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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC vs.
Revision 1.100 by root, Thu May 17 14:14:55 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 {
3330 3315
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3316 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1; 3317 return 1;
3333 3318
3334 found_bow:; 3319 found_bow:;
3335 }
3336 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3337 {
3338 for (object *item = who->inv; item; item = item->below)
3339 if (item->flag [FLAG_APPLIED]
3340 && (item->type == WAND || item->type == ROD || item->type == HORN))
3341 {
3342 who->change_weapon (pl->ranged_ob = item);
3343 goto found_item;
3344 }
3345
3346 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3347 return 1;
3348
3349 found_item:;
3350 } 3320 }
3351 else 3321 else
3352 who->change_weapon (pl->ranged_ob = op); 3322 who->change_weapon (pl->ranged_ob = op);
3353 } 3323 }
3354 3324

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