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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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|
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/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
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* monster race initialization. b.t. |
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*/ |
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|
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/* Sept 1996 - moved code over to object -oriented gods -b.t. */ |
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|
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#include <global.h> |
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#include <living.h> |
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#include <object.h> |
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#include <spells.h> |
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#include <sounds.h> |
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#ifndef __CEXTRACT__ |
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# include <sproto.h> |
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#endif |
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|
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/** |
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* Returns the id of specified god. |
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*/ |
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int |
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lookup_god_by_name (const char *name) |
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{ |
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int godnr = -1; |
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size_t nmlen = strlen (name); |
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|
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if (name && strcmp (name, "none")) |
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{ |
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godlink *gl; |
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|
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for (gl = first_god; gl; gl = gl->next) |
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if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) |
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break; |
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if (gl) |
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godnr = gl->id; |
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} |
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return godnr; |
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} |
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|
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/** |
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* Returns pointer to specified god's object through pntr_to_god_obj.. |
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*/ |
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object * |
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find_god (const char *name) |
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{ |
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object *god = NULL; |
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|
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if (name) |
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{ |
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godlink *gl; |
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|
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for (gl = first_god; gl; gl = gl->next) |
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if (!strcmp (name, gl->name)) |
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break; |
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if (gl) |
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god = pntr_to_god_obj (gl); |
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} |
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return god; |
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} |
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|
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/** |
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* Determines if op worships a god. |
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* Returns the godname if they do or "none" if they have no god. |
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* In the case of an NPC, if they have no god, we try and guess |
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* who they should worship based on their race. If that fails we |
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* give them a random one. |
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*/ |
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|
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const char * |
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determine_god (object *op) |
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{ |
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int godnr = -1; |
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const char *godname; |
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|
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/* spells */ |
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if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
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{ |
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if (lookup_god_by_name (op->title) >= 0) |
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return op->title; |
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} |
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|
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if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE)) |
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{ |
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|
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/* find a god based on race */ |
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if (!op->title) |
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{ |
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if (op->race != NULL) |
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{ |
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godname = get_god_for_race (op->race); |
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if (godname != NULL) |
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{ |
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op->title = godname; |
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} |
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} |
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} |
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|
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/* find a random god */ |
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if (!op->title) |
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{ |
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godlink *gl = first_god; |
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|
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godnr = rndm (1, gl->id); |
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while (gl) |
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{ |
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if (gl->id == godnr) |
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break; |
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gl = gl->next; |
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} |
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op->title = gl->name; |
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} |
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|
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return op->title; |
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} |
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|
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|
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/* The god the player worships is in the praying skill (native skill |
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* not skill tool). Since a player can only have one instance of |
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* that skill, once we find it, we can return, either with the |
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* title or "none". |
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*/ |
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if (op->type == PLAYER) |
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{ |
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object *tmp; |
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|
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for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
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if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
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{ |
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if (tmp->title) |
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return (tmp->title); |
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else |
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return ("none"); |
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} |
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} |
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return ("none"); |
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} |
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|
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/** |
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* Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
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*/ |
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static int |
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same_string (const char *s1, const char *s2) |
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{ |
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if (s1 == NULL) |
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if (s2 == NULL) |
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return 1; |
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else |
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return 0; |
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else if (s2 == NULL) |
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return 0; |
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else |
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return strcmp (s1, s2) == 0; |
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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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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 (0); /* 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; |
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|
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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; |
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|
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/* hmm. what happend depends on pl's current god, level, etc */ |
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if (!pl_god) |
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{ /*new convert */ |
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become_follower (pl, &altar->other_arch->clone); |
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return; |
277 |
|
278 |
} |
279 |
else if (!strcmp (&pl_god->name, altar->other_arch->clone.name)) |
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{ |
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/* pray at your gods altar */ |
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int bonus = (pl->stats.Wis + skill->level) / 10; |
283 |
|
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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; |
291 |
} |
292 |
if (pl->stats.grace > (2 * pl->stats.maxgrace)) |
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{ |
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pl->stats.grace = (2 * pl->stats.maxgrace); |
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} |
296 |
|
297 |
/* 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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*/ |
300 |
bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ |
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|
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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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|
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} |
306 |
else |
307 |
{ /* praying to another god! */ |
308 |
uint64 loss = 0; |
309 |
int angry = 1; |
310 |
|
311 |
/* I believe the logic for detecting opposing gods was completely |
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* broken - I think it should work now. altar->other_arch |
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* points to the god of this altar (which we have |
314 |
* 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. |
317 |
*/ |
318 |
if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name)) |
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{ |
320 |
angry = 2; |
321 |
if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
322 |
{ |
323 |
object *tmp; |
324 |
|
325 |
/* you really screwed up */ |
326 |
angry = 3; |
327 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
328 |
tmp = get_archetype (LOOSE_MANA); |
329 |
cast_magic_storm (pl, tmp, pl_god->level + 20); |
330 |
} |
331 |
else |
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new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
333 |
} |
334 |
else |
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new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
336 |
|
337 |
/* whether we will be successfull in defecting or not - |
338 |
* we lose experience from the clerical experience obj |
339 |
*/ |
340 |
|
341 |
loss = angry * (skill->stats.exp / 10); |
342 |
if (loss) |
343 |
change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); |
344 |
|
345 |
/* May switch Gods, but its random chance based on our current level |
346 |
* note it gets harder to swap gods the higher we get |
347 |
*/ |
348 |
if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
349 |
{ |
350 |
become_follower (pl, &altar->other_arch->clone); |
351 |
} |
352 |
else |
353 |
{ |
354 |
/* toss this player off the altar. He can try again. */ |
355 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
356 |
move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
357 |
} |
358 |
} |
359 |
} |
360 |
|
361 |
/** |
362 |
* Removes special prayers given by a god. |
363 |
*/ |
364 |
static void |
365 |
check_special_prayers (object *op, object *god) |
366 |
{ |
367 |
/* Ensure that 'op' doesn't know any special prayers that are not granted |
368 |
* by 'god'. |
369 |
*/ |
370 |
treasure *tr; |
371 |
object *tmp, *next_tmp; |
372 |
int remove = 0; |
373 |
|
374 |
/* Outer loop iterates over all special prayer marks */ |
375 |
for (tmp = op->inv; tmp; tmp = next_tmp) |
376 |
{ |
377 |
next_tmp = tmp->below; |
378 |
|
379 |
/* we mark special prayers with the STARTEQUIP flag, so if it isn't |
380 |
* in that category, not something we need to worry about. |
381 |
*/ |
382 |
if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
383 |
continue; |
384 |
|
385 |
if (god->randomitems == NULL) |
386 |
{ |
387 |
LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
388 |
do_forget_spell (op, tmp->name); |
389 |
continue; |
390 |
} |
391 |
|
392 |
/* Inner loop tries to find the special prayer in the god's treasure |
393 |
* list. We default that the spell should be removed. |
394 |
*/ |
395 |
remove = 1; |
396 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
397 |
{ |
398 |
object *item; |
399 |
|
400 |
if (tr->item == NULL) |
401 |
continue; |
402 |
item = &tr->item->clone; |
403 |
|
404 |
/* Basically, see if the matching spell is granted by this god. */ |
405 |
|
406 |
if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) |
407 |
{ |
408 |
remove = 0; |
409 |
break; |
410 |
} |
411 |
} |
412 |
if (remove) |
413 |
{ |
414 |
/* just do the work of removing the spell ourselves - we already |
415 |
* know that the player knows the spell |
416 |
*/ |
417 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name); |
418 |
player_unready_range_ob (op->contr, tmp); |
419 |
tmp->remove (); |
420 |
tmp->destroy (0); |
421 |
} |
422 |
|
423 |
} |
424 |
} |
425 |
|
426 |
/** |
427 |
* This function is called whenever a player has |
428 |
* switched to a new god. It handles basically all the stat changes |
429 |
* that happen to the player, including the removal of godgiven |
430 |
* items (from the former cult). |
431 |
*/ |
432 |
void |
433 |
become_follower (object *op, object *new_god) |
434 |
{ |
435 |
object *old_god = NULL; /* old god */ |
436 |
treasure *tr; |
437 |
object *item, *skop, *next; |
438 |
int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
439 |
|
440 |
|
441 |
old_god = find_god (determine_god (op)); |
442 |
|
443 |
/* take away any special god-characteristic items. */ |
444 |
for (item = op->inv; item != NULL; item = next) |
445 |
{ |
446 |
next = item->below; |
447 |
/* remove all invisible startequip items which are |
448 |
* not skill, exp or force |
449 |
*/ |
450 |
if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && |
451 |
(item->type != SKILL) && (item->type != EXPERIENCE) && (item->type != FORCE)) |
452 |
{ |
453 |
|
454 |
if (item->type == SPELL) |
455 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); |
456 |
player_unready_range_ob (op->contr, item); |
457 |
item->remove (); |
458 |
item->destroy (0); |
459 |
} |
460 |
} |
461 |
|
462 |
/* remove any godgiven items from the old god */ |
463 |
if (old_god) |
464 |
{ |
465 |
for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) |
466 |
{ |
467 |
if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) |
468 |
follower_remove_similar_item (op, &tr->item->clone); |
469 |
} |
470 |
} |
471 |
|
472 |
if (!op || !new_god) |
473 |
return; |
474 |
|
475 |
if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) |
476 |
{ |
477 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); |
478 |
if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) |
479 |
{ |
480 |
object *tmp = get_archetype (LOOSE_MANA); |
481 |
|
482 |
cast_magic_storm (op, tmp, new_god->level + 10); |
483 |
} |
484 |
return; |
485 |
} |
486 |
|
487 |
|
488 |
/* give the player any special god-characteristic-items. */ |
489 |
for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) |
490 |
{ |
491 |
if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && |
492 |
tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) |
493 |
god_gives_present (op, new_god, tr); |
494 |
} |
495 |
|
496 |
|
497 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); |
498 |
|
499 |
for (skop = op->inv; skop != NULL; skop = skop->below) |
500 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
501 |
break; |
502 |
|
503 |
/* Player has no skill - give them the skill */ |
504 |
if (!skop) |
505 |
{ |
506 |
/* The arhetype should always be defined - if we crash here because it doesn't, |
507 |
* things are really messed up anyways. |
508 |
*/ |
509 |
skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); |
510 |
link_player_skills (op); |
511 |
} |
512 |
|
513 |
sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ |
514 |
|
515 |
/* Clear the "undead" status. We also need to force a call to change_abil, |
516 |
* so I set undeadified for that. |
517 |
* - gros, 21th July 2006. |
518 |
*/ |
519 |
if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) |
520 |
{ |
521 |
CLEAR_FLAG (skop, FLAG_UNDEAD); |
522 |
undeadified = 1; |
523 |
} |
524 |
|
525 |
if (skop->title) |
526 |
{ /* get rid of old god */ |
527 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); |
528 |
/* The point of this is to really show what abilities the player just lost */ |
529 |
if (sk_applied || undeadified) |
530 |
{ |
531 |
|
532 |
CLEAR_FLAG (skop, FLAG_APPLIED); |
533 |
(void) change_abil (op, skop); |
534 |
} |
535 |
} |
536 |
|
537 |
/* now change to the new gods attributes to exp_obj */ |
538 |
skop->title = new_god->name; |
539 |
skop->path_attuned = new_god->path_attuned; |
540 |
skop->path_repelled = new_god->path_repelled; |
541 |
skop->path_denied = new_god->path_denied; |
542 |
/* copy god's resistances */ |
543 |
memcpy (skop->resist, new_god->resist, sizeof (new_god->resist)); |
544 |
|
545 |
/* make sure that certain immunities do NOT get passed |
546 |
* to the follower! |
547 |
*/ |
548 |
for (i = 0; i < NROFATTACKS; i++) |
549 |
if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON)) |
550 |
skop->resist[i] = 30; |
551 |
|
552 |
skop->stats.hp = (sint16) new_god->last_heal; |
553 |
skop->stats.sp = (sint16) new_god->last_sp; |
554 |
skop->stats.grace = (sint16) new_god->last_grace; |
555 |
skop->stats.food = (sint16) new_god->last_eat; |
556 |
skop->stats.luck = (sint8) new_god->stats.luck; |
557 |
/* gods may pass on certain flag properties */ |
558 |
update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK); |
559 |
update_priest_flag (new_god, skop, FLAG_REFL_SPELL); |
560 |
update_priest_flag (new_god, skop, FLAG_REFL_MISSILE); |
561 |
update_priest_flag (new_god, skop, FLAG_STEALTH); |
562 |
update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
563 |
update_priest_flag (new_god, skop, FLAG_UNDEAD); |
564 |
update_priest_flag (new_god, skop, FLAG_BLIND); |
565 |
update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ |
566 |
|
567 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); |
568 |
|
569 |
/* Weapon/armour use are special...handle flag toggles here as this can |
570 |
* only happen when gods are worshipped and if the new priest could |
571 |
* have used armour/weapons in the first place. |
572 |
* |
573 |
* This also can happen for monks which cannot use weapons. In this case |
574 |
* do not allow to use weapons even if the god otherwise would allow it. |
575 |
*/ |
576 |
if (!present_in_ob_by_name (FORCE, "no weapon force", op)) |
577 |
update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
578 |
update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
579 |
|
580 |
if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) |
581 |
stop_using_item (op, WEAPON, 2); |
582 |
|
583 |
if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) |
584 |
{ |
585 |
stop_using_item (op, ARMOUR, 1); |
586 |
stop_using_item (op, HELMET, 1); |
587 |
stop_using_item (op, BOOTS, 1); |
588 |
stop_using_item (op, GLOVES, 1); |
589 |
stop_using_item (op, SHIELD, 1); |
590 |
} |
591 |
|
592 |
SET_FLAG (skop, FLAG_APPLIED); |
593 |
(void) change_abil (op, skop); |
594 |
|
595 |
/* return to previous skill status */ |
596 |
if (!sk_applied) |
597 |
CLEAR_FLAG (skop, FLAG_APPLIED); |
598 |
|
599 |
check_special_prayers (op, new_god); |
600 |
} |
601 |
|
602 |
/** |
603 |
* Forbids or let player use something item type. |
604 |
* op is the player. |
605 |
* exp_obj is the widsom experience. |
606 |
* flag is the flag to check against. |
607 |
* string is the string to print out. |
608 |
*/ |
609 |
|
610 |
int |
611 |
worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
612 |
{ |
613 |
|
614 |
if (QUERY_FLAG (&op->arch->clone, flag)) |
615 |
if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) |
616 |
{ |
617 |
update_priest_flag (exp_obj, op, flag); |
618 |
if (QUERY_FLAG (op, flag)) |
619 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
620 |
else |
621 |
{ |
622 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
623 |
return 1; |
624 |
} |
625 |
} |
626 |
return 0; |
627 |
} |
628 |
|
629 |
/** |
630 |
* Unapplies up to number worth of items of type |
631 |
*/ |
632 |
void |
633 |
stop_using_item (object *op, int type, int number) |
634 |
{ |
635 |
object *tmp; |
636 |
|
637 |
for (tmp = op->inv; tmp && number; tmp = tmp->below) |
638 |
if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED)) |
639 |
{ |
640 |
apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
641 |
number--; |
642 |
} |
643 |
} |
644 |
|
645 |
/** |
646 |
* If the god does/doesnt have this flag, we |
647 |
* give/remove it from the experience object if it doesnt/does |
648 |
* already exist. For players only! |
649 |
*/ |
650 |
|
651 |
void |
652 |
update_priest_flag (object *god, object *exp_ob, uint32 flag) |
653 |
{ |
654 |
if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) |
655 |
SET_FLAG (exp_ob, flag); |
656 |
else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) |
657 |
{ |
658 |
/* When this is called with the exp_ob set to the player, |
659 |
* this check is broken, because most all players arch |
660 |
* allow use of weapons. I'm not actually sure why this |
661 |
* check is here - I guess if you had a case where the |
662 |
* value in the archetype (wisdom) should over ride the restrictions |
663 |
* the god places on it, this may make sense. But I don't think |
664 |
* there is any case like that. |
665 |
*/ |
666 |
|
667 |
/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
668 |
CLEAR_FLAG (exp_ob, flag); |
669 |
}; |
670 |
} |
671 |
|
672 |
|
673 |
|
674 |
archetype * |
675 |
determine_holy_arch (object *god, const char *type) |
676 |
{ |
677 |
treasure *tr; |
678 |
|
679 |
if (!god || !god->randomitems) |
680 |
{ |
681 |
LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
682 |
return NULL; |
683 |
} |
684 |
|
685 |
for (tr = god->randomitems->items; tr != NULL; tr = tr->next) |
686 |
{ |
687 |
object *item; |
688 |
|
689 |
if (!tr->item) |
690 |
continue; |
691 |
item = &tr->item->clone; |
692 |
|
693 |
if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) |
694 |
return item->other_arch; |
695 |
} |
696 |
return NULL; |
697 |
} |
698 |
|
699 |
/** |
700 |
* God helps player by removing curse and/or damnation. |
701 |
*/ |
702 |
static int |
703 |
god_removes_curse (object *op, int remove_damnation) |
704 |
{ |
705 |
object *tmp; |
706 |
int success = 0; |
707 |
|
708 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
709 |
{ |
710 |
if (tmp->invisible) |
711 |
continue; |
712 |
if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) |
713 |
continue; |
714 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
715 |
{ |
716 |
success = 1; |
717 |
CLEAR_FLAG (tmp, FLAG_DAMNED); |
718 |
CLEAR_FLAG (tmp, FLAG_CURSED); |
719 |
CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
720 |
if (op->type == PLAYER) |
721 |
esrv_send_item (op, tmp); |
722 |
} |
723 |
} |
724 |
|
725 |
if (success) |
726 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
727 |
return success; |
728 |
} |
729 |
|
730 |
static int |
731 |
follower_level_to_enchantments (int level, int difficulty) |
732 |
{ |
733 |
if (difficulty < 1) |
734 |
{ |
735 |
LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty); |
736 |
return 0; |
737 |
} |
738 |
|
739 |
if (level <= 20) |
740 |
return level / difficulty; |
741 |
if (level <= 40) |
742 |
return (20 + (level - 20) / 2) / difficulty; |
743 |
return (30 + (level - 40) / 4) / difficulty; |
744 |
} |
745 |
|
746 |
/** |
747 |
* God wants to enchant weapon. |
748 |
* Affected weapon is the applied one (weapon or bow). It's checked to make sure |
749 |
* it isn't a weapon for another god. If all is all right, update weapon with |
750 |
* attacktype, slaying and such. |
751 |
*/ |
752 |
static int |
753 |
god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
754 |
{ |
755 |
char buf[MAX_BUF]; |
756 |
object *weapon; |
757 |
uint32 attacktype; |
758 |
int tmp; |
759 |
|
760 |
for (weapon = op->inv; weapon; weapon = weapon->below) |
761 |
if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) |
762 |
break; |
763 |
if (weapon == NULL || god_examines_item (god, weapon) <= 0) |
764 |
return 0; |
765 |
|
766 |
/* First give it a title, so other gods won't touch it */ |
767 |
if (!weapon->title) |
768 |
{ |
769 |
sprintf (buf, "of %s", &god->name); |
770 |
weapon->title = buf; |
771 |
if (op->type == PLAYER) |
772 |
esrv_update_item (UPD_NAME, op, weapon); |
773 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
774 |
} |
775 |
|
776 |
/* Allow the weapon to slay enemies */ |
777 |
if (!weapon->slaying && god->slaying) |
778 |
{ |
779 |
weapon->slaying = god->slaying; |
780 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
781 |
return 1; |
782 |
} |
783 |
|
784 |
/* Add the gods attacktype */ |
785 |
attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
786 |
if ((attacktype & god->attacktype) != god->attacktype) |
787 |
{ |
788 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
789 |
weapon->attacktype = attacktype | god->attacktype; |
790 |
return 1; |
791 |
} |
792 |
|
793 |
/* Higher magic value */ |
794 |
tmp = follower_level_to_enchantments (skill->level, tr->level); |
795 |
if (weapon->magic < tmp) |
796 |
{ |
797 |
new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
798 |
weapon->magic++; |
799 |
if (op->type == PLAYER) |
800 |
esrv_update_item (UPD_NAME, op, weapon); |
801 |
return 1; |
802 |
} |
803 |
|
804 |
return 0; |
805 |
} |
806 |
|
807 |
|
808 |
/** |
809 |
* Every once in a while the god will intervene to help the worshiper. |
810 |
* Later, this fctn can be used to supply quests, etc for the |
811 |
* priest. -b.t. |
812 |
* called from pray_at_altar() currently. |
813 |
*/ |
814 |
|
815 |
void |
816 |
god_intervention (object *op, object *god, object *skill) |
817 |
{ |
818 |
treasure *tr; |
819 |
|
820 |
if (!god || !god->randomitems) |
821 |
{ |
822 |
LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n"); |
823 |
return; |
824 |
} |
825 |
|
826 |
check_special_prayers (op, god); |
827 |
|
828 |
/* lets do some checks of whether we are kosher with our god */ |
829 |
if (god_examines_priest (op, god) < 0) |
830 |
return; |
831 |
|
832 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
833 |
|
834 |
for (tr = god->randomitems->items; tr != NULL; tr = tr->next) |
835 |
{ |
836 |
object *item; |
837 |
|
838 |
if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) |
839 |
continue; |
840 |
|
841 |
/* Treasurelist - generate some treasure for the follower */ |
842 |
if (tr->name) |
843 |
{ |
844 |
treasurelist *tl = find_treasurelist (tr->name); |
845 |
|
846 |
if (tl == NULL) |
847 |
continue; |
848 |
|
849 |
new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); |
850 |
|
851 |
create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); |
852 |
return; |
853 |
} |
854 |
|
855 |
if (!tr->item) |
856 |
{ |
857 |
LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name); |
858 |
continue; |
859 |
} |
860 |
item = &tr->item->clone; |
861 |
|
862 |
/* Grace limit */ |
863 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) |
864 |
{ |
865 |
if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
866 |
{ |
867 |
object *tmp; |
868 |
|
869 |
/* Follower lacks the required grace for the following |
870 |
* treasure list items. */ |
871 |
|
872 |
tmp = get_archetype (HOLY_POSSESSION); |
873 |
cast_change_ability (op, op, tmp, 0, 1); |
874 |
tmp->destroy (0); |
875 |
return; |
876 |
} |
877 |
continue; |
878 |
} |
879 |
|
880 |
/* Restore grace */ |
881 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) |
882 |
{ |
883 |
if (op->stats.grace >= 0) |
884 |
continue; |
885 |
op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
886 |
new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
887 |
return; |
888 |
} |
889 |
|
890 |
/* Heal damage */ |
891 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
892 |
{ |
893 |
if (op->stats.hp >= op->stats.maxhp) |
894 |
continue; |
895 |
new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
896 |
op->stats.hp = op->stats.maxhp; |
897 |
return; |
898 |
} |
899 |
|
900 |
/* Restore spellpoints */ |
901 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0) |
902 |
{ |
903 |
int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0)); |
904 |
|
905 |
/* Restore to 50 .. 100%, if sp < 50% */ |
906 |
int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
907 |
|
908 |
if (op->stats.sp >= max / 2) |
909 |
continue; |
910 |
new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); |
911 |
op->stats.sp = new_sp; |
912 |
} |
913 |
|
914 |
/* Various heal spells */ |
915 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
916 |
{ |
917 |
object *tmp; |
918 |
int success; |
919 |
|
920 |
tmp = get_archetype_by_object_name (item->slaying); |
921 |
|
922 |
success = cast_heal (op, op, tmp, 0); |
923 |
tmp->destroy (0); |
924 |
if (success) |
925 |
return; |
926 |
else |
927 |
continue; |
928 |
} |
929 |
|
930 |
/* Remove curse */ |
931 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0) |
932 |
{ |
933 |
if (god_removes_curse (op, 0)) |
934 |
return; |
935 |
else |
936 |
continue; |
937 |
} |
938 |
|
939 |
/* Remove damnation */ |
940 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0) |
941 |
{ |
942 |
if (god_removes_curse (op, 1)) |
943 |
return; |
944 |
else |
945 |
continue; |
946 |
} |
947 |
|
948 |
/* Heal depletion */ |
949 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0) |
950 |
{ |
951 |
object *depl; |
952 |
archetype *at; |
953 |
int i; |
954 |
|
955 |
if ((at = archetype::find (ARCH_DEPLETION)) == NULL) |
956 |
{ |
957 |
LOG (llevError, "Could not find archetype depletion.\n"); |
958 |
continue; |
959 |
} |
960 |
depl = present_arch_in_ob (at, op); |
961 |
if (depl == NULL) |
962 |
continue; |
963 |
new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); |
964 |
for (i = 0; i < NUM_STATS; i++) |
965 |
if (get_attr_value (&depl->stats, i)) |
966 |
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
967 |
depl->remove (); |
968 |
depl->destroy (0); |
969 |
fix_player (op); |
970 |
return; |
971 |
} |
972 |
|
973 |
/* Voices */ |
974 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) |
975 |
{ |
976 |
new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); |
977 |
new_draw_info (NDI_WHITE, 0, op, item->msg); |
978 |
return; |
979 |
} |
980 |
|
981 |
/* Messages */ |
982 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0) |
983 |
{ |
984 |
new_draw_info (NDI_UNIQUE, 0, op, item->msg); |
985 |
return; |
986 |
} |
987 |
|
988 |
/* Enchant weapon */ |
989 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0) |
990 |
{ |
991 |
if (god_enchants_weapon (op, god, item, skill)) |
992 |
return; |
993 |
else |
994 |
continue; |
995 |
} |
996 |
|
997 |
/* Spellbooks - works correctly only for prayers */ |
998 |
if (item->type == SPELL) |
999 |
{ |
1000 |
if (check_spell_known (op, item->name)) |
1001 |
continue; |
1002 |
if (item->level > skill->level) |
1003 |
continue; |
1004 |
|
1005 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name); |
1006 |
do_learn_spell (op, item, 1); |
1007 |
return; |
1008 |
|
1009 |
} |
1010 |
|
1011 |
/* Other gifts */ |
1012 |
if (!item->invisible) |
1013 |
{ |
1014 |
if (god_gives_present (op, god, tr)) |
1015 |
return; |
1016 |
else |
1017 |
continue; |
1018 |
} |
1019 |
/* else ignore it */ |
1020 |
} |
1021 |
|
1022 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
1023 |
} |
1024 |
|
1025 |
/** |
1026 |
* Checks and maybe punishes someone praying. |
1027 |
* All applied items are examined, if player is using more items of other gods, |
1028 |
* s/he loses experience in praying or general experience if no praying. |
1029 |
*/ |
1030 |
int |
1031 |
god_examines_priest (object *op, object *god) |
1032 |
{ |
1033 |
int reaction = 1; |
1034 |
object *item = NULL, *skop; |
1035 |
|
1036 |
for (item = op->inv; item; item = item->below) |
1037 |
{ |
1038 |
if (QUERY_FLAG (item, FLAG_APPLIED)) |
1039 |
{ |
1040 |
reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
1041 |
} |
1042 |
} |
1043 |
|
1044 |
/* well, well. Looks like we screwed up. Time for god's revenge */ |
1045 |
if (reaction < 0) |
1046 |
{ |
1047 |
int loss = 10000000; |
1048 |
int angry = abs (reaction); |
1049 |
|
1050 |
for (skop = op->inv; skop != NULL; skop = skop->below) |
1051 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
1052 |
break; |
1053 |
|
1054 |
if (skop) |
1055 |
loss = (int) (0.05 * (float) skop->stats.exp); |
1056 |
change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); |
1057 |
if (random_roll (0, angry, op, PREFER_LOW)) |
1058 |
{ |
1059 |
object *tmp = get_archetype (LOOSE_MANA); |
1060 |
|
1061 |
cast_magic_storm (op, tmp, op->level + (angry * 3)); |
1062 |
} |
1063 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
1064 |
} |
1065 |
return reaction; |
1066 |
} |
1067 |
|
1068 |
/** |
1069 |
* God checks item the player is using. |
1070 |
* Return either -1 (bad), 0 (neutral) or |
1071 |
* 1 (item is ok). If you are using the item of an enemy |
1072 |
* god, it can be bad...-b.t. |
1073 |
*/ |
1074 |
|
1075 |
int |
1076 |
god_examines_item (object *god, object *item) |
1077 |
{ |
1078 |
char buf[MAX_BUF]; |
1079 |
|
1080 |
if (!god || !item) |
1081 |
return 0; |
1082 |
|
1083 |
if (!item->title) |
1084 |
return 1; /* unclaimed item are ok */ |
1085 |
|
1086 |
sprintf (buf, "of %s", &god->name); |
1087 |
if (!strcmp (item->title, buf)) |
1088 |
return 1; /* belongs to that God */ |
1089 |
|
1090 |
if (god->title) |
1091 |
{ /* check if we have any enemy blessed item */ |
1092 |
sprintf (buf, "of %s", &god->title); |
1093 |
if (!strcmp (item->title, buf)) |
1094 |
{ |
1095 |
if (item->env) |
1096 |
{ |
1097 |
char buf[MAX_BUF]; |
1098 |
|
1099 |
sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
1100 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
1101 |
} |
1102 |
return -1; |
1103 |
} |
1104 |
} |
1105 |
|
1106 |
return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
1107 |
} |
1108 |
|
1109 |
/** |
1110 |
* Returns priest's god's id. |
1111 |
* Straight calls lookup_god_by_name |
1112 |
*/ |
1113 |
|
1114 |
int |
1115 |
get_god (object *priest) |
1116 |
{ |
1117 |
int godnr = lookup_god_by_name (determine_god (priest)); |
1118 |
|
1119 |
return godnr; |
1120 |
} |
1121 |
|
1122 |
/** |
1123 |
* Returns a string that is the name of the god that should be natively worshipped by a |
1124 |
* creature of who has race *race |
1125 |
* if we can't find a god that is appropriate, we return NULL |
1126 |
*/ |
1127 |
const char * |
1128 |
get_god_for_race (const char *race) |
1129 |
{ |
1130 |
godlink *gl = first_god; |
1131 |
const char *godname = NULL; |
1132 |
|
1133 |
if (race == NULL) |
1134 |
return NULL; |
1135 |
while (gl) |
1136 |
{ |
1137 |
if (!strcasecmp (gl->arch->clone.race, race)) |
1138 |
{ |
1139 |
godname = gl->name; |
1140 |
break; |
1141 |
} |
1142 |
gl = gl->next; |
1143 |
} |
1144 |
return godname; |
1145 |
} |
1146 |
|
1147 |
/** |
1148 |
* Changes the attributes of cone, smite, and ball spells as needed by the code. |
1149 |
* Returns false if there was no race to assign to the slaying field of the spell, but |
1150 |
* the spell attacktype contains AT_HOLYWORD. -b.t. |
1151 |
*/ |
1152 |
|
1153 |
int |
1154 |
tailor_god_spell (object *spellop, object *caster) |
1155 |
{ |
1156 |
object *god = find_god (determine_god (caster)); |
1157 |
int caster_is_spell = 0; |
1158 |
|
1159 |
if (caster->type == SPELL_EFFECT || caster->type == SPELL) |
1160 |
caster_is_spell = 1; |
1161 |
|
1162 |
/* if caster is a rune or the like, it doesn't worship anything. However, |
1163 |
* if this object is owned by someone, then the god that they worship |
1164 |
* is relevant, so use that. |
1165 |
*/ |
1166 |
if (!god && get_owner (caster)) |
1167 |
god = find_god (determine_god (get_owner (caster))); |
1168 |
|
1169 |
if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race)) |
1170 |
{ |
1171 |
if (!caster_is_spell) |
1172 |
new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god"); |
1173 |
else |
1174 |
LOG (llevError, "BUG: tailor_god_spell(): no god\n"); |
1175 |
spellop->destroy (0); |
1176 |
return 0; |
1177 |
} |
1178 |
|
1179 |
/* either holy word or godpower attacks will set the slaying field */ |
1180 |
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1181 |
{ |
1182 |
if (spellop->slaying) |
1183 |
spellop->slaying = NULL; |
1184 |
|
1185 |
if (!caster_is_spell) |
1186 |
spellop->slaying = god->slaying; |
1187 |
else if (caster->slaying) |
1188 |
spellop->slaying = caster->slaying; |
1189 |
} |
1190 |
|
1191 |
/* only the godpower attacktype adds the god's attack onto the spell */ |
1192 |
if (spellop->attacktype & AT_GODPOWER) |
1193 |
spellop->attacktype = spellop->attacktype | god->attacktype; |
1194 |
|
1195 |
/* tack on the god's name to the spell */ |
1196 |
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1197 |
{ |
1198 |
spellop->title = god->name; |
1199 |
if (spellop->title) |
1200 |
{ |
1201 |
char buf[MAX_BUF]; |
1202 |
|
1203 |
sprintf (buf, "%s of %s", &spellop->name, &spellop->title); |
1204 |
spellop->name = spellop->name_pl = buf; |
1205 |
} |
1206 |
} |
1207 |
|
1208 |
return 1; |
1209 |
} |