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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.25 by root, Tue Dec 12 22:37:05 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)
258 shstr_cmp name_ (name); 257 shstr_cmp name_ (name);
259 258
260 if (!name_) 259 if (!name_)
261 return 0; 260 return 0;
262 261
263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) 262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name) 263 if (name_ == tl->name)
265 return tl; 264 return tl;
266 265
267 if (first_treasurelist) 266 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name); 267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
280 * being generated. 279 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 280 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 281 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 282 * start with equipment, but only their abilities).
284 */ 283 */
285
286
287static void 284static void
288put_treasure (object *op, object *creator, int flags) 285put_treasure (object *op, object *creator, int flags)
289{ 286{
290 object *tmp; 287 object *tmp;
291 288
294 * 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
295 * by another object. 292 * by another object.
296 */ 293 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
298 { 295 {
299 op->x = creator->x;
300 op->y = creator->y;
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 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);
303 } 298 }
304 else 299 else
305 { 300 {
306 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
302
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
305
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
310 esrv_send_item (tmp, op); 307 esrv_send_item (tmp, op);
311 } 308 }
312} 309}
313 310
314/* if there are change_xxx commands in the treasure, we include the changes 311/* if there are change_xxx commands in the treasure, we include the changes
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)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 344 create_treasure (tl, op, flag, difficulty, tries);
345 }
345 } 346 }
346 else 347 else
347 { 348 {
348 if (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 = RANDOM () % ((int) t->nrof) + 1;
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 354 fix_generated_item (tmp, op, difficulty, t->magic, flag);
393 return; 394 return;
394 } 395 }
395 396
396 if (t->name) 397 if (t->name)
397 { 398 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 399 if (difficulty >= t->magic)
400 {
401 treasurelist *tl = find_treasurelist (t->name);
402 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 403 create_treasure (tl, op, flag, difficulty, tries);
404 }
403 else if (t->nrof) 405 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 406 create_one_treasure (tl, op, flag, difficulty, tries);
405 407
406 return; 408 return;
407 } 409 }
408 410
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
410 { 412 {
411 object *tmp = arch_to_object (t->item); 413 object *tmp = arch_to_object (t->item);
412 414
413 if (!tmp) 415 if (!tmp)
414 return; 416 return;
428 * list transitions, or so that excessively good treasure will not be 430 * list transitions, or so that excessively good treasure will not be
429 * 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
430 * to do that. 432 * to do that.
431 */ 433 */
432void 434void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 436{
435 437
436 if (tries++ > 100) 438 if (tries++ > 100)
437 { 439 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 441 return;
440 } 442 }
441 if (t->total_chance) 443 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 444 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 445 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 446 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 447}
446 448
447/* This is similar to the old generate treasure function. However, 449/* This is similar to the old generate treasure function. However,
448 * 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
449 * create_treasure. We create a dummy object that the treasure gets 451 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 452 * inserted into, and then return that treausre
451 */ 453 */
452object * 454object *
453generate_treasure (treasurelist *t, int difficulty) 455generate_treasure (treasurelist *tl, int difficulty)
454{ 456{
455 difficulty = clamp (difficulty, 1, settings.max_level); 457 difficulty = clamp (difficulty, 1, settings.max_level);
456 458
457 object *ob = object::create (), *tmp; 459 object *ob = object::create (), *tmp;
458 460
459 create_treasure (t, ob, 0, difficulty, 0); 461 create_treasure (tl, ob, 0, difficulty, 0);
460 462
461 /* 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 */
462 tmp = ob->inv; 464 tmp = ob->inv;
463 if (tmp != NULL) 465 if (tmp != NULL)
464 tmp->remove (); 466 tmp->remove ();
568 scaled_diff = 0; 570 scaled_diff = 0;
569 571
570 if (scaled_diff >= DIFFLEVELS) 572 if (scaled_diff >= DIFFLEVELS)
571 scaled_diff = DIFFLEVELS - 1; 573 scaled_diff = DIFFLEVELS - 1;
572 574
573 percent = RANDOM () % 100; 575 percent = rndm (100);
574 576
575 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 577 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
576 { 578 {
577 percent -= difftomagic_list[scaled_diff][magic]; 579 percent -= difftomagic_list[scaled_diff][magic];
578 580
584 { 586 {
585 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);
586 magic = 0; 588 magic = 0;
587 } 589 }
588 590
589 magic = (RANDOM () % 3) ? magic : -magic; 591 magic = (rndm (3)) ? magic : -magic;
590 /* 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); */
591 593
592 return magic; 594 return magic;
593} 595}
594 596
609 if (op->arch) 611 if (op->arch)
610 { 612 {
611 if (op->type == ARMOUR) 613 if (op->type == ARMOUR)
612 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;
613 615
614 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 */
615 magic = (-magic); 617 magic = (-magic);
616 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
617 } 619 }
618 else 620 else
619 { 621 {
620 if (op->type == ARMOUR) 622 if (op->type == ARMOUR)
621 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
622 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 */
623 magic = (-magic); 625 magic = (-magic);
624 op->weight = (op->weight * (100 - magic * 10)) / 100; 626 op->weight = (op->weight * (100 - magic * 10)) / 100;
625 } 627 }
626} 628}
627 629
660 662
661 int r = RANDOM () % (bonus > 0 ? 25 : 11); 663 int r = RANDOM () % (bonus > 0 ? 25 : 11);
662 664
663 if (op->type == AMULET) 665 if (op->type == AMULET)
664 { 666 {
665 if (!(RANDOM () % 21)) 667 if (!(rndm (21)))
666 r = 20 + RANDOM () % 2; 668 r = 20 + rndm (2);
667 else 669 else
668 { 670 {
669 if (RANDOM () & 2) 671 if (RANDOM () & 2)
670 r = 10; 672 r = 10;
671 else 673 else
672 r = 11 + RANDOM () % 9; 674 r = 11 + rndm (9);
673 } 675 }
674 } 676 }
675 677
676 switch (r) 678 switch (r)
677 { 679 {
801 return i; 803 return i;
802 return 4; 804 return 4;
803} 805}
804 806
805#define DICE2 (get_magic(2)==2?2:1) 807#define DICE2 (get_magic(2)==2?2:1)
806#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)
807 809
808/* 810/*
809 * 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
810 * 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
811 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 813 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
940 case WEAPON: 942 case WEAPON:
941 case ARMOUR: 943 case ARMOUR:
942 case SHIELD: 944 case SHIELD:
943 case HELMET: 945 case HELMET:
944 case CLOAK: 946 case CLOAK:
945 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 947 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
946 set_ring_bonus (op, -DICE2); 948 set_ring_bonus (op, -DICE2);
947 break; 949 break;
948 950
949 case BRACERS: 951 case BRACERS:
950 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
989 { 991 {
990 op->name = "potion"; 992 op->name = "potion";
991 op->name_pl = "potions"; 993 op->name_pl = "potions";
992 } 994 }
993 995
994 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 996 if (!(flags & GT_ONLY_GOOD) && rndm (2))
995 SET_FLAG (op, FLAG_CURSED); 997 SET_FLAG (op, FLAG_CURSED);
996 break; 998 break;
997 } 999 }
998 1000
999 case AMULET: 1001 case AMULET:
1009 } 1011 }
1010 1012
1011 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! */
1012 break; 1014 break;
1013 1015
1014 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1016 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1015 SET_FLAG (op, FLAG_CURSED); 1017 SET_FLAG (op, FLAG_CURSED);
1016 1018
1017 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1018 1020
1019 if (op->type != RING) /* Amulets have only one ability */ 1021 if (op->type != RING) /* Amulets have only one ability */
1020 break; 1022 break;
1021 1023
1022 if (!(RANDOM () % 4)) 1024 if (!(rndm (4)))
1023 { 1025 {
1024 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1026 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1025 1027
1026 if (d > 0) 1028 if (d > 0)
1027 op->value *= 3; 1029 op->value *= 3;
1028 1030
1029 set_ring_bonus (op, d); 1031 set_ring_bonus (op, d);
1030 1032
1031 if (!(RANDOM () % 4)) 1033 if (!(rndm (4)))
1032 { 1034 {
1033 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1035 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1034 1036
1035 if (d > 0) 1037 if (d > 0)
1036 op->value *= 5; 1038 op->value *= 5;
1037 set_ring_bonus (op, d); 1039 set_ring_bonus (op, d);
1038 } 1040 }
1046 case BOOK: 1048 case BOOK:
1047 /* Is it an empty book?, if yes lets make a special· 1049 /* Is it an empty book?, if yes lets make a special·
1048 * msg for it, and tailor its properties based on the· 1050 * msg for it, and tailor its properties based on the·
1049 * creator and/or map level we found it on. 1051 * creator and/or map level we found it on.
1050 */ 1052 */
1051 if (!op->msg && RANDOM () % 10) 1053 if (!op->msg && rndm (10))
1052 { 1054 {
1053 /* set the book level properly */ 1055 /* set the book level properly */
1054 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1055 { 1057 {
1056 if (op->map && op->map->difficulty) 1058 if (op->map && op->map->difficulty)
1057 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1059 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1;
1058 else 1060 else
1059 op->level = RANDOM () % 20 + 1; 1061 op->level = rndm (20) + 1;
1060 } 1062 }
1061 else 1063 else
1062 op->level = RANDOM () % creator->level; 1064 op->level = RANDOM () % creator->level;
1063 1065
1064 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);
1170 */ 1172 */
1171 1173
1172static artifactlist * 1174static artifactlist *
1173get_empty_artifactlist (void) 1175get_empty_artifactlist (void)
1174{ 1176{
1175 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1176 1178
1177 if (tl == NULL) 1179 if (al == NULL)
1178 fatal (OUT_OF_MEMORY); 1180 fatal (OUT_OF_MEMORY);
1179 tl->next = NULL; 1181 al->next = NULL;
1180 tl->items = NULL; 1182 al->items = NULL;
1181 tl->total_chance = 0; 1183 al->total_chance = 0;
1182 return tl; 1184 return al;
1183} 1185}
1184 1186
1185/* 1187/*
1186 * Allocate and return the pointer to an empty artifact structure. 1188 * Allocate and return the pointer to an empty artifact structure.
1187 */ 1189 */
1188 1190
1189static artifact * 1191static artifact *
1190get_empty_artifact (void) 1192get_empty_artifact (void)
1191{ 1193{
1192 artifact *t = (artifact *) malloc (sizeof (artifact)); 1194 artifact *a = (artifact *) malloc (sizeof (artifact));
1193 1195
1194 if (t == NULL) 1196 if (a == NULL)
1195 fatal (OUT_OF_MEMORY); 1197 fatal (OUT_OF_MEMORY);
1196 t->item = NULL; 1198 a->item = NULL;
1197 t->next = NULL; 1199 a->next = NULL;
1198 t->chance = 0; 1200 a->chance = 0;
1199 t->difficulty = 0; 1201 a->difficulty = 0;
1200 t->allowed = NULL; 1202 a->allowed = NULL;
1201 return t; 1203 return a;
1202} 1204}
1203 1205
1204/* 1206/*
1205 * 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
1206 * of objects on it. 1208 * of objects on it.
1256 treasurelist *tl; 1258 treasurelist *tl;
1257 int i; 1259 int i;
1258 1260
1259 if (depth > 100) 1261 if (depth > 100)
1260 return; 1262 return;
1261 while (t != NULL) 1263 while (t)
1262 { 1264 {
1263 if (t->name != NULL) 1265 if (t->name)
1264 { 1266 {
1265 for (i = 0; i < depth; i++) 1267 for (i = 0; i < depth; i++)
1266 fprintf (logfile, " "); 1268 fprintf (logfile, " ");
1267 fprintf (logfile, "{ (list: %s)\n", &t->name); 1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1268 tl = find_treasurelist (t->name); 1270 tl = find_treasurelist (t->name);
1271 if (tl)
1269 dump_monster_treasure_rec (name, tl->items, depth + 2); 1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1270 for (i = 0; i < depth; i++) 1273 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " "); 1274 fprintf (logfile, " ");
1272 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1273 } 1276 }
1274 else 1277 else
1275 { 1278 {
1276 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1277 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1278 if (t->item->clone.type == FLESH) 1281 if (t->item && t->item->clone.type == FLESH)
1279 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1280 else 1283 else
1281 fprintf (logfile, "%s\n", &t->item->clone.name); 1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1282 } 1285 }
1286
1283 if (t->next_yes != NULL) 1287 if (t->next_yes)
1284 { 1288 {
1285 for (i = 0; i < depth; i++) 1289 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " "); 1290 fprintf (logfile, " ");
1287 fprintf (logfile, " (if yes)\n"); 1291 fprintf (logfile, " (if yes)\n");
1288 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1289 } 1293 }
1294
1290 if (t->next_no != NULL) 1295 if (t->next_no)
1291 { 1296 {
1292 for (i = 0; i < depth; i++) 1297 for (i = 0; i < depth; i++)
1293 fprintf (logfile, " "); 1298 fprintf (logfile, " ");
1294 fprintf (logfile, " (if no)\n"); 1299 fprintf (logfile, " (if no)\n");
1295 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1296 } 1301 }
1302
1297 t = t->next; 1303 t = t->next;
1298 } 1304 }
1299} 1305}
1300 1306
1301/* 1307/*
1490 CLEAR_FLAG (op, FLAG_ANIMATE); 1496 CLEAR_FLAG (op, FLAG_ANIMATE);
1491 /* so artifacts will join */ 1497 /* so artifacts will join */
1492 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1498 if (!QUERY_FLAG (op, FLAG_ALIVE))
1493 op->speed = 0.0; 1499 op->speed = 0.0;
1494 1500
1495 update_ob_speed (op); 1501 op->set_speed (op->speed);
1496 } 1502 }
1497 1503
1498 if (change->nrof) 1504 if (change->nrof)
1499 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1505 op->nrof = RANDOM () % ((int) change->nrof) + 1;
1500 1506
1801/* special_potion() - so that old potion code is still done right. */ 1807/* special_potion() - so that old potion code is still done right. */
1802 1808
1803int 1809int
1804special_potion (object *op) 1810special_potion (object *op)
1805{ 1811{
1806
1807 int i;
1808
1809 if (op->attacktype) 1812 if (op->attacktype)
1810 return 1; 1813 return 1;
1811 1814
1812 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)
1813 return 1; 1816 return 1;
1814 1817
1815 for (i = 0; i < NROFATTACKS; i++) 1818 for (int i = 0; i < NROFATTACKS; i++)
1816 if (op->resist[i]) 1819 if (op->resist[i])
1817 return 1; 1820 return 1;
1818 1821
1819 return 0; 1822 return 0;
1820} 1823}

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