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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.45 by root, Mon Apr 16 06:23:43 2007 UTC vs.
Revision 1.55 by root, Sat Jun 2 03:34:48 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
586 else 586 else
587 { 587 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590
590 if (tmp != NULL) 591 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 592 for (i = 0; i < NUM_STATS; i++)
593 { 593 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0)
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); 594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i));
597 }
598 }
599 }
600 } 595 }
601 596
602 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
603 { 598 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
614 new_draw_info (NDI_UNIQUE, 0, op, buf); 609 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 610 break;
616 } 611 }
617 } 612 }
618 } 613 }
619
620 return 1;
621}
622
623/* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 614
871 return 1; 615 return 1;
872} 616}
873 617
874/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
1270 } 1014 }
1271 1015
1272 return success; 1016 return success;
1273} 1017}
1274 1018
1275
1276/* This is used for the spells that gain stats. There are no spells 1019/* This is used for the spells that gain stats. There are no spells
1277 * right now that icnrease wis/int/pow on a temp basis, so no 1020 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1021 * good comments for those.
1279 */ 1022 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1023static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1024 "You grow no stronger.",
1282 "You grow no more agile.", 1025 "You grow no more agile.",
1283 "You don't feel any healthier.", 1026 "You don't feel any healthier.",
1284 "no wis", 1027 "You didn't grow any more intelligent.",
1028 "You do not feel any wiser.",
1029 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1030 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1031};
1289 1032
1290int 1033int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1034cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1035{
1343 } 1086 }
1344 else 1087 else
1345 { 1088 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1089 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1090 }
1091
1348 return 1; 1092 return 1;
1349 } 1093 }
1094
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1095 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 force->speed = 1.0; 1096 force->speed = 1.0;
1352 force->speed_left = -1.0; 1097 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1098 SET_FLAG (force, FLAG_APPLIED);
1354 1099
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1105 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1106 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1107 force->resist[i] = 100;
1363 } 1108 }
1364 } 1109 }
1110
1365 if (spell_ob->stats.hp) 1111 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1112 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1113
1368 if (tmp->type == PLAYER) 1114 if (tmp->type == PLAYER)
1369 { 1115 {
1370 /* Stat adjustment spells */ 1116 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1117 for (i = 0; i < NUM_STATS; i++)
1372 { 1118 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1119 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1120 {
1377 sm = 0; 1121 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1122 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1123 sm += rndm (1, 3);
1380 1124
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1125 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1126 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1127
1384 if (sm < 0) 1128 force->stats.stat (i) = sm;
1385 sm = 0; 1129
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1130 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1131 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1132 }
1391 } 1133 }
1392 } 1134 }
1413 force->attacktype = spell_ob->attacktype; 1155 force->attacktype = spell_ob->attacktype;
1414 1156
1415 insert_ob_in_ob (force, tmp); 1157 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1158 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1159 tmp->update_stats ();
1160
1418 return 1; 1161 return 1;
1419} 1162}
1420 1163
1421/* This used to be part of cast_change_ability, but it really didn't make 1164/* This used to be part of cast_change_ability, but it really didn't make
1422 * a lot of sense, since most of the values it derives are from the god 1165 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1166 * of the caster.
1424 */ 1167 */
1425
1426int 1168int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1169cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1170{
1429 int i; 1171 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1172 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1764 { 1506 {
1765 identify (tmp); 1507 identify (tmp);
1766 1508
1767 if (op->type == PLAYER) 1509 if (op->type == PLAYER)
1768 { 1510 {
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1511 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1770 1512
1771 if (tmp->msg) 1513 if (tmp->msg)
1772 { 1514 {
1773 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1515 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1774 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1516 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1786 * stuff on the floor. Only identify stuff on the floor if the spell 1528 * stuff on the floor. Only identify stuff on the floor if the spell
1787 * was not fully used. 1529 * was not fully used.
1788 */ 1530 */
1789 if (num_ident) 1531 if (num_ident)
1790 { 1532 {
1791 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1533 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1792 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1534 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1793 { 1535 {
1794 identify (tmp); 1536 identify (tmp);
1795 1537
1796 if (op->type == PLAYER) 1538 if (op->type == PLAYER)
1797 { 1539 {
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1540 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1799 1541
1800 if (tmp->msg) 1542 if (tmp->msg)
1801 { 1543 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1803 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1545 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2243 * This code was very odd - code early on would only let players use the spell, 1985 * This code was very odd - code early on would only let players use the spell,
2244 * yet the code wass full of player checks. I've presumed that the code 1986 * yet the code wass full of player checks. I've presumed that the code
2245 * that only let players use it was correct, and removed all the other 1987 * that only let players use it was correct, and removed all the other
2246 * player checks. MSW 2003-01-06 1988 * player checks. MSW 2003-01-06
2247 */ 1989 */
2248
2249int 1990int
2250animate_weapon (object *op, object *caster, object *spell, int dir) 1991animate_weapon (object *op, object *caster, object *spell, int dir)
2251{ 1992{
2252 object *weapon, *tmp; 1993 object *weapon, *tmp;
2253 char buf[MAX_BUF]; 1994 char buf[MAX_BUF];
2265 /* exit if it's not a player using this spell. */ 2006 /* exit if it's not a player using this spell. */
2266 if (op->type != PLAYER) 2007 if (op->type != PLAYER)
2267 return 0; 2008 return 0;
2268 2009
2269 /* if player already has a golem, abort */ 2010 /* if player already has a golem, abort */
2270 if (op->contr->ranges[range_golem]) 2011 if (object *golem = op->contr->golem)
2271 { 2012 {
2272 control_golem (op->contr->ranges[range_golem], dir); 2013 control_golem (golem, dir);
2273 return 0; 2014 return 0;
2274 } 2015 }
2275 2016
2276 /* if no direction specified, pick one */ 2017 /* if no direction specified, pick one */
2277 if (!dir) 2018 if (!dir)
2327 CLEAR_FLAG (tmp, FLAG_MONSTER); 2068 CLEAR_FLAG (tmp, FLAG_MONSTER);
2328 tmp->stats.exp = 0; 2069 tmp->stats.exp = 0;
2329 add_friendly_object (tmp); 2070 add_friendly_object (tmp);
2330 tmp->type = GOLEM; 2071 tmp->type = GOLEM;
2331 tmp->set_owner (op); 2072 tmp->set_owner (op);
2073 op->contr->golem = tmp;
2332 set_spell_skill (op, caster, spell, tmp); 2074 set_spell_skill (op, caster, spell, tmp);
2333 op->contr->ranges[range_golem] = tmp;
2334 op->contr->shoottype = range_golem;
2335 2075
2336 /* Give the weapon to the golem now. A bit of a hack to check the 2076 /* Give the weapon to the golem now. A bit of a hack to check the
2337 * removed flag - it should only be set if get_split_object was 2077 * removed flag - it should only be set if get_split_object was
2338 * used above. 2078 * used above.
2339 */ 2079 */
2340 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2080 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2341 weapon->remove (); 2081 weapon->remove ();
2082
2342 insert_ob_in_ob (weapon, tmp); 2083 insert_ob_in_ob (weapon, tmp);
2343 esrv_send_item (op, weapon); 2084 esrv_send_item (op, weapon);
2344 /* To do everything necessary to let a golem use the weapon is a pain, 2085 /* To do everything necessary to let a golem use the weapon is a pain,
2345 * so instead, just set it as equipped (otherwise, we need to update 2086 * so instead, just set it as equipped (otherwise, we need to update
2346 * body_info, skills, etc) 2087 * body_info, skills, etc)

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