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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 1.31 by root, Thu Nov 8 19:43:27 2007 UTC

1/* 1/*
2 * static char *rcsid_gods_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: gods.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28
29 23
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 24/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 25 * monster race initialization. b.t.
32 */ 26 */
33 27
36#include <global.h> 30#include <global.h>
37#include <living.h> 31#include <living.h>
38#include <object.h> 32#include <object.h>
39#include <spells.h> 33#include <spells.h>
40#include <sounds.h> 34#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 35#include <sproto.h>
43#endif
44 36
45/** 37/**
46 * Returns the id of specified god. 38 * Returns the id of specified god.
47 */ 39 */
40int
48int lookup_god_by_name(const char *name) { 41lookup_god_by_name (const char *name)
42{
49 int godnr=-1; 43 int godnr = -1;
50 size_t nmlen = strlen(name); 44 size_t nmlen = strlen (name);
51 45
52 if(name && strcmp(name,"none")) { 46 if (name && strcmp (name, "none"))
47 {
53 godlink *gl; 48 godlink *gl;
49
54 for(gl=first_god;gl;gl=gl->next) 50 for (gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 51 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
56 break; 52 break;
57 if(gl) godnr=gl->id; 53
54 if (gl)
55 godnr = gl->id;
58 } 56 }
57
59 return godnr; 58 return godnr;
60} 59}
61 60
62/** 61/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 62 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 63 */
64object *
65object *find_god(const char *name) { 65find_god (const char *name)
66{
66 object *god=NULL; 67 object *god = NULL;
67 68
68 if(name) { 69 if (name)
70 {
69 godlink *gl; 71 godlink *gl;
70 72
71 for(gl=first_god;gl;gl=gl->next) 73 for (gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 74 if (!strcmp (name, gl->name))
73 if(gl) god=pntr_to_god_obj(gl); 75 break;
76 if (gl)
77 god = pntr_to_god_obj (gl);
74 } 78 }
75 return god; 79 return god;
76} 80}
77 81
78/** 82/**
79 * Determines if op worships a god. 83 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god. 84 * 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 85 * 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 86 * who they should worship based on their race. If that fails we
83 * give them a random one. 87 * give them a random one.
84 */ 88 */
85 89
90const char *
86const char *determine_god(object *op) { 91determine_god (object *op)
92{
87 int godnr = -1; 93 int godnr = -1;
88 const char *godname; 94 const char *godname;
89 95
90 /* spells */ 96 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 97 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 } 98 {
99 if (lookup_god_by_name (op->title) >= 0)
100 return op->title;
101 }
96 102
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { 103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
98 104 {
105
99 /* find a god based on race */ 106 /* find a god based on race */
100 if(!op->title) { 107 if (!op->title)
101 if (op->race !=NULL) { 108 {
109 if (op->race)
110 {
102 godname=get_god_for_race(op->race); 111 godname = get_god_for_race (op->race);
103 if (godname!=NULL) { 112
104 op->title = add_string(godname); 113 if (godname)
105 } 114 op->title = godname;
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
129 gl = gl->next;
130 }
131
132 op->title = gl->name;
133 }
134
135 return op->title;
106 } 136 }
107 }
108 137
109 /* find a random god */
110 if(!op->title) {
111 godlink *gl = first_god;
112 138
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 139 /* 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 140 * 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 141 * that skill, once we find it, we can return, either with the
128 * title or "none". 142 * title or "none".
129 */ 143 */
130 if(op->type==PLAYER) { 144 if (op->type == PLAYER)
131 object *tmp; 145 {
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 146 for (object *tmp = op->inv; tmp; 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 } 155
138 return ("none"); 156 return "none";
139} 157}
140 158
141/** 159/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 161 */
162static int
144static int same_string (const char *s1, const char *s2) 163same_string (const char *s1, const char *s2)
145{ 164{
165 if (s1 == NULL)
146 if (s1 == NULL) 166 if (s2 == NULL)
147 if (s2 == NULL)
148 return 1; 167 return 1;
149 else
150 return 0;
151 else 168 else
152 if (s2 == NULL)
153 return 0; 169 return 0;
154 else 170 else if (s2 == NULL)
171 return 0;
172 else
155 return strcmp (s1, s2) == 0; 173 return strcmp (s1, s2) == 0;
156} 174}
157
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))
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);
254 return; 279 return;
255 280 }
256 } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) { 281 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
282 {
257 /* pray at your gods altar */ 283 /* pray at your gods altar */
258 int bonus = (pl->stats.Wis+skill->level)/10; 284 int bonus = (pl->stats.Wis + skill->level) / 10;
259 285
260 /* we can get neg grace up faster */ 286 /* we can get neg grace up faster */
261 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 287 if (pl->stats.grace < 0)
262 bonus : -1*(pl->stats.grace/10)); 288 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
289
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)
265 pl->stats.grace+=bonus/2; 292 pl->stats.grace += bonus / 2;
266 } 293 else
267 if(pl->stats.grace>(2*pl->stats.maxgrace)) {
268 pl->stats.grace=(2*pl->stats.maxgrace); 294 pl->stats.grace = 2 * pl->stats.maxgrace;
269 }
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 else
305 { /* praying to another god! */
280 uint64 loss = 0; 306 uint64 loss = 0;
281 int angry=1; 307 int angry = 1;
282 308
283 /* I believe the logic for detecting opposing gods was completely 309 /* I believe the logic for detecting opposing gods was completely
284 * broken - I think it should work now. altar->other_arch 310 * broken - I think it should work now. altar->other_arch
285 * points to the god of this altar (which we have 311 * points to the god of this altar (which we have
286 * already verified is non null). pl_god->other_arch 312 * already verified is non null). pl_god->other_arch
287 * is the opposing god - we need to verify that exists before 313 * is the opposing god - we need to verify that exists before
288 * using its values. 314 * using its values.
289 */ 315 */
290 if(pl_god->other_arch && 316 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
291 (altar->other_arch->name==pl_god->other_arch->name)) { 317 {
292 angry=2; 318 angry = 2;
293 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 319 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
294 object *tmp; 320 {
321 object *tmp;
295 322
296 /* you really screwed up */ 323 /* you really screwed up */
297 angry=3; 324 angry = 3;
298 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 325 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); 326 tmp = get_archetype (LOOSE_MANA);
301 cast_magic_storm(pl,tmp, pl_god->level+20); 327 cast_magic_storm (pl, tmp, pl_god->level + 20);
302 } else 328 }
303 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 329 else
304 "Foolish heretic! %s is livid!",pl_god->name); 330 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
305 } else 331 }
306 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 332 else
307 "Heretic! %s is angered!",pl_god->name); 333 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
308 334
309 /* whether we will be successfull in defecting or not - 335 /* whether we will be successfull in defecting or not -
310 * we lose experience from the clerical experience obj 336 * we lose experience from the clerical experience obj
311 */ 337 */
312 338
313 loss = angry * (skill->stats.exp / 10); 339 loss = angry * (skill->stats.exp / 10);
314 if(loss) 340 if (loss)
315 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 341 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);
317 342
318 /* May switch Gods, but its random chance based on our current level 343 /* May switch Gods, but its random chance based on our current level
319 * note it gets harder to swap gods the higher we get 344 * note it gets harder to swap gods the higher we get
320 */ 345 */
321 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 346 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
322 become_follower(pl,&altar->other_arch->clone); 347 become_follower (pl, altar->other_arch);
323 } else { 348 else
349 {
324 /* toss this player off the altar. He can try again. */ 350 /* toss this player off the altar. He can try again. */
325 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 351 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."); 352 pl->contr->fire_on = 0;
353 pl->speed_left = 1.f;
327 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 354 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
328 } 355 }
329 } 356 }
330} 357}
331 358
332/** 359/**
333 * Removes special prayers given by a god. 360 * Removes special prayers given by a god.
334 */ 361 */
362static void
335static void check_special_prayers (object *op, object *god) 363check_special_prayers (object *op, object *god)
336{ 364{
337 /* Ensure that 'op' doesn't know any special prayers that are not granted 365 /* Ensure that 'op' doesn't know any special prayers that are not granted
338 * by 'god'. 366 * by 'god'.
339 */ 367 */
340 treasure *tr; 368 treasure *tr;
341 object *tmp, *next_tmp; 369 object *tmp, *next_tmp;
342 int remove=0; 370 int remove = 0;
343 371
344 /* Outer loop iterates over all special prayer marks */ 372 /* Outer loop iterates over all special prayer marks */
345 for (tmp = op->inv; tmp; tmp = next_tmp) { 373 for (tmp = op->inv; tmp; tmp = next_tmp)
374 {
346 next_tmp = tmp->below; 375 next_tmp = tmp->below;
347 376
348 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 377 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
349 * in that category, not something we need to worry about. 378 * in that category, not something we need to worry about.
350 */ 379 */
351 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 380 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
381 continue;
382
383 if (god->randomitems == NULL)
384 {
385 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
386 do_forget_spell (op, tmp->name);
387 continue;
388 }
389
390 /* Inner loop tries to find the special prayer in the god's treasure
391 * list. We default that the spell should be removed.
392 */
393 remove = 1;
394 for (tr = god->randomitems->items; tr; tr = tr->next)
395 {
396 object *item;
397
398 if (!tr->item)
352 continue; 399 continue;
353 400
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;
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->type == SPELL && tr->item->object::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)
430 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 460 for (tr = old_god->randomitems->items; tr; tr = tr->next)
431 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 461 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
432 follower_remove_similar_item(op, &tr->item->clone); 462 follower_remove_similar_item (op, tr->item);
433 }
434 }
435
436 if(!op||!new_god) return;
437 463
464 if (!op || !new_god)
465 return;
466
438 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 467 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
468 {
439 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 469 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
440 new_god->name); 470
441 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 471 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
472 {
442 object *tmp = get_archetype(LOOSE_MANA); 473 object *tmp = get_archetype (LOOSE_MANA);
474
443 cast_magic_storm(op,tmp, new_god->level+10); 475 cast_magic_storm (op, tmp, new_god->level + 10);
444 } 476 }
445 return;
446 }
447 477
478 return;
479 }
448 480
481
449 /* give the player any special god-characteristic-items. */ 482 /* give the player any special god-characteristic-items. */
450 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 483 for (tr = new_god->randomitems->items; tr; tr = tr->next)
484 {
451 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 485 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
452 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 486 && tr->item->type != BOOK && tr->item->type != SPELL)
453 god_gives_present(op,new_god,tr); } 487 god_gives_present (op, new_god, tr);
488 }
454 489
455 490
456 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 491 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);
458 492
459 for (skop = op->inv; skop != NULL; skop=skop->below) 493 for (skop = op->inv; skop != NULL; skop = skop->below)
460 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 494 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
495 break;
461 496
462 /* Player has no skill - give them the skill */ 497 /* Player has no skill - give them the skill */
463 if (!skop) { 498 if (!skop)
499 {
464 /* The arhetype should always be defined - if we crash here because it doesn't, 500 /* The arhetype should always be defined - if we crash here because it doesn't,
465 * things are really messed up anyways. 501 * things are really messed up anyways.
466 */ 502 */
467 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 503 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
468 link_player_skills(op); 504 link_player_skills (op);
469 } 505 }
470 506
471 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 507 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
472 508
473 /* Clear the "undead" status. We also need to force a call to change_abil, 509 /* Clear the "undead" status. We also need to force a call to change_abil,
474 * so I set undeadified for that. 510 * so I set undeadified for that.
475 * - gros, 21th July 2006. 511 * - gros, 21th July 2006.
476 */ 512 */
477 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 513 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
478 { 514 {
479 CLEAR_FLAG(skop,FLAG_UNDEAD); 515 CLEAR_FLAG (skop, FLAG_UNDEAD);
480 undeadified=1; 516 undeadified = 1;
481 } 517 }
482 518
483 if(skop->title) { /* get rid of old god */ 519 if (skop->title)
484 new_draw_info_format(NDI_UNIQUE,0,op, 520 { /* get rid of old god */
485 "%s's blessing is withdrawn from you.",skop->title); 521 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 */ 522 /* The point of this is to really show what abilities the player just lost */
487 if (sk_applied || undeadified) { 523 if (sk_applied || undeadified)
524 {
488 525
489 CLEAR_FLAG(skop,FLAG_APPLIED); 526 CLEAR_FLAG (skop, FLAG_APPLIED);
490 (void) change_abil(op,skop); 527 (void) change_abil (op, skop);
491 } 528 }
492 free_string(skop->title);
493 } 529 }
494 530
495 /* now change to the new gods attributes to exp_obj */ 531 /* now change to the new gods attributes to exp_obj */
496 skop->title = add_string(new_god->name); 532 skop->title = new_god->name;
497 skop->path_attuned=new_god->path_attuned; 533 skop->path_attuned = new_god->path_attuned;
498 skop->path_repelled=new_god->path_repelled; 534 skop->path_repelled = new_god->path_repelled;
499 skop->path_denied=new_god->path_denied; 535 skop->path_denied = new_god->path_denied;
500 /* copy god's resistances */ 536 /* copy god's resistances */
501 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 537 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
502 538
503 /* make sure that certain immunities do NOT get passed 539 /* make sure that certain immunities do NOT get passed
504 * to the follower! 540 * to the follower!
505 */ 541 */
506 for (i=0; i<NROFATTACKS; i++) 542 for (i = 0; i < NROFATTACKS; i++)
507 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 543 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; 544 skop->resist[i] = 30;
510 545
511 skop->stats.hp= (sint16) new_god->last_heal; 546 skop->stats.hp = (sint16) new_god->last_heal;
512 skop->stats.sp= (sint16) new_god->last_sp; 547 skop->stats.sp = (sint16) new_god->last_sp;
513 skop->stats.grace= (sint16) new_god->last_grace; 548 skop->stats.grace = (sint16) new_god->last_grace;
514 skop->stats.food= (sint16) new_god->last_eat; 549 skop->stats.food = (sint16) new_god->last_eat;
515 skop->stats.luck= (sint8) new_god->stats.luck; 550 skop->stats.luck = (sint8) new_god->stats.luck;
516 /* gods may pass on certain flag properties */ 551 /* gods may pass on certain flag properties */
517 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 552 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
518 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 553 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
519 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 554 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
520 update_priest_flag(new_god,skop,FLAG_STEALTH); 555 update_priest_flag (new_god, skop, FLAG_STEALTH);
521 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 556 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
522 update_priest_flag(new_god,skop,FLAG_UNDEAD); 557 update_priest_flag (new_god, skop, FLAG_UNDEAD);
523 update_priest_flag(new_god,skop,FLAG_BLIND); 558 update_priest_flag (new_god, skop, FLAG_BLIND);
524 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 559 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
525 560
526 new_draw_info_format(NDI_UNIQUE,0,op, 561 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);
528 562
529 /* Weapon/armour use are special...handle flag toggles here as this can 563 /* 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 564 * only happen when gods are worshipped and if the new priest could
531 * have used armour/weapons in the first place. 565 * have used armour/weapons in the first place.
532 * 566 *
533 * This also can happen for monks which cannot use weapons. In this case 567 * 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. 568 * do not allow to use weapons even if the god otherwise would allow it.
535 */ 569 */
536 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 570 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
537 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 571 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
538 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 572 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
539 573
540 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 574 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
541 stop_using_item(op,WEAPON,2); 575 stop_using_item (op, WEAPON, 2);
542 576
543 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 577 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
578 {
544 stop_using_item(op,ARMOUR,1); 579 stop_using_item (op, ARMOUR, 1);
545 stop_using_item(op,HELMET,1); 580 stop_using_item (op, HELMET, 1);
546 stop_using_item(op,BOOTS,1); 581 stop_using_item (op, BOOTS, 1);
547 stop_using_item(op,GLOVES,1); 582 stop_using_item (op, GLOVES, 1);
548 stop_using_item(op,SHIELD,1); 583 stop_using_item (op, SHIELD, 1);
549 } 584 }
550 585
551 SET_FLAG(skop,FLAG_APPLIED); 586 SET_FLAG (skop, FLAG_APPLIED);
552 (void) change_abil(op,skop); 587 (void) change_abil (op, skop);
553 588
554 /* return to previous skill status */ 589 /* return to previous skill status */
590 if (!sk_applied)
555 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 591 CLEAR_FLAG (skop, FLAG_APPLIED);
556 592
557 check_special_prayers (op, new_god); 593 check_special_prayers (op, new_god);
558} 594}
559 595
560/** 596/**
561 * Forbids or let player use something item type. 597 * Forbids or let player use something item type.
562 * op is the player. 598 * op is the player.
563 * exp_obj is the widsom experience. 599 * exp_obj is the widsom experience.
564 * flag is the flag to check against. 600 * flag is the flag to check against.
565 * string is the string to print out. 601 * string is the string to print out.
566 */ 602 */
567 603
604int
568int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 605worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
606{
569 607
570 if(QUERY_FLAG(&op->arch->clone,flag)) 608 if (QUERY_FLAG (op->arch, flag))
571 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 609 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
610 {
572 update_priest_flag(exp_obj,op,flag); 611 update_priest_flag (exp_obj, op, flag);
573 if(QUERY_FLAG(op,flag)) 612 if (QUERY_FLAG (op, flag))
574 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 613 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
575 else { 614 else
615 {
576 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 616 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
577 return 1; 617 return 1;
618 }
578 } 619 }
579 }
580 return 0; 620 return 0;
581} 621}
582 622
583/** 623/**
584 * Unapplies up to number worth of items of type 624 * Unapplies up to number worth of items of type
585 */ 625 */
626void
586void stop_using_item ( object *op, int type, int number ) { 627stop_using_item (object *op, int type, int number)
628{
587 object *tmp; 629 object *tmp;
588 630
589 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 631 for (tmp = op->inv; tmp && number; tmp = tmp->below)
590 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 632 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
633 {
591 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 634 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
592 number--; 635 number--;
593 } 636 }
594} 637}
595 638
596/** 639/**
597 * If the god does/doesnt have this flag, we 640 * If the god does/doesnt have this flag, we
598 * give/remove it from the experience object if it doesnt/does 641 * give/remove it from the experience object if it doesnt/does
599 * already exist. For players only! 642 * already exist. For players only!
600 */ 643 */
601 644
645void
602void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 646update_priest_flag (object *god, object *exp_ob, uint32 flag)
647{
603 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 648 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
604 SET_FLAG(exp_ob,flag); 649 SET_FLAG (exp_ob, flag);
605 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 650 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
606 { 651 {
607 /* When this is called with the exp_ob set to the player, 652 /* When this is called with the exp_ob set to the player,
608 * this check is broken, because most all players arch 653 * this check is broken, because most all players arch
609 * allow use of weapons. I'm not actually sure why this 654 * allow use of weapons. I'm not actually sure why this
610 * check is here - I guess if you had a case where the 655 * check is here - I guess if you had a case where the
611 * value in the archetype (wisdom) should over ride the restrictions 656 * 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 657 * the god places on it, this may make sense. But I don't think
613 * there is any case like that. 658 * there is any case like that.
614 */ 659 */
615 660
616/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 661/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
617 CLEAR_FLAG(exp_ob,flag); 662 CLEAR_FLAG (exp_ob, flag);
618 }; 663 };
619} 664}
620 665
621 666
622 667
668archetype *
623archetype *determine_holy_arch (object *god, const char *type) 669determine_holy_arch (object *god, const char *type)
624{ 670{
625 treasure *tr; 671 treasure *tr;
626 672
627 if ( ! god || ! god->randomitems) { 673 if (!god || !god->randomitems)
674 {
628 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 675 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
629 "randomitems\n");
630 return NULL; 676 return NULL;
631 } 677 }
632 678
633 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 679 for (tr = god->randomitems->items; tr; tr = tr->next)
634 object *item; 680 {
635
636 if ( ! tr->item) 681 if (!tr->item)
637 continue; 682 continue;
638 item = &tr->item->clone;
639 683
640 if (item->type == BOOK && item->invisible 684 object *item = tr->item;
641 && strcmp (item->name, type) == 0) 685
686 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
642 return item->other_arch; 687 return item->other_arch;
643 } 688 }
644 return NULL; 689 return NULL;
645} 690}
646 691
647/** 692/**
648 * God helps player by removing curse and/or damnation. 693 * God helps player by removing curse and/or damnation.
649 */ 694 */
695static int
650static int god_removes_curse (object *op, int remove_damnation) 696god_removes_curse (object *op, int remove_damnation)
651{ 697{
652 object *tmp; 698 object *tmp;
653 int success = 0; 699 int success = 0;
654 700
655 for (tmp = op->inv; tmp; tmp = tmp->below) { 701 for (tmp = op->inv; tmp; tmp = tmp->below)
702 {
656 if (tmp->invisible) 703 if (tmp->invisible)
657 continue; 704 continue;
658 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 705 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
659 continue; 706 continue;
660 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 707 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
708 {
661 success = 1; 709 success = 1;
662 CLEAR_FLAG (tmp, FLAG_DAMNED); 710 CLEAR_FLAG (tmp, FLAG_DAMNED);
663 CLEAR_FLAG (tmp, FLAG_CURSED); 711 CLEAR_FLAG (tmp, FLAG_CURSED);
664 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 712 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
665 if (op->type == PLAYER) 713 if (op->type == PLAYER)
666 esrv_send_item (op, tmp); 714 esrv_send_item (op, tmp);
667 } 715 }
668 } 716 }
669 717
670 if (success) 718 if (success)
671 new_draw_info (NDI_UNIQUE, 0, op, 719 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; 720 return success;
674} 721}
675 722
723static int
676static int follower_level_to_enchantments (int level, int difficulty) 724follower_level_to_enchantments (int level, int difficulty)
677{ 725{
678 if (difficulty < 1) { 726 if (difficulty < 1)
679 LOG (llevError, "follower_level_to_enchantments(): " 727 {
680 "difficulty %d is invalid\n", difficulty); 728 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
681 return 0; 729 return 0;
682 } 730 }
683 731
684 if (level <= 20) 732 if (level <= 20)
685 return level / difficulty; 733 return level / difficulty;
686 if (level <= 40) 734 if (level <= 40)
687 return (20 + (level - 20) / 2) / difficulty; 735 return (20 + (level - 20) / 2) / difficulty;
736
688 return (30 + (level - 40) / 4) / difficulty; 737 return (30 + (level - 40) / 4) / difficulty;
689} 738}
690 739
691/** 740/**
692 * God wants to enchant weapon. 741 * God wants to enchant weapon.
693 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 742 * 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 743 * it isn't a weapon for another god. If all is all right, update weapon with
695 * attacktype, slaying and such. 744 * attacktype, slaying and such.
696 */ 745 */
746static int
697static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 747god_enchants_weapon (object *op, object *god, object *tr, object *skill)
698{ 748{
699 char buf[MAX_BUF]; 749 char buf[MAX_BUF];
700 object *weapon; 750 object *weapon;
701 uint32 attacktype; 751 uint32 attacktype;
702 int tmp; 752 int tmp;
703 753
704 for (weapon = op->inv; weapon; weapon = weapon->below) 754 for (weapon = op->inv; weapon; weapon = weapon->below)
705 if ((weapon->type == WEAPON || weapon->type == BOW) 755 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
706 && QUERY_FLAG (weapon, FLAG_APPLIED))
707 break; 756 break;
757
708 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 758 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; 759 return 0;
749}
750 760
761 /* First give it a title, so other gods won't touch it */
762 if (!weapon->title)
763 {
764 sprintf (buf, "of %s", &god->name);
765 weapon->title = buf;
766 if (op->type == PLAYER)
767 esrv_update_item (UPD_NAME, op, weapon);
768 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
769 }
770
771 /* Allow the weapon to slay enemies */
772 if (!weapon->slaying && god->slaying)
773 {
774 weapon->slaying = god->slaying;
775 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
776 return 1;
777 }
778
779 /* Add the gods attacktype */
780 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
781 if ((attacktype & god->attacktype) != god->attacktype)
782 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
784 weapon->attacktype = attacktype | god->attacktype;
785 return 1;
786 }
787
788 /* Higher magic value */
789 tmp = follower_level_to_enchantments (skill->level, tr->level);
790 if (weapon->magic < tmp)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
793 weapon->magic++;
794 if (op->type == PLAYER)
795 esrv_update_item (UPD_NAME, op, weapon);
796 return 1;
797 }
798
799 return 0;
800}
751 801
752/** 802/**
753 * Every once in a while the god will intervene to help the worshiper. 803 * 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 804 * Later, this fctn can be used to supply quests, etc for the
755 * priest. -b.t. 805 * priest. -b.t.
756 * called from pray_at_altar() currently. 806 * called from pray_at_altar() currently.
757 */ 807 */
758 808void
759void god_intervention (object *op, object *god, object *skill) 809god_intervention (object *op, object *god, object *skill)
760{ 810{
761 treasure *tr; 811 treasure *tr;
762 812
763 if ( ! god || ! god->randomitems) { 813 if (!god || !god->randomitems)
764 LOG (llevError, 814 {
765 "BUG: god_intervention(): no god or god without randomitems\n"); 815 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
766 return; 816 return;
767 } 817 }
768 818
769 check_special_prayers (op, god); 819 check_special_prayers (op, god);
770 820
771 /* lets do some checks of whether we are kosher with our god */ 821 /* lets do some checks of whether we are kosher with our god */
772 if (god_examines_priest (op, god) < 0) 822 if (god_examines_priest (op, god) < 0)
773 return; 823 return;
774 824
825 op->play_sound (sound_find ("god_intervention"));
775 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 826 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
776 827
777 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 828 for (tr = god->randomitems->items; tr; tr = tr->next)
829 {
778 object *item; 830 object *item;
779 831
780 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 832 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
833 continue;
834
835 /* Treasurelist - generate some treasure for the follower */
836 if (tr->name)
837 {
838 treasurelist *tl = treasurelist::find (tr->name);
839
840 if (tl == NULL)
781 continue; 841 continue;
782 842
783 /* Treasurelist - generate some treasure for the follower */ 843 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) { 844
785 treasurelist *tl = find_treasurelist (tr->name); 845 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
786 if (tl == NULL) 846 return;
847 }
848
849 if (!tr->item)
850 continue;
851
852 item = tr->item;
853
854 /* Grace limit */
855 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
856 {
857 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
858 {
859 object *tmp;
860
861 /* Follower lacks the required grace for the following
862 * treasure list items. */
863
864 tmp = get_archetype (HOLY_POSSESSION);
865 cast_change_ability (op, op, tmp, 0, 1);
866 tmp->destroy ();
867 return;
868 }
869
870 continue;
871 }
872
873 /* Restore grace */
874 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
875 {
876 if (op->stats.grace >= 0)
787 continue; 877 continue;
878 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
879 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
880 return;
881 }
788 882
789 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 883 /* Heal damage */
790 "eyes. You catch it before it falls to the ground."); 884 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
885 {
886 if (op->stats.hp >= op->stats.maxhp)
887 continue;
888 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
889 op->stats.hp = op->stats.maxhp;
890 return;
891 }
791 892
792 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 893 /* Restore spellpoints */
793 | GT_UPDATE_INV, skill->level, 0); 894 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
895 {
896 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
897
898 /* Restore to 50 .. 100%, if sp < 50% */
899 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
900
901 if (op->stats.sp >= max / 2)
902 continue;
903 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
904 op->stats.sp = new_sp;
905 }
906
907 /* Various heal spells */
908 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
909 {
910 object *tmp;
911 int success;
912
913 tmp = get_archetype_by_object_name (item->slaying);
914
915 success = cast_heal (op, op, tmp, 0);
916 tmp->destroy ();
917 if (success)
794 return; 918 return;
795 } 919 else
796
797 if ( ! tr->item) {
798 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
799 god->name);
800 continue; 920 continue;
801 } 921 }
802 item = &tr->item->clone;
803 922
804 /* Grace limit */ 923 /* Remove curse */
805 if (item->type == BOOK && item->invisible 924 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
806 && strcmp (item->name, "grace limit") == 0) { 925 {
807 if (op->stats.grace < item->stats.grace 926 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; 927 return;
928 else
929 continue;
930 }
931
932 /* Remove damnation */
933 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
934 {
935 if (god_removes_curse (op, 1))
936 return;
937 else
938 continue;
939 }
940
941 /* Heal depletion */
942 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
943 {
944 object *depl;
945 archetype *at;
946 int i;
947
948 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
949 {
950 LOG (llevError, "Could not find archetype depletion.\n");
951 continue;
818 } 952 }
953 depl = present_arch_in_ob (at, op);
954
955 if (depl == NULL)
819 continue; 956 continue;
820 }
821 957
822 /* Restore grace */ 958 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
823 if (item->type == BOOK && item->invisible 959
824 && strcmp (item->name, "restore grace") == 0) 960 for (i = 0; i < NUM_STATS; i++)
961 if (depl->stats.stat (i))
962 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
963
964 depl->destroy ();
965 op->update_stats ();
966 return;
825 { 967 }
826 if (op->stats.grace >= 0) 968
827 continue; 969 /* Voices */
828 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 970 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
971 {
972 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
973 new_draw_info (NDI_WHITE, 0, op, item->msg);
974 return;
975 }
976
977 /* Messages */
978 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
979 {
829 new_draw_info (NDI_UNIQUE, 0, op, 980 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
830 "You are returned to a state of grace."); 981 return;
982 }
983
984 /* Enchant weapon */
985 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
986 {
987 if (god_enchants_weapon (op, god, item, skill))
831 return; 988 return;
832 } 989 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; 990 continue;
840 new_draw_info (NDI_UNIQUE, 0, op, 991 }
841 "A white light surrounds and heals you!"); 992
842 op->stats.hp = op->stats.maxhp; 993 /* Spellbooks - works correctly only for prayers */
994 if (item->type == SPELL)
995 {
996 if (check_spell_known (op, item->name))
997 continue;
998 if (item->level > skill->level)
999 continue;
1000
1001 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1002 do_learn_spell (op, item, 1);
1003 return;
1004
1005 }
1006
1007 /* Other gifts */
1008 if (!item->invisible)
1009 {
1010 if (god_gives_present (op, god, tr))
843 return; 1011 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 1012 else
882 continue; 1013 continue;
883 }
884
885 /* Remove damnation */
886 if (item->type == BOOK && item->invisible
887 && strcmp (item->name, "remove damnation") == 0)
888 { 1014 }
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 */ 1015 /* else ignore it */
973 } 1016 }
974 1017
975 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
976} 1019}
977 1020
978/** 1021/**
979 * Checks and maybe punishes someone praying. 1022 * Checks and maybe punishes someone praying.
980 * All applied items are examined, if player is using more items of other gods, 1023 * 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. 1024 * s/he loses experience in praying or general experience if no praying.
982 */ 1025 */
1026int
983int god_examines_priest (object *op, object *god) { 1027god_examines_priest (object *op, object *god)
1028{
984 int reaction=1; 1029 int reaction = 1;
985 object *item=NULL, *skop; 1030 object *item = NULL, *skop;
986 1031
987 for(item=op->inv;item;item=item->below) { 1032 for (item = op->inv; item; item = item->below)
1033 {
988 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1034 if (QUERY_FLAG (item, FLAG_APPLIED))
1035 {
989 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1036 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
990 } 1037 }
991 } 1038 }
992 1039
993 /* well, well. Looks like we screwed up. Time for god's revenge */ 1040 /* well, well. Looks like we screwed up. Time for god's revenge */
994 if(reaction<0) { 1041 if (reaction < 0)
1042 {
995 int loss = 10000000; 1043 int loss = 10000000;
996 int angry = abs(reaction); 1044 int angry = abs (reaction);
997 1045
998 for (skop = op->inv; skop != NULL; skop=skop->below) 1046 for (skop = op->inv; skop != NULL; skop = skop->below)
999 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1047 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1048 break;
1000 1049
1001 if (skop) 1050 if (skop)
1002 loss = (int) (0.05 * (float) skop->stats.exp); 1051 loss = (int) (0.05 * (float) skop->stats.exp);
1003 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1052 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)) { 1053 if (random_roll (0, angry, op, PREFER_LOW))
1054 {
1006 object *tmp = get_archetype(LOOSE_MANA); 1055 object *tmp = get_archetype (LOOSE_MANA);
1056
1007 cast_magic_storm(op,tmp,op->level+(angry*3)); 1057 cast_magic_storm (op, tmp, op->level + (angry * 3));
1008 } 1058 }
1009 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1059 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 } 1060 }
1012 return reaction; 1061 return reaction;
1013} 1062}
1014 1063
1015/** 1064/**
1016 * God checks item the player is using. 1065 * God checks item the player is using.
1017 * Return either -1 (bad), 0 (neutral) or 1066 * Return either -1 (bad), 0 (neutral) or
1018 * 1 (item is ok). If you are using the item of an enemy 1067 * 1 (item is ok). If you are using the item of an enemy
1019 * god, it can be bad...-b.t. 1068 * god, it can be bad...-b.t.
1020 */ 1069 */
1021 1070
1071int
1022int god_examines_item(object *god, object *item) { 1072god_examines_item (object *god, object *item)
1073{
1023 char buf[MAX_BUF]; 1074 char buf[MAX_BUF];
1024 1075
1025 if(!god||!item) return 0; 1076 if (!god || !item)
1077 return 0;
1026 1078
1027 if(!item->title) return 1; /* unclaimed item are ok */ 1079 if (!item->title)
1080 return 1; /* unclaimed item are ok */
1028 1081
1029 sprintf(buf,"of %s",god->name); 1082 sprintf (buf, "of %s", &god->name);
1030 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1083 if (!strcmp (item->title, buf))
1084 return 1; /* belongs to that God */
1031 1085
1032 if(god->title) { /* check if we have any enemy blessed item*/ 1086 if (god->title)
1087 { /* check if we have any enemy blessed item */
1033 sprintf(buf,"of %s",god->title); 1088 sprintf (buf, "of %s", &god->title);
1034 if(!strcmp(item->title,buf)) { 1089 if (!strcmp (item->title, buf))
1090 {
1035 if(item->env) { 1091 if (item->env)
1092 {
1036 char buf[MAX_BUF]; 1093 char buf[MAX_BUF];
1094
1037 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1095 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1038 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1096 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1039 } 1097 }
1040 return -1; 1098 return -1;
1041 } 1099 }
1042 } 1100 }
1043 1101
1044 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1102 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1045} 1103}
1046 1104
1047/** 1105/**
1048 * Returns priest's god's id. 1106 * Returns priest's god's id.
1049 * Straight calls lookup_god_by_name 1107 * Straight calls lookup_god_by_name
1050 */ 1108 */
1051 1109
1110int
1052int get_god(object *priest) { 1111get_god (object *priest)
1112{
1053 int godnr=lookup_god_by_name(determine_god(priest)); 1113 int godnr = lookup_god_by_name (determine_god (priest));
1054 1114
1055 return godnr; 1115 return godnr;
1056} 1116}
1057 1117
1058/** 1118/**
1059 * Returns a string that is the name of the god that should be natively worshipped by a 1119 * Returns a string that is the name of the god that should be natively worshipped by a
1060 * creature of who has race *race 1120 * creature of who has race *race
1061 * if we can't find a god that is appropriate, we return NULL 1121 * if we can't find a god that is appropriate, we return NULL
1062 */ 1122 */
1123const char *
1063const char *get_god_for_race(const char *race) { 1124get_god_for_race (const char *race)
1125{
1064 godlink *gl=first_god; 1126 godlink *gl = first_god;
1065 const char *godname=NULL; 1127 const char *godname = NULL;
1066 1128
1067 if (race == NULL) return NULL; 1129 if (race == NULL)
1130 return NULL;
1068 while(gl) { 1131 while (gl)
1132 {
1069 if (!strcasecmp(gl->arch->clone.race, race)) { 1133 if (!strcasecmp (gl->arch->race, race))
1134 {
1070 godname=gl->name; 1135 godname = gl->name;
1071 break; 1136 break;
1072 } 1137 }
1073 gl=gl->next; 1138 gl = gl->next;
1074 } 1139 }
1075 return godname; 1140 return godname;
1076} 1141}
1142
1077/** 1143/**
1078 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1144 * 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 1145 * 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. 1146 * the spell attacktype contains AT_HOLYWORD. -b.t.
1081 */ 1147 */
1082 1148int
1083int tailor_god_spell(object *spellop, object *caster) { 1149tailor_god_spell (object *spellop, object *caster)
1150{
1084 object *god=find_god(determine_god(caster)); 1151 object *god = find_god (determine_god (caster));
1085 int caster_is_spell=0; 1152 int caster_is_spell = 0;
1086 1153
1087 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1154 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1155 caster_is_spell = 1;
1088 1156
1089 /* if caster is a rune or the like, it doesn't worship anything. However, 1157 /* 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 1158 * if this object is owned by someone, then the god that they worship
1091 * is relevant, so use that. 1159 * is relevant, so use that.
1092 */ 1160 */
1093 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1161 if (!god && caster->owner)
1162 god = find_god (determine_god (caster->owner));
1094 1163
1095 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1164 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1165 {
1096 if ( ! caster_is_spell) 1166 if (!caster_is_spell)
1097 new_draw_info(NDI_UNIQUE, 0, caster,
1098 "This prayer is useless unless you worship an appropriate god"); 1167 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1099 else 1168 else
1100 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1169 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1101 free_object(spellop); 1170
1171 spellop->destroy ();
1102 return 0; 1172 return 0;
1103 } 1173 }
1104 1174
1105 /* either holy word or godpower attacks will set the slaying field */ 1175 /* either holy word or godpower attacks will set the slaying field */
1106 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1176 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1177 {
1107 if (spellop->slaying) { 1178 if (spellop->slaying)
1108 free_string(spellop->slaying);
1109 spellop->slaying = NULL; 1179 spellop->slaying = NULL;
1110 } 1180
1111 if(!caster_is_spell) 1181 if (!caster_is_spell)
1112 spellop->slaying = add_string(god->slaying); 1182 spellop->slaying = god->slaying;
1113 else if(caster->slaying) 1183 else if (caster->slaying)
1114 spellop->slaying = add_string(caster->slaying); 1184 spellop->slaying = caster->slaying;
1115 } 1185 }
1116 1186
1117 /* only the godpower attacktype adds the god's attack onto the spell */ 1187 /* only the godpower attacktype adds the god's attack onto the spell */
1118 if(spellop->attacktype & AT_GODPOWER) 1188 if (spellop->attacktype & AT_GODPOWER)
1119 spellop->attacktype=spellop->attacktype|god->attacktype; 1189 spellop->attacktype = spellop->attacktype | god->attacktype;
1120 1190
1121 /* tack on the god's name to the spell */ 1191 /* tack on the god's name to the spell */
1122 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1192 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1193 {
1194 spellop->title = god->name;
1123 if(spellop->title) 1195 if (spellop->title)
1124 free_string(spellop->title); 1196 {
1125 spellop->title=add_string(god->name);
1126 if(spellop->title){
1127 char buf[MAX_BUF]; 1197 char buf[MAX_BUF];
1198
1128 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1199 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1129 FREE_AND_COPY(spellop->name, buf); 1200 spellop->name = spellop->name_pl = buf;
1130 FREE_AND_COPY(spellop->name_pl, buf); 1201 }
1131 }
1132 } 1202 }
1133 1203
1134 return 1; 1204 return 1;
1135} 1205}
1136

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