Difference for server/apply.c from version 1.113 to 1.114


version 1.113 version 1.114
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Line 1
 /*  /*
  * static char *rcsid_apply_c =   * static char *rcsid_apply_c =
  *   "$Id: apply.c,v 1.113 2004/10/15 07:09:40 mwedel Exp $";   *   "$Id: apply.c,v 1.114 2004/10/18 06:54:36 mwedel Exp $";
  */   */
 /*  /*
     CrossFire, A Multiplayer game for X-windows      CrossFire, A Multiplayer game for X-windows
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Line 3330
      for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {       for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
  above=tmp->above;   above=tmp->above;
   
   
  if (tmp->inv) {   if (tmp->inv) {
      object *invtmp, *invnext;       object *invtmp, *invnext;
   
      for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {       for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
  invnext = invtmp->below;   invnext = invtmp->below;
   
  if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))   if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
      auto_apply(invtmp);       auto_apply(invtmp);
  else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {   else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
      while ((invtmp->stats.hp--)>0)       while ((invtmp->stats.hp--)>0)
  create_treasure(invtmp->randomitems, invtmp, 0,   create_treasure(invtmp->randomitems, invtmp, 0,
  m->difficulty,0);   m->difficulty,0);
    invtmp->randomitems = NULL;
  }   }
  else if (invtmp && invtmp->arch &&    else if (invtmp && invtmp->arch &&
  invtmp->type!=TREASURE &&   invtmp->type!=TREASURE &&
  invtmp->type != SPELL &&    invtmp->type != SPELL &&
    invtmp->type != CLASS &&
  HAS_RANDOM_ITEMS(invtmp)) {   HAS_RANDOM_ITEMS(invtmp)) {
      create_treasure(invtmp->randomitems, invtmp, 0,       create_treasure(invtmp->randomitems, invtmp, 0,
      m->difficulty,0);       m->difficulty,0);
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Line 3380
      while ((tmp->stats.hp--)>0)       while ((tmp->stats.hp--)>0)
  create_treasure(tmp->randomitems, tmp, 0,   create_treasure(tmp->randomitems, tmp, 0,
                             m->difficulty,0);                              m->difficulty,0);
        tmp->randomitems = NULL;
  }   }
  else if(tmp->type==TIMED_GATE) {   else if(tmp->type==TIMED_GATE) {
      tmp->speed = 0;       tmp->speed = 0;
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  * which say how many times to make the treasure.   * 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 && HAS_RANDOM_ITEMS(tmp)) {      tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
       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;       tmp->randomitems = NULL;
      /* Treasure has been created for all the inventory, so clear out  
       * their treasurelists also.  
       */  
      for (above=tmp->inv; above; above=above->below)  
  above->randomitems=NULL;  
   
  }   }
      }       }
   


Legend:
line(s) removed in v.1.113 
line(s) changed
 line(s) added in v.1.114

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