob->inv; 464 tmp = ob->inv;
471 if (tmp != NULL) 465 if (tmp != NULL)
472 tmp->remove (); 466 tmp->remove ();
576 scaled_diff = 0; 570 scaled_diff = 0;
577 571
578 if (scaled_diff >= DIFFLEVELS) 572 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 573 scaled_diff = DIFFLEVELS - 1;
580 574
581 percent = RANDOM () % 100; 575 percent = rndm (100);
582 576
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 578 {
585 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
586 580
592 { 586 {
593 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);
594 magic = 0; 588 magic = 0;
595 } 589 }
596 590
597 magic = (RANDOM () % 3) ? magic : -magic; 591 magic = (rndm (3)) ? magic : -magic;
598 /* 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); */
599 593
600 return magic; 594 return magic;
601} 595}
602 596
617 if (op->arch) 611 if (op->arch)
618 { 612 {
619 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
620 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;
621 615
622 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 */
623 magic = (-magic); 617 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 619 }
626 else 620 else
627 { 621 {
628 if (op->type == ARMOUR) 622 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 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 */
631 magic = (-magic); 625 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 627 }
634} 628}
635 629
668 662
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
670 664
671 if (op->type == AMULET) 665 if (op->type == AMULET)
672 { 666 {
673 if (!(RANDOM () % 21)) 667 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 668 r = 20 + rndm (2);
675 else 669 else
676 { 670 {
677 if (RANDOM () & 2) 671 if (RANDOM () & 2)
678 r = 10; 672 r = 10;
679 else 673 else
680 r = 11 + RANDOM () % 9; 674 r = 11 + rndm (9);
681 } 675 }
682 } 676 }
683 677
684 switch (r) 678 switch (r)
685 { 679 {
722 case 16: 716 case 16:
723 case 17: 717 case 17:
724 case 18: 718 case 18:
725 case 19: 719 case 19:
726 { 720 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 721 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 722
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 724 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 725
732 /* Cursed items need to have higher negative values to equal out with 726 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 727 * positive values for how protections work out. Put another
734 * little random element in since that they don't always end up with 728 * little random element in since that they don't always end up with
735 * even values. 729 * even values.
737 if (bonus < 0) 731 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 732 val = 2 * -val - RANDOM () % b;
739 if (val > 35) 733 if (val > 35)
740 val = 35; /* Upper limit */ 734 val = 35; /* Upper limit */
741 b = 0; 735 b = 0;
736
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 737 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 738 resist = rndm (num_resist_table);
745 } 739
746 if (b == 4) 740 if (b == 4)
747 return; /* Not able to find a free resistance */ 741 return; /* Not able to find a free resistance */
742
748 op->resist[resist_table[resist]] = val; 743 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 744 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 745 * based on how good a resistance we gave.
751 */ 746 */
752 break; 747 break;
780 case 22: 775 case 22:
781 op->stats.exp += bonus; /* Speed! */ 776 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 777 op->value = (op->value * 2) / 3;
783 break; 778 break;
784 } 779 }
780
785 if (bonus > 0) 781 if (bonus > 0)
786 op->value *= 2 * bonus; 782 op->value *= 2 * bonus;
787 else 783 else
788 op->value = -(op->value * 2 * bonus) / 3; 784 op->value = -(op->value * 2 * bonus) / 3;
789} 785}
809 return i; 805 return i;
810 return 4; 806 return 4;
811} 807}
812 808
813#define DICE2 (get_magic(2)==2?2:1) 809#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 810#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
815 811
816/* 812/*
817 * fix_generated_item(): This is called after an item is generated, in 813 * 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 814 * order to set it up right. This produced magical bonuses, puts spells
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
948 case WEAPON: 944 case WEAPON:
949 case ARMOUR: 945 case ARMOUR:
950 case SHIELD: 946 case SHIELD:
951 case HELMET: 947 case HELMET:
952 case CLOAK: 948 case CLOAK:
953 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 949 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
954 set_ring_bonus (op, -DICE2); 950 set_ring_bonus (op, -DICE2);
955 break; 951 break;
956 952
957 case BRACERS: 953 case BRACERS:
958 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 954 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
997 { 993 {
998 op->name = "potion"; 994 op->name = "potion";
999 op->name_pl = "potions"; 995 op->name_pl = "potions";
1000 } 996 }
1001 997
1002 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 998 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1003 SET_FLAG (op, FLAG_CURSED); 999 SET_FLAG (op, FLAG_CURSED);
1004 break; 1000 break;
1005 } 1001 }
1006 1002
1007 case AMULET: 1003 case AMULET:
1017 } 1013 }
1018 1014
1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1015 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1020 break; 1016 break;
1021 1017
1022 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1018 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 SET_FLAG (op, FLAG_CURSED); 1019 SET_FLAG (op, FLAG_CURSED);
1024 1020
1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1021 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1026 1022
1027 if (op->type != RING) /* Amulets have only one ability */ 1023 if (op->type != RING) /* Amulets have only one ability */
1028 break; 1024 break;
1029 1025
1030 if (!(RANDOM () % 4)) 1026 if (!(rndm (4)))
1031 { 1027 {
1032 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1028 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 1029
1034 if (d > 0) 1030 if (d > 0)
1035 op->value *= 3; 1031 op->value *= 3;
1036 1032
1037 set_ring_bonus (op, d); 1033 set_ring_bonus (op, d);
1038 1034
1039 if (!(RANDOM () % 4)) 1035 if (!(rndm (4)))
1040 { 1036 {
1041 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1037 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1042 1038
1043 if (d > 0) 1039 if (d > 0)
1044 op->value *= 5; 1040 op->value *= 5;
1045 set_ring_bonus (op, d); 1041 set_ring_bonus (op, d);
1046 } 1042 }
1054 case BOOK: 1050 case BOOK:
1055 /* Is it an empty book?, if yes lets make a special· 1051 /* Is it an empty book?, if yes lets make a special·
1056 * msg for it, and tailor its properties based on the· 1052 * msg for it, and tailor its properties based on the·
1057 * creator and/or map level we found it on. 1053 * creator and/or map level we found it on.
1058 */ 1054 */
1059 if (!op->msg && RANDOM () % 10) 1055 if (!op->msg && rndm (10))
1060 { 1056 {
1061 /* set the book level properly */ 1057 /* set the book level properly */
1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1058 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1063 { 1059 {
1064 if (op->map && op->map->difficulty) 1060 if (op->map && op->map->difficulty)
1065 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1061 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1;
1066 else 1062 else
1067 op->level = RANDOM () % 20 + 1; 1063 op->level = rndm (20) + 1;
1068 } 1064 }
1069 else 1065 else
1070 op->level = RANDOM () % creator->level; 1066 op->level = RANDOM () % creator->level;
1071 1067
1072 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1068 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1178 */ 1174 */
1179 1175
1180static artifactlist * 1176static artifactlist *
1181get_empty_artifactlist (void) 1177get_empty_artifactlist (void)
1182{ 1178{
1183 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1179 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1184 1180
1185 if (tl == NULL) 1181 if (al == NULL)
1186 fatal (OUT_OF_MEMORY); 1182 fatal (OUT_OF_MEMORY);
1187 tl->next = NULL; 1183 al->next = NULL;
1188 tl->items = NULL; 1184 al->items = NULL;
1189 tl->total_chance = 0; 1185 al->total_chance = 0;
1190 return tl; 1186 return al;
1191} 1187}
1192 1188
1193/* 1189/*
1194 * Allocate and return the pointer to an empty artifact structure. 1190 * Allocate and return the pointer to an empty artifact structure.
1195 */ 1191 */
1196 1192
1197static artifact * 1193static artifact *
1198get_empty_artifact (void) 1194get_empty_artifact (void)
1199{ 1195{
1200 artifact *t = (artifact *) malloc (sizeof (artifact)); 1196 artifact *a = (artifact *) malloc (sizeof (artifact));
1201 1197
1202 if (t == NULL) 1198 if (a == NULL)
1203 fatal (OUT_OF_MEMORY); 1199 fatal (OUT_OF_MEMORY);
1204 t->item = NULL; 1200 a->item = NULL;
1205 t->next = NULL; 1201 a->next = NULL;
1206 t->chance = 0; 1202 a->chance = 0;
1207 t->difficulty = 0; 1203 a->difficulty = 0;
1208 t->allowed = NULL; 1204 a->allowed = NULL;
1209 return t; 1205 return a;
1210} 1206}
1211 1207
1212/* 1208/*
1213 * Searches the artifact lists and returns one that has the same type 1209 * Searches the artifact lists and returns one that has the same type
1214 * of objects on it. 1210 * of objects on it.
1264 treasurelist *tl; 1260 treasurelist *tl;
1265 int i; 1261 int i;
1266 1262
1267 if (depth > 100) 1263 if (depth > 100)
1268 return; 1264 return;
1269 while (t != NULL) 1265 while (t)
1270 { 1266 {
1271 if (t->name != NULL) 1267 if (t->name)
1272 { 1268 {
1273 for (i = 0; i < depth; i++) 1269 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1270 fprintf (logfile, " ");
1275 fprintf (logfile, "{ (list: %s)\n", &t->name); 1271 fprintf (logfile, "{ (list: %s)\n", &t->name);
1276 tl = find_treasurelist (t->name); 1272 tl = find_treasurelist (t->name);
1282 } 1278 }
1283 else 1279 else
1284 { 1280 {
1285 for (i = 0; i < depth; i++) 1281 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " "); 1282 fprintf (logfile, " ");
1287 if (t->item->clone.type == FLESH) 1283 if (t->item && t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1284 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else 1285 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name); 1286 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 } 1287 }
1288
1292 if (t->next_yes != NULL) 1289 if (t->next_yes)
1293 { 1290 {
1294 for (i = 0; i < depth; i++) 1291 for (i = 0; i < depth; i++)
1295 fprintf (logfile, " "); 1292 fprintf (logfile, " ");
1296 fprintf (logfile, " (if yes)\n"); 1293 fprintf (logfile, " (if yes)\n");
1297 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1294 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1298 } 1295 }
1296
1299 if (t->next_no != NULL) 1297 if (t->next_no)
1300 { 1298 {
1301 for (i = 0; i < depth; i++) 1299 for (i = 0; i < depth; i++)
1302 fprintf (logfile, " "); 1300 fprintf (logfile, " ");
1303 fprintf (logfile, " (if no)\n"); 1301 fprintf (logfile, " (if no)\n");
1304 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1302 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1305 } 1303 }
1304
1306 t = t->next; 1305 t = t->next;
1307 } 1306 }
1308} 1307}
1309 1308
1310/* 1309/*
1810/* special_potion() - so that old potion code is still done right. */ 1809/* special_potion() - so that old potion code is still done right. */
1811 1810
1812int 1811int
1813special_potion (object *op) 1812special_potion (object *op)
1814{ 1813{
1815
1816 int i;
1817
1818 if (op->attacktype) 1814 if (op->attacktype)
1819 return 1; 1815 return 1;
1820 1816
1821 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1817 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; 1818 return 1;
1823 1819
1824 for (i = 0; i < NROFATTACKS; i++) 1820 for (int i = 0; i < NROFATTACKS; i++)
1825 if (op->resist[i]) 1821 if (op->resist[i])
1826 return 1; 1822 return 1;
1827 1823
1828 return 0; 1824 return 0;
1829} 1825}

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