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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.96 by root, Mon May 14 21:32:27 2007 UTC vs.
Revision 1.105 by root, Fri May 18 12:50:42 2007 UTC

1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1869 identify (tmp);
1870 1870
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872 1872
1873
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1874 decrease_ob (tmp);
1876} 1875}
1877 1876
1878/** 1877/**
1881 * chest. 1880 * chest.
1882 */ 1881 */
1883static void 1882static void
1884apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
1885{ 1884{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1885 /* Nice side effect of new treasure creation method is that the treasure
1890 * for the chest is done when the chest is created, and put into the chest 1886 * for the chest is done when the chest is created, and put into the chest
1891 * inventory. So that when the chest burns up, the items still exist. Also 1887 * inventory. So that when the chest burns up, the items still exist. Also
1892 * prevents people fromt moving chests to more difficult maps to get better 1888 * prevents people fromt moving chests to more difficult maps to get better
1893 * treasure 1889 * treasure
1894 */ 1890 */
1895
1896 treas = tmp->inv; 1891 object *treas = tmp->inv;
1897 if (treas == NULL) 1892
1893 if (!treas)
1898 { 1894 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1900 decrease_ob (tmp); 1896 decrease_ob (tmp);
1901 return; 1897 return;
1902 } 1898 }
1899
1903 while (tmp->inv) 1900 while (tmp->inv)
1904 { 1901 {
1905 treas = tmp->inv; 1902 treas = tmp->inv;
1906 1903
1907 treas->remove (); 1904 treas->remove ();
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2551 return 0; 2548 return 0;
2552 } 2549 }
2553 } 2550 }
2554 2551
2555 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2556 * applied.
2557 */
2558 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2559 {
2560 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2561 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2562 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2563 op->destroy ();
2564 return 1;
2565 }
2566
2567 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2568 2553
2569 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2570 if (!quiet) 2555 if (!quiet)
2571 { 2556 {
2630{ 2615{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2618 return RESULT_INT (0);
2634 2619
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2639 if (player *pl = who->contr)
2640 {
2641 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2642 if (op == pl->combat_ob) pl->combat_ob = 0;
2643 }
2644 2621
2645 switch (op->type) 2622 switch (op->type)
2646 { 2623 {
2647 case SKILL_TOOL: 2624 case SKILL_TOOL:
2648 // unapplying a skill tool should also unapply the skill it governs 2625 // unapplying a skill tool should also unapply the skill it governs
2657 2634
2658 change_abil (who, op); 2635 change_abil (who, op);
2659 break; 2636 break;
2660 2637
2661 case WEAPON: 2638 case WEAPON:
2639 if (player *pl = who->contr)
2640 if (op == pl->combat_ob)
2641 {
2642 pl->combat_ob = 0;
2643 who->change_weapon (pl->ranged_ob);
2644 }
2645
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2663 2647
2664 change_abil (who, op); 2648 change_abil (who, op);
2665 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2666 clear_skill (who);
2667 break; 2650 break;
2668 2651
2669 case SKILL: 2652 case SKILL:
2670 if (op != who->chosen_skill)
2671 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2672
2673 if (who->contr) 2653 if (who->contr)
2674 { 2654 {
2675 if (!op->invisible) 2655 if (!op->invisible)
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2677 else 2657 else
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2679 } 2659 }
2680 2660
2681 change_abil (who, op); 2661 change_abil (who, op);
2682 who->chosen_skill = 0;
2683 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2684 break; 2663 break;
2685 2664
2686 case ARMOUR: 2665 case ARMOUR:
2687 case HELMET: 2666 case HELMET:
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2697 change_abil (who, op); 2676 change_abil (who, op);
2698 break; 2677 break;
2699 2678
2700 case LAMP: 2679 case LAMP:
2680 {
2701 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2682
2702 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2703 tmp2->x = op->x; 2684 tmp2->x = op->x;
2704 tmp2->y = op->y; 2685 tmp2->y = op->y;
2705 tmp2->map = op->map; 2686 tmp2->map = op->map;
2706 tmp2->below = op->below; 2687 tmp2->below = op->below;
2707 tmp2->above = op->above; 2688 tmp2->above = op->above;
2708 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2709 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2710 2691
2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2712 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2713 2694
2714 if (who->contr) 2695 if (who->contr)
2715 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2716 2697
2717 op->destroy (); 2698 op->destroy ();
2718 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2719 who->update_stats (); 2700 who->update_stats ();
2720 2701
2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2722 { 2703 {
2723 if (who->contr) 2704 if (who->contr)
2724 { 2705 {
2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2706 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2727 } 2708 }
2728 } 2709 }
2729 2710
2730 if (who->contr) 2711 if (who->contr)
2731 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2732 2714
2733 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2734 2716
2735 case BOW: 2717 case BOW:
2736 case WAND: 2718 case WAND:
2737 case ROD: 2719 case ROD:
2738 case HORN: 2720 case HORN:
2739 clear_skill (who);
2740
2741 if (who->contr) 2721 if (player *pl = who->contr)
2742 { 2722 {
2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2744
2745 if (who->contr->ranged_ob == op)
2746 who->contr->ranged_ob = 0;
2747
2748 if (who->current_weapon == op)
2749 who->current_weapon = 0;
2750 } 2730 }
2751 else 2731 else
2752 { 2732 {
2733 who->change_skill (0);
2734
2753 if (op->type == BOW) 2735 if (op->type == BOW)
2754 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2755 else 2737 else
2756 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2757 } 2739 }
2758 2740
2759 break; 2741 break;
2760 2742
2761 case BUILDER: 2743 case BUILDER:
2762 if (who->contr) 2744 if (who->contr)
2763 {
2764 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2765
2766 if (who->contr->ranged_ob == op)
2767 who->contr->ranged_ob = 0;
2768 }
2769 break; 2746 break;
2770 2747
2771 default: 2748 default:
2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2773 break; 2750 break;
2809 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
2810 */ 2787 */
2811static object * 2788static object *
2812get_next_item_from_body_location (int loc, object *start) 2789get_next_item_from_body_location (int loc, object *start)
2813{ 2790{
2814 if (start)
2815 for (object *tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
2816 if (tmp->flag [FLAG_APPLIED] 2792 if (tmp->flag [FLAG_APPLIED]
2817 && tmp->slot[loc].info 2793 && tmp->slot[loc].info
2818 && !tmp->invisible) 2794 && (!tmp->invisible || tmp->type == SKILL))
2819 return tmp; 2795 return tmp;
2820 2796
2821 return 0; 2797 return 0;
2822} 2798}
2823 2799
2824/** 2800/**
3050 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3051 * 3027 *
3052 * Optional flags: 3028 * Optional flags:
3053 * AP_NO_MERGE: don't merge an unapplied object with other objects 3029 * AP_NO_MERGE: don't merge an unapplied object with other objects
3054 * AP_IGNORE_CURSE: unapply cursed items 3030 * AP_IGNORE_CURSE: unapply cursed items
3031 * AP_NO_READY: do not ready skills when applying skill tools
3055 * 3032 *
3056 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3057 * 3034 *
3058 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3059 */ 3036 */
3097 switch (op->slottype ()) 3074 switch (op->slottype ())
3098 { 3075 {
3099 case slot_combat: who->change_weapon (pl->combat_ob); break; 3076 case slot_combat: who->change_weapon (pl->combat_ob); break;
3100 case slot_ranged: who->change_weapon (pl->ranged_ob); break; 3077 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3101 } 3078 }
3079
3080 splay (op);
3102 3081
3103 /* Can't just apply this object. Lets see what not and what to do */ 3082 /* Can't just apply this object. Lets see what not and what to do */
3104 if (int i = can_apply_object (who, op)) 3083 if (int i = can_apply_object (who, op))
3105 { 3084 {
3106 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3145 } 3124 }
3146 else 3125 else
3147 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3148 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3149 */ 3128 */
3150 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3151 } 3130 }
3152 3131
3153 if (who->type == PLAYER 3132 if (who->type == PLAYER
3154 && op->item_power 3133 && op->item_power
3155 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3134 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3175 switch (op->type) 3154 switch (op->type)
3176 { 3155 {
3177 case WEAPON: 3156 case WEAPON:
3178 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3179 { 3158 {
3180 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3159 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3181 "It would consume your soul!."); 3160 "It would consume your soul!.");
3182 3161
3183 if (tmp) 3162 if (tmp)
3184 insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3185 3164
3205 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3184 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3206 return 1; 3185 return 1;
3207 } 3186 }
3208 3187
3209 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3210 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3211 3190
3212 if (who->contr) 3191 if (who->contr)
3213 who->change_weapon (who->contr->combat_ob = op); 3192 who->change_weapon (who->contr->combat_ob = op);
3214 3193
3215 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3216 SET_FLAG (who, FLAG_READY_WEAPON);
3217
3218 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3194 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3219 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3220 change_abil (who, op); 3197 change_abil (who, op);
3221 break; 3198 break;
3222 3199
3223 case ARMOUR: 3200 case ARMOUR:
3224 case HELMET: 3201 case HELMET:
3281 return 0; 3258 return 0;
3282 3259
3283 case SKILL_TOOL: 3260 case SKILL_TOOL:
3284 // applying a skill tool also readies the skill 3261 // applying a skill tool also readies the skill
3285 SET_FLAG (op, FLAG_APPLIED); 3262 SET_FLAG (op, FLAG_APPLIED);
3263
3264 if (!(aflags & AP_NO_READY))
3265 {
3286 skop = find_skill_by_name (who, op->skill); 3266 skop = find_skill_by_name (who, op->skill);
3287 if (!skop->flag [FLAG_APPLIED]) 3267 if (!skop->flag [FLAG_APPLIED])
3288 apply_special (who, skop, AP_APPLY); 3268 apply_special (who, skop, AP_APPLY);
3269 }
3289 break; 3270 break;
3290 3271
3291 case SKILL: 3272 case SKILL:
3292 if (who->chosen_skill)
3293 {
3294 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3295 return 1;
3296 }
3297
3298 if (player *pl = who->contr) 3273 if (player *pl = who->contr)
3299 { 3274 {
3300 if (IS_COMBAT_SKILL (op->subtype)) 3275 if (IS_COMBAT_SKILL (op->subtype))
3301 { 3276 {
3302 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3303 { 3278 {
3304 for (object *item = who->inv; item; item = item->below) 3279 for (object *item = who->inv; item; item = item->below)
3305 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3280 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3306 { 3281 {
3282 if (item->skill == op->skill)
3283 {
3307 who->change_weapon (pl->combat_ob = item); 3284 who->change_weapon (pl->combat_ob = item);
3308 goto found_weapon; 3285 goto found_weapon;
3286 }
3309 } 3287 }
3310 3288
3311 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3289 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3312 return 1; 3290 return 1;
3313 3291
3314 found_weapon:; 3292 found_weapon:;
3315 } 3293 }
3316 else 3294 else
3321 if (skill_flags [op->subtype] & SF_NEED_BOW) 3299 if (skill_flags [op->subtype] & SF_NEED_BOW)
3322 { 3300 {
3323 for (object *item = who->inv; item; item = item->below) 3301 for (object *item = who->inv; item; item = item->below)
3324 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3302 if (item->type == BOW && item->flag [FLAG_APPLIED])
3325 { 3303 {
3304 //TODO: bows should/must all have skill missile weapon right now
3326 who->change_weapon (pl->ranged_ob = item); 3305 who->change_weapon (pl->ranged_ob = item);
3327 goto found_bow; 3306 goto found_bow;
3328 } 3307 }
3329 3308
3330 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3331 return 1; 3310 return 1;
3332 3311
3333 found_bow:; 3312 found_bow:;
3334 }
3335 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3336 {
3337 for (object *item = who->inv; item; item = item->below)
3338 if (item->flag [FLAG_APPLIED]
3339 && (item->type == WAND || item->type == ROD || item->type == HORN))
3340 {
3341 who->change_weapon (pl->ranged_ob = item);
3342 goto found_item;
3343 }
3344
3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3346 return 1;
3347
3348 found_item:;
3349 } 3313 }
3350 else 3314 else
3351 who->change_weapon (pl->ranged_ob = op); 3315 who->change_weapon (pl->ranged_ob = op);
3352 } 3316 }
3353 3317
3357 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3358 } 3322 }
3359 else 3323 else
3360 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3324 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3361 } 3325 }
3362 3326 else
3327 {
3363 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3364 change_abil (who, op); 3329 change_abil (who, op);
3365 who->chosen_skill = op; 3330 who->chosen_skill = op;
3366 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3367 break; 3334 break;
3368 3335
3369 case BOW: 3336 case BOW:
3370 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3371 { 3338 {
3398 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3365 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3399 return 1; 3366 return 1;
3400 } 3367 }
3401 3368
3402 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3403 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3404 3371
3405 if (who->contr) 3372 if (who->contr)
3406 { 3373 {
3407 who->contr->ranged_ob = op; 3374 who->contr->ranged_ob = op;
3408 3375
3427 break; 3394 break;
3428 3395
3429 case BUILDER: 3396 case BUILDER:
3430 if (who->type == PLAYER) 3397 if (who->type == PLAYER)
3431 { 3398 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3432 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3433 unapply_special (who, who->contr->ranged_ob, 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3434 3402
3435 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3403 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3436 3404

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