Fixed bury & dig code
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cd37b1a8b4
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b6efb003e6
@ -173,6 +173,9 @@ void show_obj_modifiers(struct obj_data *obj, struct char_data *ch)
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if (OBJ_FLAGGED(obj, ITEM_HUM))
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send_to_char(ch, " ..It emits a faint humming sound!");
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if (IS_BURIED(obj))
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send_to_char(ch, " ... It is buried!");
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}
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@ -1091,16 +1091,14 @@ ACMD(do_dig)
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/*
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** search for an object in the room that has a ITEM_BURIED flag
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*/
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obj = world[IN_ROOM(ch)].contents;
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while (obj != NULL)
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for (obj = world[IN_ROOM(ch)].contents; obj; obj = obj->next)
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{
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if (IS_BURIED(obj))
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{
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/* Remove the buried bit so the player can see it. */
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REMOVE_BIT(GET_OBJ_EXTRA(obj), ITEM_BURIED);
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if(CAN_SEE_OBJ(ch, obj))
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if (CAN_SEE_OBJ(ch, obj))
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{
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found_item = 1; /* player found something */
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@ -1113,13 +1111,10 @@ ACMD(do_dig)
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else
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{
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/* add the bit back becuase the player can't unbury what
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** what he can't find... */
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** he can't find... */
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SET_BIT(GET_OBJ_EXTRA(obj), ITEM_BURIED);
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}
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}
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/* go to the next obj */
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obj = obj->next;
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}
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/* if the player didn't find anything */
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@ -1133,7 +1128,8 @@ ACMD(do_drain)
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struct obj_data *obj;
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int HIT = 0,
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MANA = 0,
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MOVE = 0;
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MOVE = 0,
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reward;
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one_argument(argument, arg);
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@ -1150,14 +1146,31 @@ ACMD(do_drain)
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}
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act("$n bends down and touches $p which slowly disappears.\r\n", FALSE, ch, obj, NULL, TO_ROOM);
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act("You bend down and drain $p.\r\n", FALSE, ch, obj, NULL, TO_ROOM);
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act("You bend down and drain $p.\r\n", FALSE, ch, obj, NULL, TO_CHAR);
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HIT = rand() % GET_LEVEL(ch) * 2 + 1;
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MANA = rand() % GET_LEVEL(ch) + 1;
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MOVE = rand() % 15 + 1;
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GET_HIT(ch) = GET_HIT(ch) + HIT;
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GET_MANA(ch) = GET_MANA(ch) + MANA;
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GET_MOVE(ch) = GET_MOVE(ch) + MOVE;
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if ((reward = rand_number(1, 2)) == 1)
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{
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HIT = rand_number(1, GET_LEVEL(ch) * 2);
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MANA = rand_number(1, GET_LEVEL(ch));
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MOVE = rand_number(1, 15);
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GET_HIT(ch) += HIT;
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GET_MANA(ch) += MANA;
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GET_MOVE(ch) += MOVE;
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send_to_char(ch, "The Gods rewarded you with %dH %dM %dV\r\n", HIT, MANA, MOVE);
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}
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else if (reward == 2)
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{
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int amount = rand_number(1, 5);
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GET_GOLD(ch) += amount;
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send_to_char(ch, "The Gods rewarded you with %d gold coin%s\r\n", amount, (amount > 1) ? "s" : "");
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}
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else
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{
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int amount = rand_number(1, GET_LEVEL(ch) * 5);
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gain_exp(ch, amount);
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send_to_char(ch, "The Gods rewarded you with %d experience point%s.\r\n", amount, (amount >1) ? "s" : "");
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}
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extract_obj(obj);
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}
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@ -314,7 +314,6 @@
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#define ITEM_PEN 21 /* Item is a pen */
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#define ITEM_BOAT 22 /* Item is a boat */
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#define ITEM_FOUNTAIN 23 /* Item is a fountain */
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#define ITEM_BURIED 24 /* Item is buried */
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/* Take/Wear flags: used by obj_data.obj_flags.wear_flags */
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@ -353,6 +352,7 @@
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#define ITEM_ANTI_THIEF (1 << 14) /* Not usable by thieves */
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#define ITEM_ANTI_WARRIOR (1 << 15) /* Not usable by warriors */
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#define ITEM_NOSELL (1 << 16) /* Shopkeepers won't touch it */
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#define ITEM_BURIED (1 << 17) /* Item is buried */
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/* Modifier constants used with obj affects ('A' fields) */
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