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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 1.16 by elmex, Wed Jan 3 02:30:52 2007 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 (!tr->item)
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)) 247 if (follower_has_similar_item (op, &tr->item->clone))
226 return 0; 248 return 0;
227 249
228 tmp = arch_to_object (tr->item); 250 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)); 251 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); 252 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER) 253 if (op->type == PLAYER)
233 esrv_send_item (op, tmp); 254 esrv_send_item (op, tmp);
255
234 return 1; 256 return 1;
235} 257}
236 258
237/** 259/**
238 * Player prays at altar. 260 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 261 * Checks for god changing, divine intervention, and so on.
240 */ 262 */
263void
241void pray_at_altar(object *pl, object *altar, object *skill) { 264pray_at_altar (object *pl, object *altar, object *skill)
265{
242 object *pl_god=find_god(determine_god(pl)); 266 object *pl_god = find_god (determine_god (pl));
243 267
244 /* Lauwenmark: Handle for plugin altar-parying (apply) event */ 268 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; 269 return;
247 270
248 /* If non consecrate altar, don't do anything */ 271 /* If non consecrate altar, don't do anything */
249 if (!altar->other_arch) return; 272 if (!altar->other_arch)
273 return;
250 274
251 /* hmm. what happend depends on pl's current god, level, etc */ 275 /* hmm. what happend depends on pl's current god, level, etc */
252 if(!pl_god) { /*new convert */ 276 if (!pl_god)
277 { /*new convert */
253 become_follower(pl,&altar->other_arch->clone); 278 become_follower (pl, &altar->other_arch->clone);
254 return; 279 return;
255 280
281 }
256 } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) { 282 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
283 {
257 /* pray at your gods altar */ 284 /* pray at your gods altar */
258 int bonus = (pl->stats.Wis+skill->level)/10; 285 int bonus = (pl->stats.Wis + skill->level) / 10;
259 286
260 /* we can get neg grace up faster */ 287 /* we can get neg grace up faster */
261 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 288 if (pl->stats.grace < 0)
262 bonus : -1*(pl->stats.grace/10)); 289 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
263 /* we can super-charge grace to 2x max */ 290 /* we can super-charge grace to 2x max */
264 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 291 if (pl->stats.grace < (2 * pl->stats.maxgrace))
292 {
265 pl->stats.grace+=bonus/2; 293 pl->stats.grace += bonus / 2;
266 } 294 }
267 if(pl->stats.grace>(2*pl->stats.maxgrace)) { 295 if (pl->stats.grace > (2 * pl->stats.maxgrace))
296 {
268 pl->stats.grace=(2*pl->stats.maxgrace); 297 pl->stats.grace = (2 * pl->stats.maxgrace);
269 } 298 }
270 299
271 /* Every once in a while, the god decides to checkup on their 300 /* Every once in a while, the god decides to checkup on their
272 * follower, and may intervene to help them out. 301 * follower, and may intervene to help them out.
273 */ 302 */
274 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 303 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
275 304
276 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 305 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
277 god_intervention(pl,pl_god, skill); 306 god_intervention (pl, pl_god, skill);
278 307
279 } else { /* praying to another god! */ 308 }
309 else
310 { /* praying to another god! */
280 uint64 loss = 0; 311 uint64 loss = 0;
281 int angry=1; 312 int angry = 1;
282 313
283 /* I believe the logic for detecting opposing gods was completely 314 /* I believe the logic for detecting opposing gods was completely
284 * broken - I think it should work now. altar->other_arch 315 * broken - I think it should work now. altar->other_arch
285 * points to the god of this altar (which we have 316 * points to the god of this altar (which we have
286 * already verified is non null). pl_god->other_arch 317 * already verified is non null). pl_god->other_arch
287 * is the opposing god - we need to verify that exists before 318 * is the opposing god - we need to verify that exists before
288 * using its values. 319 * using its values.
289 */ 320 */
290 if(pl_god->other_arch &&
291 (altar->other_arch->name==pl_god->other_arch->name)) { 321 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
292 angry=2; 322 {
323 angry = 2;
293 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 324 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
294 object *tmp; 325 {
326 object *tmp;
295 327
296 /* you really screwed up */ 328 /* you really screwed up */
297 angry=3; 329 angry = 3;
298 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 330 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); 331 tmp = get_archetype (LOOSE_MANA);
301 cast_magic_storm(pl,tmp, pl_god->level+20); 332 cast_magic_storm (pl, tmp, pl_god->level + 20);
302 } else 333 }
303 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 334 else
304 "Foolish heretic! %s is livid!",pl_god->name); 335 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
305 } else 336 }
306 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 337 else
307 "Heretic! %s is angered!",pl_god->name); 338 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
308 339
309 /* whether we will be successfull in defecting or not - 340 /* whether we will be successfull in defecting or not -
310 * we lose experience from the clerical experience obj 341 * we lose experience from the clerical experience obj
311 */ 342 */
312 343
313 loss = angry * (skill->stats.exp / 10); 344 loss = angry * (skill->stats.exp / 10);
314 if(loss) 345 if (loss)
315 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 346 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);
317 347
318 /* May switch Gods, but its random chance based on our current level 348 /* May switch Gods, but its random chance based on our current level
319 * note it gets harder to swap gods the higher we get 349 * note it gets harder to swap gods the higher we get
320 */ 350 */
321 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 351 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
352 {
322 become_follower(pl,&altar->other_arch->clone); 353 become_follower (pl, &altar->other_arch->clone);
323 } else { 354 }
355 else
356 {
324 /* toss this player off the altar. He can try again. */ 357 /* toss this player off the altar. He can try again. */
325 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 358 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. */ 359 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
328 } 360 }
329 } 361 }
330} 362}
331 363
332/** 364/**
333 * Removes special prayers given by a god. 365 * Removes special prayers given by a god.
334 */ 366 */
367static void
335static void check_special_prayers (object *op, object *god) 368check_special_prayers (object *op, object *god)
336{ 369{
337 /* Ensure that 'op' doesn't know any special prayers that are not granted 370 /* Ensure that 'op' doesn't know any special prayers that are not granted
338 * by 'god'. 371 * by 'god'.
339 */ 372 */
340 treasure *tr; 373 treasure *tr;
341 object *tmp, *next_tmp; 374 object *tmp, *next_tmp;
342 int remove=0; 375 int remove = 0;
343 376
344 /* Outer loop iterates over all special prayer marks */ 377 /* Outer loop iterates over all special prayer marks */
345 for (tmp = op->inv; tmp; tmp = next_tmp) { 378 for (tmp = op->inv; tmp; tmp = next_tmp)
379 {
346 next_tmp = tmp->below; 380 next_tmp = tmp->below;
347 381
348 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 382 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
349 * in that category, not something we need to worry about. 383 * in that category, not something we need to worry about.
350 */ 384 */
351 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 385 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
386 continue;
387
388 if (god->randomitems == NULL)
389 {
390 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
391 do_forget_spell (op, tmp->name);
392 continue;
393 }
394
395 /* Inner loop tries to find the special prayer in the god's treasure
396 * list. We default that the spell should be removed.
397 */
398 remove = 1;
399 for (tr = god->randomitems->items; tr; tr = tr->next)
400 {
401 object *item;
402
403 if (!tr->item)
352 continue; 404 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; 405 item = &tr->item->clone;
371 406
372 /* Basically, see if the matching spell is granted by this god. */ 407 /* Basically, see if the matching spell is granted by this god. */
373 408
374 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 409 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
375 remove=0; 410 {
376 break; 411 remove = 0;
377 } 412 break;
378 } 413 }
379 if (remove) { 414 }
415 if (remove)
416 {
380 /* just do the work of removing the spell ourselves - we already 417 /* just do the work of removing the spell ourselves - we already
381 * know that the player knows the spell 418 * know that the player knows the spell
382 */ 419 */
383 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 420 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); 421 player_unready_range_ob (op->contr, tmp);
386 remove_ob(tmp); 422 tmp->destroy ();
387 free_object(tmp); 423 }
388 }
389 424
390 } 425 }
391} 426}
392 427
393/** 428/**
394 * This function is called whenever a player has 429 * This function is called whenever a player has
395 * switched to a new god. It handles basically all the stat changes 430 * switched to a new god. It handles basically all the stat changes
396 * that happen to the player, including the removal of godgiven 431 * that happen to the player, including the removal of godgiven
397 * items (from the former cult). 432 * items (from the former cult).
398 */ 433 */
434void
399void become_follower (object *op, object *new_god) { 435become_follower (object *op, object *new_god)
436{
400 object *old_god = NULL; /* old god */ 437 object *old_god = NULL; /* old god */
401 treasure *tr; 438 treasure *tr;
402 object *item, *skop, *next; 439 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.*/ 440 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
405 441
406 442
407 old_god = find_god(determine_god(op)); 443 old_god = find_god (determine_god (op));
408 444
409 /* take away any special god-characteristic items. */ 445 /* take away any special god-characteristic items. */
410 for(item=op->inv;item!=NULL;item=next) { 446 for (item = op->inv; item != NULL; item = next)
447 {
411 next = item->below; 448 next = item->below;
412 /* remove all invisible startequip items which are 449 // 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 && 450 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
416 (item->type != SKILL) && (item->type != EXPERIENCE) && 451 (item->type != SKILL) && (item->type != FORCE))
417 (item->type != FORCE)) { 452 {
418 453
419 if (item->type == SPELL) 454 if (item->type == SPELL)
420 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 455 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); 456
422 player_unready_range_ob(op->contr, item); 457 player_unready_range_ob (op->contr, item);
423 remove_ob(item); 458 item->destroy ();
424 free_object(item); 459 }
425 }
426 }
427 460 }
461
428 /* remove any godgiven items from the old god */ 462 /* remove any godgiven items from the old god */
429 if (old_god) { 463 if (old_god)
464 {
430 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 465 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next)
466 {
431 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 467 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
432 follower_remove_similar_item(op, &tr->item->clone); 468 follower_remove_similar_item (op, &tr->item->clone);
433 } 469 }
434 }
435 470 }
436 if(!op||!new_god) return;
437 471
472 if (!op || !new_god)
473 return;
474
438 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 475 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
476 {
439 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 477 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) { 478 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
479 {
442 object *tmp = get_archetype(LOOSE_MANA); 480 object *tmp = get_archetype (LOOSE_MANA);
481
443 cast_magic_storm(op,tmp, new_god->level+10); 482 cast_magic_storm (op, tmp, new_god->level + 10);
444 } 483 }
445 return; 484 return;
446 } 485 }
447 486
448 487
449 /* give the player any special god-characteristic-items. */ 488 /* give the player any special god-characteristic-items. */
450 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 489 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next)
490 {
451 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 491 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
452 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 492 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
453 god_gives_present(op,new_god,tr); } 493 god_gives_present (op, new_god, tr);
494 }
454 495
455 496
456 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 497 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);
458 498
459 for (skop = op->inv; skop != NULL; skop=skop->below) 499 for (skop = op->inv; skop != NULL; skop = skop->below)
460 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 500 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
501 break;
461 502
462 /* Player has no skill - give them the skill */ 503 /* Player has no skill - give them the skill */
463 if (!skop) { 504 if (!skop)
505 {
464 /* The arhetype should always be defined - if we crash here because it doesn't, 506 /* The arhetype should always be defined - if we crash here because it doesn't,
465 * things are really messed up anyways. 507 * things are really messed up anyways.
466 */ 508 */
467 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 509 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
468 link_player_skills(op); 510 link_player_skills (op);
469 } 511 }
470 512
471 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 513 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
472 514
473 /* Clear the "undead" status. We also need to force a call to change_abil, 515 /* Clear the "undead" status. We also need to force a call to change_abil,
474 * so I set undeadified for that. 516 * so I set undeadified for that.
475 * - gros, 21th July 2006. 517 * - gros, 21th July 2006.
476 */ 518 */
477 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 519 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
478 { 520 {
479 CLEAR_FLAG(skop,FLAG_UNDEAD); 521 CLEAR_FLAG (skop, FLAG_UNDEAD);
480 undeadified=1; 522 undeadified = 1;
481 } 523 }
482 524
483 if(skop->title) { /* get rid of old god */ 525 if (skop->title)
484 new_draw_info_format(NDI_UNIQUE,0,op, 526 { /* get rid of old god */
485 "%s's blessing is withdrawn from you.",skop->title); 527 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 */ 528 /* The point of this is to really show what abilities the player just lost */
487 if (sk_applied || undeadified) { 529 if (sk_applied || undeadified)
530 {
488 531
489 CLEAR_FLAG(skop,FLAG_APPLIED); 532 CLEAR_FLAG (skop, FLAG_APPLIED);
490 (void) change_abil(op,skop); 533 (void) change_abil (op, skop);
491 } 534 }
492 free_string(skop->title);
493 } 535 }
494 536
495 /* now change to the new gods attributes to exp_obj */ 537 /* now change to the new gods attributes to exp_obj */
496 skop->title = add_string(new_god->name); 538 skop->title = new_god->name;
497 skop->path_attuned=new_god->path_attuned; 539 skop->path_attuned = new_god->path_attuned;
498 skop->path_repelled=new_god->path_repelled; 540 skop->path_repelled = new_god->path_repelled;
499 skop->path_denied=new_god->path_denied; 541 skop->path_denied = new_god->path_denied;
500 /* copy god's resistances */ 542 /* copy god's resistances */
501 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 543 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
502 544
503 /* make sure that certain immunities do NOT get passed 545 /* make sure that certain immunities do NOT get passed
504 * to the follower! 546 * to the follower!
505 */ 547 */
506 for (i=0; i<NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
507 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 549 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; 550 skop->resist[i] = 30;
510 551
511 skop->stats.hp= (sint16) new_god->last_heal; 552 skop->stats.hp = (sint16) new_god->last_heal;
512 skop->stats.sp= (sint16) new_god->last_sp; 553 skop->stats.sp = (sint16) new_god->last_sp;
513 skop->stats.grace= (sint16) new_god->last_grace; 554 skop->stats.grace = (sint16) new_god->last_grace;
514 skop->stats.food= (sint16) new_god->last_eat; 555 skop->stats.food = (sint16) new_god->last_eat;
515 skop->stats.luck= (sint8) new_god->stats.luck; 556 skop->stats.luck = (sint8) new_god->stats.luck;
516 /* gods may pass on certain flag properties */ 557 /* gods may pass on certain flag properties */
517 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 558 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
518 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 559 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
519 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 560 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
520 update_priest_flag(new_god,skop,FLAG_STEALTH); 561 update_priest_flag (new_god, skop, FLAG_STEALTH);
521 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 562 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
522 update_priest_flag(new_god,skop,FLAG_UNDEAD); 563 update_priest_flag (new_god, skop, FLAG_UNDEAD);
523 update_priest_flag(new_god,skop,FLAG_BLIND); 564 update_priest_flag (new_god, skop, FLAG_BLIND);
524 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 565 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
525 566
526 new_draw_info_format(NDI_UNIQUE,0,op, 567 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);
528 568
529 /* Weapon/armour use are special...handle flag toggles here as this can 569 /* 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 570 * only happen when gods are worshipped and if the new priest could
531 * have used armour/weapons in the first place. 571 * have used armour/weapons in the first place.
532 * 572 *
533 * This also can happen for monks which cannot use weapons. In this case 573 * 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. 574 * do not allow to use weapons even if the god otherwise would allow it.
535 */ 575 */
536 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 576 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
537 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 577 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
538 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 578 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
539 579
540 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 580 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
541 stop_using_item(op,WEAPON,2); 581 stop_using_item (op, WEAPON, 2);
542 582
543 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 583 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
584 {
544 stop_using_item(op,ARMOUR,1); 585 stop_using_item (op, ARMOUR, 1);
545 stop_using_item(op,HELMET,1); 586 stop_using_item (op, HELMET, 1);
546 stop_using_item(op,BOOTS,1); 587 stop_using_item (op, BOOTS, 1);
547 stop_using_item(op,GLOVES,1); 588 stop_using_item (op, GLOVES, 1);
548 stop_using_item(op,SHIELD,1); 589 stop_using_item (op, SHIELD, 1);
549 } 590 }
550 591
551 SET_FLAG(skop,FLAG_APPLIED); 592 SET_FLAG (skop, FLAG_APPLIED);
552 (void) change_abil(op,skop); 593 (void) change_abil (op, skop);
553 594
554 /* return to previous skill status */ 595 /* return to previous skill status */
596 if (!sk_applied)
555 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 597 CLEAR_FLAG (skop, FLAG_APPLIED);
556 598
557 check_special_prayers (op, new_god); 599 check_special_prayers (op, new_god);
558} 600}
559 601
560/** 602/**
561 * Forbids or let player use something item type. 603 * Forbids or let player use something item type.
562 * op is the player. 604 * op is the player.
563 * exp_obj is the widsom experience. 605 * exp_obj is the widsom experience.
564 * flag is the flag to check against. 606 * flag is the flag to check against.
565 * string is the string to print out. 607 * string is the string to print out.
566 */ 608 */
567 609
610int
568int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 611worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
612{
569 613
570 if(QUERY_FLAG(&op->arch->clone,flag)) 614 if (QUERY_FLAG (&op->arch->clone, flag))
571 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 615 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
616 {
572 update_priest_flag(exp_obj,op,flag); 617 update_priest_flag (exp_obj, op, flag);
573 if(QUERY_FLAG(op,flag)) 618 if (QUERY_FLAG (op, flag))
574 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 619 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
575 else { 620 else
621 {
576 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 622 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
577 return 1; 623 return 1;
624 }
578 } 625 }
579 }
580 return 0; 626 return 0;
581} 627}
582 628
583/** 629/**
584 * Unapplies up to number worth of items of type 630 * Unapplies up to number worth of items of type
585 */ 631 */
632void
586void stop_using_item ( object *op, int type, int number ) { 633stop_using_item (object *op, int type, int number)
634{
587 object *tmp; 635 object *tmp;
588 636
589 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 637 for (tmp = op->inv; tmp && number; tmp = tmp->below)
590 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 638 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
639 {
591 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 640 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
592 number--; 641 number--;
593 } 642 }
594} 643}
595 644
596/** 645/**
597 * If the god does/doesnt have this flag, we 646 * If the god does/doesnt have this flag, we
598 * give/remove it from the experience object if it doesnt/does 647 * give/remove it from the experience object if it doesnt/does
599 * already exist. For players only! 648 * already exist. For players only!
600 */ 649 */
601 650
651void
602void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 652update_priest_flag (object *god, object *exp_ob, uint32 flag)
653{
603 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 654 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
604 SET_FLAG(exp_ob,flag); 655 SET_FLAG (exp_ob, flag);
605 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 656 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
606 { 657 {
607 /* When this is called with the exp_ob set to the player, 658 /* When this is called with the exp_ob set to the player,
608 * this check is broken, because most all players arch 659 * this check is broken, because most all players arch
609 * allow use of weapons. I'm not actually sure why this 660 * allow use of weapons. I'm not actually sure why this
610 * check is here - I guess if you had a case where the 661 * check is here - I guess if you had a case where the
611 * value in the archetype (wisdom) should over ride the restrictions 662 * 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 663 * the god places on it, this may make sense. But I don't think
613 * there is any case like that. 664 * there is any case like that.
614 */ 665 */
615 666
616/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 667/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
617 CLEAR_FLAG(exp_ob,flag); 668 CLEAR_FLAG (exp_ob, flag);
618 }; 669 };
619} 670}
620 671
621 672
622 673
674archetype *
623archetype *determine_holy_arch (object *god, const char *type) 675determine_holy_arch (object *god, const char *type)
624{ 676{
625 treasure *tr; 677 treasure *tr;
626 678
627 if ( ! god || ! god->randomitems) { 679 if (!god || !god->randomitems)
680 {
628 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 681 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
629 "randomitems\n");
630 return NULL; 682 return NULL;
631 } 683 }
632 684
633 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 685 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
686 {
634 object *item; 687 object *item;
635 688
636 if ( ! tr->item) 689 if (!tr->item)
637 continue; 690 continue;
691
638 item = &tr->item->clone; 692 item = &tr->item->clone;
639 693
640 if (item->type == BOOK && item->invisible 694 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
641 && strcmp (item->name, type) == 0)
642 return item->other_arch; 695 return item->other_arch;
643 } 696 }
644 return NULL; 697 return NULL;
645} 698}
646 699
647/** 700/**
648 * God helps player by removing curse and/or damnation. 701 * God helps player by removing curse and/or damnation.
649 */ 702 */
703static int
650static int god_removes_curse (object *op, int remove_damnation) 704god_removes_curse (object *op, int remove_damnation)
651{ 705{
652 object *tmp; 706 object *tmp;
653 int success = 0; 707 int success = 0;
654 708
655 for (tmp = op->inv; tmp; tmp = tmp->below) { 709 for (tmp = op->inv; tmp; tmp = tmp->below)
710 {
656 if (tmp->invisible) 711 if (tmp->invisible)
657 continue; 712 continue;
658 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 713 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
659 continue; 714 continue;
660 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 715 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
716 {
661 success = 1; 717 success = 1;
662 CLEAR_FLAG (tmp, FLAG_DAMNED); 718 CLEAR_FLAG (tmp, FLAG_DAMNED);
663 CLEAR_FLAG (tmp, FLAG_CURSED); 719 CLEAR_FLAG (tmp, FLAG_CURSED);
664 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 720 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
665 if (op->type == PLAYER) 721 if (op->type == PLAYER)
666 esrv_send_item (op, tmp); 722 esrv_send_item (op, tmp);
667 } 723 }
668 } 724 }
669 725
670 if (success) 726 if (success)
671 new_draw_info (NDI_UNIQUE, 0, op, 727 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; 728 return success;
674} 729}
675 730
731static int
676static int follower_level_to_enchantments (int level, int difficulty) 732follower_level_to_enchantments (int level, int difficulty)
677{ 733{
678 if (difficulty < 1) { 734 if (difficulty < 1)
679 LOG (llevError, "follower_level_to_enchantments(): " 735 {
680 "difficulty %d is invalid\n", difficulty); 736 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
681 return 0; 737 return 0;
682 } 738 }
683 739
684 if (level <= 20) 740 if (level <= 20)
685 return level / difficulty; 741 return level / difficulty;
686 if (level <= 40) 742 if (level <= 40)
687 return (20 + (level - 20) / 2) / difficulty; 743 return (20 + (level - 20) / 2) / difficulty;
688 return (30 + (level - 40) / 4) / difficulty; 744 return (30 + (level - 40) / 4) / difficulty;
689} 745}
690 746
691/** 747/**
692 * God wants to enchant weapon. 748 * God wants to enchant weapon.
693 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 749 * 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 750 * it isn't a weapon for another god. If all is all right, update weapon with
695 * attacktype, slaying and such. 751 * attacktype, slaying and such.
696 */ 752 */
753static int
697static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 754god_enchants_weapon (object *op, object *god, object *tr, object *skill)
698{ 755{
699 char buf[MAX_BUF]; 756 char buf[MAX_BUF];
700 object *weapon; 757 object *weapon;
701 uint32 attacktype; 758 uint32 attacktype;
702 int tmp; 759 int tmp;
703 760
704 for (weapon = op->inv; weapon; weapon = weapon->below) 761 for (weapon = op->inv; weapon; weapon = weapon->below)
705 if ((weapon->type == WEAPON || weapon->type == BOW) 762 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
706 && QUERY_FLAG (weapon, FLAG_APPLIED))
707 break; 763 break;
708 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 764 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; 765 return 0;
766
767 /* First give it a title, so other gods won't touch it */
768 if (!weapon->title)
769 {
770 sprintf (buf, "of %s", &god->name);
771 weapon->title = buf;
772 if (op->type == PLAYER)
773 esrv_update_item (UPD_NAME, op, weapon);
774 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
775 }
776
777 /* Allow the weapon to slay enemies */
778 if (!weapon->slaying && god->slaying)
779 {
780 weapon->slaying = god->slaying;
781 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
782 return 1;
783 }
784
785 /* Add the gods attacktype */
786 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
787 if ((attacktype & god->attacktype) != god->attacktype)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
790 weapon->attacktype = attacktype | god->attacktype;
791 return 1;
792 }
793
794 /* Higher magic value */
795 tmp = follower_level_to_enchantments (skill->level, tr->level);
796 if (weapon->magic < tmp)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
799 weapon->magic++;
800 if (op->type == PLAYER)
801 esrv_update_item (UPD_NAME, op, weapon);
802 return 1;
803 }
804
805 return 0;
749} 806}
750 807
751 808
752/** 809/**
753 * Every once in a while the god will intervene to help the worshiper. 810 * 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 811 * Later, this fctn can be used to supply quests, etc for the
755 * priest. -b.t. 812 * priest. -b.t.
756 * called from pray_at_altar() currently. 813 * called from pray_at_altar() currently.
757 */ 814 */
758 815
816void
759void god_intervention (object *op, object *god, object *skill) 817god_intervention (object *op, object *god, object *skill)
760{ 818{
761 treasure *tr; 819 treasure *tr;
762 820
763 if ( ! god || ! god->randomitems) { 821 if (!god || !god->randomitems)
764 LOG (llevError, 822 {
765 "BUG: god_intervention(): no god or god without randomitems\n"); 823 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
766 return; 824 return;
767 } 825 }
768 826
769 check_special_prayers (op, god); 827 check_special_prayers (op, god);
770 828
771 /* lets do some checks of whether we are kosher with our god */ 829 /* lets do some checks of whether we are kosher with our god */
772 if (god_examines_priest (op, god) < 0) 830 if (god_examines_priest (op, god) < 0)
773 return; 831 return;
774 832
775 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 833 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
776 834
777 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 835 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
836 {
778 object *item; 837 object *item;
779 838
780 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 839 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
840 continue;
841
842 /* Treasurelist - generate some treasure for the follower */
843 if (tr->name)
844 {
845 treasurelist *tl = find_treasurelist (tr->name);
846
847 if (tl == NULL)
781 continue; 848 continue;
782 849
783 /* Treasurelist - generate some treasure for the follower */ 850 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) { 851
785 treasurelist *tl = find_treasurelist (tr->name); 852 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
786 if (tl == NULL) 853 return;
854 }
855
856 if (!tr->item)
857 continue;
858
859 item = &tr->item->clone;
860
861 /* Grace limit */
862 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
863 {
864 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
865 {
866 object *tmp;
867
868 /* Follower lacks the required grace for the following
869 * treasure list items. */
870
871 tmp = get_archetype (HOLY_POSSESSION);
872 cast_change_ability (op, op, tmp, 0, 1);
873 tmp->destroy ();
874 return;
875 }
876 continue;
877 }
878
879 /* Restore grace */
880 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
881 {
882 if (op->stats.grace >= 0)
787 continue; 883 continue;
884 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
885 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
886 return;
887 }
788 888
789 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 889 /* Heal damage */
790 "eyes. You catch it before it falls to the ground."); 890 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
891 {
892 if (op->stats.hp >= op->stats.maxhp)
893 continue;
894 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
895 op->stats.hp = op->stats.maxhp;
896 return;
897 }
791 898
792 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 899 /* Restore spellpoints */
793 | GT_UPDATE_INV, skill->level, 0); 900 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
901 {
902 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
903
904 /* Restore to 50 .. 100%, if sp < 50% */
905 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
906
907 if (op->stats.sp >= max / 2)
908 continue;
909 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
910 op->stats.sp = new_sp;
911 }
912
913 /* Various heal spells */
914 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
915 {
916 object *tmp;
917 int success;
918
919 tmp = get_archetype_by_object_name (item->slaying);
920
921 success = cast_heal (op, op, tmp, 0);
922 tmp->destroy ();
923 if (success)
794 return; 924 return;
795 } 925 else
796
797 if ( ! tr->item) {
798 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
799 god->name);
800 continue; 926 continue;
801 } 927 }
802 item = &tr->item->clone;
803 928
804 /* Grace limit */ 929 /* Remove curse */
805 if (item->type == BOOK && item->invisible 930 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
806 && strcmp (item->name, "grace limit") == 0) { 931 {
807 if (op->stats.grace < item->stats.grace 932 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; 933 return;
934 else
935 continue;
936 }
937
938 /* Remove damnation */
939 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
940 {
941 if (god_removes_curse (op, 1))
942 return;
943 else
944 continue;
945 }
946
947 /* Heal depletion */
948 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
949 {
950 object *depl;
951 archetype *at;
952 int i;
953
954 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
955 {
956 LOG (llevError, "Could not find archetype depletion.\n");
957 continue;
818 } 958 }
959 depl = present_arch_in_ob (at, op);
960
961 if (depl == NULL)
819 continue; 962 continue;
820 }
821 963
822 /* Restore grace */ 964 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
823 if (item->type == BOOK && item->invisible 965
824 && strcmp (item->name, "restore grace") == 0) 966 for (i = 0; i < NUM_STATS; i++)
967 if (get_attr_value (&depl->stats, i))
968 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
969
970 depl->destroy ();
971 op->update_stats ();
972 return;
825 { 973 }
826 if (op->stats.grace >= 0) 974
827 continue; 975 /* Voices */
828 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 976 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
977 {
978 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
979 new_draw_info (NDI_WHITE, 0, op, item->msg);
980 return;
981 }
982
983 /* Messages */
984 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
985 {
829 new_draw_info (NDI_UNIQUE, 0, op, 986 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
830 "You are returned to a state of grace."); 987 return;
988 }
989
990 /* Enchant weapon */
991 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
992 {
993 if (god_enchants_weapon (op, god, item, skill))
831 return; 994 return;
832 } 995 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; 996 continue;
840 new_draw_info (NDI_UNIQUE, 0, op, 997 }
841 "A white light surrounds and heals you!"); 998
842 op->stats.hp = op->stats.maxhp; 999 /* Spellbooks - works correctly only for prayers */
1000 if (item->type == SPELL)
1001 {
1002 if (check_spell_known (op, item->name))
1003 continue;
1004 if (item->level > skill->level)
1005 continue;
1006
1007 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1008 do_learn_spell (op, item, 1);
1009 return;
1010
1011 }
1012
1013 /* Other gifts */
1014 if (!item->invisible)
1015 {
1016 if (god_gives_present (op, god, tr))
843 return; 1017 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 1018 else
882 continue; 1019 continue;
883 }
884
885 /* Remove damnation */
886 if (item->type == BOOK && item->invisible
887 && strcmp (item->name, "remove damnation") == 0)
888 { 1020 }
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 */ 1021 /* else ignore it */
973 } 1022 }
974 1023
975 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1024 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
976} 1025}
977 1026
978/** 1027/**
979 * Checks and maybe punishes someone praying. 1028 * Checks and maybe punishes someone praying.
980 * All applied items are examined, if player is using more items of other gods, 1029 * 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. 1030 * s/he loses experience in praying or general experience if no praying.
982 */ 1031 */
1032int
983int god_examines_priest (object *op, object *god) { 1033god_examines_priest (object *op, object *god)
1034{
984 int reaction=1; 1035 int reaction = 1;
985 object *item=NULL, *skop; 1036 object *item = NULL, *skop;
986 1037
987 for(item=op->inv;item;item=item->below) { 1038 for (item = op->inv; item; item = item->below)
1039 {
988 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1040 if (QUERY_FLAG (item, FLAG_APPLIED))
1041 {
989 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1042 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
990 } 1043 }
991 } 1044 }
992 1045
993 /* well, well. Looks like we screwed up. Time for god's revenge */ 1046 /* well, well. Looks like we screwed up. Time for god's revenge */
994 if(reaction<0) { 1047 if (reaction < 0)
1048 {
995 int loss = 10000000; 1049 int loss = 10000000;
996 int angry = abs(reaction); 1050 int angry = abs (reaction);
997 1051
998 for (skop = op->inv; skop != NULL; skop=skop->below) 1052 for (skop = op->inv; skop != NULL; skop = skop->below)
999 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1053 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1054 break;
1000 1055
1001 if (skop) 1056 if (skop)
1002 loss = (int) (0.05 * (float) skop->stats.exp); 1057 loss = (int) (0.05 * (float) skop->stats.exp);
1003 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1058 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)) { 1059 if (random_roll (0, angry, op, PREFER_LOW))
1060 {
1006 object *tmp = get_archetype(LOOSE_MANA); 1061 object *tmp = get_archetype (LOOSE_MANA);
1062
1007 cast_magic_storm(op,tmp,op->level+(angry*3)); 1063 cast_magic_storm (op, tmp, op->level + (angry * 3));
1008 } 1064 }
1009 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1065 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 } 1066 }
1012 return reaction; 1067 return reaction;
1013} 1068}
1014 1069
1015/** 1070/**
1016 * God checks item the player is using. 1071 * God checks item the player is using.
1017 * Return either -1 (bad), 0 (neutral) or 1072 * Return either -1 (bad), 0 (neutral) or
1018 * 1 (item is ok). If you are using the item of an enemy 1073 * 1 (item is ok). If you are using the item of an enemy
1019 * god, it can be bad...-b.t. 1074 * god, it can be bad...-b.t.
1020 */ 1075 */
1021 1076
1077int
1022int god_examines_item(object *god, object *item) { 1078god_examines_item (object *god, object *item)
1079{
1023 char buf[MAX_BUF]; 1080 char buf[MAX_BUF];
1024 1081
1025 if(!god||!item) return 0; 1082 if (!god || !item)
1083 return 0;
1026 1084
1027 if(!item->title) return 1; /* unclaimed item are ok */ 1085 if (!item->title)
1086 return 1; /* unclaimed item are ok */
1028 1087
1029 sprintf(buf,"of %s",god->name); 1088 sprintf (buf, "of %s", &god->name);
1030 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1089 if (!strcmp (item->title, buf))
1090 return 1; /* belongs to that God */
1031 1091
1032 if(god->title) { /* check if we have any enemy blessed item*/ 1092 if (god->title)
1093 { /* check if we have any enemy blessed item */
1033 sprintf(buf,"of %s",god->title); 1094 sprintf (buf, "of %s", &god->title);
1034 if(!strcmp(item->title,buf)) { 1095 if (!strcmp (item->title, buf))
1096 {
1035 if(item->env) { 1097 if (item->env)
1098 {
1036 char buf[MAX_BUF]; 1099 char buf[MAX_BUF];
1100
1037 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1101 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1038 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1102 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1039 } 1103 }
1040 return -1; 1104 return -1;
1041 } 1105 }
1042 } 1106 }
1043 1107
1044 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1108 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1045} 1109}
1046 1110
1047/** 1111/**
1048 * Returns priest's god's id. 1112 * Returns priest's god's id.
1049 * Straight calls lookup_god_by_name 1113 * Straight calls lookup_god_by_name
1050 */ 1114 */
1051 1115
1116int
1052int get_god(object *priest) { 1117get_god (object *priest)
1118{
1053 int godnr=lookup_god_by_name(determine_god(priest)); 1119 int godnr = lookup_god_by_name (determine_god (priest));
1054 1120
1055 return godnr; 1121 return godnr;
1056} 1122}
1057 1123
1058/** 1124/**
1059 * Returns a string that is the name of the god that should be natively worshipped by a 1125 * Returns a string that is the name of the god that should be natively worshipped by a
1060 * creature of who has race *race 1126 * creature of who has race *race
1061 * if we can't find a god that is appropriate, we return NULL 1127 * if we can't find a god that is appropriate, we return NULL
1062 */ 1128 */
1129const char *
1063const char *get_god_for_race(const char *race) { 1130get_god_for_race (const char *race)
1131{
1064 godlink *gl=first_god; 1132 godlink *gl = first_god;
1065 const char *godname=NULL; 1133 const char *godname = NULL;
1066 1134
1067 if (race == NULL) return NULL; 1135 if (race == NULL)
1136 return NULL;
1068 while(gl) { 1137 while (gl)
1138 {
1069 if (!strcasecmp(gl->arch->clone.race, race)) { 1139 if (!strcasecmp (gl->arch->clone.race, race))
1140 {
1070 godname=gl->name; 1141 godname = gl->name;
1071 break; 1142 break;
1072 } 1143 }
1073 gl=gl->next; 1144 gl = gl->next;
1074 } 1145 }
1075 return godname; 1146 return godname;
1076} 1147}
1148
1077/** 1149/**
1078 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1150 * 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 1151 * 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. 1152 * the spell attacktype contains AT_HOLYWORD. -b.t.
1081 */ 1153 */
1082 1154int
1083int tailor_god_spell(object *spellop, object *caster) { 1155tailor_god_spell (object *spellop, object *caster)
1156{
1084 object *god=find_god(determine_god(caster)); 1157 object *god = find_god (determine_god (caster));
1085 int caster_is_spell=0; 1158 int caster_is_spell = 0;
1086 1159
1087 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1160 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1161 caster_is_spell = 1;
1088 1162
1089 /* if caster is a rune or the like, it doesn't worship anything. However, 1163 /* 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 1164 * if this object is owned by someone, then the god that they worship
1091 * is relevant, so use that. 1165 * is relevant, so use that.
1092 */ 1166 */
1093 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1167 if (!god && caster->owner)
1168 god = find_god (determine_god (caster->owner));
1094 1169
1095 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1170 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1171 {
1096 if ( ! caster_is_spell) 1172 if (!caster_is_spell)
1097 new_draw_info(NDI_UNIQUE, 0, caster,
1098 "This prayer is useless unless you worship an appropriate god"); 1173 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1099 else 1174 else
1100 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1175 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1101 free_object(spellop); 1176
1177 spellop->destroy ();
1102 return 0; 1178 return 0;
1103 } 1179 }
1104 1180
1105 /* either holy word or godpower attacks will set the slaying field */ 1181 /* either holy word or godpower attacks will set the slaying field */
1106 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1182 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1183 {
1107 if (spellop->slaying) { 1184 if (spellop->slaying)
1108 free_string(spellop->slaying);
1109 spellop->slaying = NULL; 1185 spellop->slaying = NULL;
1110 } 1186
1111 if(!caster_is_spell) 1187 if (!caster_is_spell)
1112 spellop->slaying = add_string(god->slaying); 1188 spellop->slaying = god->slaying;
1113 else if(caster->slaying) 1189 else if (caster->slaying)
1114 spellop->slaying = add_string(caster->slaying); 1190 spellop->slaying = caster->slaying;
1115 } 1191 }
1116 1192
1117 /* only the godpower attacktype adds the god's attack onto the spell */ 1193 /* only the godpower attacktype adds the god's attack onto the spell */
1118 if(spellop->attacktype & AT_GODPOWER) 1194 if (spellop->attacktype & AT_GODPOWER)
1119 spellop->attacktype=spellop->attacktype|god->attacktype; 1195 spellop->attacktype = spellop->attacktype | god->attacktype;
1120 1196
1121 /* tack on the god's name to the spell */ 1197 /* tack on the god's name to the spell */
1122 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1198 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1199 {
1200 spellop->title = god->name;
1123 if(spellop->title) 1201 if (spellop->title)
1124 free_string(spellop->title); 1202 {
1125 spellop->title=add_string(god->name);
1126 if(spellop->title){
1127 char buf[MAX_BUF]; 1203 char buf[MAX_BUF];
1204
1128 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1205 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1129 FREE_AND_COPY(spellop->name, buf); 1206 spellop->name = spellop->name_pl = buf;
1130 FREE_AND_COPY(spellop->name_pl, buf); 1207 }
1131 }
1132 } 1208 }
1133 1209
1134 return 1; 1210 return 1;
1135} 1211}
1136

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