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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.12 by elmex, Wed Dec 20 10:31:00 2006 UTC vs.
Revision 1.30 by root, Sun Oct 28 20:27:07 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 (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 24/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
26 * monster race initialization. b.t. 25 * monster race initialization. b.t.
27 */ 26 */
28 27
31#include <global.h> 30#include <global.h>
32#include <living.h> 31#include <living.h>
33#include <object.h> 32#include <object.h>
34#include <spells.h> 33#include <spells.h>
35#include <sounds.h> 34#include <sounds.h>
36#ifndef __CEXTRACT__
37# include <sproto.h> 35#include <sproto.h>
38#endif
39 36
40/** 37/**
41 * Returns the id of specified god. 38 * Returns the id of specified god.
42 */ 39 */
43int 40int
51 godlink *gl; 48 godlink *gl;
52 49
53 for (gl = first_god; gl; gl = gl->next) 50 for (gl = first_god; gl; gl = gl->next)
54 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 51 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
55 break; 52 break;
53
56 if (gl) 54 if (gl)
57 godnr = gl->id; 55 godnr = gl->id;
58 } 56 }
57
59 return godnr; 58 return godnr;
60} 59}
61 60
62/** 61/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 62 * Returns pointer to specified god's object through pntr_to_god_obj..
105 { 104 {
106 105
107 /* find a god based on race */ 106 /* find a god based on race */
108 if (!op->title) 107 if (!op->title)
109 { 108 {
110 if (op->race != NULL) 109 if (op->race)
111 { 110 {
112 godname = get_god_for_race (op->race); 111 godname = get_god_for_race (op->race);
112
113 if (godname != NULL) 113 if (godname)
114 {
115 op->title = godname; 114 op->title = godname;
116 }
117 } 115 }
118 } 116 }
119 117
120 /* find a random god */ 118 /* find a random god */
121 if (!op->title) 119 if (!op->title)
125 godnr = rndm (1, gl->id); 123 godnr = rndm (1, gl->id);
126 while (gl) 124 while (gl)
127 { 125 {
128 if (gl->id == godnr) 126 if (gl->id == godnr)
129 break; 127 break;
128
130 gl = gl->next; 129 gl = gl->next;
131 } 130 }
131
132 op->title = gl->name; 132 op->title = gl->name;
133 } 133 }
134 134
135 return op->title; 135 return op->title;
136 } 136 }
141 * that skill, once we find it, we can return, either with the 141 * that skill, once we find it, we can return, either with the
142 * title or "none". 142 * title or "none".
143 */ 143 */
144 if (op->type == PLAYER) 144 if (op->type == PLAYER)
145 { 145 {
146 object *tmp;
147
148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 146 for (object *tmp = op->inv; tmp; tmp = tmp->below)
149 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 147 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
150 { 148 {
151 if (tmp->title) 149 if (tmp->title)
152 return (tmp->title); 150 return tmp->title;
153 else 151 else
154 return ("none"); 152 return "none";
155 } 153 }
156 } 154 }
155
157 return ("none"); 156 return "none";
158} 157}
159 158
160/** 159/**
161 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
162 */ 161 */
172 return 0; 171 return 0;
173 else 172 else
174 return strcmp (s1, s2) == 0; 173 return strcmp (s1, s2) == 0;
175} 174}
176 175
177
178/** 176/**
179 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 177 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
180 * Any matching items in the inventory are deleted, and a 178 * Any matching items in the inventory are deleted, and a
181 * message is displayed to the player. 179 * message is displayed to the player.
182 */ 180 */
241static int 239static int
242god_gives_present (object *op, object *god, treasure *tr) 240god_gives_present (object *op, object *god, treasure *tr)
243{ 241{
244 object *tmp; 242 object *tmp;
245 243
244 if (!tr->item)
245 return 0;
246
246 if (follower_has_similar_item (op, &tr->item->clone)) 247 if (follower_has_similar_item (op, tr->item))
247 return 0; 248 return 0;
248 249
249 tmp = arch_to_object (tr->item); 250 tmp = arch_to_object (tr->item);
250 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); 251 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
251 tmp = insert_ob_in_ob (tmp, op); 252 tmp = insert_ob_in_ob (tmp, op);
252 if (op->type == PLAYER) 253 if (op->type == PLAYER)
253 esrv_send_item (op, tmp); 254 esrv_send_item (op, tmp);
255
254 return 1; 256 return 1;
255} 257}
256 258
257/** 259/**
258 * Player prays at altar. 260 * Player prays at altar.
271 return; 273 return;
272 274
273 /* hmm. what happend depends on pl's current god, level, etc */ 275 /* hmm. what happend depends on pl's current god, level, etc */
274 if (!pl_god) 276 if (!pl_god)
275 { /*new convert */ 277 { /*new convert */
276 become_follower (pl, &altar->other_arch->clone); 278 become_follower (pl, altar->other_arch);
277 return; 279 return;
278
279 } 280 }
280 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name)) 281 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
281 { 282 {
282 /* pray at your gods altar */ 283 /* pray at your gods altar */
283 int bonus = (pl->stats.Wis + skill->level) / 10; 284 int bonus = (pl->stats.Wis + skill->level) / 10;
284 285
285 /* we can get neg grace up faster */ 286 /* we can get neg grace up faster */
286 if (pl->stats.grace < 0) 287 if (pl->stats.grace < 0)
287 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); 288 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
289
288 /* we can super-charge grace to 2x max */ 290 /* we can super-charge grace to 2x max */
289 if (pl->stats.grace < (2 * pl->stats.maxgrace)) 291 if (pl->stats.grace < 2 * pl->stats.maxgrace)
290 {
291 pl->stats.grace += bonus / 2; 292 pl->stats.grace += bonus / 2;
292 } 293 else
293 if (pl->stats.grace > (2 * pl->stats.maxgrace))
294 {
295 pl->stats.grace = (2 * pl->stats.maxgrace); 294 pl->stats.grace = 2 * pl->stats.maxgrace;
296 }
297 295
298 /* Every once in a while, the god decides to checkup on their 296 /* Every once in a while, the god decides to checkup on their
299 * follower, and may intervene to help them out. 297 * follower, and may intervene to help them out.
300 */ 298 */
301 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ 299 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
302 300
303 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) 301 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
304 god_intervention (pl, pl_god, skill); 302 god_intervention (pl, pl_god, skill);
305
306 } 303 }
307 else 304 else
308 { /* praying to another god! */ 305 { /* praying to another god! */
309 uint64 loss = 0; 306 uint64 loss = 0;
310 int angry = 1; 307 int angry = 1;
314 * points to the god of this altar (which we have 311 * points to the god of this altar (which we have
315 * already verified is non null). pl_god->other_arch 312 * already verified is non null). pl_god->other_arch
316 * is the opposing god - we need to verify that exists before 313 * is the opposing god - we need to verify that exists before
317 * using its values. 314 * using its values.
318 */ 315 */
319 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name)) 316 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
320 { 317 {
321 angry = 2; 318 angry = 2;
322 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) 319 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
323 { 320 {
324 object *tmp; 321 object *tmp;
345 342
346 /* May switch Gods, but its random chance based on our current level 343 /* May switch Gods, but its random chance based on our current level
347 * note it gets harder to swap gods the higher we get 344 * note it gets harder to swap gods the higher we get
348 */ 345 */
349 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) 346 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
350 {
351 become_follower (pl, &altar->other_arch->clone); 347 become_follower (pl, altar->other_arch);
352 }
353 else 348 else
354 { 349 {
355 /* toss this player off the altar. He can try again. */ 350 /* 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."); 351 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
352 pl->contr->fire_on = 0;
353 pl->speed_left = 1.f;
357 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ 354 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
358 } 355 }
359 } 356 }
360} 357}
361 358
396 remove = 1; 393 remove = 1;
397 for (tr = god->randomitems->items; tr; tr = tr->next) 394 for (tr = god->randomitems->items; tr; tr = tr->next)
398 { 395 {
399 object *item; 396 object *item;
400 397
401 if (tr->item == NULL) 398 if (!tr->item)
402 continue; 399 continue;
400
403 item = &tr->item->clone; 401 item = tr->item;
404 402
405 /* Basically, see if the matching spell is granted by this god. */ 403 /* Basically, see if the matching spell is granted by this god. */
406 404
407 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 405 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
408 { 406 {
409 remove = 0; 407 remove = 0;
410 break; 408 break;
411 } 409 }
412 } 410 }
457 } 455 }
458 } 456 }
459 457
460 /* remove any godgiven items from the old god */ 458 /* remove any godgiven items from the old god */
461 if (old_god) 459 if (old_god)
462 {
463 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) 460 for (tr = old_god->randomitems->items; tr; tr = tr->next)
464 {
465 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 461 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
466 follower_remove_similar_item (op, &tr->item->clone); 462 follower_remove_similar_item (op, tr->item);
467 }
468 }
469 463
470 if (!op || !new_god) 464 if (!op || !new_god)
471 return; 465 return;
472 466
473 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 467 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
474 { 468 {
475 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); 469 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
470
476 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 471 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
477 { 472 {
478 object *tmp = get_archetype (LOOSE_MANA); 473 object *tmp = get_archetype (LOOSE_MANA);
479 474
480 cast_magic_storm (op, tmp, new_god->level + 10); 475 cast_magic_storm (op, tmp, new_god->level + 10);
481 } 476 }
477
482 return; 478 return;
483 } 479 }
484 480
485 481
486 /* give the player any special god-characteristic-items. */ 482 /* give the player any special god-characteristic-items. */
487 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) 483 for (tr = new_god->randomitems->items; tr; tr = tr->next)
488 { 484 {
489 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 485 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
490 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 486 && tr->item->type != BOOK && tr->item->type != SPELL)
491 god_gives_present (op, new_god, tr); 487 god_gives_present (op, new_god, tr);
492 } 488 }
493 489
494 490
495 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); 491 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
502 if (!skop) 498 if (!skop)
503 { 499 {
504 /* The arhetype should always be defined - if we crash here because it doesn't, 500 /* The arhetype should always be defined - if we crash here because it doesn't,
505 * things are really messed up anyways. 501 * things are really messed up anyways.
506 */ 502 */
507 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); 503 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
508 link_player_skills (op); 504 link_player_skills (op);
509 } 505 }
510 506
511 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 507 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
512 508
607 603
608int 604int
609worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) 605worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
610{ 606{
611 607
612 if (QUERY_FLAG (&op->arch->clone, flag)) 608 if (QUERY_FLAG (op->arch, flag))
613 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) 609 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
614 { 610 {
615 update_priest_flag (exp_obj, op, flag); 611 update_priest_flag (exp_obj, op, flag);
616 if (QUERY_FLAG (op, flag)) 612 if (QUERY_FLAG (op, flag))
617 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); 613 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
678 { 674 {
679 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); 675 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
680 return NULL; 676 return NULL;
681 } 677 }
682 678
683 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 679 for (tr = god->randomitems->items; tr; tr = tr->next)
684 { 680 {
685 object *item;
686
687 if (!tr->item) 681 if (!tr->item)
688 continue; 682 continue;
689 item = &tr->item->clone; 683
684 object *item = tr->item;
690 685
691 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 686 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
692 return item->other_arch; 687 return item->other_arch;
693 } 688 }
694 return NULL; 689 return NULL;
736 731
737 if (level <= 20) 732 if (level <= 20)
738 return level / difficulty; 733 return level / difficulty;
739 if (level <= 40) 734 if (level <= 40)
740 return (20 + (level - 20) / 2) / difficulty; 735 return (20 + (level - 20) / 2) / difficulty;
736
741 return (30 + (level - 40) / 4) / difficulty; 737 return (30 + (level - 40) / 4) / difficulty;
742} 738}
743 739
744/** 740/**
745 * God wants to enchant weapon. 741 * God wants to enchant weapon.
756 int tmp; 752 int tmp;
757 753
758 for (weapon = op->inv; weapon; weapon = weapon->below) 754 for (weapon = op->inv; weapon; weapon = weapon->below)
759 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 755 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
760 break; 756 break;
757
761 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 758 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
762 return 0; 759 return 0;
763 760
764 /* First give it a title, so other gods won't touch it */ 761 /* First give it a title, so other gods won't touch it */
765 if (!weapon->title) 762 if (!weapon->title)
800 } 797 }
801 798
802 return 0; 799 return 0;
803} 800}
804 801
805
806/** 802/**
807 * Every once in a while the god will intervene to help the worshiper. 803 * 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 804 * Later, this fctn can be used to supply quests, etc for the
809 * priest. -b.t. 805 * priest. -b.t.
810 * called from pray_at_altar() currently. 806 * called from pray_at_altar() currently.
811 */ 807 */
812
813void 808void
814god_intervention (object *op, object *god, object *skill) 809god_intervention (object *op, object *god, object *skill)
815{ 810{
816 treasure *tr; 811 treasure *tr;
817 812
825 820
826 /* lets do some checks of whether we are kosher with our god */ 821 /* lets do some checks of whether we are kosher with our god */
827 if (god_examines_priest (op, god) < 0) 822 if (god_examines_priest (op, god) < 0)
828 return; 823 return;
829 824
825 op->play_sound (sound_find ("god_intervention"));
830 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 826 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
831 827
832 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 828 for (tr = god->randomitems->items; tr; tr = tr->next)
833 { 829 {
834 object *item; 830 object *item;
835 831
836 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) 832 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
837 continue; 833 continue;
838 834
839 /* Treasurelist - generate some treasure for the follower */ 835 /* Treasurelist - generate some treasure for the follower */
840 if (tr->name) 836 if (tr->name)
841 { 837 {
842 treasurelist *tl = find_treasurelist (tr->name); 838 treasurelist *tl = treasurelist::find (tr->name);
843 839
844 if (tl == NULL) 840 if (tl == NULL)
845 continue; 841 continue;
846 842
847 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); 843 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
848 844
849 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); 845 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
850 return; 846 return;
851 } 847 }
852 848
853 if (!tr->item) 849 if (!tr->item)
854 {
855 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
856 continue; 850 continue;
857 } 851
858 item = &tr->item->clone; 852 item = tr->item;
859 853
860 /* Grace limit */ 854 /* Grace limit */
861 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 855 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
862 { 856 {
863 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) 857 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
870 tmp = get_archetype (HOLY_POSSESSION); 864 tmp = get_archetype (HOLY_POSSESSION);
871 cast_change_ability (op, op, tmp, 0, 1); 865 cast_change_ability (op, op, tmp, 0, 1);
872 tmp->destroy (); 866 tmp->destroy ();
873 return; 867 return;
874 } 868 }
869
875 continue; 870 continue;
876 } 871 }
877 872
878 /* Restore grace */ 873 /* Restore grace */
879 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 874 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
961 continue; 956 continue;
962 957
963 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); 958 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
964 959
965 for (i = 0; i < NUM_STATS; i++) 960 for (i = 0; i < NUM_STATS; i++)
966 if (get_attr_value (&depl->stats, i)) 961 if (depl->stats.stat (i))
967 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 962 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
968 963
969 depl->destroy (); 964 depl->destroy ();
970 fix_player (op); 965 op->update_stats ();
971 return; 966 return;
972 } 967 }
973 968
974 /* Voices */ 969 /* Voices */
975 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) 970 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
976 { 971 {
977 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); 972 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); 973 new_draw_info (NDI_WHITE, 0, op, item->msg);
979 return; 974 return;
980 } 975 }
981 976
982 /* Messages */ 977 /* Messages */
1133 1128
1134 if (race == NULL) 1129 if (race == NULL)
1135 return NULL; 1130 return NULL;
1136 while (gl) 1131 while (gl)
1137 { 1132 {
1138 if (!strcasecmp (gl->arch->clone.race, race)) 1133 if (!strcasecmp (gl->arch->race, race))
1139 { 1134 {
1140 godname = gl->name; 1135 godname = gl->name;
1141 break; 1136 break;
1142 } 1137 }
1143 gl = gl->next; 1138 gl = gl->next;
1148/** 1143/**
1149 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1144 * 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 1145 * 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. 1146 * the spell attacktype contains AT_HOLYWORD. -b.t.
1152 */ 1147 */
1153
1154int 1148int
1155tailor_god_spell (object *spellop, object *caster) 1149tailor_god_spell (object *spellop, object *caster)
1156{ 1150{
1157 object *god = find_god (determine_god (caster)); 1151 object *god = find_god (determine_god (caster));
1158 int caster_is_spell = 0; 1152 int caster_is_spell = 0;

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