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/* |
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* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
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* |
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* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <crossfire@schmorp.de> |
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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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#include <sproto.h> |
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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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|
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if (gl) |
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godnr = gl->id; |
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} |
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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) |
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{ |
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godname = get_god_for_race (op->race); |
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|
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if (godname) |
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op->title = godname; |
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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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|
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gl = gl->next; |
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} |
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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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for (object *tmp = op->inv; tmp; 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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|
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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; |
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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; |
232 |
} |
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return 0; |
234 |
} |
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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 (!tr->item) |
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return 0; |
246 |
|
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if (follower_has_similar_item (op, tr->item)) |
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return 0; |
249 |
|
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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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|
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return 1; |
257 |
} |
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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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*/ |
263 |
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; |
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|
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/* If non consecrate altar, don't do anything */ |
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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 */ |
276 |
if (!pl_god) |
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{ /*new convert */ |
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become_follower (pl, altar->other_arch); |
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return; |
280 |
} |
281 |
else if (!strcmp (&pl_god->name, altar->other_arch->object::name)) |
282 |
{ |
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/* pray at your gods altar */ |
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int bonus = (pl->stats.Wis + skill->level) / 10; |
285 |
|
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/* we can get neg grace up faster */ |
287 |
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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|
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/* we can super-charge grace to 2x max */ |
291 |
if (pl->stats.grace < 2 * pl->stats.maxgrace) |
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pl->stats.grace += bonus / 2; |
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else |
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pl->stats.grace = 2 * pl->stats.maxgrace; |
295 |
|
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/* Every once in a while, the god decides to checkup on their |
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* follower, and may intervene to help them out. |
298 |
*/ |
299 |
bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ |
300 |
|
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if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
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god_intervention (pl, pl_god, skill); |
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} |
304 |
else |
305 |
{ /* praying to another god! */ |
306 |
uint64 loss = 0; |
307 |
int angry = 1; |
308 |
|
309 |
/* I believe the logic for detecting opposing gods was completely |
310 |
* broken - I think it should work now. altar->other_arch |
311 |
* points to the god of this altar (which we have |
312 |
* already verified is non null). pl_god->other_arch |
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* is the opposing god - we need to verify that exists before |
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* using its values. |
315 |
*/ |
316 |
if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname)) |
317 |
{ |
318 |
angry = 2; |
319 |
if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
320 |
{ |
321 |
object *tmp; |
322 |
|
323 |
/* you really screwed up */ |
324 |
angry = 3; |
325 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
326 |
tmp = get_archetype (LOOSE_MANA); |
327 |
cast_magic_storm (pl, tmp, pl_god->level + 20); |
328 |
} |
329 |
else |
330 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
331 |
} |
332 |
else |
333 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
334 |
|
335 |
/* whether we will be successfull in defecting or not - |
336 |
* we lose experience from the clerical experience obj |
337 |
*/ |
338 |
|
339 |
loss = angry * (skill->stats.exp / 10); |
340 |
if (loss) |
341 |
change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); |
342 |
|
343 |
/* May switch Gods, but its random chance based on our current level |
344 |
* note it gets harder to swap gods the higher we get |
345 |
*/ |
346 |
if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
347 |
become_follower (pl, altar->other_arch); |
348 |
else |
349 |
{ |
350 |
/* toss this player off the altar. He can try again. */ |
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; |
354 |
move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
355 |
} |
356 |
} |
357 |
} |
358 |
|
359 |
/** |
360 |
* Removes special prayers given by a god. |
361 |
*/ |
362 |
static void |
363 |
check_special_prayers (object *op, object *god) |
364 |
{ |
365 |
/* Ensure that 'op' doesn't know any special prayers that are not granted |
366 |
* by 'god'. |
367 |
*/ |
368 |
treasure *tr; |
369 |
object *tmp, *next_tmp; |
370 |
int remove = 0; |
371 |
|
372 |
/* Outer loop iterates over all special prayer marks */ |
373 |
for (tmp = op->inv; tmp; tmp = next_tmp) |
374 |
{ |
375 |
next_tmp = tmp->below; |
376 |
|
377 |
/* we mark special prayers with the STARTEQUIP flag, so if it isn't |
378 |
* in that category, not something we need to worry about. |
379 |
*/ |
380 |
if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
381 |
continue; |
382 |
|
383 |
if (god->randomitems == NULL) |
384 |
{ |
385 |
LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
386 |
do_forget_spell (op, tmp->name); |
387 |
continue; |
388 |
} |
389 |
|
390 |
/* Inner loop tries to find the special prayer in the god's treasure |
391 |
* list. We default that the spell should be removed. |
392 |
*/ |
393 |
remove = 1; |
394 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
395 |
{ |
396 |
object *item; |
397 |
|
398 |
if (!tr->item) |
399 |
continue; |
400 |
|
401 |
item = tr->item; |
402 |
|
403 |
/* Basically, see if the matching spell is granted by this god. */ |
404 |
|
405 |
if (tr->item->type == SPELL && tr->item->object::name == tmp->name) |
406 |
{ |
407 |
remove = 0; |
408 |
break; |
409 |
} |
410 |
} |
411 |
if (remove) |
412 |
{ |
413 |
/* just do the work of removing the spell ourselves - we already |
414 |
* know that the player knows the spell |
415 |
*/ |
416 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name); |
417 |
player_unready_range_ob (op->contr, tmp); |
418 |
tmp->destroy (); |
419 |
} |
420 |
|
421 |
} |
422 |
} |
423 |
|
424 |
/** |
425 |
* This function is called whenever a player has |
426 |
* switched to a new god. It handles basically all the stat changes |
427 |
* that happen to the player, including the removal of godgiven |
428 |
* items (from the former cult). |
429 |
*/ |
430 |
void |
431 |
become_follower (object *op, object *new_god) |
432 |
{ |
433 |
object *old_god = NULL; /* old god */ |
434 |
treasure *tr; |
435 |
object *item, *skop, *next; |
436 |
int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
437 |
|
438 |
|
439 |
old_god = find_god (determine_god (op)); |
440 |
|
441 |
/* take away any special god-characteristic items. */ |
442 |
for (item = op->inv; item != NULL; item = next) |
443 |
{ |
444 |
next = item->below; |
445 |
// remove all invisible startequip items which are not skill, exp or force |
446 |
if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && |
447 |
(item->type != SKILL) && (item->type != FORCE)) |
448 |
{ |
449 |
|
450 |
if (item->type == SPELL) |
451 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); |
452 |
|
453 |
player_unready_range_ob (op->contr, item); |
454 |
item->destroy (); |
455 |
} |
456 |
} |
457 |
|
458 |
/* remove any godgiven items from the old god */ |
459 |
if (old_god) |
460 |
for (tr = old_god->randomitems->items; tr; tr = tr->next) |
461 |
if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) |
462 |
follower_remove_similar_item (op, tr->item); |
463 |
|
464 |
if (!op || !new_god) |
465 |
return; |
466 |
|
467 |
if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) |
468 |
{ |
469 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); |
470 |
|
471 |
if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) |
472 |
{ |
473 |
object *tmp = get_archetype (LOOSE_MANA); |
474 |
|
475 |
cast_magic_storm (op, tmp, new_god->level + 10); |
476 |
} |
477 |
|
478 |
return; |
479 |
} |
480 |
|
481 |
|
482 |
/* give the player any special god-characteristic-items. */ |
483 |
for (tr = new_god->randomitems->items; tr; tr = tr->next) |
484 |
{ |
485 |
if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK |
486 |
&& tr->item->type != BOOK && tr->item->type != SPELL) |
487 |
god_gives_present (op, new_god, tr); |
488 |
} |
489 |
|
490 |
|
491 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); |
492 |
|
493 |
for (skop = op->inv; skop != NULL; skop = skop->below) |
494 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
495 |
break; |
496 |
|
497 |
/* Player has no skill - give them the skill */ |
498 |
if (!skop) |
499 |
{ |
500 |
/* The arhetype should always be defined - if we crash here because it doesn't, |
501 |
* things are really messed up anyways. |
502 |
*/ |
503 |
skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); |
504 |
link_player_skills (op); |
505 |
} |
506 |
|
507 |
sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ |
508 |
|
509 |
/* Clear the "undead" status. We also need to force a call to change_abil, |
510 |
* so I set undeadified for that. |
511 |
* - gros, 21th July 2006. |
512 |
*/ |
513 |
if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) |
514 |
{ |
515 |
CLEAR_FLAG (skop, FLAG_UNDEAD); |
516 |
undeadified = 1; |
517 |
} |
518 |
|
519 |
if (skop->title) |
520 |
{ /* get rid of old god */ |
521 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); |
522 |
/* The point of this is to really show what abilities the player just lost */ |
523 |
if (sk_applied || undeadified) |
524 |
{ |
525 |
|
526 |
CLEAR_FLAG (skop, FLAG_APPLIED); |
527 |
(void) change_abil (op, skop); |
528 |
} |
529 |
} |
530 |
|
531 |
/* now change to the new gods attributes to exp_obj */ |
532 |
skop->title = new_god->name; |
533 |
skop->path_attuned = new_god->path_attuned; |
534 |
skop->path_repelled = new_god->path_repelled; |
535 |
skop->path_denied = new_god->path_denied; |
536 |
/* copy god's resistances */ |
537 |
memcpy (skop->resist, new_god->resist, sizeof (new_god->resist)); |
538 |
|
539 |
/* make sure that certain immunities do NOT get passed |
540 |
* to the follower! |
541 |
*/ |
542 |
for (i = 0; i < NROFATTACKS; i++) |
543 |
if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON)) |
544 |
skop->resist[i] = 30; |
545 |
|
546 |
skop->stats.hp = (sint16) new_god->last_heal; |
547 |
skop->stats.sp = (sint16) new_god->last_sp; |
548 |
skop->stats.grace = (sint16) new_god->last_grace; |
549 |
skop->stats.food = (sint16) new_god->last_eat; |
550 |
skop->stats.luck = (sint8) new_god->stats.luck; |
551 |
/* gods may pass on certain flag properties */ |
552 |
update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK); |
553 |
update_priest_flag (new_god, skop, FLAG_REFL_SPELL); |
554 |
update_priest_flag (new_god, skop, FLAG_REFL_MISSILE); |
555 |
update_priest_flag (new_god, skop, FLAG_STEALTH); |
556 |
update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
557 |
update_priest_flag (new_god, skop, FLAG_UNDEAD); |
558 |
update_priest_flag (new_god, skop, FLAG_BLIND); |
559 |
update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ |
560 |
|
561 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); |
562 |
|
563 |
/* Weapon/armour use are special...handle flag toggles here as this can |
564 |
* only happen when gods are worshipped and if the new priest could |
565 |
* have used armour/weapons in the first place. |
566 |
* |
567 |
* This also can happen for monks which cannot use weapons. In this case |
568 |
* do not allow to use weapons even if the god otherwise would allow it. |
569 |
*/ |
570 |
if (!present_in_ob_by_name (FORCE, "no weapon force", op)) |
571 |
update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
572 |
update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
573 |
|
574 |
if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) |
575 |
stop_using_item (op, WEAPON, 2); |
576 |
|
577 |
if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) |
578 |
{ |
579 |
stop_using_item (op, ARMOUR, 1); |
580 |
stop_using_item (op, HELMET, 1); |
581 |
stop_using_item (op, BOOTS, 1); |
582 |
stop_using_item (op, GLOVES, 1); |
583 |
stop_using_item (op, SHIELD, 1); |
584 |
} |
585 |
|
586 |
SET_FLAG (skop, FLAG_APPLIED); |
587 |
(void) change_abil (op, skop); |
588 |
|
589 |
/* return to previous skill status */ |
590 |
if (!sk_applied) |
591 |
CLEAR_FLAG (skop, FLAG_APPLIED); |
592 |
|
593 |
check_special_prayers (op, new_god); |
594 |
} |
595 |
|
596 |
/** |
597 |
* Forbids or let player use something item type. |
598 |
* op is the player. |
599 |
* exp_obj is the widsom experience. |
600 |
* flag is the flag to check against. |
601 |
* string is the string to print out. |
602 |
*/ |
603 |
|
604 |
int |
605 |
worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
606 |
{ |
607 |
|
608 |
if (QUERY_FLAG (op->arch, flag)) |
609 |
if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) |
610 |
{ |
611 |
update_priest_flag (exp_obj, op, flag); |
612 |
if (QUERY_FLAG (op, flag)) |
613 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
614 |
else |
615 |
{ |
616 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
617 |
return 1; |
618 |
} |
619 |
} |
620 |
return 0; |
621 |
} |
622 |
|
623 |
/** |
624 |
* Unapplies up to number worth of items of type |
625 |
*/ |
626 |
void |
627 |
stop_using_item (object *op, int type, int number) |
628 |
{ |
629 |
object *tmp; |
630 |
|
631 |
for (tmp = op->inv; tmp && number; tmp = tmp->below) |
632 |
if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED)) |
633 |
{ |
634 |
apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
635 |
number--; |
636 |
} |
637 |
} |
638 |
|
639 |
/** |
640 |
* If the god does/doesnt have this flag, we |
641 |
* give/remove it from the experience object if it doesnt/does |
642 |
* already exist. For players only! |
643 |
*/ |
644 |
|
645 |
void |
646 |
update_priest_flag (object *god, object *exp_ob, uint32 flag) |
647 |
{ |
648 |
if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) |
649 |
SET_FLAG (exp_ob, flag); |
650 |
else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) |
651 |
{ |
652 |
/* When this is called with the exp_ob set to the player, |
653 |
* this check is broken, because most all players arch |
654 |
* allow use of weapons. I'm not actually sure why this |
655 |
* check is here - I guess if you had a case where the |
656 |
* value in the archetype (wisdom) should over ride the restrictions |
657 |
* the god places on it, this may make sense. But I don't think |
658 |
* there is any case like that. |
659 |
*/ |
660 |
|
661 |
/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
662 |
CLEAR_FLAG (exp_ob, flag); |
663 |
}; |
664 |
} |
665 |
|
666 |
|
667 |
|
668 |
archetype * |
669 |
determine_holy_arch (object *god, const char *type) |
670 |
{ |
671 |
treasure *tr; |
672 |
|
673 |
if (!god || !god->randomitems) |
674 |
{ |
675 |
LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
676 |
return NULL; |
677 |
} |
678 |
|
679 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
680 |
{ |
681 |
if (!tr->item) |
682 |
continue; |
683 |
|
684 |
object *item = tr->item; |
685 |
|
686 |
if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) |
687 |
return item->other_arch; |
688 |
} |
689 |
return NULL; |
690 |
} |
691 |
|
692 |
/** |
693 |
* God helps player by removing curse and/or damnation. |
694 |
*/ |
695 |
static int |
696 |
god_removes_curse (object *op, int remove_damnation) |
697 |
{ |
698 |
object *tmp; |
699 |
int success = 0; |
700 |
|
701 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
702 |
{ |
703 |
if (tmp->invisible) |
704 |
continue; |
705 |
if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) |
706 |
continue; |
707 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
708 |
{ |
709 |
success = 1; |
710 |
CLEAR_FLAG (tmp, FLAG_DAMNED); |
711 |
CLEAR_FLAG (tmp, FLAG_CURSED); |
712 |
CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
713 |
if (op->type == PLAYER) |
714 |
esrv_send_item (op, tmp); |
715 |
} |
716 |
} |
717 |
|
718 |
if (success) |
719 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
720 |
return success; |
721 |
} |
722 |
|
723 |
static int |
724 |
follower_level_to_enchantments (int level, int difficulty) |
725 |
{ |
726 |
if (difficulty < 1) |
727 |
{ |
728 |
LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty); |
729 |
return 0; |
730 |
} |
731 |
|
732 |
if (level <= 20) |
733 |
return level / difficulty; |
734 |
if (level <= 40) |
735 |
return (20 + (level - 20) / 2) / difficulty; |
736 |
|
737 |
return (30 + (level - 40) / 4) / difficulty; |
738 |
} |
739 |
|
740 |
/** |
741 |
* God wants to enchant weapon. |
742 |
* Affected weapon is the applied one (weapon or bow). It's checked to make sure |
743 |
* it isn't a weapon for another god. If all is all right, update weapon with |
744 |
* attacktype, slaying and such. |
745 |
*/ |
746 |
static int |
747 |
god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
748 |
{ |
749 |
char buf[MAX_BUF]; |
750 |
object *weapon; |
751 |
uint32 attacktype; |
752 |
int tmp; |
753 |
|
754 |
for (weapon = op->inv; weapon; weapon = weapon->below) |
755 |
if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) |
756 |
break; |
757 |
|
758 |
if (weapon == NULL || god_examines_item (god, weapon) <= 0) |
759 |
return 0; |
760 |
|
761 |
/* First give it a title, so other gods won't touch it */ |
762 |
if (!weapon->title) |
763 |
{ |
764 |
sprintf (buf, "of %s", &god->name); |
765 |
weapon->title = buf; |
766 |
if (op->type == PLAYER) |
767 |
esrv_update_item (UPD_NAME, op, weapon); |
768 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
769 |
} |
770 |
|
771 |
/* Allow the weapon to slay enemies */ |
772 |
if (!weapon->slaying && god->slaying) |
773 |
{ |
774 |
weapon->slaying = god->slaying; |
775 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
776 |
return 1; |
777 |
} |
778 |
|
779 |
/* Add the gods attacktype */ |
780 |
attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
781 |
if ((attacktype & god->attacktype) != god->attacktype) |
782 |
{ |
783 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
784 |
weapon->attacktype = attacktype | god->attacktype; |
785 |
return 1; |
786 |
} |
787 |
|
788 |
/* Higher magic value */ |
789 |
tmp = follower_level_to_enchantments (skill->level, tr->level); |
790 |
if (weapon->magic < tmp) |
791 |
{ |
792 |
new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
793 |
weapon->magic++; |
794 |
if (op->type == PLAYER) |
795 |
esrv_update_item (UPD_NAME, op, weapon); |
796 |
return 1; |
797 |
} |
798 |
|
799 |
return 0; |
800 |
} |
801 |
|
802 |
/** |
803 |
* Every once in a while the god will intervene to help the worshiper. |
804 |
* Later, this fctn can be used to supply quests, etc for the |
805 |
* priest. -b.t. |
806 |
* called from pray_at_altar() currently. |
807 |
*/ |
808 |
void |
809 |
god_intervention (object *op, object *god, object *skill) |
810 |
{ |
811 |
treasure *tr; |
812 |
|
813 |
if (!god || !god->randomitems) |
814 |
{ |
815 |
LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n"); |
816 |
return; |
817 |
} |
818 |
|
819 |
check_special_prayers (op, god); |
820 |
|
821 |
/* lets do some checks of whether we are kosher with our god */ |
822 |
if (god_examines_priest (op, god) < 0) |
823 |
return; |
824 |
|
825 |
op->play_sound (sound_find ("god_intervention")); |
826 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
827 |
|
828 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
829 |
{ |
830 |
object *item; |
831 |
|
832 |
if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) |
833 |
continue; |
834 |
|
835 |
/* Treasurelist - generate some treasure for the follower */ |
836 |
if (tr->name) |
837 |
{ |
838 |
treasurelist *tl = treasurelist::find (tr->name); |
839 |
|
840 |
if (tl == NULL) |
841 |
continue; |
842 |
|
843 |
new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground."); |
844 |
|
845 |
create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); |
846 |
return; |
847 |
} |
848 |
|
849 |
if (!tr->item) |
850 |
continue; |
851 |
|
852 |
item = tr->item; |
853 |
|
854 |
/* Grace limit */ |
855 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) |
856 |
{ |
857 |
if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
858 |
{ |
859 |
object *tmp; |
860 |
|
861 |
/* Follower lacks the required grace for the following |
862 |
* treasure list items. */ |
863 |
|
864 |
tmp = get_archetype (HOLY_POSSESSION); |
865 |
cast_change_ability (op, op, tmp, 0, 1); |
866 |
tmp->destroy (); |
867 |
return; |
868 |
} |
869 |
|
870 |
continue; |
871 |
} |
872 |
|
873 |
/* Restore grace */ |
874 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) |
875 |
{ |
876 |
if (op->stats.grace >= 0) |
877 |
continue; |
878 |
op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
879 |
new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
880 |
return; |
881 |
} |
882 |
|
883 |
/* Heal damage */ |
884 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
885 |
{ |
886 |
if (op->stats.hp >= op->stats.maxhp) |
887 |
continue; |
888 |
new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
889 |
op->stats.hp = op->stats.maxhp; |
890 |
return; |
891 |
} |
892 |
|
893 |
/* Restore spellpoints */ |
894 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0) |
895 |
{ |
896 |
int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0)); |
897 |
|
898 |
/* Restore to 50 .. 100%, if sp < 50% */ |
899 |
int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
900 |
|
901 |
if (op->stats.sp >= max / 2) |
902 |
continue; |
903 |
new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); |
904 |
op->stats.sp = new_sp; |
905 |
} |
906 |
|
907 |
/* Various heal spells */ |
908 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
909 |
{ |
910 |
object *tmp; |
911 |
int success; |
912 |
|
913 |
tmp = get_archetype_by_object_name (item->slaying); |
914 |
|
915 |
success = cast_heal (op, op, tmp, 0); |
916 |
tmp->destroy (); |
917 |
if (success) |
918 |
return; |
919 |
else |
920 |
continue; |
921 |
} |
922 |
|
923 |
/* Remove curse */ |
924 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0) |
925 |
{ |
926 |
if (god_removes_curse (op, 0)) |
927 |
return; |
928 |
else |
929 |
continue; |
930 |
} |
931 |
|
932 |
/* Remove damnation */ |
933 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0) |
934 |
{ |
935 |
if (god_removes_curse (op, 1)) |
936 |
return; |
937 |
else |
938 |
continue; |
939 |
} |
940 |
|
941 |
/* Heal depletion */ |
942 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0) |
943 |
{ |
944 |
object *depl; |
945 |
archetype *at; |
946 |
int i; |
947 |
|
948 |
if ((at = archetype::find (ARCH_DEPLETION)) == NULL) |
949 |
{ |
950 |
LOG (llevError, "Could not find archetype depletion.\n"); |
951 |
continue; |
952 |
} |
953 |
depl = present_arch_in_ob (at, op); |
954 |
|
955 |
if (depl == NULL) |
956 |
continue; |
957 |
|
958 |
new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); |
959 |
|
960 |
for (i = 0; i < NUM_STATS; i++) |
961 |
if (depl->stats.stat (i)) |
962 |
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
963 |
|
964 |
depl->destroy (); |
965 |
op->update_stats (); |
966 |
return; |
967 |
} |
968 |
|
969 |
/* Voices */ |
970 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) |
971 |
{ |
972 |
new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:"); |
973 |
new_draw_info (NDI_WHITE, 0, op, item->msg); |
974 |
return; |
975 |
} |
976 |
|
977 |
/* Messages */ |
978 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0) |
979 |
{ |
980 |
new_draw_info (NDI_UNIQUE, 0, op, item->msg); |
981 |
return; |
982 |
} |
983 |
|
984 |
/* Enchant weapon */ |
985 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0) |
986 |
{ |
987 |
if (god_enchants_weapon (op, god, item, skill)) |
988 |
return; |
989 |
else |
990 |
continue; |
991 |
} |
992 |
|
993 |
/* Spellbooks - works correctly only for prayers */ |
994 |
if (item->type == SPELL) |
995 |
{ |
996 |
if (check_spell_known (op, item->name)) |
997 |
continue; |
998 |
if (item->level > skill->level) |
999 |
continue; |
1000 |
|
1001 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name); |
1002 |
do_learn_spell (op, item, 1); |
1003 |
return; |
1004 |
|
1005 |
} |
1006 |
|
1007 |
/* Other gifts */ |
1008 |
if (!item->invisible) |
1009 |
{ |
1010 |
if (god_gives_present (op, god, tr)) |
1011 |
return; |
1012 |
else |
1013 |
continue; |
1014 |
} |
1015 |
/* else ignore it */ |
1016 |
} |
1017 |
|
1018 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
1019 |
} |
1020 |
|
1021 |
/** |
1022 |
* Checks and maybe punishes someone praying. |
1023 |
* All applied items are examined, if player is using more items of other gods, |
1024 |
* s/he loses experience in praying or general experience if no praying. |
1025 |
*/ |
1026 |
int |
1027 |
god_examines_priest (object *op, object *god) |
1028 |
{ |
1029 |
int reaction = 1; |
1030 |
object *item = NULL, *skop; |
1031 |
|
1032 |
for (item = op->inv; item; item = item->below) |
1033 |
{ |
1034 |
if (QUERY_FLAG (item, FLAG_APPLIED)) |
1035 |
{ |
1036 |
reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
1037 |
} |
1038 |
} |
1039 |
|
1040 |
/* well, well. Looks like we screwed up. Time for god's revenge */ |
1041 |
if (reaction < 0) |
1042 |
{ |
1043 |
int loss = 10000000; |
1044 |
int angry = abs (reaction); |
1045 |
|
1046 |
for (skop = op->inv; skop != NULL; skop = skop->below) |
1047 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
1048 |
break; |
1049 |
|
1050 |
if (skop) |
1051 |
loss = (int) (0.05 * (float) skop->stats.exp); |
1052 |
change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); |
1053 |
if (random_roll (0, angry, op, PREFER_LOW)) |
1054 |
{ |
1055 |
object *tmp = get_archetype (LOOSE_MANA); |
1056 |
|
1057 |
cast_magic_storm (op, tmp, op->level + (angry * 3)); |
1058 |
} |
1059 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
1060 |
} |
1061 |
return reaction; |
1062 |
} |
1063 |
|
1064 |
/** |
1065 |
* God checks item the player is using. |
1066 |
* Return either -1 (bad), 0 (neutral) or |
1067 |
* 1 (item is ok). If you are using the item of an enemy |
1068 |
* god, it can be bad...-b.t. |
1069 |
*/ |
1070 |
|
1071 |
int |
1072 |
god_examines_item (object *god, object *item) |
1073 |
{ |
1074 |
char buf[MAX_BUF]; |
1075 |
|
1076 |
if (!god || !item) |
1077 |
return 0; |
1078 |
|
1079 |
if (!item->title) |
1080 |
return 1; /* unclaimed item are ok */ |
1081 |
|
1082 |
sprintf (buf, "of %s", &god->name); |
1083 |
if (!strcmp (item->title, buf)) |
1084 |
return 1; /* belongs to that God */ |
1085 |
|
1086 |
if (god->title) |
1087 |
{ /* check if we have any enemy blessed item */ |
1088 |
sprintf (buf, "of %s", &god->title); |
1089 |
if (!strcmp (item->title, buf)) |
1090 |
{ |
1091 |
if (item->env) |
1092 |
{ |
1093 |
char buf[MAX_BUF]; |
1094 |
|
1095 |
sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
1096 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
1097 |
} |
1098 |
return -1; |
1099 |
} |
1100 |
} |
1101 |
|
1102 |
return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
1103 |
} |
1104 |
|
1105 |
/** |
1106 |
* Returns priest's god's id. |
1107 |
* Straight calls lookup_god_by_name |
1108 |
*/ |
1109 |
|
1110 |
int |
1111 |
get_god (object *priest) |
1112 |
{ |
1113 |
int godnr = lookup_god_by_name (determine_god (priest)); |
1114 |
|
1115 |
return godnr; |
1116 |
} |
1117 |
|
1118 |
/** |
1119 |
* Returns a string that is the name of the god that should be natively worshipped by a |
1120 |
* creature of who has race *race |
1121 |
* if we can't find a god that is appropriate, we return NULL |
1122 |
*/ |
1123 |
const char * |
1124 |
get_god_for_race (const char *race) |
1125 |
{ |
1126 |
godlink *gl = first_god; |
1127 |
const char *godname = NULL; |
1128 |
|
1129 |
if (race == NULL) |
1130 |
return NULL; |
1131 |
while (gl) |
1132 |
{ |
1133 |
if (!strcasecmp (gl->arch->race, race)) |
1134 |
{ |
1135 |
godname = gl->name; |
1136 |
break; |
1137 |
} |
1138 |
gl = gl->next; |
1139 |
} |
1140 |
return godname; |
1141 |
} |
1142 |
|
1143 |
/** |
1144 |
* Changes the attributes of cone, smite, and ball spells as needed by the code. |
1145 |
* Returns false if there was no race to assign to the slaying field of the spell, but |
1146 |
* the spell attacktype contains AT_HOLYWORD. -b.t. |
1147 |
*/ |
1148 |
int |
1149 |
tailor_god_spell (object *spellop, object *caster) |
1150 |
{ |
1151 |
object *god = find_god (determine_god (caster)); |
1152 |
int caster_is_spell = 0; |
1153 |
|
1154 |
if (caster->type == SPELL_EFFECT || caster->type == SPELL) |
1155 |
caster_is_spell = 1; |
1156 |
|
1157 |
/* if caster is a rune or the like, it doesn't worship anything. However, |
1158 |
* if this object is owned by someone, then the god that they worship |
1159 |
* is relevant, so use that. |
1160 |
*/ |
1161 |
if (!god && caster->owner) |
1162 |
god = find_god (determine_god (caster->owner)); |
1163 |
|
1164 |
if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race)) |
1165 |
{ |
1166 |
if (!caster_is_spell) |
1167 |
new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god"); |
1168 |
else |
1169 |
LOG (llevError, "BUG: tailor_god_spell(): no god\n"); |
1170 |
|
1171 |
spellop->destroy (); |
1172 |
return 0; |
1173 |
} |
1174 |
|
1175 |
/* either holy word or godpower attacks will set the slaying field */ |
1176 |
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1177 |
{ |
1178 |
if (spellop->slaying) |
1179 |
spellop->slaying = NULL; |
1180 |
|
1181 |
if (!caster_is_spell) |
1182 |
spellop->slaying = god->slaying; |
1183 |
else if (caster->slaying) |
1184 |
spellop->slaying = caster->slaying; |
1185 |
} |
1186 |
|
1187 |
/* only the godpower attacktype adds the god's attack onto the spell */ |
1188 |
if (spellop->attacktype & AT_GODPOWER) |
1189 |
spellop->attacktype = spellop->attacktype | god->attacktype; |
1190 |
|
1191 |
/* tack on the god's name to the spell */ |
1192 |
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1193 |
{ |
1194 |
spellop->title = god->name; |
1195 |
if (spellop->title) |
1196 |
{ |
1197 |
char buf[MAX_BUF]; |
1198 |
|
1199 |
sprintf (buf, "%s of %s", &spellop->name, &spellop->title); |
1200 |
spellop->name = spellop->name_pl = buf; |
1201 |
} |
1202 |
} |
1203 |
|
1204 |
return 1; |
1205 |
} |