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|
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/* |
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* static char *rcsid_gods_c = |
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* "$Id: gods.C,v 1.5 2006-09-07 10:01:58 pippijn Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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|
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/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
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* monster race initialization. b.t. |
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*/ |
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|
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/* Sept 1996 - moved code over to object -oriented gods -b.t. */ |
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|
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#include <global.h> |
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#include <living.h> |
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#include <object.h> |
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#include <spells.h> |
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#include <sounds.h> |
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#ifndef __CEXTRACT__ |
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# include <sproto.h> |
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#endif |
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|
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/** |
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* Returns the id of specified god. |
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*/ |
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int |
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lookup_god_by_name (const char *name) |
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{ |
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int godnr = -1; |
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size_t nmlen = strlen (name); |
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|
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if (name && strcmp (name, "none")) |
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{ |
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godlink *gl; |
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|
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for (gl = first_god; gl; gl = gl->next) |
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if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) |
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break; |
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if (gl) |
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godnr = gl->id; |
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} |
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return godnr; |
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} |
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|
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/** |
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* Returns pointer to specified god's object through pntr_to_god_obj.. |
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*/ |
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object * |
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find_god (const char *name) |
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{ |
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object *god = NULL; |
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|
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if (name) |
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{ |
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godlink *gl; |
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|
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for (gl = first_god; gl; gl = gl->next) |
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if (!strcmp (name, gl->name)) |
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break; |
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if (gl) |
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god = pntr_to_god_obj (gl); |
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} |
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return god; |
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} |
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|
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/** |
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* Determines if op worships a god. |
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* Returns the godname if they do or "none" if they have no god. |
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* In the case of an NPC, if they have no god, we try and guess |
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* who they should worship based on their race. If that fails we |
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* give them a random one. |
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*/ |
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|
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const char * |
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determine_god (object *op) |
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{ |
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int godnr = -1; |
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const char *godname; |
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|
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/* spells */ |
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if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
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{ |
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if (lookup_god_by_name (op->title) >= 0) |
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return op->title; |
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} |
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|
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if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE)) |
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{ |
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|
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/* find a god based on race */ |
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if (!op->title) |
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{ |
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if (op->race != NULL) |
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{ |
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godname = get_god_for_race (op->race); |
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if (godname != NULL) |
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{ |
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op->title = godname; |
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} |
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} |
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} |
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|
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/* find a random god */ |
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if (!op->title) |
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{ |
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godlink *gl = first_god; |
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|
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godnr = rndm (1, gl->id); |
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while (gl) |
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{ |
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if (gl->id == godnr) |
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break; |
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gl = gl->next; |
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} |
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op->title = gl->name; |
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} |
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|
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return op->title; |
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} |
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|
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|
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/* The god the player worships is in the praying skill (native skill |
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* not skill tool). Since a player can only have one instance of |
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* that skill, once we find it, we can return, either with the |
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* title or "none". |
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*/ |
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if (op->type == PLAYER) |
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{ |
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object *tmp; |
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|
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for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
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if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
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{ |
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if (tmp->title) |
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return (tmp->title); |
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else |
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return ("none"); |
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} |
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} |
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return ("none"); |
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} |
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|
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/** |
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* Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
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*/ |
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static int |
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same_string (const char *s1, const char *s2) |
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{ |
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if (s1 == NULL) |
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if (s2 == NULL) |
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return 1; |
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else |
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return 0; |
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else if (s2 == NULL) |
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return 0; |
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else |
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return strcmp (s1, s2) == 0; |
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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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* 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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remove_ob (tmp); /* remove obj from players inv. */ |
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esrv_del_item (op->contr, tmp->count); /* notify client */ |
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free_object (tmp); /* free object */ |
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} |
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if (tmp->inv) |
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follower_remove_similar_item (tmp, item); |
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} |
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} |
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} |
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|
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/** |
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* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
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* Returns 1 if found, else 0. |
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*/ |
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static int |
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follower_has_similar_item (object *op, object *item) |
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{ |
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object *tmp; |
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|
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for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
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{ |
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if (tmp->type == item->type |
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&& same_string (tmp->name, item->name) |
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&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
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return 1; |
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if (tmp->inv && follower_has_similar_item (tmp, item)) |
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return 1; |
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} |
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return 0; |
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} |
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|
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/** |
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* God gives an item to the player. |
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*/ |
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static int |
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god_gives_present (object *op, object *god, treasure *tr) |
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{ |
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object *tmp; |
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|
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if (follower_has_similar_item (op, &tr->item->clone)) |
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return 0; |
253 |
|
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tmp = arch_to_object (tr->item); |
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new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); |
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tmp = insert_ob_in_ob (tmp, op); |
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if (op->type == PLAYER) |
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esrv_send_item (op, tmp); |
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return 1; |
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} |
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|
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/** |
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* Player prays at altar. |
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* Checks for god changing, divine intervention, and so on. |
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*/ |
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void |
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pray_at_altar (object *pl, object *altar, object *skill) |
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{ |
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object *pl_god = find_god (determine_god (pl)); |
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|
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if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
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return; |
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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; |
277 |
|
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/* hmm. what happend depends on pl's current god, level, etc */ |
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if (!pl_god) |
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{ /*new convert */ |
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become_follower (pl, &altar->other_arch->clone); |
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return; |
283 |
|
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} |
285 |
else if (!strcmp (&pl_god->name, altar->other_arch->clone.name)) |
286 |
{ |
287 |
/* pray at your gods altar */ |
288 |
int bonus = (pl->stats.Wis + skill->level) / 10; |
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|
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/* we can get neg grace up faster */ |
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if (pl->stats.grace < 0) |
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pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
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/* we can super-charge grace to 2x max */ |
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if (pl->stats.grace < (2 * pl->stats.maxgrace)) |
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{ |
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pl->stats.grace += bonus / 2; |
297 |
} |
298 |
if (pl->stats.grace > (2 * pl->stats.maxgrace)) |
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{ |
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pl->stats.grace = (2 * pl->stats.maxgrace); |
301 |
} |
302 |
|
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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. |
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*/ |
306 |
bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ |
307 |
|
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if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
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god_intervention (pl, pl_god, skill); |
310 |
|
311 |
} |
312 |
else |
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{ /* praying to another god! */ |
314 |
uint64 loss = 0; |
315 |
int angry = 1; |
316 |
|
317 |
/* I believe the logic for detecting opposing gods was completely |
318 |
* broken - I think it should work now. altar->other_arch |
319 |
* points to the god of this altar (which we have |
320 |
* 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. |
323 |
*/ |
324 |
if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name)) |
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{ |
326 |
angry = 2; |
327 |
if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
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{ |
329 |
object *tmp; |
330 |
|
331 |
/* you really screwed up */ |
332 |
angry = 3; |
333 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
334 |
tmp = get_archetype (LOOSE_MANA); |
335 |
cast_magic_storm (pl, tmp, pl_god->level + 20); |
336 |
} |
337 |
else |
338 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
339 |
} |
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else |
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new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
342 |
|
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/* whether we will be successfull in defecting or not - |
344 |
* we lose experience from the clerical experience obj |
345 |
*/ |
346 |
|
347 |
loss = angry * (skill->stats.exp / 10); |
348 |
if (loss) |
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change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); |
350 |
|
351 |
/* May switch Gods, but its random chance based on our current level |
352 |
* note it gets harder to swap gods the higher we get |
353 |
*/ |
354 |
if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
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{ |
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become_follower (pl, &altar->other_arch->clone); |
357 |
} |
358 |
else |
359 |
{ |
360 |
/* toss this player off the altar. He can try again. */ |
361 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
362 |
move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
363 |
} |
364 |
} |
365 |
} |
366 |
|
367 |
/** |
368 |
* Removes special prayers given by a god. |
369 |
*/ |
370 |
static void |
371 |
check_special_prayers (object *op, object *god) |
372 |
{ |
373 |
/* Ensure that 'op' doesn't know any special prayers that are not granted |
374 |
* by 'god'. |
375 |
*/ |
376 |
treasure *tr; |
377 |
object *tmp, *next_tmp; |
378 |
int remove = 0; |
379 |
|
380 |
/* Outer loop iterates over all special prayer marks */ |
381 |
for (tmp = op->inv; tmp; tmp = next_tmp) |
382 |
{ |
383 |
next_tmp = tmp->below; |
384 |
|
385 |
/* we mark special prayers with the STARTEQUIP flag, so if it isn't |
386 |
* in that category, not something we need to worry about. |
387 |
*/ |
388 |
if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
389 |
continue; |
390 |
|
391 |
if (god->randomitems == NULL) |
392 |
{ |
393 |
LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
394 |
do_forget_spell (op, tmp->name); |
395 |
continue; |
396 |
} |
397 |
|
398 |
/* Inner loop tries to find the special prayer in the god's treasure |
399 |
* list. We default that the spell should be removed. |
400 |
*/ |
401 |
remove = 1; |
402 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
403 |
{ |
404 |
object *item; |
405 |
|
406 |
if (tr->item == NULL) |
407 |
continue; |
408 |
item = &tr->item->clone; |
409 |
|
410 |
/* Basically, see if the matching spell is granted by this god. */ |
411 |
|
412 |
if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) |
413 |
{ |
414 |
remove = 0; |
415 |
break; |
416 |
} |
417 |
} |
418 |
if (remove) |
419 |
{ |
420 |
/* just do the work of removing the spell ourselves - we already |
421 |
* know that the player knows the spell |
422 |
*/ |
423 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name); |
424 |
player_unready_range_ob (op->contr, tmp); |
425 |
remove_ob (tmp); |
426 |
free_object (tmp); |
427 |
} |
428 |
|
429 |
} |
430 |
} |
431 |
|
432 |
/** |
433 |
* This function is called whenever a player has |
434 |
* switched to a new god. It handles basically all the stat changes |
435 |
* that happen to the player, including the removal of godgiven |
436 |
* items (from the former cult). |
437 |
*/ |
438 |
void |
439 |
become_follower (object *op, object *new_god) |
440 |
{ |
441 |
object *old_god = NULL; /* old god */ |
442 |
treasure *tr; |
443 |
object *item, *skop, *next; |
444 |
int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
445 |
|
446 |
|
447 |
old_god = find_god (determine_god (op)); |
448 |
|
449 |
/* take away any special god-characteristic items. */ |
450 |
for (item = op->inv; item != NULL; item = next) |
451 |
{ |
452 |
next = item->below; |
453 |
/* remove all invisible startequip items which are |
454 |
* not skill, exp or force |
455 |
*/ |
456 |
if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && |
457 |
(item->type != SKILL) && (item->type != EXPERIENCE) && (item->type != FORCE)) |
458 |
{ |
459 |
|
460 |
if (item->type == SPELL) |
461 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); |
462 |
player_unready_range_ob (op->contr, item); |
463 |
remove_ob (item); |
464 |
free_object (item); |
465 |
} |
466 |
} |
467 |
|
468 |
/* remove any godgiven items from the old god */ |
469 |
if (old_god) |
470 |
{ |
471 |
for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) |
472 |
{ |
473 |
if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) |
474 |
follower_remove_similar_item (op, &tr->item->clone); |
475 |
} |
476 |
} |
477 |
|
478 |
if (!op || !new_god) |
479 |
return; |
480 |
|
481 |
if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) |
482 |
{ |
483 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); |
484 |
if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) |
485 |
{ |
486 |
object *tmp = get_archetype (LOOSE_MANA); |
487 |
|
488 |
cast_magic_storm (op, tmp, new_god->level + 10); |
489 |
} |
490 |
return; |
491 |
} |
492 |
|
493 |
|
494 |
/* give the player any special god-characteristic-items. */ |
495 |
for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) |
496 |
{ |
497 |
if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && |
498 |
tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) |
499 |
god_gives_present (op, new_god, tr); |
500 |
} |
501 |
|
502 |
|
503 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); |
504 |
|
505 |
for (skop = op->inv; skop != NULL; skop = skop->below) |
506 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
507 |
break; |
508 |
|
509 |
/* Player has no skill - give them the skill */ |
510 |
if (!skop) |
511 |
{ |
512 |
/* The arhetype should always be defined - if we crash here because it doesn't, |
513 |
* things are really messed up anyways. |
514 |
*/ |
515 |
skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); |
516 |
link_player_skills (op); |
517 |
} |
518 |
|
519 |
sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ |
520 |
|
521 |
/* Clear the "undead" status. We also need to force a call to change_abil, |
522 |
* so I set undeadified for that. |
523 |
* - gros, 21th July 2006. |
524 |
*/ |
525 |
if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) |
526 |
{ |
527 |
CLEAR_FLAG (skop, FLAG_UNDEAD); |
528 |
undeadified = 1; |
529 |
} |
530 |
|
531 |
if (skop->title) |
532 |
{ /* get rid of old god */ |
533 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); |
534 |
/* The point of this is to really show what abilities the player just lost */ |
535 |
if (sk_applied || undeadified) |
536 |
{ |
537 |
|
538 |
CLEAR_FLAG (skop, FLAG_APPLIED); |
539 |
(void) change_abil (op, skop); |
540 |
} |
541 |
} |
542 |
|
543 |
/* now change to the new gods attributes to exp_obj */ |
544 |
skop->title = new_god->name; |
545 |
skop->path_attuned = new_god->path_attuned; |
546 |
skop->path_repelled = new_god->path_repelled; |
547 |
skop->path_denied = new_god->path_denied; |
548 |
/* copy god's resistances */ |
549 |
memcpy (skop->resist, new_god->resist, sizeof (new_god->resist)); |
550 |
|
551 |
/* make sure that certain immunities do NOT get passed |
552 |
* to the follower! |
553 |
*/ |
554 |
for (i = 0; i < NROFATTACKS; i++) |
555 |
if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON)) |
556 |
skop->resist[i] = 30; |
557 |
|
558 |
skop->stats.hp = (sint16) new_god->last_heal; |
559 |
skop->stats.sp = (sint16) new_god->last_sp; |
560 |
skop->stats.grace = (sint16) new_god->last_grace; |
561 |
skop->stats.food = (sint16) new_god->last_eat; |
562 |
skop->stats.luck = (sint8) new_god->stats.luck; |
563 |
/* gods may pass on certain flag properties */ |
564 |
update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK); |
565 |
update_priest_flag (new_god, skop, FLAG_REFL_SPELL); |
566 |
update_priest_flag (new_god, skop, FLAG_REFL_MISSILE); |
567 |
update_priest_flag (new_god, skop, FLAG_STEALTH); |
568 |
update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
569 |
update_priest_flag (new_god, skop, FLAG_UNDEAD); |
570 |
update_priest_flag (new_god, skop, FLAG_BLIND); |
571 |
update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ |
572 |
|
573 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); |
574 |
|
575 |
/* Weapon/armour use are special...handle flag toggles here as this can |
576 |
* only happen when gods are worshipped and if the new priest could |
577 |
* have used armour/weapons in the first place. |
578 |
* |
579 |
* This also can happen for monks which cannot use weapons. In this case |
580 |
* do not allow to use weapons even if the god otherwise would allow it. |
581 |
*/ |
582 |
if (!present_in_ob_by_name (FORCE, "no weapon force", op)) |
583 |
update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
584 |
update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
585 |
|
586 |
if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) |
587 |
stop_using_item (op, WEAPON, 2); |
588 |
|
589 |
if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) |
590 |
{ |
591 |
stop_using_item (op, ARMOUR, 1); |
592 |
stop_using_item (op, HELMET, 1); |
593 |
stop_using_item (op, BOOTS, 1); |
594 |
stop_using_item (op, GLOVES, 1); |
595 |
stop_using_item (op, SHIELD, 1); |
596 |
} |
597 |
|
598 |
SET_FLAG (skop, FLAG_APPLIED); |
599 |
(void) change_abil (op, skop); |
600 |
|
601 |
/* return to previous skill status */ |
602 |
if (!sk_applied) |
603 |
CLEAR_FLAG (skop, FLAG_APPLIED); |
604 |
|
605 |
check_special_prayers (op, new_god); |
606 |
} |
607 |
|
608 |
/** |
609 |
* Forbids or let player use something item type. |
610 |
* op is the player. |
611 |
* exp_obj is the widsom experience. |
612 |
* flag is the flag to check against. |
613 |
* string is the string to print out. |
614 |
*/ |
615 |
|
616 |
int |
617 |
worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
618 |
{ |
619 |
|
620 |
if (QUERY_FLAG (&op->arch->clone, flag)) |
621 |
if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) |
622 |
{ |
623 |
update_priest_flag (exp_obj, op, flag); |
624 |
if (QUERY_FLAG (op, flag)) |
625 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
626 |
else |
627 |
{ |
628 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
629 |
return 1; |
630 |
} |
631 |
} |
632 |
return 0; |
633 |
} |
634 |
|
635 |
/** |
636 |
* Unapplies up to number worth of items of type |
637 |
*/ |
638 |
void |
639 |
stop_using_item (object *op, int type, int number) |
640 |
{ |
641 |
object *tmp; |
642 |
|
643 |
for (tmp = op->inv; tmp && number; tmp = tmp->below) |
644 |
if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED)) |
645 |
{ |
646 |
apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
647 |
number--; |
648 |
} |
649 |
} |
650 |
|
651 |
/** |
652 |
* If the god does/doesnt have this flag, we |
653 |
* give/remove it from the experience object if it doesnt/does |
654 |
* already exist. For players only! |
655 |
*/ |
656 |
|
657 |
void |
658 |
update_priest_flag (object *god, object *exp_ob, uint32 flag) |
659 |
{ |
660 |
if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) |
661 |
SET_FLAG (exp_ob, flag); |
662 |
else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) |
663 |
{ |
664 |
/* When this is called with the exp_ob set to the player, |
665 |
* this check is broken, because most all players arch |
666 |
* allow use of weapons. I'm not actually sure why this |
667 |
* check is here - I guess if you had a case where the |
668 |
* value in the archetype (wisdom) should over ride the restrictions |
669 |
* the god places on it, this may make sense. But I don't think |
670 |
* there is any case like that. |
671 |
*/ |
672 |
|
673 |
/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
674 |
CLEAR_FLAG (exp_ob, flag); |
675 |
}; |
676 |
} |
677 |
|
678 |
|
679 |
|
680 |
archetype * |
681 |
determine_holy_arch (object *god, const char *type) |
682 |
{ |
683 |
treasure *tr; |
684 |
|
685 |
if (!god || !god->randomitems) |
686 |
{ |
687 |
LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
688 |
return NULL; |
689 |
} |
690 |
|
691 |
for (tr = god->randomitems->items; tr != NULL; tr = tr->next) |
692 |
{ |
693 |
object *item; |
694 |
|
695 |
if (!tr->item) |
696 |
continue; |
697 |
item = &tr->item->clone; |
698 |
|
699 |
if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) |
700 |
return item->other_arch; |
701 |
} |
702 |
return NULL; |
703 |
} |
704 |
|
705 |
/** |
706 |
* God helps player by removing curse and/or damnation. |
707 |
*/ |
708 |
static int |
709 |
god_removes_curse (object *op, int remove_damnation) |
710 |
{ |
711 |
object *tmp; |
712 |
int success = 0; |
713 |
|
714 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
715 |
{ |
716 |
if (tmp->invisible) |
717 |
continue; |
718 |
if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) |
719 |
continue; |
720 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
721 |
{ |
722 |
success = 1; |
723 |
CLEAR_FLAG (tmp, FLAG_DAMNED); |
724 |
CLEAR_FLAG (tmp, FLAG_CURSED); |
725 |
CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
726 |
if (op->type == PLAYER) |
727 |
esrv_send_item (op, tmp); |
728 |
} |
729 |
} |
730 |
|
731 |
if (success) |
732 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
733 |
return success; |
734 |
} |
735 |
|
736 |
static int |
737 |
follower_level_to_enchantments (int level, int difficulty) |
738 |
{ |
739 |
if (difficulty < 1) |
740 |
{ |
741 |
LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty); |
742 |
return 0; |
743 |
} |
744 |
|
745 |
if (level <= 20) |
746 |
return level / difficulty; |
747 |
if (level <= 40) |
748 |
return (20 + (level - 20) / 2) / difficulty; |
749 |
return (30 + (level - 40) / 4) / difficulty; |
750 |
} |
751 |
|
752 |
/** |
753 |
* God wants to enchant weapon. |
754 |
* Affected weapon is the applied one (weapon or bow). It's checked to make sure |
755 |
* it isn't a weapon for another god. If all is all right, update weapon with |
756 |
* attacktype, slaying and such. |
757 |
*/ |
758 |
static int |
759 |
god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
760 |
{ |
761 |
char buf[MAX_BUF]; |
762 |
object *weapon; |
763 |
uint32 attacktype; |
764 |
int tmp; |
765 |
|
766 |
for (weapon = op->inv; weapon; weapon = weapon->below) |
767 |
if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) |
768 |
break; |
769 |
if (weapon == NULL || god_examines_item (god, weapon) <= 0) |
770 |
return 0; |
771 |
|
772 |
/* First give it a title, so other gods won't touch it */ |
773 |
if (!weapon->title) |
774 |
{ |
775 |
sprintf (buf, "of %s", &god->name); |
776 |
weapon->title = buf; |
777 |
if (op->type == PLAYER) |
778 |
esrv_update_item (UPD_NAME, op, weapon); |
779 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
780 |
} |
781 |
|
782 |
/* Allow the weapon to slay enemies */ |
783 |
if (!weapon->slaying && god->slaying) |
784 |
{ |
785 |
weapon->slaying = god->slaying; |
786 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
787 |
return 1; |
788 |
} |
789 |
|
790 |
/* Add the gods attacktype */ |
791 |
attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
792 |
if ((attacktype & god->attacktype) != god->attacktype) |
793 |
{ |
794 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
795 |
weapon->attacktype = attacktype | god->attacktype; |
796 |
return 1; |
797 |
} |
798 |
|
799 |
/* Higher magic value */ |
800 |
tmp = follower_level_to_enchantments (skill->level, tr->level); |
801 |
if (weapon->magic < tmp) |
802 |
{ |
803 |
new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
804 |
weapon->magic++; |
805 |
if (op->type == PLAYER) |
806 |
esrv_update_item (UPD_NAME, op, weapon); |
807 |
return 1; |
808 |
} |
809 |
|
810 |
return 0; |
811 |
} |
812 |
|
813 |
|
814 |
/** |
815 |
* Every once in a while the god will intervene to help the worshiper. |
816 |
* Later, this fctn can be used to supply quests, etc for the |
817 |
* priest. -b.t. |
818 |
* called from pray_at_altar() currently. |
819 |
*/ |
820 |
|
821 |
void |
822 |
god_intervention (object *op, object *god, object *skill) |
823 |
{ |
824 |
treasure *tr; |
825 |
|
826 |
if (!god || !god->randomitems) |
827 |
{ |
828 |
LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n"); |
829 |
return; |
830 |
} |
831 |
|
832 |
check_special_prayers (op, god); |
833 |
|
834 |
/* lets do some checks of whether we are kosher with our god */ |
835 |
if (god_examines_priest (op, god) < 0) |
836 |
return; |
837 |
|
838 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
839 |
|
840 |
for (tr = god->randomitems->items; tr != NULL; tr = tr->next) |
841 |
{ |
842 |
object *item; |
843 |
|
844 |
if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) |
845 |
continue; |
846 |
|
847 |
/* Treasurelist - generate some treasure for the follower */ |
848 |
if (tr->name) |
849 |
{ |
850 |
treasurelist *tl = find_treasurelist (tr->name); |
851 |
|
852 |
if (tl == NULL) |
853 |
continue; |
854 |
|
855 |
new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); |
856 |
|
857 |
create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); |
858 |
return; |
859 |
} |
860 |
|
861 |
if (!tr->item) |
862 |
{ |
863 |
LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name); |
864 |
continue; |
865 |
} |
866 |
item = &tr->item->clone; |
867 |
|
868 |
/* Grace limit */ |
869 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) |
870 |
{ |
871 |
if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
872 |
{ |
873 |
object *tmp; |
874 |
|
875 |
/* Follower lacks the required grace for the following |
876 |
* treasure list items. */ |
877 |
|
878 |
tmp = get_archetype (HOLY_POSSESSION); |
879 |
cast_change_ability (op, op, tmp, 0, 1); |
880 |
free_object (tmp); |
881 |
return; |
882 |
} |
883 |
continue; |
884 |
} |
885 |
|
886 |
/* Restore grace */ |
887 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) |
888 |
{ |
889 |
if (op->stats.grace >= 0) |
890 |
continue; |
891 |
op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
892 |
new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
893 |
return; |
894 |
} |
895 |
|
896 |
/* Heal damage */ |
897 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
898 |
{ |
899 |
if (op->stats.hp >= op->stats.maxhp) |
900 |
continue; |
901 |
new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
902 |
op->stats.hp = op->stats.maxhp; |
903 |
return; |
904 |
} |
905 |
|
906 |
/* Restore spellpoints */ |
907 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0) |
908 |
{ |
909 |
int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0)); |
910 |
|
911 |
/* Restore to 50 .. 100%, if sp < 50% */ |
912 |
int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
913 |
|
914 |
if (op->stats.sp >= max / 2) |
915 |
continue; |
916 |
new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); |
917 |
op->stats.sp = new_sp; |
918 |
} |
919 |
|
920 |
/* Various heal spells */ |
921 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
922 |
{ |
923 |
object *tmp; |
924 |
int success; |
925 |
|
926 |
tmp = get_archetype_by_object_name (item->slaying); |
927 |
|
928 |
success = cast_heal (op, op, tmp, 0); |
929 |
free_object (tmp); |
930 |
if (success) |
931 |
return; |
932 |
else |
933 |
continue; |
934 |
} |
935 |
|
936 |
/* Remove curse */ |
937 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0) |
938 |
{ |
939 |
if (god_removes_curse (op, 0)) |
940 |
return; |
941 |
else |
942 |
continue; |
943 |
} |
944 |
|
945 |
/* Remove damnation */ |
946 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0) |
947 |
{ |
948 |
if (god_removes_curse (op, 1)) |
949 |
return; |
950 |
else |
951 |
continue; |
952 |
} |
953 |
|
954 |
/* Heal depletion */ |
955 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0) |
956 |
{ |
957 |
object *depl; |
958 |
archetype *at; |
959 |
int i; |
960 |
|
961 |
if ((at = find_archetype (ARCH_DEPLETION)) == NULL) |
962 |
{ |
963 |
LOG (llevError, "Could not find archetype depletion.\n"); |
964 |
continue; |
965 |
} |
966 |
depl = present_arch_in_ob (at, op); |
967 |
if (depl == NULL) |
968 |
continue; |
969 |
new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); |
970 |
for (i = 0; i < NUM_STATS; i++) |
971 |
if (get_attr_value (&depl->stats, i)) |
972 |
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
973 |
remove_ob (depl); |
974 |
free_object (depl); |
975 |
fix_player (op); |
976 |
return; |
977 |
} |
978 |
|
979 |
/* Voices */ |
980 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) |
981 |
{ |
982 |
new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); |
983 |
new_draw_info (NDI_WHITE, 0, op, item->msg); |
984 |
return; |
985 |
} |
986 |
|
987 |
/* Messages */ |
988 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0) |
989 |
{ |
990 |
new_draw_info (NDI_UNIQUE, 0, op, item->msg); |
991 |
return; |
992 |
} |
993 |
|
994 |
/* Enchant weapon */ |
995 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0) |
996 |
{ |
997 |
if (god_enchants_weapon (op, god, item, skill)) |
998 |
return; |
999 |
else |
1000 |
continue; |
1001 |
} |
1002 |
|
1003 |
/* Spellbooks - works correctly only for prayers */ |
1004 |
if (item->type == SPELL) |
1005 |
{ |
1006 |
if (check_spell_known (op, item->name)) |
1007 |
continue; |
1008 |
if (item->level > skill->level) |
1009 |
continue; |
1010 |
|
1011 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name); |
1012 |
do_learn_spell (op, item, 1); |
1013 |
return; |
1014 |
|
1015 |
} |
1016 |
|
1017 |
/* Other gifts */ |
1018 |
if (!item->invisible) |
1019 |
{ |
1020 |
if (god_gives_present (op, god, tr)) |
1021 |
return; |
1022 |
else |
1023 |
continue; |
1024 |
} |
1025 |
/* else ignore it */ |
1026 |
} |
1027 |
|
1028 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
1029 |
} |
1030 |
|
1031 |
/** |
1032 |
* Checks and maybe punishes someone praying. |
1033 |
* All applied items are examined, if player is using more items of other gods, |
1034 |
* s/he loses experience in praying or general experience if no praying. |
1035 |
*/ |
1036 |
int |
1037 |
god_examines_priest (object *op, object *god) |
1038 |
{ |
1039 |
int reaction = 1; |
1040 |
object *item = NULL, *skop; |
1041 |
|
1042 |
for (item = op->inv; item; item = item->below) |
1043 |
{ |
1044 |
if (QUERY_FLAG (item, FLAG_APPLIED)) |
1045 |
{ |
1046 |
reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
1047 |
} |
1048 |
} |
1049 |
|
1050 |
/* well, well. Looks like we screwed up. Time for god's revenge */ |
1051 |
if (reaction < 0) |
1052 |
{ |
1053 |
int loss = 10000000; |
1054 |
int angry = abs (reaction); |
1055 |
|
1056 |
for (skop = op->inv; skop != NULL; skop = skop->below) |
1057 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
1058 |
break; |
1059 |
|
1060 |
if (skop) |
1061 |
loss = (int) (0.05 * (float) skop->stats.exp); |
1062 |
change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); |
1063 |
if (random_roll (0, angry, op, PREFER_LOW)) |
1064 |
{ |
1065 |
object *tmp = get_archetype (LOOSE_MANA); |
1066 |
|
1067 |
cast_magic_storm (op, tmp, op->level + (angry * 3)); |
1068 |
} |
1069 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
1070 |
} |
1071 |
return reaction; |
1072 |
} |
1073 |
|
1074 |
/** |
1075 |
* God checks item the player is using. |
1076 |
* Return either -1 (bad), 0 (neutral) or |
1077 |
* 1 (item is ok). If you are using the item of an enemy |
1078 |
* god, it can be bad...-b.t. |
1079 |
*/ |
1080 |
|
1081 |
int |
1082 |
god_examines_item (object *god, object *item) |
1083 |
{ |
1084 |
char buf[MAX_BUF]; |
1085 |
|
1086 |
if (!god || !item) |
1087 |
return 0; |
1088 |
|
1089 |
if (!item->title) |
1090 |
return 1; /* unclaimed item are ok */ |
1091 |
|
1092 |
sprintf (buf, "of %s", &god->name); |
1093 |
if (!strcmp (item->title, buf)) |
1094 |
return 1; /* belongs to that God */ |
1095 |
|
1096 |
if (god->title) |
1097 |
{ /* check if we have any enemy blessed item */ |
1098 |
sprintf (buf, "of %s", &god->title); |
1099 |
if (!strcmp (item->title, buf)) |
1100 |
{ |
1101 |
if (item->env) |
1102 |
{ |
1103 |
char buf[MAX_BUF]; |
1104 |
|
1105 |
sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
1106 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
1107 |
} |
1108 |
return -1; |
1109 |
} |
1110 |
} |
1111 |
|
1112 |
return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
1113 |
} |
1114 |
|
1115 |
/** |
1116 |
* Returns priest's god's id. |
1117 |
* Straight calls lookup_god_by_name |
1118 |
*/ |
1119 |
|
1120 |
int |
1121 |
get_god (object *priest) |
1122 |
{ |
1123 |
int godnr = lookup_god_by_name (determine_god (priest)); |
1124 |
|
1125 |
return godnr; |
1126 |
} |
1127 |
|
1128 |
/** |
1129 |
* Returns a string that is the name of the god that should be natively worshipped by a |
1130 |
* creature of who has race *race |
1131 |
* if we can't find a god that is appropriate, we return NULL |
1132 |
*/ |
1133 |
const char * |
1134 |
get_god_for_race (const char *race) |
1135 |
{ |
1136 |
godlink *gl = first_god; |
1137 |
const char *godname = NULL; |
1138 |
|
1139 |
if (race == NULL) |
1140 |
return NULL; |
1141 |
while (gl) |
1142 |
{ |
1143 |
if (!strcasecmp (gl->arch->clone.race, race)) |
1144 |
{ |
1145 |
godname = gl->name; |
1146 |
break; |
1147 |
} |
1148 |
gl = gl->next; |
1149 |
} |
1150 |
return godname; |
1151 |
} |
1152 |
|
1153 |
/** |
1154 |
* Changes the attributes of cone, smite, and ball spells as needed by the code. |
1155 |
* Returns false if there was no race to assign to the slaying field of the spell, but |
1156 |
* the spell attacktype contains AT_HOLYWORD. -b.t. |
1157 |
*/ |
1158 |
|
1159 |
int |
1160 |
tailor_god_spell (object *spellop, object *caster) |
1161 |
{ |
1162 |
object *god = find_god (determine_god (caster)); |
1163 |
int caster_is_spell = 0; |
1164 |
|
1165 |
if (caster->type == SPELL_EFFECT || caster->type == SPELL) |
1166 |
caster_is_spell = 1; |
1167 |
|
1168 |
/* if caster is a rune or the like, it doesn't worship anything. However, |
1169 |
* if this object is owned by someone, then the god that they worship |
1170 |
* is relevant, so use that. |
1171 |
*/ |
1172 |
if (!god && get_owner (caster)) |
1173 |
god = find_god (determine_god (get_owner (caster))); |
1174 |
|
1175 |
if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race)) |
1176 |
{ |
1177 |
if (!caster_is_spell) |
1178 |
new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god"); |
1179 |
else |
1180 |
LOG (llevError, "BUG: tailor_god_spell(): no god\n"); |
1181 |
free_object (spellop); |
1182 |
return 0; |
1183 |
} |
1184 |
|
1185 |
/* either holy word or godpower attacks will set the slaying field */ |
1186 |
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1187 |
{ |
1188 |
if (spellop->slaying) |
1189 |
spellop->slaying = NULL; |
1190 |
|
1191 |
if (!caster_is_spell) |
1192 |
spellop->slaying = god->slaying; |
1193 |
else if (caster->slaying) |
1194 |
spellop->slaying = caster->slaying; |
1195 |
} |
1196 |
|
1197 |
/* only the godpower attacktype adds the god's attack onto the spell */ |
1198 |
if (spellop->attacktype & AT_GODPOWER) |
1199 |
spellop->attacktype = spellop->attacktype | god->attacktype; |
1200 |
|
1201 |
/* tack on the god's name to the spell */ |
1202 |
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1203 |
{ |
1204 |
spellop->title = god->name; |
1205 |
if (spellop->title) |
1206 |
{ |
1207 |
char buf[MAX_BUF]; |
1208 |
|
1209 |
sprintf (buf, "%s of %s", &spellop->name, &spellop->title); |
1210 |
spellop->name = spellop->name_pl = buf; |
1211 |
} |
1212 |
} |
1213 |
|
1214 |
return 1; |
1215 |
} |