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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.15 by root, Tue Dec 26 20:04:09 2006 UTC

1/*
2 * static char *rcsid_gods_c =
3 * "$Id: gods.C,v 1.1 2006/08/13 17:16:04 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29 24
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 26 * monster race initialization. b.t.
36#include <global.h> 31#include <global.h>
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
40#include <sounds.h> 35#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 36#include <sproto.h>
43#endif
44 37
45/** 38/**
46 * Returns the id of specified god. 39 * Returns the id of specified god.
47 */ 40 */
41int
48int lookup_god_by_name(const char *name) { 42lookup_god_by_name (const char *name)
43{
49 int godnr=-1; 44 int godnr = -1;
50 size_t nmlen = strlen(name); 45 size_t nmlen = strlen (name);
51 46
52 if(name && strcmp(name,"none")) { 47 if (name && strcmp (name, "none"))
48 {
53 godlink *gl; 49 godlink *gl;
50
54 for(gl=first_god;gl;gl=gl->next) 51 for (gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 52 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
56 break; 53 break;
57 if(gl) godnr=gl->id; 54 if (gl)
55 godnr = gl->id;
58 } 56 }
59 return godnr; 57 return godnr;
60} 58}
61 59
62/** 60/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 61 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 62 */
63object *
65object *find_god(const char *name) { 64find_god (const char *name)
65{
66 object *god=NULL; 66 object *god = NULL;
67 67
68 if(name) { 68 if (name)
69 {
69 godlink *gl; 70 godlink *gl;
70 71
71 for(gl=first_god;gl;gl=gl->next) 72 for (gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 73 if (!strcmp (name, gl->name))
73 if(gl) god=pntr_to_god_obj(gl); 74 break;
75 if (gl)
76 god = pntr_to_god_obj (gl);
74 } 77 }
75 return god; 78 return god;
76} 79}
77 80
78/** 81/**
79 * Determines if op worships a god. 82 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god. 83 * Returns the godname if they do or "none" if they have no god.
81 * In the case of an NPC, if they have no god, we try and guess 84 * In the case of an NPC, if they have no god, we try and guess
82 * who they should worship based on their race. If that fails we 85 * who they should worship based on their race. If that fails we
83 * give them a random one. 86 * give them a random one.
84 */ 87 */
85 88
89const char *
86const char *determine_god(object *op) { 90determine_god (object *op)
91{
87 int godnr = -1; 92 int godnr = -1;
88 const char *godname; 93 const char *godname;
89 94
90 /* spells */ 95 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 96 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
92 op->title)
93 {
94 if (lookup_god_by_name(op->title)>=0) return op->title;
95 } 97 {
98 if (lookup_god_by_name (op->title) >= 0)
99 return op->title;
100 }
96 101
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { 102 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
98 103 {
104
99 /* find a god based on race */ 105 /* find a god based on race */
100 if(!op->title) { 106 if (!op->title)
107 {
101 if (op->race !=NULL) { 108 if (op->race != NULL)
109 {
102 godname=get_god_for_race(op->race); 110 godname = get_god_for_race (op->race);
103 if (godname!=NULL) { 111 if (godname != NULL)
104 op->title = add_string(godname); 112 {
105 } 113 op->title = godname;
114 }
115 }
116 }
117
118 /* find a random god */
119 if (!op->title)
120 {
121 godlink *gl = first_god;
122
123 godnr = rndm (1, gl->id);
124 while (gl)
125 {
126 if (gl->id == godnr)
127 break;
128 gl = gl->next;
129 }
130 op->title = gl->name;
131 }
132
133 return op->title;
106 } 134 }
107 }
108 135
109 /* find a random god */
110 if(!op->title) {
111 godlink *gl = first_god;
112 136
113 godnr = rndm(1, gl->id);
114 while(gl) {
115 if(gl->id == godnr) break;
116 gl=gl->next;
117 }
118 op->title = add_string(gl->name);
119 }
120
121 return op->title;
122 }
123
124
125 /* The god the player worships is in the praying skill (native skill 137 /* The god the player worships is in the praying skill (native skill
126 * not skill tool). Since a player can only have one instance of 138 * not skill tool). Since a player can only have one instance of
127 * that skill, once we find it, we can return, either with the 139 * that skill, once we find it, we can return, either with the
128 * title or "none". 140 * title or "none".
129 */ 141 */
130 if(op->type==PLAYER) { 142 if (op->type == PLAYER)
143 {
131 object *tmp; 144 object *tmp;
145
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 147 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
134 if (tmp->title) return (tmp->title); 148 {
135 else return("none"); 149 if (tmp->title)
150 return (tmp->title);
151 else
152 return ("none");
153 }
136 } 154 }
137 }
138 return ("none"); 155 return ("none");
139} 156}
140 157
141/** 158/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 159 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 160 */
161static int
144static int same_string (const char *s1, const char *s2) 162same_string (const char *s1, const char *s2)
145{ 163{
164 if (s1 == NULL)
146 if (s1 == NULL) 165 if (s2 == NULL)
147 if (s2 == NULL)
148 return 1; 166 return 1;
149 else
150 return 0;
151 else 167 else
152 if (s2 == NULL)
153 return 0; 168 return 0;
154 else 169 else if (s2 == NULL)
170 return 0;
171 else
155 return strcmp (s1, s2) == 0; 172 return strcmp (s1, s2) == 0;
156} 173}
157 174
158 175
159/** 176/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 177 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
161 * Any matching items in the inventory are deleted, and a 178 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 179 * message is displayed to the player.
163 */ 180 */
181static void
164static void follower_remove_similar_item (object *op, object *item) 182follower_remove_similar_item (object *op, object *item)
165{ 183{
166 object *tmp, *next; 184 object *tmp, *next;
167 185
168 if (op && op->type == PLAYER && op->contr) { 186 if (op && op->type == PLAYER && op->contr)
187 {
169 /* search the inventory */ 188 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 189 for (tmp = op->inv; tmp != NULL; tmp = next)
171 next = tmp->below; /* backup in case we remove tmp */
172 190 {
191 next = tmp->below; /* backup in case we remove tmp */
192
173 if (tmp->type == item->type 193 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 194 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 195 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
176 && same_string (tmp->msg, item->msg) 196 {
177 && same_string (tmp->slaying, item->slaying)) { 197
178
179 /* message */ 198 /* message */
180 if (tmp->nrof > 1) 199 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 200 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
182 "The %s crumble to dust!", query_short_name(tmp)); 201 else
183 else 202 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
184 new_draw_info_format(NDI_UNIQUE,0,op, 203
185 "The %s crumbles to dust!", query_short_name(tmp)); 204 tmp->remove (); /* remove obj from players inv. */
186
187 remove_ob(tmp); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */ 205 esrv_del_item (op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */ 206 tmp->destroy (); /* free object */
190 } 207 }
208
191 if (tmp->inv) 209 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 210 follower_remove_similar_item (tmp, item);
193 } 211 }
194 } 212 }
195} 213}
196 214
197/** 215/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 216 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 217 * Returns 1 if found, else 0.
200 */ 218 */
219static int
201static int follower_has_similar_item (object *op, object *item) 220follower_has_similar_item (object *op, object *item)
202{ 221{
203 object *tmp; 222 object *tmp;
204 223
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 224 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
225 {
206 if (tmp->type == item->type 226 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 227 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 228 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
209 && same_string (tmp->msg, item->msg)
210 && same_string (tmp->slaying, item->slaying))
211 return 1; 229 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 230 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 231 return 1;
214 } 232 }
233 return 0;
234}
235
236/**
237 * God gives an item to the player.
238 */
239static int
240god_gives_present (object *op, object *god, treasure *tr)
241{
242 object *tmp;
243
244 if (follower_has_similar_item (op, &tr->item->clone))
215 return 0; 245 return 0;
216}
217 246
218/**
219 * God gives an item to the player.
220 */
221static int god_gives_present (object *op, object *god, treasure *tr)
222{
223 object *tmp;
224
225 if (follower_has_similar_item (op, &tr->item->clone))
226 return 0;
227
228 tmp = arch_to_object (tr->item); 247 tmp = arch_to_object (tr->item);
229 new_draw_info_format (NDI_UNIQUE, 0, op,
230 "%s lets %s appear in your hands.", god->name, query_short_name (tmp)); 248 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
231 tmp = insert_ob_in_ob (tmp, op); 249 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER) 250 if (op->type == PLAYER)
233 esrv_send_item (op, tmp); 251 esrv_send_item (op, tmp);
234 return 1; 252 return 1;
235} 253}
236 254
237/** 255/**
238 * Player prays at altar. 256 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 257 * Checks for god changing, divine intervention, and so on.
240 */ 258 */
259void
241void pray_at_altar(object *pl, object *altar, object *skill) { 260pray_at_altar (object *pl, object *altar, object *skill)
261{
242 object *pl_god=find_god(determine_god(pl)); 262 object *pl_god = find_god (determine_god (pl));
243 263
244 /* Lauwenmark: Handle for plugin altar-parying (apply) event */ 264 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
245 if (execute_event(altar, EVENT_APPLY,pl,NULL,NULL,SCRIPT_FIX_ALL)!=0)
246 return; 265 return;
247 266
248 /* If non consecrate altar, don't do anything */ 267 /* If non consecrate altar, don't do anything */
249 if (!altar->other_arch) return; 268 if (!altar->other_arch)
269 return;
250 270
251 /* hmm. what happend depends on pl's current god, level, etc */ 271 /* hmm. what happend depends on pl's current god, level, etc */
252 if(!pl_god) { /*new convert */ 272 if (!pl_god)
273 { /*new convert */
253 become_follower(pl,&altar->other_arch->clone); 274 become_follower (pl, &altar->other_arch->clone);
254 return; 275 return;
255 276
277 }
256 } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) { 278 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
279 {
257 /* pray at your gods altar */ 280 /* pray at your gods altar */
258 int bonus = (pl->stats.Wis+skill->level)/10; 281 int bonus = (pl->stats.Wis + skill->level) / 10;
259 282
260 /* we can get neg grace up faster */ 283 /* we can get neg grace up faster */
261 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 284 if (pl->stats.grace < 0)
262 bonus : -1*(pl->stats.grace/10)); 285 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
263 /* we can super-charge grace to 2x max */ 286 /* we can super-charge grace to 2x max */
264 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 287 if (pl->stats.grace < (2 * pl->stats.maxgrace))
288 {
265 pl->stats.grace+=bonus/2; 289 pl->stats.grace += bonus / 2;
266 } 290 }
267 if(pl->stats.grace>(2*pl->stats.maxgrace)) { 291 if (pl->stats.grace > (2 * pl->stats.maxgrace))
292 {
268 pl->stats.grace=(2*pl->stats.maxgrace); 293 pl->stats.grace = (2 * pl->stats.maxgrace);
269 } 294 }
270 295
271 /* Every once in a while, the god decides to checkup on their 296 /* Every once in a while, the god decides to checkup on their
272 * follower, and may intervene to help them out. 297 * follower, and may intervene to help them out.
273 */ 298 */
274 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 299 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
275 300
276 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 301 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
277 god_intervention(pl,pl_god, skill); 302 god_intervention (pl, pl_god, skill);
278 303
279 } else { /* praying to another god! */ 304 }
305 else
306 { /* praying to another god! */
280 uint64 loss = 0; 307 uint64 loss = 0;
281 int angry=1; 308 int angry = 1;
282 309
283 /* I believe the logic for detecting opposing gods was completely 310 /* I believe the logic for detecting opposing gods was completely
284 * broken - I think it should work now. altar->other_arch 311 * broken - I think it should work now. altar->other_arch
285 * points to the god of this altar (which we have 312 * points to the god of this altar (which we have
286 * already verified is non null). pl_god->other_arch 313 * already verified is non null). pl_god->other_arch
287 * is the opposing god - we need to verify that exists before 314 * is the opposing god - we need to verify that exists before
288 * using its values. 315 * using its values.
289 */ 316 */
290 if(pl_god->other_arch &&
291 (altar->other_arch->name==pl_god->other_arch->name)) { 317 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
292 angry=2; 318 {
319 angry = 2;
293 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 320 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
294 object *tmp; 321 {
322 object *tmp;
295 323
296 /* you really screwed up */ 324 /* you really screwed up */
297 angry=3; 325 angry = 3;
298 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 326 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
299 "Foul Priest! %s punishes you!",pl_god->name);
300 tmp=get_archetype(LOOSE_MANA); 327 tmp = get_archetype (LOOSE_MANA);
301 cast_magic_storm(pl,tmp, pl_god->level+20); 328 cast_magic_storm (pl, tmp, pl_god->level + 20);
302 } else 329 }
303 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 330 else
304 "Foolish heretic! %s is livid!",pl_god->name); 331 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
305 } else 332 }
306 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 333 else
307 "Heretic! %s is angered!",pl_god->name); 334 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
308 335
309 /* whether we will be successfull in defecting or not - 336 /* whether we will be successfull in defecting or not -
310 * we lose experience from the clerical experience obj 337 * we lose experience from the clerical experience obj
311 */ 338 */
312 339
313 loss = angry * (skill->stats.exp / 10); 340 loss = angry * (skill->stats.exp / 10);
314 if(loss) 341 if (loss)
315 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 342 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
316 skill?skill->skill:"none", SK_SUBTRACT_SKILL_EXP);
317 343
318 /* May switch Gods, but its random chance based on our current level 344 /* May switch Gods, but its random chance based on our current level
319 * note it gets harder to swap gods the higher we get 345 * note it gets harder to swap gods the higher we get
320 */ 346 */
321 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 347 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
348 {
322 become_follower(pl,&altar->other_arch->clone); 349 become_follower (pl, &altar->other_arch->clone);
323 } else { 350 }
351 else
352 {
324 /* toss this player off the altar. He can try again. */ 353 /* toss this player off the altar. He can try again. */
325 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 354 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
326 "A divine force pushes you off the altar.");
327 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 355 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
328 } 356 }
329 } 357 }
330} 358}
331 359
332/** 360/**
333 * Removes special prayers given by a god. 361 * Removes special prayers given by a god.
334 */ 362 */
363static void
335static void check_special_prayers (object *op, object *god) 364check_special_prayers (object *op, object *god)
336{ 365{
337 /* Ensure that 'op' doesn't know any special prayers that are not granted 366 /* Ensure that 'op' doesn't know any special prayers that are not granted
338 * by 'god'. 367 * by 'god'.
339 */ 368 */
340 treasure *tr; 369 treasure *tr;
341 object *tmp, *next_tmp; 370 object *tmp, *next_tmp;
342 int remove=0; 371 int remove = 0;
343 372
344 /* Outer loop iterates over all special prayer marks */ 373 /* Outer loop iterates over all special prayer marks */
345 for (tmp = op->inv; tmp; tmp = next_tmp) { 374 for (tmp = op->inv; tmp; tmp = next_tmp)
375 {
346 next_tmp = tmp->below; 376 next_tmp = tmp->below;
347 377
348 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 378 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
349 * in that category, not something we need to worry about. 379 * in that category, not something we need to worry about.
350 */ 380 */
351 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 381 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
382 continue;
383
384 if (god->randomitems == NULL)
385 {
386 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
387 do_forget_spell (op, tmp->name);
388 continue;
389 }
390
391 /* Inner loop tries to find the special prayer in the god's treasure
392 * list. We default that the spell should be removed.
393 */
394 remove = 1;
395 for (tr = god->randomitems->items; tr; tr = tr->next)
396 {
397 object *item;
398
399 if (tr->item == NULL)
352 continue; 400 continue;
353
354 if (god->randomitems == NULL) {
355 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name);
356 do_forget_spell (op, tmp->name);
357 continue;
358 }
359
360 /* Inner loop tries to find the special prayer in the god's treasure
361 * list. We default that the spell should be removed.
362 */
363 remove=1;
364 for (tr = god->randomitems->items; tr; tr = tr->next)
365 {
366 object *item;
367
368 if (tr->item == NULL)
369 continue;
370 item = &tr->item->clone; 401 item = &tr->item->clone;
371 402
372 /* Basically, see if the matching spell is granted by this god. */ 403 /* Basically, see if the matching spell is granted by this god. */
373 404
374 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 405 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
375 remove=0; 406 {
376 break; 407 remove = 0;
377 } 408 break;
378 } 409 }
379 if (remove) { 410 }
411 if (remove)
412 {
380 /* just do the work of removing the spell ourselves - we already 413 /* just do the work of removing the spell ourselves - we already
381 * know that the player knows the spell 414 * know that the player knows the spell
382 */ 415 */
383 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 416 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
384 "You lose knowledge of %s.", tmp->name);
385 player_unready_range_ob(op->contr, tmp); 417 player_unready_range_ob (op->contr, tmp);
386 remove_ob(tmp); 418 tmp->destroy ();
387 free_object(tmp); 419 }
388 }
389 420
390 } 421 }
391} 422}
392 423
393/** 424/**
394 * This function is called whenever a player has 425 * This function is called whenever a player has
395 * switched to a new god. It handles basically all the stat changes 426 * switched to a new god. It handles basically all the stat changes
396 * that happen to the player, including the removal of godgiven 427 * that happen to the player, including the removal of godgiven
397 * items (from the former cult). 428 * items (from the former cult).
398 */ 429 */
430void
399void become_follower (object *op, object *new_god) { 431become_follower (object *op, object *new_god)
432{
400 object *old_god = NULL; /* old god */ 433 object *old_god = NULL; /* old god */
401 treasure *tr; 434 treasure *tr;
402 object *item, *skop, *next; 435 object *item, *skop, *next;
403 int i,sk_applied,
404 undeadified = 0; /* Turns to true if changing god can changes the undead status of the player.*/ 436 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
405 437
406 438
407 old_god = find_god(determine_god(op)); 439 old_god = find_god (determine_god (op));
408 440
409 /* take away any special god-characteristic items. */ 441 /* take away any special god-characteristic items. */
410 for(item=op->inv;item!=NULL;item=next) { 442 for (item = op->inv; item != NULL; item = next)
443 {
411 next = item->below; 444 next = item->below;
412 /* remove all invisible startequip items which are 445 // remove all invisible startequip items which are not skill, exp or force
413 * not skill, exp or force
414 */
415 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 446 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
416 (item->type != SKILL) && (item->type != EXPERIENCE) && 447 (item->type != SKILL) && (item->type != FORCE))
417 (item->type != FORCE)) { 448 {
418 449
419 if (item->type == SPELL) 450 if (item->type == SPELL)
420 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 451 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
421 "You lose knowledge of %s.", item->name); 452
422 player_unready_range_ob(op->contr, item); 453 player_unready_range_ob (op->contr, item);
423 remove_ob(item); 454 item->destroy ();
424 free_object(item); 455 }
425 }
426 }
427 456 }
457
428 /* remove any godgiven items from the old god */ 458 /* remove any godgiven items from the old god */
429 if (old_god) { 459 if (old_god)
460 {
430 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 461 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next)
462 {
431 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 463 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
432 follower_remove_similar_item(op, &tr->item->clone); 464 follower_remove_similar_item (op, &tr->item->clone);
433 } 465 }
434 }
435 466 }
436 if(!op||!new_god) return;
437 467
468 if (!op || !new_god)
469 return;
470
438 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 471 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
472 {
439 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 473 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
440 new_god->name);
441 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 474 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
475 {
442 object *tmp = get_archetype(LOOSE_MANA); 476 object *tmp = get_archetype (LOOSE_MANA);
477
443 cast_magic_storm(op,tmp, new_god->level+10); 478 cast_magic_storm (op, tmp, new_god->level + 10);
444 } 479 }
445 return; 480 return;
446 } 481 }
447 482
448 483
449 /* give the player any special god-characteristic-items. */ 484 /* give the player any special god-characteristic-items. */
450 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 485 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next)
486 {
451 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 487 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
452 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 488 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
453 god_gives_present(op,new_god,tr); } 489 god_gives_present (op, new_god, tr);
490 }
454 491
455 492
456 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 493 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
457 "You become a follower of %s!",new_god->name);
458 494
459 for (skop = op->inv; skop != NULL; skop=skop->below) 495 for (skop = op->inv; skop != NULL; skop = skop->below)
460 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 496 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
497 break;
461 498
462 /* Player has no skill - give them the skill */ 499 /* Player has no skill - give them the skill */
463 if (!skop) { 500 if (!skop)
501 {
464 /* The arhetype should always be defined - if we crash here because it doesn't, 502 /* The arhetype should always be defined - if we crash here because it doesn't,
465 * things are really messed up anyways. 503 * things are really messed up anyways.
466 */ 504 */
467 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 505 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
468 link_player_skills(op); 506 link_player_skills (op);
469 } 507 }
470 508
471 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 509 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
472 510
473 /* Clear the "undead" status. We also need to force a call to change_abil, 511 /* Clear the "undead" status. We also need to force a call to change_abil,
474 * so I set undeadified for that. 512 * so I set undeadified for that.
475 * - gros, 21th July 2006. 513 * - gros, 21th July 2006.
476 */ 514 */
477 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 515 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
478 { 516 {
479 CLEAR_FLAG(skop,FLAG_UNDEAD); 517 CLEAR_FLAG (skop, FLAG_UNDEAD);
480 undeadified=1; 518 undeadified = 1;
481 } 519 }
482 520
483 if(skop->title) { /* get rid of old god */ 521 if (skop->title)
484 new_draw_info_format(NDI_UNIQUE,0,op, 522 { /* get rid of old god */
485 "%s's blessing is withdrawn from you.",skop->title); 523 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
486 /* The point of this is to really show what abilities the player just lost */ 524 /* The point of this is to really show what abilities the player just lost */
487 if (sk_applied || undeadified) { 525 if (sk_applied || undeadified)
526 {
488 527
489 CLEAR_FLAG(skop,FLAG_APPLIED); 528 CLEAR_FLAG (skop, FLAG_APPLIED);
490 (void) change_abil(op,skop); 529 (void) change_abil (op, skop);
491 } 530 }
492 free_string(skop->title);
493 } 531 }
494 532
495 /* now change to the new gods attributes to exp_obj */ 533 /* now change to the new gods attributes to exp_obj */
496 skop->title = add_string(new_god->name); 534 skop->title = new_god->name;
497 skop->path_attuned=new_god->path_attuned; 535 skop->path_attuned = new_god->path_attuned;
498 skop->path_repelled=new_god->path_repelled; 536 skop->path_repelled = new_god->path_repelled;
499 skop->path_denied=new_god->path_denied; 537 skop->path_denied = new_god->path_denied;
500 /* copy god's resistances */ 538 /* copy god's resistances */
501 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 539 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
502 540
503 /* make sure that certain immunities do NOT get passed 541 /* make sure that certain immunities do NOT get passed
504 * to the follower! 542 * to the follower!
505 */ 543 */
506 for (i=0; i<NROFATTACKS; i++) 544 for (i = 0; i < NROFATTACKS; i++)
507 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 545 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
508 i==ATNR_ELECTRICITY || i==ATNR_POISON))
509 skop->resist[i] = 30; 546 skop->resist[i] = 30;
510 547
511 skop->stats.hp= (sint16) new_god->last_heal; 548 skop->stats.hp = (sint16) new_god->last_heal;
512 skop->stats.sp= (sint16) new_god->last_sp; 549 skop->stats.sp = (sint16) new_god->last_sp;
513 skop->stats.grace= (sint16) new_god->last_grace; 550 skop->stats.grace = (sint16) new_god->last_grace;
514 skop->stats.food= (sint16) new_god->last_eat; 551 skop->stats.food = (sint16) new_god->last_eat;
515 skop->stats.luck= (sint8) new_god->stats.luck; 552 skop->stats.luck = (sint8) new_god->stats.luck;
516 /* gods may pass on certain flag properties */ 553 /* gods may pass on certain flag properties */
517 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 554 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
518 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 555 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
519 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 556 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
520 update_priest_flag(new_god,skop,FLAG_STEALTH); 557 update_priest_flag (new_god, skop, FLAG_STEALTH);
521 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 558 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
522 update_priest_flag(new_god,skop,FLAG_UNDEAD); 559 update_priest_flag (new_god, skop, FLAG_UNDEAD);
523 update_priest_flag(new_god,skop,FLAG_BLIND); 560 update_priest_flag (new_god, skop, FLAG_BLIND);
524 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 561 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
525 562
526 new_draw_info_format(NDI_UNIQUE,0,op, 563 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
527 "You are bathed in %s's aura.",new_god->name);
528 564
529 /* Weapon/armour use are special...handle flag toggles here as this can 565 /* Weapon/armour use are special...handle flag toggles here as this can
530 * only happen when gods are worshipped and if the new priest could 566 * only happen when gods are worshipped and if the new priest could
531 * have used armour/weapons in the first place. 567 * have used armour/weapons in the first place.
532 * 568 *
533 * This also can happen for monks which cannot use weapons. In this case 569 * This also can happen for monks which cannot use weapons. In this case
534 * do not allow to use weapons even if the god otherwise would allow it. 570 * do not allow to use weapons even if the god otherwise would allow it.
535 */ 571 */
536 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 572 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
537 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 573 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
538 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 574 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
539 575
540 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 576 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
541 stop_using_item(op,WEAPON,2); 577 stop_using_item (op, WEAPON, 2);
542 578
543 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 579 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
580 {
544 stop_using_item(op,ARMOUR,1); 581 stop_using_item (op, ARMOUR, 1);
545 stop_using_item(op,HELMET,1); 582 stop_using_item (op, HELMET, 1);
546 stop_using_item(op,BOOTS,1); 583 stop_using_item (op, BOOTS, 1);
547 stop_using_item(op,GLOVES,1); 584 stop_using_item (op, GLOVES, 1);
548 stop_using_item(op,SHIELD,1); 585 stop_using_item (op, SHIELD, 1);
549 } 586 }
550 587
551 SET_FLAG(skop,FLAG_APPLIED); 588 SET_FLAG (skop, FLAG_APPLIED);
552 (void) change_abil(op,skop); 589 (void) change_abil (op, skop);
553 590
554 /* return to previous skill status */ 591 /* return to previous skill status */
592 if (!sk_applied)
555 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 593 CLEAR_FLAG (skop, FLAG_APPLIED);
556 594
557 check_special_prayers (op, new_god); 595 check_special_prayers (op, new_god);
558} 596}
559 597
560/** 598/**
561 * Forbids or let player use something item type. 599 * Forbids or let player use something item type.
562 * op is the player. 600 * op is the player.
563 * exp_obj is the widsom experience. 601 * exp_obj is the widsom experience.
564 * flag is the flag to check against. 602 * flag is the flag to check against.
565 * string is the string to print out. 603 * string is the string to print out.
566 */ 604 */
567 605
606int
568int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 607worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
608{
569 609
570 if(QUERY_FLAG(&op->arch->clone,flag)) 610 if (QUERY_FLAG (&op->arch->clone, flag))
571 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 611 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
612 {
572 update_priest_flag(exp_obj,op,flag); 613 update_priest_flag (exp_obj, op, flag);
573 if(QUERY_FLAG(op,flag)) 614 if (QUERY_FLAG (op, flag))
574 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 615 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
575 else { 616 else
617 {
576 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 618 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
577 return 1; 619 return 1;
620 }
578 } 621 }
579 }
580 return 0; 622 return 0;
581} 623}
582 624
583/** 625/**
584 * Unapplies up to number worth of items of type 626 * Unapplies up to number worth of items of type
585 */ 627 */
628void
586void stop_using_item ( object *op, int type, int number ) { 629stop_using_item (object *op, int type, int number)
630{
587 object *tmp; 631 object *tmp;
588 632
589 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 633 for (tmp = op->inv; tmp && number; tmp = tmp->below)
590 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 634 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
635 {
591 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 636 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
592 number--; 637 number--;
593 } 638 }
594} 639}
595 640
596/** 641/**
597 * If the god does/doesnt have this flag, we 642 * If the god does/doesnt have this flag, we
598 * give/remove it from the experience object if it doesnt/does 643 * give/remove it from the experience object if it doesnt/does
599 * already exist. For players only! 644 * already exist. For players only!
600 */ 645 */
601 646
647void
602void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 648update_priest_flag (object *god, object *exp_ob, uint32 flag)
649{
603 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 650 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
604 SET_FLAG(exp_ob,flag); 651 SET_FLAG (exp_ob, flag);
605 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 652 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
606 { 653 {
607 /* When this is called with the exp_ob set to the player, 654 /* When this is called with the exp_ob set to the player,
608 * this check is broken, because most all players arch 655 * this check is broken, because most all players arch
609 * allow use of weapons. I'm not actually sure why this 656 * allow use of weapons. I'm not actually sure why this
610 * check is here - I guess if you had a case where the 657 * check is here - I guess if you had a case where the
611 * value in the archetype (wisdom) should over ride the restrictions 658 * value in the archetype (wisdom) should over ride the restrictions
612 * the god places on it, this may make sense. But I don't think 659 * the god places on it, this may make sense. But I don't think
613 * there is any case like that. 660 * there is any case like that.
614 */ 661 */
615 662
616/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 663/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
617 CLEAR_FLAG(exp_ob,flag); 664 CLEAR_FLAG (exp_ob, flag);
618 }; 665 };
619} 666}
620 667
621 668
622 669
670archetype *
623archetype *determine_holy_arch (object *god, const char *type) 671determine_holy_arch (object *god, const char *type)
624{ 672{
625 treasure *tr; 673 treasure *tr;
626 674
627 if ( ! god || ! god->randomitems) { 675 if (!god || !god->randomitems)
676 {
628 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 677 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
629 "randomitems\n");
630 return NULL; 678 return NULL;
631 } 679 }
632 680
633 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 681 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
682 {
634 object *item; 683 object *item;
635 684
636 if ( ! tr->item) 685 if (!tr->item)
637 continue; 686 continue;
638 item = &tr->item->clone; 687 item = &tr->item->clone;
639 688
640 if (item->type == BOOK && item->invisible 689 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
641 && strcmp (item->name, type) == 0)
642 return item->other_arch; 690 return item->other_arch;
643 } 691 }
644 return NULL; 692 return NULL;
645} 693}
646 694
647/** 695/**
648 * God helps player by removing curse and/or damnation. 696 * God helps player by removing curse and/or damnation.
649 */ 697 */
698static int
650static int god_removes_curse (object *op, int remove_damnation) 699god_removes_curse (object *op, int remove_damnation)
651{ 700{
652 object *tmp; 701 object *tmp;
653 int success = 0; 702 int success = 0;
654 703
655 for (tmp = op->inv; tmp; tmp = tmp->below) { 704 for (tmp = op->inv; tmp; tmp = tmp->below)
705 {
656 if (tmp->invisible) 706 if (tmp->invisible)
657 continue; 707 continue;
658 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 708 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
659 continue; 709 continue;
660 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 710 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
711 {
661 success = 1; 712 success = 1;
662 CLEAR_FLAG (tmp, FLAG_DAMNED); 713 CLEAR_FLAG (tmp, FLAG_DAMNED);
663 CLEAR_FLAG (tmp, FLAG_CURSED); 714 CLEAR_FLAG (tmp, FLAG_CURSED);
664 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 715 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
665 if (op->type == PLAYER) 716 if (op->type == PLAYER)
666 esrv_send_item (op, tmp); 717 esrv_send_item (op, tmp);
667 } 718 }
668 } 719 }
669 720
670 if (success) 721 if (success)
671 new_draw_info (NDI_UNIQUE, 0, op, 722 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
672 "You feel like someone is helping you.");
673 return success; 723 return success;
674} 724}
675 725
726static int
676static int follower_level_to_enchantments (int level, int difficulty) 727follower_level_to_enchantments (int level, int difficulty)
677{ 728{
678 if (difficulty < 1) { 729 if (difficulty < 1)
679 LOG (llevError, "follower_level_to_enchantments(): " 730 {
680 "difficulty %d is invalid\n", difficulty); 731 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
681 return 0; 732 return 0;
682 } 733 }
683 734
684 if (level <= 20) 735 if (level <= 20)
685 return level / difficulty; 736 return level / difficulty;
686 if (level <= 40) 737 if (level <= 40)
687 return (20 + (level - 20) / 2) / difficulty; 738 return (20 + (level - 20) / 2) / difficulty;
688 return (30 + (level - 40) / 4) / difficulty; 739 return (30 + (level - 40) / 4) / difficulty;
689} 740}
690 741
691/** 742/**
692 * God wants to enchant weapon. 743 * God wants to enchant weapon.
693 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 744 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
694 * it isn't a weapon for another god. If all is all right, update weapon with 745 * it isn't a weapon for another god. If all is all right, update weapon with
695 * attacktype, slaying and such. 746 * attacktype, slaying and such.
696 */ 747 */
748static int
697static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 749god_enchants_weapon (object *op, object *god, object *tr, object *skill)
698{ 750{
699 char buf[MAX_BUF]; 751 char buf[MAX_BUF];
700 object *weapon; 752 object *weapon;
701 uint32 attacktype; 753 uint32 attacktype;
702 int tmp; 754 int tmp;
703 755
704 for (weapon = op->inv; weapon; weapon = weapon->below) 756 for (weapon = op->inv; weapon; weapon = weapon->below)
705 if ((weapon->type == WEAPON || weapon->type == BOW) 757 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
706 && QUERY_FLAG (weapon, FLAG_APPLIED))
707 break; 758 break;
708 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 759 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
709 return 0;
710
711 /* First give it a title, so other gods won't touch it */
712 if ( ! weapon->title) {
713 sprintf (buf, "of %s", god->name);
714 weapon->title = add_string (buf);
715 if (op->type == PLAYER)
716 esrv_update_item (UPD_NAME, op, weapon);
717 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
718 }
719
720 /* Allow the weapon to slay enemies */
721 if ( ! weapon->slaying && god->slaying) {
722 weapon->slaying = add_string (god->slaying);
723 new_draw_info_format (NDI_UNIQUE, 0, op,
724 "Your %s now hungers to slay enemies of your god!",
725 weapon->name);
726 return 1;
727 }
728
729 /* Add the gods attacktype */
730 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
731 if ((attacktype & god->attacktype) != god->attacktype) {
732 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
733 weapon->attacktype = attacktype | god->attacktype;
734 return 1;
735 }
736
737 /* Higher magic value */
738 tmp = follower_level_to_enchantments (skill->level, tr->level);
739 if (weapon->magic < tmp) {
740 new_draw_info (NDI_UNIQUE, 0, op,
741 "A phosphorescent glow envelops your weapon!");
742 weapon->magic++;
743 if (op->type == PLAYER)
744 esrv_update_item (UPD_NAME, op, weapon);
745 return 1;
746 }
747
748 return 0; 760 return 0;
761
762 /* First give it a title, so other gods won't touch it */
763 if (!weapon->title)
764 {
765 sprintf (buf, "of %s", &god->name);
766 weapon->title = buf;
767 if (op->type == PLAYER)
768 esrv_update_item (UPD_NAME, op, weapon);
769 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
770 }
771
772 /* Allow the weapon to slay enemies */
773 if (!weapon->slaying && god->slaying)
774 {
775 weapon->slaying = god->slaying;
776 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
777 return 1;
778 }
779
780 /* Add the gods attacktype */
781 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
782 if ((attacktype & god->attacktype) != god->attacktype)
783 {
784 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
785 weapon->attacktype = attacktype | god->attacktype;
786 return 1;
787 }
788
789 /* Higher magic value */
790 tmp = follower_level_to_enchantments (skill->level, tr->level);
791 if (weapon->magic < tmp)
792 {
793 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
794 weapon->magic++;
795 if (op->type == PLAYER)
796 esrv_update_item (UPD_NAME, op, weapon);
797 return 1;
798 }
799
800 return 0;
749} 801}
750 802
751 803
752/** 804/**
753 * Every once in a while the god will intervene to help the worshiper. 805 * Every once in a while the god will intervene to help the worshiper.
754 * Later, this fctn can be used to supply quests, etc for the 806 * Later, this fctn can be used to supply quests, etc for the
755 * priest. -b.t. 807 * priest. -b.t.
756 * called from pray_at_altar() currently. 808 * called from pray_at_altar() currently.
757 */ 809 */
758 810
811void
759void god_intervention (object *op, object *god, object *skill) 812god_intervention (object *op, object *god, object *skill)
760{ 813{
761 treasure *tr; 814 treasure *tr;
762 815
763 if ( ! god || ! god->randomitems) { 816 if (!god || !god->randomitems)
764 LOG (llevError, 817 {
765 "BUG: god_intervention(): no god or god without randomitems\n"); 818 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
766 return; 819 return;
767 } 820 }
768 821
769 check_special_prayers (op, god); 822 check_special_prayers (op, god);
770 823
771 /* lets do some checks of whether we are kosher with our god */ 824 /* lets do some checks of whether we are kosher with our god */
772 if (god_examines_priest (op, god) < 0) 825 if (god_examines_priest (op, god) < 0)
773 return; 826 return;
774 827
775 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 828 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
776 829
777 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 830 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
831 {
778 object *item; 832 object *item;
779 833
780 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 834 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
835 continue;
836
837 /* Treasurelist - generate some treasure for the follower */
838 if (tr->name)
839 {
840 treasurelist *tl = find_treasurelist (tr->name);
841
842 if (tl == NULL)
781 continue; 843 continue;
782 844
783 /* Treasurelist - generate some treasure for the follower */ 845 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
784 if (tr->name) { 846
785 treasurelist *tl = find_treasurelist (tr->name); 847 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
786 if (tl == NULL) 848 return;
849 }
850
851 if (!tr->item)
852 {
853 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
854 continue;
855 }
856 item = &tr->item->clone;
857
858 /* Grace limit */
859 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
860 {
861 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
862 {
863 object *tmp;
864
865 /* Follower lacks the required grace for the following
866 * treasure list items. */
867
868 tmp = get_archetype (HOLY_POSSESSION);
869 cast_change_ability (op, op, tmp, 0, 1);
870 tmp->destroy ();
871 return;
872 }
873 continue;
874 }
875
876 /* Restore grace */
877 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
878 {
879 if (op->stats.grace >= 0)
787 continue; 880 continue;
881 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
882 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
883 return;
884 }
788 885
789 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 886 /* Heal damage */
790 "eyes. You catch it before it falls to the ground."); 887 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
888 {
889 if (op->stats.hp >= op->stats.maxhp)
890 continue;
891 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
892 op->stats.hp = op->stats.maxhp;
893 return;
894 }
791 895
792 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 896 /* Restore spellpoints */
793 | GT_UPDATE_INV, skill->level, 0); 897 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
898 {
899 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
900
901 /* Restore to 50 .. 100%, if sp < 50% */
902 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
903
904 if (op->stats.sp >= max / 2)
905 continue;
906 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
907 op->stats.sp = new_sp;
908 }
909
910 /* Various heal spells */
911 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
912 {
913 object *tmp;
914 int success;
915
916 tmp = get_archetype_by_object_name (item->slaying);
917
918 success = cast_heal (op, op, tmp, 0);
919 tmp->destroy ();
920 if (success)
794 return; 921 return;
795 } 922 else
796
797 if ( ! tr->item) {
798 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
799 god->name);
800 continue; 923 continue;
801 } 924 }
802 item = &tr->item->clone;
803 925
804 /* Grace limit */ 926 /* Remove curse */
805 if (item->type == BOOK && item->invisible 927 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
806 && strcmp (item->name, "grace limit") == 0) { 928 {
807 if (op->stats.grace < item->stats.grace 929 if (god_removes_curse (op, 0))
808 || op->stats.grace < op->stats.maxgrace) {
809 object *tmp;
810
811 /* Follower lacks the required grace for the following
812 * treasure list items. */
813
814 tmp = get_archetype(HOLY_POSSESSION);
815 cast_change_ability(op, op, tmp, 0, 1);
816 free_object(tmp);
817 return; 930 return;
931 else
932 continue;
933 }
934
935 /* Remove damnation */
936 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
937 {
938 if (god_removes_curse (op, 1))
939 return;
940 else
941 continue;
942 }
943
944 /* Heal depletion */
945 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
946 {
947 object *depl;
948 archetype *at;
949 int i;
950
951 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
952 {
953 LOG (llevError, "Could not find archetype depletion.\n");
954 continue;
818 } 955 }
956 depl = present_arch_in_ob (at, op);
957
958 if (depl == NULL)
819 continue; 959 continue;
820 }
821 960
822 /* Restore grace */ 961 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
823 if (item->type == BOOK && item->invisible 962
824 && strcmp (item->name, "restore grace") == 0) 963 for (i = 0; i < NUM_STATS; i++)
964 if (get_attr_value (&depl->stats, i))
965 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
966
967 depl->destroy ();
968 op->update_stats ();
969 return;
825 { 970 }
826 if (op->stats.grace >= 0) 971
827 continue; 972 /* Voices */
828 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 973 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
974 {
975 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
976 new_draw_info (NDI_WHITE, 0, op, item->msg);
977 return;
978 }
979
980 /* Messages */
981 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
982 {
829 new_draw_info (NDI_UNIQUE, 0, op, 983 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
830 "You are returned to a state of grace."); 984 return;
985 }
986
987 /* Enchant weapon */
988 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
989 {
990 if (god_enchants_weapon (op, god, item, skill))
831 return; 991 return;
832 } 992 else
833
834 /* Heal damage */
835 if (item->type == BOOK && item->invisible
836 && strcmp (item->name, "restore hitpoints") == 0)
837 {
838 if (op->stats.hp >= op->stats.maxhp)
839 continue; 993 continue;
840 new_draw_info (NDI_UNIQUE, 0, op, 994 }
841 "A white light surrounds and heals you!"); 995
842 op->stats.hp = op->stats.maxhp; 996 /* Spellbooks - works correctly only for prayers */
997 if (item->type == SPELL)
998 {
999 if (check_spell_known (op, item->name))
1000 continue;
1001 if (item->level > skill->level)
1002 continue;
1003
1004 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1005 do_learn_spell (op, item, 1);
1006 return;
1007
1008 }
1009
1010 /* Other gifts */
1011 if (!item->invisible)
1012 {
1013 if (god_gives_present (op, god, tr))
843 return; 1014 return;
844 }
845
846 /* Restore spellpoints */
847 if (item->type == BOOK && item->invisible
848 && strcmp (item->name, "restore spellpoints") == 0)
849 {
850 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
851 /* Restore to 50 .. 100%, if sp < 50% */
852 int new_sp = (int) (random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
853 if (op->stats.sp >= max / 2)
854 continue;
855 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes "
856 "your head but doesn't hurt you!");
857 op->stats.sp = new_sp;
858 }
859
860 /* Various heal spells */
861 if (item->type == BOOK && item->invisible
862 && strcmp (item->name, "heal spell") == 0)
863 {
864 object *tmp;
865 int success;
866
867 tmp = get_archetype_by_object_name(item->slaying);
868
869 success = cast_heal (op, op, tmp, 0);
870 free_object(tmp);
871 if (success) return;
872 else continue;
873 }
874
875 /* Remove curse */
876 if (item->type == BOOK && item->invisible
877 && strcmp (item->name, "remove curse") == 0)
878 {
879 if (god_removes_curse (op, 0))
880 return;
881 else 1015 else
882 continue; 1016 continue;
883 }
884
885 /* Remove damnation */
886 if (item->type == BOOK && item->invisible
887 && strcmp (item->name, "remove damnation") == 0)
888 { 1017 }
889 if (god_removes_curse (op, 1))
890 return;
891 else
892 continue;
893 }
894
895 /* Heal depletion */
896 if (item->type == BOOK && item->invisible
897 && strcmp (item->name, "heal depletion") == 0)
898 {
899 object *depl;
900 archetype *at;
901 int i;
902
903 if ((at = find_archetype(ARCH_DEPLETION)) == NULL) {
904 LOG (llevError, "Could not find archetype depletion.\n");
905 continue;
906 }
907 depl = present_arch_in_ob (at, op);
908 if (depl == NULL)
909 continue;
910 new_draw_info (NDI_UNIQUE, 0, op,
911 "Shimmering light surrounds and restores you!");
912 for (i = 0; i < NUM_STATS; i++)
913 if (get_attr_value (&depl->stats, i))
914 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
915 remove_ob (depl);
916 free_object (depl);
917 fix_player (op);
918 return;
919 }
920
921 /* Voices */
922 if (item->type == BOOK && item->invisible
923 && strcmp (item->name, "voice_behind") == 0)
924 {
925 new_draw_info (NDI_UNIQUE, 0, op,
926 "You hear a voice from behind you, but you don't dare to "
927 "turn around:");
928 new_draw_info (NDI_WHITE, 0, op, item->msg);
929 return;
930 }
931
932 /* Messages */
933 if (item->type == BOOK && item->invisible
934 && strcmp (item->name, "message") == 0)
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
937 return;
938 }
939
940 /* Enchant weapon */
941 if (item->type == BOOK && item->invisible
942 && strcmp (item->name, "enchant weapon") == 0)
943 {
944 if (god_enchants_weapon (op, god, item, skill))
945 return;
946 else
947 continue;
948 }
949
950 /* Spellbooks - works correctly only for prayers */
951 if (item->type == SPELL)
952 {
953 if (check_spell_known (op, item->name))
954 continue;
955 if (item->level > skill->level)
956 continue;
957
958 new_draw_info_format(NDI_UNIQUE, 0, op,
959 "%s grants you use of a special prayer!", god->name);
960 do_learn_spell (op, item, 1);
961 return;
962
963 }
964
965 /* Other gifts */
966 if ( ! item->invisible) {
967 if (god_gives_present (op, god, tr))
968 return;
969 else
970 continue;
971 }
972 /* else ignore it */ 1018 /* else ignore it */
973 } 1019 }
974 1020
975 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1021 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
976} 1022}
977 1023
978/** 1024/**
979 * Checks and maybe punishes someone praying. 1025 * Checks and maybe punishes someone praying.
980 * All applied items are examined, if player is using more items of other gods, 1026 * All applied items are examined, if player is using more items of other gods,
981 * s/he loses experience in praying or general experience if no praying. 1027 * s/he loses experience in praying or general experience if no praying.
982 */ 1028 */
1029int
983int god_examines_priest (object *op, object *god) { 1030god_examines_priest (object *op, object *god)
1031{
984 int reaction=1; 1032 int reaction = 1;
985 object *item=NULL, *skop; 1033 object *item = NULL, *skop;
986 1034
987 for(item=op->inv;item;item=item->below) { 1035 for (item = op->inv; item; item = item->below)
1036 {
988 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1037 if (QUERY_FLAG (item, FLAG_APPLIED))
1038 {
989 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1039 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
990 } 1040 }
991 } 1041 }
992 1042
993 /* well, well. Looks like we screwed up. Time for god's revenge */ 1043 /* well, well. Looks like we screwed up. Time for god's revenge */
994 if(reaction<0) { 1044 if (reaction < 0)
1045 {
995 int loss = 10000000; 1046 int loss = 10000000;
996 int angry = abs(reaction); 1047 int angry = abs (reaction);
997 1048
998 for (skop = op->inv; skop != NULL; skop=skop->below) 1049 for (skop = op->inv; skop != NULL; skop = skop->below)
999 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1050 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1051 break;
1000 1052
1001 if (skop) 1053 if (skop)
1002 loss = (int) (0.05 * (float) skop->stats.exp); 1054 loss = (int) (0.05 * (float) skop->stats.exp);
1003 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1055 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1004 skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP);
1005 if(random_roll(0, angry, op, PREFER_LOW)) { 1056 if (random_roll (0, angry, op, PREFER_LOW))
1057 {
1006 object *tmp = get_archetype(LOOSE_MANA); 1058 object *tmp = get_archetype (LOOSE_MANA);
1059
1007 cast_magic_storm(op,tmp,op->level+(angry*3)); 1060 cast_magic_storm (op, tmp, op->level + (angry * 3));
1008 } 1061 }
1009 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1062 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1010 "%s becomes angry and punishes you!",god->name);
1011 } 1063 }
1012 return reaction; 1064 return reaction;
1013} 1065}
1014 1066
1015/** 1067/**
1016 * God checks item the player is using. 1068 * God checks item the player is using.
1017 * Return either -1 (bad), 0 (neutral) or 1069 * Return either -1 (bad), 0 (neutral) or
1018 * 1 (item is ok). If you are using the item of an enemy 1070 * 1 (item is ok). If you are using the item of an enemy
1019 * god, it can be bad...-b.t. 1071 * god, it can be bad...-b.t.
1020 */ 1072 */
1021 1073
1074int
1022int god_examines_item(object *god, object *item) { 1075god_examines_item (object *god, object *item)
1076{
1023 char buf[MAX_BUF]; 1077 char buf[MAX_BUF];
1024 1078
1025 if(!god||!item) return 0; 1079 if (!god || !item)
1080 return 0;
1026 1081
1027 if(!item->title) return 1; /* unclaimed item are ok */ 1082 if (!item->title)
1083 return 1; /* unclaimed item are ok */
1028 1084
1029 sprintf(buf,"of %s",god->name); 1085 sprintf (buf, "of %s", &god->name);
1030 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1086 if (!strcmp (item->title, buf))
1087 return 1; /* belongs to that God */
1031 1088
1032 if(god->title) { /* check if we have any enemy blessed item*/ 1089 if (god->title)
1090 { /* check if we have any enemy blessed item */
1033 sprintf(buf,"of %s",god->title); 1091 sprintf (buf, "of %s", &god->title);
1034 if(!strcmp(item->title,buf)) { 1092 if (!strcmp (item->title, buf))
1093 {
1035 if(item->env) { 1094 if (item->env)
1095 {
1036 char buf[MAX_BUF]; 1096 char buf[MAX_BUF];
1097
1037 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1098 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1038 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1099 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1039 } 1100 }
1040 return -1; 1101 return -1;
1041 } 1102 }
1042 } 1103 }
1043 1104
1044 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1105 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1045} 1106}
1046 1107
1047/** 1108/**
1048 * Returns priest's god's id. 1109 * Returns priest's god's id.
1049 * Straight calls lookup_god_by_name 1110 * Straight calls lookup_god_by_name
1050 */ 1111 */
1051 1112
1113int
1052int get_god(object *priest) { 1114get_god (object *priest)
1115{
1053 int godnr=lookup_god_by_name(determine_god(priest)); 1116 int godnr = lookup_god_by_name (determine_god (priest));
1054 1117
1055 return godnr; 1118 return godnr;
1056} 1119}
1057 1120
1058/** 1121/**
1059 * Returns a string that is the name of the god that should be natively worshipped by a 1122 * Returns a string that is the name of the god that should be natively worshipped by a
1060 * creature of who has race *race 1123 * creature of who has race *race
1061 * if we can't find a god that is appropriate, we return NULL 1124 * if we can't find a god that is appropriate, we return NULL
1062 */ 1125 */
1126const char *
1063const char *get_god_for_race(const char *race) { 1127get_god_for_race (const char *race)
1128{
1064 godlink *gl=first_god; 1129 godlink *gl = first_god;
1065 const char *godname=NULL; 1130 const char *godname = NULL;
1066 1131
1067 if (race == NULL) return NULL; 1132 if (race == NULL)
1133 return NULL;
1068 while(gl) { 1134 while (gl)
1135 {
1069 if (!strcasecmp(gl->arch->clone.race, race)) { 1136 if (!strcasecmp (gl->arch->clone.race, race))
1137 {
1070 godname=gl->name; 1138 godname = gl->name;
1071 break; 1139 break;
1072 } 1140 }
1073 gl=gl->next; 1141 gl = gl->next;
1074 } 1142 }
1075 return godname; 1143 return godname;
1076} 1144}
1145
1077/** 1146/**
1078 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1147 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1079 * Returns false if there was no race to assign to the slaying field of the spell, but 1148 * Returns false if there was no race to assign to the slaying field of the spell, but
1080 * the spell attacktype contains AT_HOLYWORD. -b.t. 1149 * the spell attacktype contains AT_HOLYWORD. -b.t.
1081 */ 1150 */
1082 1151int
1083int tailor_god_spell(object *spellop, object *caster) { 1152tailor_god_spell (object *spellop, object *caster)
1153{
1084 object *god=find_god(determine_god(caster)); 1154 object *god = find_god (determine_god (caster));
1085 int caster_is_spell=0; 1155 int caster_is_spell = 0;
1086 1156
1087 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1157 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1158 caster_is_spell = 1;
1088 1159
1089 /* if caster is a rune or the like, it doesn't worship anything. However, 1160 /* if caster is a rune or the like, it doesn't worship anything. However,
1090 * if this object is owned by someone, then the god that they worship 1161 * if this object is owned by someone, then the god that they worship
1091 * is relevant, so use that. 1162 * is relevant, so use that.
1092 */ 1163 */
1093 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1164 if (!god && caster->owner)
1165 god = find_god (determine_god (caster->owner));
1094 1166
1095 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1167 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1168 {
1096 if ( ! caster_is_spell) 1169 if (!caster_is_spell)
1097 new_draw_info(NDI_UNIQUE, 0, caster,
1098 "This prayer is useless unless you worship an appropriate god"); 1170 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1099 else 1171 else
1100 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1172 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1101 free_object(spellop); 1173
1174 spellop->destroy ();
1102 return 0; 1175 return 0;
1103 } 1176 }
1104 1177
1105 /* either holy word or godpower attacks will set the slaying field */ 1178 /* either holy word or godpower attacks will set the slaying field */
1106 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1179 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1180 {
1107 if (spellop->slaying) { 1181 if (spellop->slaying)
1108 free_string(spellop->slaying);
1109 spellop->slaying = NULL; 1182 spellop->slaying = NULL;
1110 } 1183
1111 if(!caster_is_spell) 1184 if (!caster_is_spell)
1112 spellop->slaying = add_string(god->slaying); 1185 spellop->slaying = god->slaying;
1113 else if(caster->slaying) 1186 else if (caster->slaying)
1114 spellop->slaying = add_string(caster->slaying); 1187 spellop->slaying = caster->slaying;
1115 } 1188 }
1116 1189
1117 /* only the godpower attacktype adds the god's attack onto the spell */ 1190 /* only the godpower attacktype adds the god's attack onto the spell */
1118 if(spellop->attacktype & AT_GODPOWER) 1191 if (spellop->attacktype & AT_GODPOWER)
1119 spellop->attacktype=spellop->attacktype|god->attacktype; 1192 spellop->attacktype = spellop->attacktype | god->attacktype;
1120 1193
1121 /* tack on the god's name to the spell */ 1194 /* tack on the god's name to the spell */
1122 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1195 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1196 {
1197 spellop->title = god->name;
1123 if(spellop->title) 1198 if (spellop->title)
1124 free_string(spellop->title); 1199 {
1125 spellop->title=add_string(god->name);
1126 if(spellop->title){
1127 char buf[MAX_BUF]; 1200 char buf[MAX_BUF];
1201
1128 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1202 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1129 FREE_AND_COPY(spellop->name, buf); 1203 spellop->name = spellop->name_pl = buf;
1130 FREE_AND_COPY(spellop->name_pl, buf); 1204 }
1131 }
1132 } 1205 }
1133 1206
1134 return 1; 1207 return 1;
1135} 1208}
1136

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