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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.41 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.42 by root, Mon Dec 18 03:00:02 2006 UTC

3654 int i; 3654 int i;
3655 3655
3656 switch (op->type) 3656 switch (op->type)
3657 { 3657 {
3658 case SHOP_FLOOR: 3658 case SHOP_FLOOR:
3659 if (!HAS_RANDOM_ITEMS (op)) 3659 if (!op->has_random_items ())
3660 return 0; 3660 return 0;
3661 3661
3662 do 3662 do
3663 { 3663 {
3664 i = 10; /* let's give it 10 tries */ 3664 i = 10; /* let's give it 10 tries */
3741 { 3741 {
3742 invnext = invtmp->below; 3742 invnext = invtmp->below;
3743 3743
3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745 auto_apply (invtmp); 3745 auto_apply (invtmp);
3746 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 { 3747 {
3748 while ((invtmp->stats.hp--) > 0) 3748 while ((invtmp->stats.hp--) > 0)
3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3750 3750
3751 invtmp->randomitems = NULL; 3751 invtmp->randomitems = NULL;
3752 } 3752 }
3753 else if (invtmp && invtmp->arch 3753 else if (invtmp && invtmp->arch
3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp)) 3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3755 { 3755 {
3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3757 /* Need to clear this so that we never try to create 3757 /* Need to clear this so that we never try to create
3758 * treasure again for this object 3758 * treasure again for this object
3759 */ 3759 */
3776 3776
3777 } 3777 }
3778 3778
3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3780 auto_apply (tmp); 3780 auto_apply (tmp);
3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp)) 3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3782 { 3782 {
3783 while ((tmp->stats.hp--) > 0) 3783 while ((tmp->stats.hp--) > 0)
3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); 3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3785 tmp->randomitems = NULL; 3785 tmp->randomitems = NULL;
3786 } 3786 }
3801 * This is a problem for the above objects, because they have counters 3801 * This is a problem for the above objects, because they have counters
3802 * which say how many times to make the treasure. 3802 * which say how many times to make the treasure.
3803 */ 3803 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER 3804 else if (tmp && tmp->arch && tmp->type != PLAYER
3805 && tmp->type != TREASURE && tmp->type != SPELL 3805 && tmp->type != TREASURE && tmp->type != SPELL
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 { 3807 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3809 tmp->randomitems = NULL; 3809 tmp->randomitems = NULL;
3810 } 3810 }
3811 } 3811 }

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