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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.58 by root, Fri Apr 2 03:41:25 2010 UTC vs.
Revision 1.67 by root, Sun Aug 22 20:11:04 2010 UTC

242 next_tmp = tmp->below; 242 next_tmp = tmp->below;
243 243
244 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 244 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
245 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
246 */ 246 */
247 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
248 continue; 248 continue;
249 249
250 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
251 { 251 {
252 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); 252 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
285 * Unapplies up to number worth of items of type 285 * Unapplies up to number worth of items of type
286 */ 286 */
287static void 287static void
288stop_using_item (object *op, int type, int number) 288stop_using_item (object *op, int type, int number)
289{ 289{
290 object *tmp;
291
292 for (tmp = op->inv; tmp && number; tmp = tmp->below) 290 for (object *tmp = op->inv; tmp && number; tmp = tmp->below)
293 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED)) 291 if (tmp->type == type && tmp->flag [FLAG_APPLIED])
294 { 292 {
295 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
296 number--; 294 --number;
297 } 295 }
298} 296}
299 297
300/** 298/**
301 * If the god does/doesnt have this flag, we 299 * If the god does/doesnt have this flag, we
302 * give/remove it from the experience object if it doesnt/does 300 * give/remove it from the experience object if it doesnt/does
303 * already exist. For players only! 301 * already exist. For players only!
304 */ 302 */
305static void 303static inline void
306update_priest_flag (object *god, object *exp_ob, uint32 flag) 304update_priest_flag (object *god, object *exp_ob, uint32 flag)
307{ 305{
308 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) 306 exp_ob->flag [flag] = god->flag [flag];
309 SET_FLAG (exp_ob, flag); 307 return;
310 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) 308
309 // old code follows for reference...
310 if (god->flag [flag] && !exp_ob->flag [flag])
311 exp_ob->set_flag (flag);
312 else if (exp_ob->flag [flag] && !god->flag [flag])
311 { 313 {
312 /* When this is called with the exp_ob set to the player, 314 /* When this is called with the exp_ob set to the player,
313 * this check is broken, because most all players arch 315 * this check is broken, because most all players arch
314 * allow use of weapons. I'm not actually sure why this 316 * allow use of weapons. I'm not actually sure why this
315 * check is here - I guess if you had a case where the 317 * check is here - I guess if you had a case where the
316 * value in the archetype (wisdom) should over ride the restrictions 318 * value in the archetype (wisdom) should over ride the restrictions
317 * the god places on it, this may make sense. But I don't think 319 * the god places on it, this may make sense. But I don't think
318 * there is any case like that. 320 * there is any case like that.
319 */ 321 */
320
321/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 322/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
322 CLEAR_FLAG (exp_ob, flag); 323 exp_ob->clr_flag (flag);
323 }; 324 };
324} 325}
325 326
326/** 327/**
327 * Forbids or let player use something item type. 328 * Forbids or let player use something item type.
331 * string is the string to print out. 332 * string is the string to print out.
332 */ 333 */
333static int 334static int
334worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) 335worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
335{ 336{
336 if (QUERY_FLAG (op->arch, flag)) 337 if (op->arch->flag [flag])
337 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) 338 if (op->flag [flag] != exp_obj->flag [flag])
338 { 339 {
339 update_priest_flag (exp_obj, op, flag); 340 update_priest_flag (exp_obj, op, flag);
340 if (QUERY_FLAG (op, flag)) 341 if (op->flag [flag])
341 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); 342 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
342 else 343 else
343 { 344 {
344 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); 345 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
345 return 1; 346 return 1;
354 * switched to a new god. It handles basically all the stat changes 355 * switched to a new god. It handles basically all the stat changes
355 * that happen to the player, including the removal of godgiven 356 * that happen to the player, including the removal of godgiven
356 * items (from the former cult). 357 * items (from the former cult).
357 */ 358 */
358void 359void
359become_follower (object *op, object *new_god) 360object::become_follower (object *new_god)
360{ 361{
361 object *old_god = NULL; /* old god */ 362 object *old_god = 0; /* old god */
362 treasure *tr; 363 treasure *tr;
363 object *item, *skop, *next; 364 object *item, *skop, *next;
364 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ 365 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
365 366
367 if (!contr)
368 return;
369
370 contr->queue_stats_update ();
371
366 old_god = find_god (determine_god (op)); 372 old_god = find_god (determine_god (this));
367 373
368 /* take away any special god-characteristic items. */ 374 /* take away any special god-characteristic items. */
369 for (item = op->inv; item; item = next) 375 for (item = inv; item; item = next)
370 { 376 {
371 next = item->below; 377 next = item->below;
372 378
373 // remove all invisible startequip items which are not skill, exp or force 379 // remove all invisible startequip items which are not skill, exp or force
374 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 380 if (item->flag [FLAG_STARTEQUIP] && item->invisible
375 (item->type != SKILL) && (item->type != FORCE)) 381 && item->type != SKILL && item->type != FORCE)
376 { 382 {
377 if (item->type == SPELL) 383 if (item->type == SPELL)
378 { 384 {
379 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); 385 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You lose knowledge of %s.", &item->name);
380 esrv_remove_spell (op->contr, item); 386 esrv_remove_spell (contr, item);
381 } 387 }
382 388
383 item->destroy (); 389 item->destroy ();
384 } 390 }
385 } 391 }
386 392
387 /* remove any godgiven items from the old god */ 393 /* remove any godgiven items from the old god */
388 if (old_god) 394 if (old_god)
389 for (tr = old_god->randomitems->items; tr; tr = tr->next) 395 for (tr = old_god->randomitems->items; tr; tr = tr->next)
390 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) 396 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
391 follower_remove_similar_item (op, tr->item); 397 follower_remove_similar_item (this, tr->item);
392 398
393 if (!op || !new_god) 399 if (!new_god)
394 return; 400 return;
395 401
396 if (new_god->slaying && op->race.contains (new_god->slaying)) 402 if (new_god->slaying && new_god->slaying.contains (race))
397 { 403 {
398 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); 404 failmsgf ("Fool! %s detests your kind! H<This god does not accept followers of your race.>", &new_god->name);
399 405
400 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 406 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
401 { 407 {
402 object *tmp = get_archetype (LOOSE_MANA); 408 object *tmp = get_archetype (LOOSE_MANA);
403 409
404 cast_magic_storm (op, tmp, new_god->level + 10); 410 cast_magic_storm (this, tmp, new_god->level + 10);
405 } 411 }
406 412
407 return; 413 return;
408 } 414 }
409 415
410 /* give the player any special god-characteristic-items. */ 416 /* give the player any special god-characteristic-items. */
411 for (tr = new_god->randomitems->items; tr; tr = tr->next) 417 for (tr = new_god->randomitems->items; tr; tr = tr->next)
412 {
413 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK 418 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
414 && tr->item->type != BOOK && tr->item->type != SPELL) 419 && tr->item->type != BOOK && tr->item->type != SPELL)
415 god_gives_present (op, new_god, tr); 420 god_gives_present (this, new_god, tr);
416 }
417 421
418 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); 422 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You become a follower of %s!", &new_god->name);
419 423
420 for (skop = op->inv; skop; skop = skop->below) 424 for (skop = inv; skop; skop = skop->below)
421 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 425 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
422 break; 426 break;
423 427
424 /* Player has no skill - give them the skill */ 428 /* Player has no skill - give them the skill */
425 if (!skop) 429 if (!skop)
426 /* The archetype should always be defined - if we crash here because it doesn't, 430 /* The archetype should always be defined - if we crash here because it doesn't,
427 * things are really messed up anyways. 431 * things are really messed up anyways.
428 */ 432 */
429 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); 433 skop = give_skill_by_name (this, shstr_praying);
430 434
431 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 435 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
432 436
433 /* Clear the "undead" status. We also need to force a call to change_abil, 437 /* Clear the "undead" status. We also need to force a call to change_abil,
434 * so I set undeadified for that. 438 * so I set undeadified for that.
435 * - gros, 21th July 2006. 439 * - gros, 21th July 2006.
436 */ 440 */
437 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD)) 441 if (old_god && old_god->flag [FLAG_UNDEAD])
438 { 442 {
439 CLEAR_FLAG (skop, FLAG_UNDEAD); 443 skop->clr_flag (FLAG_UNDEAD);
440 undeadified = 1; 444 undeadified = 1;
441 } 445 }
442 446
443 if (skop->title) 447 if (skop->title)
444 { 448 {
445 /* get rid of old god */ 449 /* get rid of old god */
446 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); 450 new_draw_info_format (NDI_UNIQUE, 0, this, "%s's blessing is withdrawn from you.", &skop->title);
447 451
448 /* The point of this is to really show what abilities the player just lost */ 452 /* The point of this is to really show what abilities the player just lost */
449 if (sk_applied || undeadified) 453 if (sk_applied || undeadified)
450 { 454 {
451 CLEAR_FLAG (skop, FLAG_APPLIED); 455 skop->clr_flag (FLAG_APPLIED);
452 change_abil (op, skop); 456 change_abil (this, skop);
453 } 457 }
454 } 458 }
455 459
456 /* now change to the new gods attributes to exp_obj */ 460 /* now change to the new gods attributes to exp_obj */
457 skop->title = new_god->name; 461 skop->title = new_god->name;
481 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); 485 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
482 update_priest_flag (new_god, skop, FLAG_UNDEAD); 486 update_priest_flag (new_god, skop, FLAG_UNDEAD);
483 update_priest_flag (new_god, skop, FLAG_BLIND); 487 update_priest_flag (new_god, skop, FLAG_BLIND);
484 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ 488 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
485 489
486 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); 490 new_draw_info_format (NDI_UNIQUE, 0, this, "You are bathed in %s's aura.", &new_god->name);
487 491
488 /* Weapon/armour use are special...handle flag toggles here as this can 492 /* Weapon/armour use are special...handle flag toggles here as this can
489 * only happen when gods are worshipped and if the new priest could 493 * only happen when gods are worshipped and if the new priest could
490 * have used armour/weapons in the first place. 494 * have used armour/weapons in the first place.
491 * 495 *
492 * This also can happen for monks which cannot use weapons. In this case 496 * This also can happen for monks which cannot use weapons. In this case
493 * do not allow to use weapons even if the god otherwise would allow it. 497 * do not allow to use weapons even if the god otherwise would allow it.
494 */ 498 */
495 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 499 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
496 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 500 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
497 501
498 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 502 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
499 503
500 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 504 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
501 stop_using_item (op, WEAPON, 2); 505 stop_using_item (this, WEAPON, 2);
502 506
503 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) 507 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
504 { 508 {
505 stop_using_item (op, ARMOUR, 1); 509 stop_using_item (this, ARMOUR, 1);
506 stop_using_item (op, HELMET, 1); 510 stop_using_item (this, HELMET, 1);
507 stop_using_item (op, BOOTS, 1); 511 stop_using_item (this, BOOTS, 1);
508 stop_using_item (op, GLOVES, 1); 512 stop_using_item (this, GLOVES, 1);
509 stop_using_item (op, SHIELD, 1); 513 stop_using_item (this, SHIELD, 1);
510 } 514 }
511 515
512 SET_FLAG (skop, FLAG_APPLIED); 516 skop->set_flag (FLAG_APPLIED);
513 change_abil (op, skop); 517 change_abil (this, skop);
514 518
515 /* return to previous skill status */ 519 /* return to previous skill status */
516 if (!sk_applied) 520 if (!sk_applied)
517 CLEAR_FLAG (skop, FLAG_APPLIED); 521 {
522 skop->clr_flag (FLAG_APPLIED);
523 contr->queue_stats_update ();
524 }
518 525
519 check_special_prayers (op, new_god); 526 check_special_prayers (this, new_god);
520} 527}
521 528
522archetype * 529archetype *
523determine_holy_arch (object *god, shstr_cmp type) 530determine_holy_arch (object *god, shstr_cmp type)
524{ 531{
555 for (object *tmp = op->inv; tmp; tmp = tmp->below) 562 for (object *tmp = op->inv; tmp; tmp = tmp->below)
556 { 563 {
557 if (tmp->invisible) 564 if (tmp->invisible)
558 continue; 565 continue;
559 566
560 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 567 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
561 continue; 568 continue;
562 569
563 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 570 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
564 { 571 {
565 success = 1; 572 success = 1;
566 CLEAR_FLAG (tmp, FLAG_DAMNED); 573 tmp->clr_flag (FLAG_DAMNED);
567 CLEAR_FLAG (tmp, FLAG_CURSED); 574 tmp->clr_flag (FLAG_CURSED);
568 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 575 tmp->clr_flag (FLAG_KNOWN_CURSED);
569 576
570 if (object *pl = tmp->visible_to ()) 577 if (object *pl = tmp->visible_to ())
571 esrv_update_item (UPD_FLAGS, pl, tmp); 578 esrv_update_item (UPD_FLAGS, pl, tmp);
572 } 579 }
573 } 580 }
644 * attacktype, slaying and such. 651 * attacktype, slaying and such.
645 */ 652 */
646static int 653static int
647god_enchants_weapon (object *op, object *god, object *tr, object *skill) 654god_enchants_weapon (object *op, object *god, object *tr, object *skill)
648{ 655{
649 object *weapon; 656 if (!op->contr)
650 uint32 attacktype; 657 return 0;
651 int tmp;
652 658
653 for (weapon = op->inv; weapon; weapon = weapon->below) 659 object *weapon = op->contr->combat_ob;
654 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
655 break;
656 660
661 if (!weapon)
662 return 0;
663
664 if (weapon->type != WEAPON && weapon->type != BOW)
665 return 0;
666
657 if (!weapon || god_examines_item (god, weapon) <= 0) 667 if (god_examines_item (god, weapon) <= 0)
658 return 0; 668 return 0;
659 669
660 /* First give it a title, so other gods won't touch it */ 670 /* First give it a title, so other gods won't touch it */
661 if (!weapon->title) 671 if (!weapon->title)
662 { 672 {
675 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); 685 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
676 return 1; 686 return 1;
677 } 687 }
678 688
679 /* Add the gods attacktype */ 689 /* Add the gods attacktype */
680 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; 690 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
691
681 if ((attacktype & god->attacktype) != god->attacktype) 692 if ((attacktype & god->attacktype) != god->attacktype)
682 { 693 {
683 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); 694 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
684 weapon->attacktype = attacktype | god->attacktype; 695 weapon->attacktype = attacktype | god->attacktype;
685 return 1; 696 return 1;
686 } 697 }
687 698
688 /* Higher magic value */ 699 /* Higher magic value */
689 tmp = follower_level_to_enchantments (skill->level, tr->level); 700 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
690 if (weapon->magic < tmp)
691 { 701 {
692 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); 702 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
693 weapon->magic++; 703 weapon->magic++;
694 704
695 if (object *pl = weapon->visible_to ()) 705 if (object *pl = weapon->visible_to ())
711{ 721{
712 int reaction = 1; 722 int reaction = 1;
713 object *item = NULL, *skop; 723 object *item = NULL, *skop;
714 724
715 for (item = op->inv; item; item = item->below) 725 for (item = op->inv; item; item = item->below)
716 if (QUERY_FLAG (item, FLAG_APPLIED)) 726 if (item->flag [FLAG_APPLIED])
717 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); 727 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
718 728
719 /* well, well. Looks like we screwed up. Time for god's revenge */ 729 /* well, well. Looks like we screwed up. Time for god's revenge */
720 if (reaction < 0) 730 if (reaction < 0)
721 { 731 {
727 break; 737 break;
728 738
729 if (skop) 739 if (skop)
730 loss = 0.05f * skop->stats.exp; 740 loss = 0.05f * skop->stats.exp;
731 741
732 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); 742 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
733 743
734 if (random_roll (0, angry, op, PREFER_LOW)) 744 if (random_roll (0, angry, op, PREFER_LOW))
735 { 745 {
736 object *tmp = get_archetype (LOOSE_MANA); 746 object *tmp = get_archetype (LOOSE_MANA);
737 747
979 return; 989 return;
980 990
981 /* hmm. what happend depends on pl's current god, level, etc */ 991 /* hmm. what happend depends on pl's current god, level, etc */
982 if (!pl_god) 992 if (!pl_god)
983 { /*new convert */ 993 { /*new convert */
984 become_follower (pl, altar->other_arch); 994 pl->become_follower (altar->other_arch);
985 return; 995 return;
986 } 996 }
987 else if (pl_god->name == altar->other_arch->object::name) 997 else if (pl_god->name == altar->other_arch->object::name)
988 { 998 {
989 /* pray at your gods altar */ 999 /* pray at your gods altar */
1043 * we lose experience from the clerical experience obj 1053 * we lose experience from the clerical experience obj
1044 */ 1054 */
1045 1055
1046 loss = angry * (skill->stats.exp / 10); 1056 loss = angry * (skill->stats.exp / 10);
1047 if (loss) 1057 if (loss)
1048 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); 1058 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
1049 1059
1050 /* May switch Gods, but its random chance based on our current level 1060 /* May switch Gods, but its random chance based on our current level
1051 * note it gets harder to swap gods the higher we get 1061 * note it gets harder to swap gods the higher we get
1052 */ 1062 */
1053 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) 1063 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1054 become_follower (pl, altar->other_arch); 1064 pl->become_follower (altar->other_arch);
1055 else 1065 else
1056 { 1066 {
1057 /* toss this player off the altar. He can try again. */ 1067 /* toss this player off the altar. He can try again. */
1058 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); 1068 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1059 pl->contr->fire_on = 0; 1069 pl->contr->fire_on = 0;

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