version 1.107 | | version 1.108 |
---|
| | |
/* | | /* |
* static char *rcsid_apply_c = | | * static char *rcsid_apply_c = |
* "$Id: apply.c,v 1.107 2004/05/08 13:38:05 ryo_saeba Exp $"; | | * "$Id: apply.c,v 1.108 2004/05/12 07:14:38 mwedel Exp $"; |
*/ | | */ |
/* | | /* |
CrossFire, A Multiplayer game for X-windows | | CrossFire, A Multiplayer game for X-windows |
| | |
tmp->speed = 0; | | tmp->speed = 0; |
update_ob_speed(tmp); | | update_ob_speed(tmp); |
} | | } |
| | /* This function can be called everytime a map is loaded, even when |
| | * swapping back in. As such, we don't want to create the treasure |
| | * over and ove again, so after we generate the treasure, blank out |
| | * randomitems so if it is swapped in again, it won't make anything. |
| | * This is a problem for the above objects, because they have counters |
| | * which say how many times to make the treasure. |
| | */ |
else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && | | else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && |
tmp->type != SPELL && !tmp->inv && HAS_RANDOM_ITEMS(tmp)) | | tmp->type != SPELL && HAS_RANDOM_ITEMS(tmp)) { |
create_treasure(tmp->randomitems, tmp, GT_APPLY, | | create_treasure(tmp->randomitems, tmp, GT_APPLY, |
m->difficulty,0); | | m->difficulty,0); |
| | tmp->randomitems = NULL; |
| | } |
} | | } |
| | |
for(x=0;x<MAP_WIDTH(m);x++) | | for(x=0;x<MAP_WIDTH(m);x++) |