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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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|
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/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
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* monster race initialization. b.t. |
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*/ |
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|
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/* Sept 1996 - moved code over to object -oriented gods -b.t. */ |
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|
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#include <global.h> |
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#include <living.h> |
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#include <object.h> |
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#include <spells.h> |
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#include <sounds.h> |
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#ifndef __CEXTRACT__ |
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# include <sproto.h> |
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#endif |
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|
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/** |
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* Returns the id of specified god. |
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*/ |
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int |
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lookup_god_by_name (const char *name) |
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{ |
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int godnr = -1; |
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size_t nmlen = strlen (name); |
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|
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if (name && strcmp (name, "none")) |
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{ |
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godlink *gl; |
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|
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for (gl = first_god; gl; gl = gl->next) |
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if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) |
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break; |
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if (gl) |
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godnr = gl->id; |
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} |
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return godnr; |
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} |
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|
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/** |
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* Returns pointer to specified god's object through pntr_to_god_obj.. |
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*/ |
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object * |
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find_god (const char *name) |
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{ |
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object *god = NULL; |
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|
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if (name) |
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{ |
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godlink *gl; |
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|
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for (gl = first_god; gl; gl = gl->next) |
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if (!strcmp (name, gl->name)) |
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break; |
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if (gl) |
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god = pntr_to_god_obj (gl); |
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} |
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return god; |
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} |
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|
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/** |
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* Determines if op worships a god. |
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* Returns the godname if they do or "none" if they have no god. |
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* In the case of an NPC, if they have no god, we try and guess |
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* who they should worship based on their race. If that fails we |
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* give them a random one. |
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*/ |
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|
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const char * |
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determine_god (object *op) |
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{ |
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int godnr = -1; |
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const char *godname; |
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|
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/* spells */ |
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if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
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{ |
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if (lookup_god_by_name (op->title) >= 0) |
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return op->title; |
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} |
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|
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if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE)) |
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{ |
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|
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/* find a god based on race */ |
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if (!op->title) |
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{ |
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if (op->race != NULL) |
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{ |
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godname = get_god_for_race (op->race); |
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if (godname != NULL) |
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{ |
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op->title = godname; |
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} |
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} |
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} |
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|
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/* find a random god */ |
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if (!op->title) |
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{ |
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godlink *gl = first_god; |
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|
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godnr = rndm (1, gl->id); |
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while (gl) |
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{ |
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if (gl->id == godnr) |
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break; |
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gl = gl->next; |
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} |
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op->title = gl->name; |
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} |
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|
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return op->title; |
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} |
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|
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|
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/* The god the player worships is in the praying skill (native skill |
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* not skill tool). Since a player can only have one instance of |
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* that skill, once we find it, we can return, either with the |
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* title or "none". |
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*/ |
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if (op->type == PLAYER) |
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{ |
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object *tmp; |
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|
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for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
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if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
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{ |
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if (tmp->title) |
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return (tmp->title); |
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else |
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return ("none"); |
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} |
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} |
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return ("none"); |
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} |
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|
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/** |
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* Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
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*/ |
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static int |
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same_string (const char *s1, const char *s2) |
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{ |
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if (s1 == NULL) |
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if (s2 == NULL) |
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return 1; |
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else |
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return 0; |
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else if (s2 == NULL) |
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return 0; |
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else |
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return strcmp (s1, s2) == 0; |
175 |
} |
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|
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|
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/** |
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* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
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* Any matching items in the inventory are deleted, and a |
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* message is displayed to the player. |
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*/ |
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static void |
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follower_remove_similar_item (object *op, object *item) |
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{ |
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object *tmp, *next; |
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|
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if (op && op->type == PLAYER && op->contr) |
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{ |
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/* search the inventory */ |
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for (tmp = op->inv; tmp != NULL; tmp = next) |
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{ |
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next = tmp->below; /* backup in case we remove tmp */ |
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|
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if (tmp->type == item->type |
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&& same_string (tmp->name, item->name) |
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&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
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{ |
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|
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/* message */ |
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if (tmp->nrof > 1) |
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new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp)); |
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else |
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new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp)); |
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|
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tmp->remove (); /* remove obj from players inv. */ |
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esrv_del_item (op->contr, tmp->count); /* notify client */ |
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tmp->destroy (); /* free object */ |
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} |
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|
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if (tmp->inv) |
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follower_remove_similar_item (tmp, item); |
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} |
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} |
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} |
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|
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/** |
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* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
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* Returns 1 if found, else 0. |
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*/ |
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static int |
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follower_has_similar_item (object *op, object *item) |
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{ |
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object *tmp; |
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|
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for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
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{ |
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if (tmp->type == item->type |
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&& same_string (tmp->name, item->name) |
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&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
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return 1; |
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if (tmp->inv && follower_has_similar_item (tmp, item)) |
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return 1; |
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} |
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return 0; |
236 |
} |
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|
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/** |
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* God gives an item to the player. |
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*/ |
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static int |
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god_gives_present (object *op, object *god, treasure *tr) |
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{ |
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object *tmp; |
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|
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if (follower_has_similar_item (op, &tr->item->clone)) |
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return 0; |
248 |
|
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tmp = arch_to_object (tr->item); |
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new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); |
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tmp = insert_ob_in_ob (tmp, op); |
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if (op->type == PLAYER) |
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esrv_send_item (op, tmp); |
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return 1; |
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} |
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|
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/** |
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* Player prays at altar. |
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* Checks for god changing, divine intervention, and so on. |
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*/ |
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void |
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pray_at_altar (object *pl, object *altar, object *skill) |
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{ |
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object *pl_god = find_god (determine_god (pl)); |
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|
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if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
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return; |
268 |
|
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/* If non consecrate altar, don't do anything */ |
270 |
if (!altar->other_arch) |
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return; |
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|
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/* hmm. what happend depends on pl's current god, level, etc */ |
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if (!pl_god) |
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{ /*new convert */ |
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become_follower (pl, &altar->other_arch->clone); |
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return; |
278 |
|
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} |
280 |
else if (!strcmp (&pl_god->name, altar->other_arch->clone.name)) |
281 |
{ |
282 |
/* pray at your gods altar */ |
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int bonus = (pl->stats.Wis + skill->level) / 10; |
284 |
|
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/* we can get neg grace up faster */ |
286 |
if (pl->stats.grace < 0) |
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pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
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/* we can super-charge grace to 2x max */ |
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if (pl->stats.grace < (2 * pl->stats.maxgrace)) |
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{ |
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pl->stats.grace += bonus / 2; |
292 |
} |
293 |
if (pl->stats.grace > (2 * pl->stats.maxgrace)) |
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{ |
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pl->stats.grace = (2 * pl->stats.maxgrace); |
296 |
} |
297 |
|
298 |
/* Every once in a while, the god decides to checkup on their |
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* follower, and may intervene to help them out. |
300 |
*/ |
301 |
bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ |
302 |
|
303 |
if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
304 |
god_intervention (pl, pl_god, skill); |
305 |
|
306 |
} |
307 |
else |
308 |
{ /* praying to another god! */ |
309 |
uint64 loss = 0; |
310 |
int angry = 1; |
311 |
|
312 |
/* I believe the logic for detecting opposing gods was completely |
313 |
* broken - I think it should work now. altar->other_arch |
314 |
* points to the god of this altar (which we have |
315 |
* already verified is non null). pl_god->other_arch |
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* is the opposing god - we need to verify that exists before |
317 |
* using its values. |
318 |
*/ |
319 |
if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name)) |
320 |
{ |
321 |
angry = 2; |
322 |
if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
323 |
{ |
324 |
object *tmp; |
325 |
|
326 |
/* you really screwed up */ |
327 |
angry = 3; |
328 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
329 |
tmp = get_archetype (LOOSE_MANA); |
330 |
cast_magic_storm (pl, tmp, pl_god->level + 20); |
331 |
} |
332 |
else |
333 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
334 |
} |
335 |
else |
336 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
337 |
|
338 |
/* whether we will be successfull in defecting or not - |
339 |
* we lose experience from the clerical experience obj |
340 |
*/ |
341 |
|
342 |
loss = angry * (skill->stats.exp / 10); |
343 |
if (loss) |
344 |
change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); |
345 |
|
346 |
/* May switch Gods, but its random chance based on our current level |
347 |
* note it gets harder to swap gods the higher we get |
348 |
*/ |
349 |
if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
350 |
{ |
351 |
become_follower (pl, &altar->other_arch->clone); |
352 |
} |
353 |
else |
354 |
{ |
355 |
/* toss this player off the altar. He can try again. */ |
356 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
357 |
move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
358 |
} |
359 |
} |
360 |
} |
361 |
|
362 |
/** |
363 |
* Removes special prayers given by a god. |
364 |
*/ |
365 |
static void |
366 |
check_special_prayers (object *op, object *god) |
367 |
{ |
368 |
/* Ensure that 'op' doesn't know any special prayers that are not granted |
369 |
* by 'god'. |
370 |
*/ |
371 |
treasure *tr; |
372 |
object *tmp, *next_tmp; |
373 |
int remove = 0; |
374 |
|
375 |
/* Outer loop iterates over all special prayer marks */ |
376 |
for (tmp = op->inv; tmp; tmp = next_tmp) |
377 |
{ |
378 |
next_tmp = tmp->below; |
379 |
|
380 |
/* we mark special prayers with the STARTEQUIP flag, so if it isn't |
381 |
* in that category, not something we need to worry about. |
382 |
*/ |
383 |
if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
384 |
continue; |
385 |
|
386 |
if (god->randomitems == NULL) |
387 |
{ |
388 |
LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
389 |
do_forget_spell (op, tmp->name); |
390 |
continue; |
391 |
} |
392 |
|
393 |
/* Inner loop tries to find the special prayer in the god's treasure |
394 |
* list. We default that the spell should be removed. |
395 |
*/ |
396 |
remove = 1; |
397 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
398 |
{ |
399 |
object *item; |
400 |
|
401 |
if (tr->item == NULL) |
402 |
continue; |
403 |
item = &tr->item->clone; |
404 |
|
405 |
/* Basically, see if the matching spell is granted by this god. */ |
406 |
|
407 |
if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) |
408 |
{ |
409 |
remove = 0; |
410 |
break; |
411 |
} |
412 |
} |
413 |
if (remove) |
414 |
{ |
415 |
/* just do the work of removing the spell ourselves - we already |
416 |
* know that the player knows the spell |
417 |
*/ |
418 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name); |
419 |
player_unready_range_ob (op->contr, tmp); |
420 |
tmp->destroy (); |
421 |
} |
422 |
|
423 |
} |
424 |
} |
425 |
|
426 |
/** |
427 |
* This function is called whenever a player has |
428 |
* switched to a new god. It handles basically all the stat changes |
429 |
* that happen to the player, including the removal of godgiven |
430 |
* items (from the former cult). |
431 |
*/ |
432 |
void |
433 |
become_follower (object *op, object *new_god) |
434 |
{ |
435 |
object *old_god = NULL; /* old god */ |
436 |
treasure *tr; |
437 |
object *item, *skop, *next; |
438 |
int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
439 |
|
440 |
|
441 |
old_god = find_god (determine_god (op)); |
442 |
|
443 |
/* take away any special god-characteristic items. */ |
444 |
for (item = op->inv; item != NULL; item = next) |
445 |
{ |
446 |
next = item->below; |
447 |
// remove all invisible startequip items which are not skill, exp or force |
448 |
if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && |
449 |
(item->type != SKILL) && (item->type != FORCE)) |
450 |
{ |
451 |
|
452 |
if (item->type == SPELL) |
453 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); |
454 |
|
455 |
player_unready_range_ob (op->contr, item); |
456 |
item->destroy (); |
457 |
} |
458 |
} |
459 |
|
460 |
/* remove any godgiven items from the old god */ |
461 |
if (old_god) |
462 |
{ |
463 |
for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) |
464 |
{ |
465 |
if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) |
466 |
follower_remove_similar_item (op, &tr->item->clone); |
467 |
} |
468 |
} |
469 |
|
470 |
if (!op || !new_god) |
471 |
return; |
472 |
|
473 |
if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) |
474 |
{ |
475 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); |
476 |
if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) |
477 |
{ |
478 |
object *tmp = get_archetype (LOOSE_MANA); |
479 |
|
480 |
cast_magic_storm (op, tmp, new_god->level + 10); |
481 |
} |
482 |
return; |
483 |
} |
484 |
|
485 |
|
486 |
/* give the player any special god-characteristic-items. */ |
487 |
for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) |
488 |
{ |
489 |
if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && |
490 |
tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) |
491 |
god_gives_present (op, new_god, tr); |
492 |
} |
493 |
|
494 |
|
495 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); |
496 |
|
497 |
for (skop = op->inv; skop != NULL; skop = skop->below) |
498 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
499 |
break; |
500 |
|
501 |
/* Player has no skill - give them the skill */ |
502 |
if (!skop) |
503 |
{ |
504 |
/* The arhetype should always be defined - if we crash here because it doesn't, |
505 |
* things are really messed up anyways. |
506 |
*/ |
507 |
skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); |
508 |
link_player_skills (op); |
509 |
} |
510 |
|
511 |
sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ |
512 |
|
513 |
/* Clear the "undead" status. We also need to force a call to change_abil, |
514 |
* so I set undeadified for that. |
515 |
* - gros, 21th July 2006. |
516 |
*/ |
517 |
if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) |
518 |
{ |
519 |
CLEAR_FLAG (skop, FLAG_UNDEAD); |
520 |
undeadified = 1; |
521 |
} |
522 |
|
523 |
if (skop->title) |
524 |
{ /* get rid of old god */ |
525 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); |
526 |
/* The point of this is to really show what abilities the player just lost */ |
527 |
if (sk_applied || undeadified) |
528 |
{ |
529 |
|
530 |
CLEAR_FLAG (skop, FLAG_APPLIED); |
531 |
(void) change_abil (op, skop); |
532 |
} |
533 |
} |
534 |
|
535 |
/* now change to the new gods attributes to exp_obj */ |
536 |
skop->title = new_god->name; |
537 |
skop->path_attuned = new_god->path_attuned; |
538 |
skop->path_repelled = new_god->path_repelled; |
539 |
skop->path_denied = new_god->path_denied; |
540 |
/* copy god's resistances */ |
541 |
memcpy (skop->resist, new_god->resist, sizeof (new_god->resist)); |
542 |
|
543 |
/* make sure that certain immunities do NOT get passed |
544 |
* to the follower! |
545 |
*/ |
546 |
for (i = 0; i < NROFATTACKS; i++) |
547 |
if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON)) |
548 |
skop->resist[i] = 30; |
549 |
|
550 |
skop->stats.hp = (sint16) new_god->last_heal; |
551 |
skop->stats.sp = (sint16) new_god->last_sp; |
552 |
skop->stats.grace = (sint16) new_god->last_grace; |
553 |
skop->stats.food = (sint16) new_god->last_eat; |
554 |
skop->stats.luck = (sint8) new_god->stats.luck; |
555 |
/* gods may pass on certain flag properties */ |
556 |
update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK); |
557 |
update_priest_flag (new_god, skop, FLAG_REFL_SPELL); |
558 |
update_priest_flag (new_god, skop, FLAG_REFL_MISSILE); |
559 |
update_priest_flag (new_god, skop, FLAG_STEALTH); |
560 |
update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
561 |
update_priest_flag (new_god, skop, FLAG_UNDEAD); |
562 |
update_priest_flag (new_god, skop, FLAG_BLIND); |
563 |
update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ |
564 |
|
565 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); |
566 |
|
567 |
/* Weapon/armour use are special...handle flag toggles here as this can |
568 |
* only happen when gods are worshipped and if the new priest could |
569 |
* have used armour/weapons in the first place. |
570 |
* |
571 |
* This also can happen for monks which cannot use weapons. In this case |
572 |
* do not allow to use weapons even if the god otherwise would allow it. |
573 |
*/ |
574 |
if (!present_in_ob_by_name (FORCE, "no weapon force", op)) |
575 |
update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
576 |
update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
577 |
|
578 |
if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) |
579 |
stop_using_item (op, WEAPON, 2); |
580 |
|
581 |
if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) |
582 |
{ |
583 |
stop_using_item (op, ARMOUR, 1); |
584 |
stop_using_item (op, HELMET, 1); |
585 |
stop_using_item (op, BOOTS, 1); |
586 |
stop_using_item (op, GLOVES, 1); |
587 |
stop_using_item (op, SHIELD, 1); |
588 |
} |
589 |
|
590 |
SET_FLAG (skop, FLAG_APPLIED); |
591 |
(void) change_abil (op, skop); |
592 |
|
593 |
/* return to previous skill status */ |
594 |
if (!sk_applied) |
595 |
CLEAR_FLAG (skop, FLAG_APPLIED); |
596 |
|
597 |
check_special_prayers (op, new_god); |
598 |
} |
599 |
|
600 |
/** |
601 |
* Forbids or let player use something item type. |
602 |
* op is the player. |
603 |
* exp_obj is the widsom experience. |
604 |
* flag is the flag to check against. |
605 |
* string is the string to print out. |
606 |
*/ |
607 |
|
608 |
int |
609 |
worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
610 |
{ |
611 |
|
612 |
if (QUERY_FLAG (&op->arch->clone, flag)) |
613 |
if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) |
614 |
{ |
615 |
update_priest_flag (exp_obj, op, flag); |
616 |
if (QUERY_FLAG (op, flag)) |
617 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
618 |
else |
619 |
{ |
620 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
621 |
return 1; |
622 |
} |
623 |
} |
624 |
return 0; |
625 |
} |
626 |
|
627 |
/** |
628 |
* Unapplies up to number worth of items of type |
629 |
*/ |
630 |
void |
631 |
stop_using_item (object *op, int type, int number) |
632 |
{ |
633 |
object *tmp; |
634 |
|
635 |
for (tmp = op->inv; tmp && number; tmp = tmp->below) |
636 |
if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED)) |
637 |
{ |
638 |
apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
639 |
number--; |
640 |
} |
641 |
} |
642 |
|
643 |
/** |
644 |
* If the god does/doesnt have this flag, we |
645 |
* give/remove it from the experience object if it doesnt/does |
646 |
* already exist. For players only! |
647 |
*/ |
648 |
|
649 |
void |
650 |
update_priest_flag (object *god, object *exp_ob, uint32 flag) |
651 |
{ |
652 |
if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) |
653 |
SET_FLAG (exp_ob, flag); |
654 |
else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) |
655 |
{ |
656 |
/* When this is called with the exp_ob set to the player, |
657 |
* this check is broken, because most all players arch |
658 |
* allow use of weapons. I'm not actually sure why this |
659 |
* check is here - I guess if you had a case where the |
660 |
* value in the archetype (wisdom) should over ride the restrictions |
661 |
* the god places on it, this may make sense. But I don't think |
662 |
* there is any case like that. |
663 |
*/ |
664 |
|
665 |
/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
666 |
CLEAR_FLAG (exp_ob, flag); |
667 |
}; |
668 |
} |
669 |
|
670 |
|
671 |
|
672 |
archetype * |
673 |
determine_holy_arch (object *god, const char *type) |
674 |
{ |
675 |
treasure *tr; |
676 |
|
677 |
if (!god || !god->randomitems) |
678 |
{ |
679 |
LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
680 |
return NULL; |
681 |
} |
682 |
|
683 |
for (tr = god->randomitems->items; tr != NULL; tr = tr->next) |
684 |
{ |
685 |
object *item; |
686 |
|
687 |
if (!tr->item) |
688 |
continue; |
689 |
item = &tr->item->clone; |
690 |
|
691 |
if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) |
692 |
return item->other_arch; |
693 |
} |
694 |
return NULL; |
695 |
} |
696 |
|
697 |
/** |
698 |
* God helps player by removing curse and/or damnation. |
699 |
*/ |
700 |
static int |
701 |
god_removes_curse (object *op, int remove_damnation) |
702 |
{ |
703 |
object *tmp; |
704 |
int success = 0; |
705 |
|
706 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
707 |
{ |
708 |
if (tmp->invisible) |
709 |
continue; |
710 |
if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) |
711 |
continue; |
712 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
713 |
{ |
714 |
success = 1; |
715 |
CLEAR_FLAG (tmp, FLAG_DAMNED); |
716 |
CLEAR_FLAG (tmp, FLAG_CURSED); |
717 |
CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
718 |
if (op->type == PLAYER) |
719 |
esrv_send_item (op, tmp); |
720 |
} |
721 |
} |
722 |
|
723 |
if (success) |
724 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
725 |
return success; |
726 |
} |
727 |
|
728 |
static int |
729 |
follower_level_to_enchantments (int level, int difficulty) |
730 |
{ |
731 |
if (difficulty < 1) |
732 |
{ |
733 |
LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty); |
734 |
return 0; |
735 |
} |
736 |
|
737 |
if (level <= 20) |
738 |
return level / difficulty; |
739 |
if (level <= 40) |
740 |
return (20 + (level - 20) / 2) / difficulty; |
741 |
return (30 + (level - 40) / 4) / difficulty; |
742 |
} |
743 |
|
744 |
/** |
745 |
* God wants to enchant weapon. |
746 |
* Affected weapon is the applied one (weapon or bow). It's checked to make sure |
747 |
* it isn't a weapon for another god. If all is all right, update weapon with |
748 |
* attacktype, slaying and such. |
749 |
*/ |
750 |
static int |
751 |
god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
752 |
{ |
753 |
char buf[MAX_BUF]; |
754 |
object *weapon; |
755 |
uint32 attacktype; |
756 |
int tmp; |
757 |
|
758 |
for (weapon = op->inv; weapon; weapon = weapon->below) |
759 |
if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) |
760 |
break; |
761 |
if (weapon == NULL || god_examines_item (god, weapon) <= 0) |
762 |
return 0; |
763 |
|
764 |
/* First give it a title, so other gods won't touch it */ |
765 |
if (!weapon->title) |
766 |
{ |
767 |
sprintf (buf, "of %s", &god->name); |
768 |
weapon->title = buf; |
769 |
if (op->type == PLAYER) |
770 |
esrv_update_item (UPD_NAME, op, weapon); |
771 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
772 |
} |
773 |
|
774 |
/* Allow the weapon to slay enemies */ |
775 |
if (!weapon->slaying && god->slaying) |
776 |
{ |
777 |
weapon->slaying = god->slaying; |
778 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
779 |
return 1; |
780 |
} |
781 |
|
782 |
/* Add the gods attacktype */ |
783 |
attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
784 |
if ((attacktype & god->attacktype) != god->attacktype) |
785 |
{ |
786 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
787 |
weapon->attacktype = attacktype | god->attacktype; |
788 |
return 1; |
789 |
} |
790 |
|
791 |
/* Higher magic value */ |
792 |
tmp = follower_level_to_enchantments (skill->level, tr->level); |
793 |
if (weapon->magic < tmp) |
794 |
{ |
795 |
new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
796 |
weapon->magic++; |
797 |
if (op->type == PLAYER) |
798 |
esrv_update_item (UPD_NAME, op, weapon); |
799 |
return 1; |
800 |
} |
801 |
|
802 |
return 0; |
803 |
} |
804 |
|
805 |
|
806 |
/** |
807 |
* Every once in a while the god will intervene to help the worshiper. |
808 |
* Later, this fctn can be used to supply quests, etc for the |
809 |
* priest. -b.t. |
810 |
* called from pray_at_altar() currently. |
811 |
*/ |
812 |
|
813 |
void |
814 |
god_intervention (object *op, object *god, object *skill) |
815 |
{ |
816 |
treasure *tr; |
817 |
|
818 |
if (!god || !god->randomitems) |
819 |
{ |
820 |
LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n"); |
821 |
return; |
822 |
} |
823 |
|
824 |
check_special_prayers (op, god); |
825 |
|
826 |
/* lets do some checks of whether we are kosher with our god */ |
827 |
if (god_examines_priest (op, god) < 0) |
828 |
return; |
829 |
|
830 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
831 |
|
832 |
for (tr = god->randomitems->items; tr != NULL; tr = tr->next) |
833 |
{ |
834 |
object *item; |
835 |
|
836 |
if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) |
837 |
continue; |
838 |
|
839 |
/* Treasurelist - generate some treasure for the follower */ |
840 |
if (tr->name) |
841 |
{ |
842 |
treasurelist *tl = find_treasurelist (tr->name); |
843 |
|
844 |
if (tl == NULL) |
845 |
continue; |
846 |
|
847 |
new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); |
848 |
|
849 |
create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); |
850 |
return; |
851 |
} |
852 |
|
853 |
if (!tr->item) |
854 |
{ |
855 |
LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name); |
856 |
continue; |
857 |
} |
858 |
item = &tr->item->clone; |
859 |
|
860 |
/* Grace limit */ |
861 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) |
862 |
{ |
863 |
if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
864 |
{ |
865 |
object *tmp; |
866 |
|
867 |
/* Follower lacks the required grace for the following |
868 |
* treasure list items. */ |
869 |
|
870 |
tmp = get_archetype (HOLY_POSSESSION); |
871 |
cast_change_ability (op, op, tmp, 0, 1); |
872 |
tmp->destroy (); |
873 |
return; |
874 |
} |
875 |
continue; |
876 |
} |
877 |
|
878 |
/* Restore grace */ |
879 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) |
880 |
{ |
881 |
if (op->stats.grace >= 0) |
882 |
continue; |
883 |
op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
884 |
new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
885 |
return; |
886 |
} |
887 |
|
888 |
/* Heal damage */ |
889 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
890 |
{ |
891 |
if (op->stats.hp >= op->stats.maxhp) |
892 |
continue; |
893 |
new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
894 |
op->stats.hp = op->stats.maxhp; |
895 |
return; |
896 |
} |
897 |
|
898 |
/* Restore spellpoints */ |
899 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0) |
900 |
{ |
901 |
int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0)); |
902 |
|
903 |
/* Restore to 50 .. 100%, if sp < 50% */ |
904 |
int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
905 |
|
906 |
if (op->stats.sp >= max / 2) |
907 |
continue; |
908 |
new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); |
909 |
op->stats.sp = new_sp; |
910 |
} |
911 |
|
912 |
/* Various heal spells */ |
913 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
914 |
{ |
915 |
object *tmp; |
916 |
int success; |
917 |
|
918 |
tmp = get_archetype_by_object_name (item->slaying); |
919 |
|
920 |
success = cast_heal (op, op, tmp, 0); |
921 |
tmp->destroy (); |
922 |
if (success) |
923 |
return; |
924 |
else |
925 |
continue; |
926 |
} |
927 |
|
928 |
/* Remove curse */ |
929 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0) |
930 |
{ |
931 |
if (god_removes_curse (op, 0)) |
932 |
return; |
933 |
else |
934 |
continue; |
935 |
} |
936 |
|
937 |
/* Remove damnation */ |
938 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0) |
939 |
{ |
940 |
if (god_removes_curse (op, 1)) |
941 |
return; |
942 |
else |
943 |
continue; |
944 |
} |
945 |
|
946 |
/* Heal depletion */ |
947 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0) |
948 |
{ |
949 |
object *depl; |
950 |
archetype *at; |
951 |
int i; |
952 |
|
953 |
if ((at = archetype::find (ARCH_DEPLETION)) == NULL) |
954 |
{ |
955 |
LOG (llevError, "Could not find archetype depletion.\n"); |
956 |
continue; |
957 |
} |
958 |
depl = present_arch_in_ob (at, op); |
959 |
|
960 |
if (depl == NULL) |
961 |
continue; |
962 |
|
963 |
new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); |
964 |
|
965 |
for (i = 0; i < NUM_STATS; i++) |
966 |
if (get_attr_value (&depl->stats, i)) |
967 |
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
968 |
|
969 |
depl->destroy (); |
970 |
fix_player (op); |
971 |
return; |
972 |
} |
973 |
|
974 |
/* Voices */ |
975 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) |
976 |
{ |
977 |
new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); |
978 |
new_draw_info (NDI_WHITE, 0, op, item->msg); |
979 |
return; |
980 |
} |
981 |
|
982 |
/* Messages */ |
983 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0) |
984 |
{ |
985 |
new_draw_info (NDI_UNIQUE, 0, op, item->msg); |
986 |
return; |
987 |
} |
988 |
|
989 |
/* Enchant weapon */ |
990 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0) |
991 |
{ |
992 |
if (god_enchants_weapon (op, god, item, skill)) |
993 |
return; |
994 |
else |
995 |
continue; |
996 |
} |
997 |
|
998 |
/* Spellbooks - works correctly only for prayers */ |
999 |
if (item->type == SPELL) |
1000 |
{ |
1001 |
if (check_spell_known (op, item->name)) |
1002 |
continue; |
1003 |
if (item->level > skill->level) |
1004 |
continue; |
1005 |
|
1006 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name); |
1007 |
do_learn_spell (op, item, 1); |
1008 |
return; |
1009 |
|
1010 |
} |
1011 |
|
1012 |
/* Other gifts */ |
1013 |
if (!item->invisible) |
1014 |
{ |
1015 |
if (god_gives_present (op, god, tr)) |
1016 |
return; |
1017 |
else |
1018 |
continue; |
1019 |
} |
1020 |
/* else ignore it */ |
1021 |
} |
1022 |
|
1023 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
1024 |
} |
1025 |
|
1026 |
/** |
1027 |
* Checks and maybe punishes someone praying. |
1028 |
* All applied items are examined, if player is using more items of other gods, |
1029 |
* s/he loses experience in praying or general experience if no praying. |
1030 |
*/ |
1031 |
int |
1032 |
god_examines_priest (object *op, object *god) |
1033 |
{ |
1034 |
int reaction = 1; |
1035 |
object *item = NULL, *skop; |
1036 |
|
1037 |
for (item = op->inv; item; item = item->below) |
1038 |
{ |
1039 |
if (QUERY_FLAG (item, FLAG_APPLIED)) |
1040 |
{ |
1041 |
reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
1042 |
} |
1043 |
} |
1044 |
|
1045 |
/* well, well. Looks like we screwed up. Time for god's revenge */ |
1046 |
if (reaction < 0) |
1047 |
{ |
1048 |
int loss = 10000000; |
1049 |
int angry = abs (reaction); |
1050 |
|
1051 |
for (skop = op->inv; skop != NULL; skop = skop->below) |
1052 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
1053 |
break; |
1054 |
|
1055 |
if (skop) |
1056 |
loss = (int) (0.05 * (float) skop->stats.exp); |
1057 |
change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); |
1058 |
if (random_roll (0, angry, op, PREFER_LOW)) |
1059 |
{ |
1060 |
object *tmp = get_archetype (LOOSE_MANA); |
1061 |
|
1062 |
cast_magic_storm (op, tmp, op->level + (angry * 3)); |
1063 |
} |
1064 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
1065 |
} |
1066 |
return reaction; |
1067 |
} |
1068 |
|
1069 |
/** |
1070 |
* God checks item the player is using. |
1071 |
* Return either -1 (bad), 0 (neutral) or |
1072 |
* 1 (item is ok). If you are using the item of an enemy |
1073 |
* god, it can be bad...-b.t. |
1074 |
*/ |
1075 |
|
1076 |
int |
1077 |
god_examines_item (object *god, object *item) |
1078 |
{ |
1079 |
char buf[MAX_BUF]; |
1080 |
|
1081 |
if (!god || !item) |
1082 |
return 0; |
1083 |
|
1084 |
if (!item->title) |
1085 |
return 1; /* unclaimed item are ok */ |
1086 |
|
1087 |
sprintf (buf, "of %s", &god->name); |
1088 |
if (!strcmp (item->title, buf)) |
1089 |
return 1; /* belongs to that God */ |
1090 |
|
1091 |
if (god->title) |
1092 |
{ /* check if we have any enemy blessed item */ |
1093 |
sprintf (buf, "of %s", &god->title); |
1094 |
if (!strcmp (item->title, buf)) |
1095 |
{ |
1096 |
if (item->env) |
1097 |
{ |
1098 |
char buf[MAX_BUF]; |
1099 |
|
1100 |
sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
1101 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
1102 |
} |
1103 |
return -1; |
1104 |
} |
1105 |
} |
1106 |
|
1107 |
return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
1108 |
} |
1109 |
|
1110 |
/** |
1111 |
* Returns priest's god's id. |
1112 |
* Straight calls lookup_god_by_name |
1113 |
*/ |
1114 |
|
1115 |
int |
1116 |
get_god (object *priest) |
1117 |
{ |
1118 |
int godnr = lookup_god_by_name (determine_god (priest)); |
1119 |
|
1120 |
return godnr; |
1121 |
} |
1122 |
|
1123 |
/** |
1124 |
* Returns a string that is the name of the god that should be natively worshipped by a |
1125 |
* creature of who has race *race |
1126 |
* if we can't find a god that is appropriate, we return NULL |
1127 |
*/ |
1128 |
const char * |
1129 |
get_god_for_race (const char *race) |
1130 |
{ |
1131 |
godlink *gl = first_god; |
1132 |
const char *godname = NULL; |
1133 |
|
1134 |
if (race == NULL) |
1135 |
return NULL; |
1136 |
while (gl) |
1137 |
{ |
1138 |
if (!strcasecmp (gl->arch->clone.race, race)) |
1139 |
{ |
1140 |
godname = gl->name; |
1141 |
break; |
1142 |
} |
1143 |
gl = gl->next; |
1144 |
} |
1145 |
return godname; |
1146 |
} |
1147 |
|
1148 |
/** |
1149 |
* Changes the attributes of cone, smite, and ball spells as needed by the code. |
1150 |
* Returns false if there was no race to assign to the slaying field of the spell, but |
1151 |
* the spell attacktype contains AT_HOLYWORD. -b.t. |
1152 |
*/ |
1153 |
|
1154 |
int |
1155 |
tailor_god_spell (object *spellop, object *caster) |
1156 |
{ |
1157 |
object *god = find_god (determine_god (caster)); |
1158 |
int caster_is_spell = 0; |
1159 |
|
1160 |
if (caster->type == SPELL_EFFECT || caster->type == SPELL) |
1161 |
caster_is_spell = 1; |
1162 |
|
1163 |
/* if caster is a rune or the like, it doesn't worship anything. However, |
1164 |
* if this object is owned by someone, then the god that they worship |
1165 |
* is relevant, so use that. |
1166 |
*/ |
1167 |
if (!god && caster->owner) |
1168 |
god = find_god (determine_god (caster->owner)); |
1169 |
|
1170 |
if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race)) |
1171 |
{ |
1172 |
if (!caster_is_spell) |
1173 |
new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god"); |
1174 |
else |
1175 |
LOG (llevError, "BUG: tailor_god_spell(): no god\n"); |
1176 |
|
1177 |
spellop->destroy (); |
1178 |
return 0; |
1179 |
} |
1180 |
|
1181 |
/* either holy word or godpower attacks will set the slaying field */ |
1182 |
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1183 |
{ |
1184 |
if (spellop->slaying) |
1185 |
spellop->slaying = NULL; |
1186 |
|
1187 |
if (!caster_is_spell) |
1188 |
spellop->slaying = god->slaying; |
1189 |
else if (caster->slaying) |
1190 |
spellop->slaying = caster->slaying; |
1191 |
} |
1192 |
|
1193 |
/* only the godpower attacktype adds the god's attack onto the spell */ |
1194 |
if (spellop->attacktype & AT_GODPOWER) |
1195 |
spellop->attacktype = spellop->attacktype | god->attacktype; |
1196 |
|
1197 |
/* tack on the god's name to the spell */ |
1198 |
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1199 |
{ |
1200 |
spellop->title = god->name; |
1201 |
if (spellop->title) |
1202 |
{ |
1203 |
char buf[MAX_BUF]; |
1204 |
|
1205 |
sprintf (buf, "%s of %s", &spellop->name, &spellop->title); |
1206 |
spellop->name = spellop->name_pl = buf; |
1207 |
} |
1208 |
} |
1209 |
|
1210 |
return 1; |
1211 |
} |