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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 1.74 by root, Sat Nov 17 23:40:03 2018 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 $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
11 8 *
12 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 12 * option) any later version.
16 13 *
17 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 17 * GNU General Public License for more details.
21 18 *
22 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
25 22 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 24 */
28
29 25
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 26/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 27 * monster race initialization. b.t.
32 */ 28 */
33 29
36#include <global.h> 32#include <global.h>
37#include <living.h> 33#include <living.h>
38#include <object.h> 34#include <object.h>
39#include <spells.h> 35#include <spells.h>
40#include <sounds.h> 36#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 37#include <sproto.h>
43#endif
44 38
45/** 39/**
46 * Returns the id of specified god. 40 * Returns the id of specified god.
47 */ 41 */
48int lookup_god_by_name(const char *name) { 42static int
49 int godnr=-1; 43lookup_god_by_name (shstr_cmp name)
50 size_t nmlen = strlen(name); 44{
51 45 if (name)
52 if(name && strcmp(name,"none")) {
53 godlink *gl;
54 for(gl=first_god;gl;gl=gl->next) 46 for (godlink *gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 47 if (gl->name == name)
56 break; 48 return gl->id;
57 if(gl) godnr=gl->id; 49
58 } 50 return -1;
59 return godnr;
60} 51}
61 52
62/** 53/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 54 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 55 */
65object *find_god(const char *name) { 56object *
66 object *god=NULL; 57find_god (shstr_cmp name)
67 58{
68 if(name) { 59 if (name)
69 godlink *gl;
70
71 for(gl=first_god;gl;gl=gl->next) 60 for (godlink *gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 61 if (gl->name == name)
73 if(gl) god=pntr_to_god_obj(gl); 62 return pntr_to_god_obj (gl);
74 } 63
75 return god; 64 return 0;
65}
66
67/**
68 * Returns a string that is the name of the god that should be natively worshipped by a
69 * creature of who has race *race
70 * if we can't find a god that is appropriate, we return NULL
71 */
72static shstr_tmp
73get_god_for_race (shstr_cmp race)
74{
75 if (race)
76 for (godlink *gl = first_god; gl; gl = gl->next)
77 if (gl->arch->race == race)
78 return gl->name;
79
80 return shstr_tmp ();
76} 81}
77 82
78/** 83/**
79 * Determines if op worships a god. 84 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god. 85 * 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 86 * 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 87 * who they should worship based on their race. If that fails we
83 * give them a random one. 88 * give them a random one.
84 */ 89 */
85 90shstr_tmp
86const char *determine_god(object *op) { 91determine_god (object *op)
87 int godnr = -1; 92{
88 const char *godname;
89
90 /* spells */ 93 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 94 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
92 op->title) 95 if (lookup_god_by_name (op->title) >= 0)
93 { 96 return op->title;
94 if (lookup_god_by_name(op->title)>=0) return op->title; 97
98 if (!op->is_player () && op->flag [FLAG_ALIVE])
95 } 99 {
96
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) {
98
99 /* find a god based on race */ 100 /* find a god based on race */
100 if(!op->title) { 101 if (!op->title)
101 if (op->race !=NULL) { 102 op->title = get_god_for_race (op->race);
102 godname=get_god_for_race(op->race); 103
103 if (godname!=NULL) { 104 /* find a random god */
104 op->title = add_string(godname); 105 if (!op->title)
105 } 106 {
107 int godnr = rndm (1, first_god->id);
108
109 for (godlink *gl = first_god; gl; gl = gl->next)
110 if (gl->id == godnr)
111 {
112 op->title = gl->name;
113 break;
114 }
115 }
116
117 return op->title;
106 } 118 }
107 }
108 119
109 /* find a random god */
110 if(!op->title) {
111 godlink *gl = first_god;
112
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 120 /* 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 121 * 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 122 * that skill, once we find it, we can return, either with the
128 * title or "none". 123 * title or "none".
129 */ 124 */
130 if(op->type==PLAYER) { 125 if (op->type == PLAYER)
131 object *tmp;
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 126 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 127 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
134 if (tmp->title) return (tmp->title); 128 {
135 else return("none"); 129 if (tmp->title)
136 } 130 return tmp->title;
137 } 131
138 return ("none"); 132 break;
133 }
134
135 return shstr_none;
139} 136}
140 137
141/** 138/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 139 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 140 */
141static int
144static int same_string (const char *s1, const char *s2) 142same_string (const char *s1, const char *s2)
145{ 143{
146 if (s1 == NULL) 144 if (s1 == s2)
147 if (s2 == NULL)
148 return 1; 145 return 1;
149 else 146 else if (s1 && s2)
150 return 0; 147 return !strcmp (s1, s2);
151 else 148 else
152 if (s2 == NULL)
153 return 0; 149 return 0;
154 else
155 return strcmp (s1, s2) == 0;
156} 150}
157
158 151
159/** 152/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 153 * 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 154 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 155 * message is displayed to the player.
163 */ 156 */
157static void
164static void follower_remove_similar_item (object *op, object *item) 158follower_remove_similar_item (object *op, object *item)
165{ 159{
166 object *tmp, *next; 160 object *tmp, *next;
167 161
168 if (op && op->type == PLAYER && op->contr) { 162 if (op && op->type == PLAYER && op->contr)
163 {
169 /* search the inventory */ 164 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 165 for (tmp = op->inv; tmp != NULL; tmp = next)
171 next = tmp->below; /* backup in case we remove tmp */
172 166 {
167 next = tmp->below; /* backup in case we remove tmp */
168
173 if (tmp->type == item->type 169 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 170 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 171 && 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) 172 {
177 && same_string (tmp->slaying, item->slaying)) {
178
179 /* message */ 173 /* message */
180 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 174 new_draw_info_format (NDI_UNIQUE, 0, op,
182 "The %s crumble to dust!", query_short_name(tmp)); 175 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
183 else 176 query_short_name (tmp));
184 new_draw_info_format(NDI_UNIQUE,0,op, 177
185 "The %s crumbles to dust!", query_short_name(tmp)); 178 tmp->destroy ();
186 179 }
187 remove_ob(tmp); /* remove obj from players inv. */ 180
188 esrv_del_item(op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */
190 }
191 if (tmp->inv) 181 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 182 follower_remove_similar_item (tmp, item);
193 } 183 }
194 } 184 }
195} 185}
196 186
197/** 187/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 188 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 189 * Returns 1 if found, else 0.
200 */ 190 */
191static int
201static int follower_has_similar_item (object *op, object *item) 192follower_has_similar_item (object *op, object *item)
202{ 193{
203 object *tmp; 194 object *tmp;
204 195
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 196 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
197 {
206 if (tmp->type == item->type 198 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 199 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 200 && 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; 201 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 202 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 203 return 1;
214 } 204 }
205 return 0;
206}
207
208/**
209 * God gives an item to the player.
210 */
211static int
212god_gives_present (object *op, object *god, treasure *tr)
213{
214 if (!tr->item)
215 return 0; 215 return 0;
216}
217 216
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)) 217 if (follower_has_similar_item (op, tr->item))
226 return 0;
227
228 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));
231 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER)
233 esrv_send_item (op, tmp);
234 return 1; 218 return 0;
235}
236 219
237/** 220 object *tmp = tr->item->instance ();
238 * Player prays at altar. 221 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
239 * Checks for god changing, divine intervention, and so on. 222 op->insert (tmp);
240 */
241void pray_at_altar(object *pl, object *altar, object *skill) {
242 object *pl_god=find_god(determine_god(pl));
243 223
244 /* Lauwenmark: Handle for plugin altar-parying (apply) event */ 224 return 1;
245 if (execute_event(altar, EVENT_APPLY,pl,NULL,NULL,SCRIPT_FIX_ALL)!=0)
246 return;
247
248 /* If non consecrate altar, don't do anything */
249 if (!altar->other_arch) return;
250
251 /* hmm. what happend depends on pl's current god, level, etc */
252 if(!pl_god) { /*new convert */
253 become_follower(pl,&altar->other_arch->clone);
254 return;
255
256 } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) {
257 /* pray at your gods altar */
258 int bonus = (pl->stats.Wis+skill->level)/10;
259
260 /* we can get neg grace up faster */
261 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ?
262 bonus : -1*(pl->stats.grace/10));
263 /* we can super-charge grace to 2x max */
264 if(pl->stats.grace<(2*pl->stats.maxgrace)) {
265 pl->stats.grace+=bonus/2;
266 }
267 if(pl->stats.grace>(2*pl->stats.maxgrace)) {
268 pl->stats.grace=(2*pl->stats.maxgrace);
269 }
270
271 /* Every once in a while, the god decides to checkup on their
272 * follower, and may intervene to help them out.
273 */
274 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */
275
276 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0)
277 god_intervention(pl,pl_god, skill);
278
279 } else { /* praying to another god! */
280 uint64 loss = 0;
281 int angry=1;
282
283 /* I believe the logic for detecting opposing gods was completely
284 * broken - I think it should work now. altar->other_arch
285 * points to the god of this altar (which we have
286 * already verified is non null). pl_god->other_arch
287 * is the opposing god - we need to verify that exists before
288 * using its values.
289 */
290 if(pl_god->other_arch &&
291 (altar->other_arch->name==pl_god->other_arch->name)) {
292 angry=2;
293 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) {
294 object *tmp;
295
296 /* you really screwed up */
297 angry=3;
298 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
299 "Foul Priest! %s punishes you!",pl_god->name);
300 tmp=get_archetype(LOOSE_MANA);
301 cast_magic_storm(pl,tmp, pl_god->level+20);
302 } else
303 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
304 "Foolish heretic! %s is livid!",pl_god->name);
305 } else
306 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
307 "Heretic! %s is angered!",pl_god->name);
308
309 /* whether we will be successfull in defecting or not -
310 * we lose experience from the clerical experience obj
311 */
312
313 loss = angry * (skill->stats.exp / 10);
314 if(loss)
315 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW),
316 skill?skill->skill:"none", SK_SUBTRACT_SKILL_EXP);
317
318 /* May switch Gods, but its random chance based on our current level
319 * note it gets harder to swap gods the higher we get
320 */
321 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) {
322 become_follower(pl,&altar->other_arch->clone);
323 } else {
324 /* toss this player off the altar. He can try again. */
325 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl,
326 "A divine force pushes you off the altar.");
327 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */
328 }
329 }
330} 225}
331 226
332/** 227/**
333 * Removes special prayers given by a god. 228 * Removes special prayers given by a god.
334 */ 229 */
230static void
335static void check_special_prayers (object *op, object *god) 231check_special_prayers (object *op, object *god)
336{ 232{
337 /* Ensure that 'op' doesn't know any special prayers that are not granted 233 /* Ensure that 'op' doesn't know any special prayers that are not granted
338 * by 'god'. 234 * by 'god'.
339 */ 235 */
340 treasure *tr; 236 treasure *tr;
341 object *tmp, *next_tmp; 237 object *tmp, *next_tmp;
342 int remove=0; 238 int remove = 0;
343 239
344 /* Outer loop iterates over all special prayer marks */ 240 /* Outer loop iterates over all special prayer marks */
345 for (tmp = op->inv; tmp; tmp = next_tmp) { 241 for (tmp = op->inv; tmp; tmp = next_tmp)
242 {
346 next_tmp = tmp->below; 243 next_tmp = tmp->below;
347 244
348 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 245 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
349 * in that category, not something we need to worry about. 246 * in that category, not something we need to worry about.
350 */ 247 */
351 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 248 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
352 continue; 249 continue;
353 250
354 if (god->randomitems == NULL) { 251 if (god->randomitems == NULL)
252 {
355 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name); 253 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
356 do_forget_spell (op, tmp->name); 254 do_forget_spell (op, tmp->name);
357 continue; 255 continue;
358 } 256 }
359 257
360 /* Inner loop tries to find the special prayer in the god's treasure 258 /* Inner loop tries to find the special prayer in the god's treasure
361 * list. We default that the spell should be removed. 259 * list. We default that the spell should be removed.
362 */ 260 */
363 remove=1; 261 remove = 1;
364 for (tr = god->randomitems->items; tr; tr = tr->next) 262 for (tr = god->randomitems->items; tr; tr = tr->next)
365 { 263 {
366 object *item; 264 object *item;
367 265
368 if (tr->item == NULL) 266 if (!tr->item)
369 continue; 267 continue;
268
370 item = &tr->item->clone; 269 item = tr->item;
371 270
372 /* Basically, see if the matching spell is granted by this god. */ 271 /* Basically, see if the matching spell is granted by this god. */
373 272
374 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 273 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
375 remove=0; 274 {
376 break; 275 remove = 0;
276 break;
277 }
278 }
279
280 if (remove)
281 do_forget_spell (op, tmp->name);
377 } 282 }
378 }
379 if (remove) {
380 /* just do the work of removing the spell ourselves - we already
381 * know that the player knows the spell
382 */
383 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
384 "You lose knowledge of %s.", tmp->name);
385 player_unready_range_ob(op->contr, tmp);
386 remove_ob(tmp);
387 free_object(tmp);
388 }
389
390 }
391} 283}
392 284
393/** 285/**
394 * This function is called whenever a player has 286 * Unapplies up to number worth of items of type
395 * switched to a new god. It handles basically all the stat changes
396 * that happen to the player, including the removal of godgiven
397 * items (from the former cult).
398 */
399void become_follower (object *op, object *new_god) {
400 object *old_god = NULL; /* old god */
401 treasure *tr;
402 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.*/
405
406
407 old_god = find_god(determine_god(op));
408
409 /* take away any special god-characteristic items. */
410 for(item=op->inv;item!=NULL;item=next) {
411 next = item->below;
412 /* remove all invisible startequip items which are
413 * not skill, exp or force
414 */
415 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible &&
416 (item->type != SKILL) && (item->type != EXPERIENCE) &&
417 (item->type != FORCE)) {
418
419 if (item->type == SPELL)
420 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op,
421 "You lose knowledge of %s.", item->name);
422 player_unready_range_ob(op->contr, item);
423 remove_ob(item);
424 free_object(item);
425 }
426 }
427
428 /* remove any godgiven items from the old god */
429 if (old_god) {
430 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) {
431 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP))
432 follower_remove_similar_item(op, &tr->item->clone);
433 }
434 }
435
436 if(!op||!new_god) return;
437
438 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) {
439 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!",
440 new_god->name);
441 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) {
442 object *tmp = get_archetype(LOOSE_MANA);
443 cast_magic_storm(op,tmp, new_god->level+10);
444 }
445 return;
446 }
447
448
449 /* give the player any special god-characteristic-items. */
450 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) {
451 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
452 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
453 god_gives_present(op,new_god,tr); }
454
455
456 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
457 "You become a follower of %s!",new_god->name);
458
459 for (skop = op->inv; skop != NULL; skop=skop->below)
460 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
461
462 /* Player has no skill - give them the skill */
463 if (!skop) {
464 /* The arhetype should always be defined - if we crash here because it doesn't,
465 * things are really messed up anyways.
466 */ 287 */
467 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 288static void
468 link_player_skills(op); 289stop_using_item (object *op, int type, int number)
469 } 290{
470 291 for (object *tmp = op->inv; tmp && number; tmp = tmp->below)
471 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 292 if (tmp->type == type && tmp->flag [FLAG_APPLIED])
472
473 /* Clear the "undead" status. We also need to force a call to change_abil,
474 * so I set undeadified for that.
475 * - gros, 21th July 2006.
476 */
477 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD)))
478 { 293 {
479 CLEAR_FLAG(skop,FLAG_UNDEAD); 294 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
480 undeadified=1; 295 --number;
481 } 296 }
297}
482 298
483 if(skop->title) { /* get rid of old god */ 299/**
484 new_draw_info_format(NDI_UNIQUE,0,op, 300 * If the god does/doesnt have this flag, we
485 "%s's blessing is withdrawn from you.",skop->title); 301 * give/remove it from the experience object if it doesnt/does
486 /* The point of this is to really show what abilities the player just lost */ 302 * already exist. For players only!
487 if (sk_applied || undeadified) { 303 */
304static inline void
305update_priest_flag (object *god, object *exp_ob, uint32 flag)
306{
307 exp_ob->flag [flag] = god->flag [flag];
308 return;
488 309
489 CLEAR_FLAG(skop,FLAG_APPLIED); 310 // old code follows for reference...
490 (void) change_abil(op,skop); 311 if (god->flag [flag] && !exp_ob->flag [flag])
312 exp_ob->set_flag (flag);
313 else if (exp_ob->flag [flag] && !god->flag [flag])
314 {
315 /* When this is called with the exp_ob set to the player,
316 * this check is broken, because most all players arch
317 * allow use of weapons. I'm not actually sure why this
318 * check is here - I guess if you had a case where the
319 * value in the archetype (wisdom) should over ride the restrictions
320 * the god places on it, this may make sense. But I don't think
321 * there is any case like that.
491 } 322 */
492 free_string(skop->title); 323/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
324 exp_ob->clr_flag (flag);
493 } 325 };
494
495 /* now change to the new gods attributes to exp_obj */
496 skop->title = add_string(new_god->name);
497 skop->path_attuned=new_god->path_attuned;
498 skop->path_repelled=new_god->path_repelled;
499 skop->path_denied=new_god->path_denied;
500 /* copy god's resistances */
501 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist));
502
503 /* make sure that certain immunities do NOT get passed
504 * to the follower!
505 */
506 for (i=0; i<NROFATTACKS; i++)
507 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD ||
508 i==ATNR_ELECTRICITY || i==ATNR_POISON))
509 skop->resist[i] = 30;
510
511 skop->stats.hp= (sint16) new_god->last_heal;
512 skop->stats.sp= (sint16) new_god->last_sp;
513 skop->stats.grace= (sint16) new_god->last_grace;
514 skop->stats.food= (sint16) new_god->last_eat;
515 skop->stats.luck= (sint8) new_god->stats.luck;
516 /* gods may pass on certain flag properties */
517 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK);
518 update_priest_flag(new_god,skop,FLAG_REFL_SPELL);
519 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE);
520 update_priest_flag(new_god,skop,FLAG_STEALTH);
521 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS);
522 update_priest_flag(new_god,skop,FLAG_UNDEAD);
523 update_priest_flag(new_god,skop,FLAG_BLIND);
524 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */
525
526 new_draw_info_format(NDI_UNIQUE,0,op,
527 "You are bathed in %s's aura.",new_god->name);
528
529 /* 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
531 * have used armour/weapons in the first place.
532 *
533 * 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.
535 */
536 if (!present_in_ob_by_name(FORCE, "no weapon force", op))
537 update_priest_flag(new_god,skop,FLAG_USE_WEAPON);
538 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR);
539
540 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons"))
541 stop_using_item(op,WEAPON,2);
542
543 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) {
544 stop_using_item(op,ARMOUR,1);
545 stop_using_item(op,HELMET,1);
546 stop_using_item(op,BOOTS,1);
547 stop_using_item(op,GLOVES,1);
548 stop_using_item(op,SHIELD,1);
549 }
550
551 SET_FLAG(skop,FLAG_APPLIED);
552 (void) change_abil(op,skop);
553
554 /* return to previous skill status */
555 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED);
556
557 check_special_prayers (op, new_god);
558} 326}
559 327
560/** 328/**
561 * Forbids or let player use something item type. 329 * Forbids or let player use something item type.
562 * op is the player. 330 * op is the player.
563 * exp_obj is the widsom experience. 331 * exp_obj is the widsom experience.
564 * flag is the flag to check against. 332 * flag is the flag to check against.
565 * string is the string to print out. 333 * string is the string to print out.
566 */ 334 */
567 335static int
568int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 336worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
569 337{
570 if(QUERY_FLAG(&op->arch->clone,flag)) 338 if (op->arch->flag [flag])
571 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 339 if (op->flag [flag] != exp_obj->flag [flag])
340 {
572 update_priest_flag(exp_obj,op,flag); 341 update_priest_flag (exp_obj, op, flag);
573 if(QUERY_FLAG(op,flag)) 342 if (op->flag [flag])
574 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 343 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
575 else { 344 else
345 {
576 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 346 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
577 return 1; 347 return 1;
348 }
578 } 349 }
579 } 350
580 return 0; 351 return 0;
581} 352}
582 353
583/** 354/**
584 * Unapplies up to number worth of items of type 355 * This function is called whenever a player has
585 */ 356 * switched to a new god. It handles basically all the stat changes
586void stop_using_item ( object *op, int type, int number ) { 357 * that happen to the player, including the removal of godgiven
587 object *tmp; 358 * items (from the former cult).
588
589 for(tmp=op->inv;tmp&&number;tmp=tmp->below)
590 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) {
591 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
592 number--;
593 }
594}
595
596/**
597 * If the god does/doesnt have this flag, we
598 * give/remove it from the experience object if it doesnt/does
599 * already exist. For players only!
600 */
601
602void update_priest_flag (object *god, object *exp_ob, uint32 flag) {
603 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag))
604 SET_FLAG(exp_ob,flag);
605 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag))
606 {
607 /* When this is called with the exp_ob set to the player,
608 * this check is broken, because most all players arch
609 * allow use of weapons. I'm not actually sure why this
610 * check is here - I guess if you had a case where the
611 * 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
613 * there is any case like that.
614 */ 359 */
615 360void
616/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 361object::become_follower (object *new_god)
617 CLEAR_FLAG(exp_ob,flag);
618 };
619}
620
621
622
623archetype *determine_holy_arch (object *god, const char *type)
624{ 362{
363 object *old_god = 0; /* old god */
625 treasure *tr; 364 treasure *tr;
365 object *item, *skop, *next;
366 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
626 367
368 if (!contr)
369 return;
370
371 contr->queue_stats_update ();
372
373 old_god = find_god (determine_god (this));
374
375 /* take away any special god-characteristic items. */
376 for (item = inv; item; item = next)
377 {
378 next = item->below;
379
380 // remove all invisible startequip items which are not skill, exp or force
381 if (item->flag [FLAG_STARTEQUIP] && item->invisible
382 && item->type != SKILL && item->type != FORCE)
383 {
384 if (item->type == SPELL)
385 {
386 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You lose knowledge of %s.", &item->name);
387 esrv_remove_spell (contr, item);
388 }
389
390 item->destroy ();
391 }
392 }
393
394 /* remove any godgiven items from the old god */
395 if (old_god)
396 for (tr = old_god->randomitems->items; tr; tr = tr->next)
397 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
398 follower_remove_similar_item (this, tr->item);
399
400 if (!new_god)
401 return;
402
403 if (new_god->slaying && new_god->slaying.contains (race))
404 {
405 failmsgf ("Fool! %s detests your kind! H<This god does not accept followers of your race.>", &new_god->name);
406
407 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
408 {
409 object *tmp = archetype::get (LOOSE_MANA);
410
411 cast_magic_storm (this, tmp, new_god->level + 10);
412 }
413
414 return;
415 }
416
417 /* give the player any special god-characteristic-items. */
418 for (tr = new_god->randomitems->items; tr; tr = tr->next)
419 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
420 && tr->item->type != BOOK && tr->item->type != SPELL)
421 god_gives_present (this, new_god, tr);
422
423 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You become a follower of %s!", &new_god->name);
424
425 for (skop = inv; skop; skop = skop->below)
426 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
427 break;
428
429 /* Player has no skill - give them the skill */
430 if (!skop)
431 /* The archetype should always be defined - if we crash here because it doesn't,
432 * things are really messed up anyways.
433 */
434 skop = give_skill_by_name (this, shstr_praying);
435
436 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
437
438 /* Clear the "undead" status. We also need to force a call to change_abil,
439 * so I set undeadified for that.
440 * - gros, 21th July 2006.
441 */
442 if (old_god && old_god->flag [FLAG_UNDEAD])
443 {
444 skop->clr_flag (FLAG_UNDEAD);
445 undeadified = 1;
446 }
447
448 if (skop->title)
449 {
450 /* get rid of old god */
451 new_draw_info_format (NDI_UNIQUE, 0, this, "%s's blessing is withdrawn from you.", &skop->title);
452
453 /* The point of this is to really show what abilities the player just lost */
454 if (sk_applied || undeadified)
455 {
456 skop->clr_flag (FLAG_APPLIED);
457 change_abil (this, skop);
458 }
459 }
460
461 /* now change to the new gods attributes to exp_obj */
462 skop->title = new_god->name;
463 skop->path_attuned = new_god->path_attuned;
464 skop->path_repelled = new_god->path_repelled;
465 skop->path_denied = new_god->path_denied;
466 /* copy god's resistances */
467 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
468
469 /* make sure that certain immunities do NOT get passed
470 * to the follower!
471 */
472 for (i = 0; i < NROFATTACKS; i++)
473 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
474 skop->resist[i] = 30;
475
476 skop->stats.hp = (sint16) new_god->last_heal;
477 skop->stats.sp = (sint16) new_god->last_sp;
478 skop->stats.grace = (sint16) new_god->last_grace;
479 skop->stats.food = (sint16) new_god->last_eat;
480 skop->stats.luck = (sint8) new_god->stats.luck;
481 /* gods may pass on certain flag properties */
482 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
483 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
484 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
485 update_priest_flag (new_god, skop, FLAG_STEALTH);
486 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
487 update_priest_flag (new_god, skop, FLAG_UNDEAD);
488 update_priest_flag (new_god, skop, FLAG_BLIND);
489 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
490
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You are bathed in %s's aura.", &new_god->name);
492
493 /* Weapon/armour use are special...handle flag toggles here as this can
494 * only happen when gods are worshipped and if the new priest could
495 * have used armour/weapons in the first place.
496 *
497 * This also can happen for monks which cannot use weapons. In this case
498 * do not allow to use weapons even if the god otherwise would allow it.
499 */
500 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
501 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
502
503 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
504
505 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
506 stop_using_item (this, WEAPON, 2);
507
508 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
509 {
510 stop_using_item (this, ARMOUR, 1);
511 stop_using_item (this, HELMET, 1);
512 stop_using_item (this, BOOTS, 1);
513 stop_using_item (this, GLOVES, 1);
514 stop_using_item (this, SHIELD, 1);
515 }
516
517 skop->set_flag (FLAG_APPLIED);
518 change_abil (this, skop);
519
520 /* return to previous skill status */
521 if (!sk_applied)
522 {
523 skop->clr_flag (FLAG_APPLIED);
524 contr->queue_stats_update ();
525 }
526
527 check_special_prayers (this, new_god);
528}
529
530archetype *
531determine_holy_arch (object *god, shstr_cmp type)
532{
533 treasure *tr;
534
627 if ( ! god || ! god->randomitems) { 535 if (!god || !god->randomitems)
536 {
628 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 537 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
629 "randomitems\n");
630 return NULL; 538 return 0;
631 } 539 }
632 540
633 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 541 for (tr = god->randomitems->items; tr; tr = tr->next)
634 object *item; 542 {
635
636 if ( ! tr->item) 543 if (!tr->item)
637 continue; 544 continue;
638 item = &tr->item->clone;
639 545
546 object *item = tr->item;
547
640 if (item->type == BOOK && item->invisible 548 if (item->type == BOOK && item->invisible && item->name == type)
641 && strcmp (item->name, type) == 0)
642 return item->other_arch; 549 return item->other_arch;
643 } 550 }
644 return NULL; 551
552 return 0;
645} 553}
646 554
647/** 555/**
648 * God helps player by removing curse and/or damnation. 556 * God helps player by removing curse and/or damnation.
649 */ 557 */
558static int
650static int god_removes_curse (object *op, int remove_damnation) 559god_removes_curse (object *op, int remove_damnation)
651{ 560{
652 object *tmp;
653 int success = 0; 561 int success = 0;
654 562
655 for (tmp = op->inv; tmp; tmp = tmp->below) { 563 for (object *tmp = op->inv; tmp; tmp = tmp->below)
564 {
656 if (tmp->invisible) 565 if (tmp->invisible)
657 continue;
658 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation)
659 continue; 566 continue;
660 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 567
568 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
569 continue;
570
571 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
572 {
661 success = 1; 573 success = 1;
662 CLEAR_FLAG (tmp, FLAG_DAMNED); 574 tmp->clr_flag (FLAG_DAMNED);
663 CLEAR_FLAG (tmp, FLAG_CURSED); 575 tmp->clr_flag (FLAG_CURSED);
664 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 576 tmp->clr_flag (FLAG_KNOWN_CURSED);
665 if (op->type == PLAYER)
666 esrv_send_item (op, tmp);
667 }
668 }
669 577
578 if (object *pl = tmp->visible_to ())
579 esrv_update_item (UPD_FLAGS, pl, tmp);
580 }
581 }
582
670 if (success) 583 if (success)
671 new_draw_info (NDI_UNIQUE, 0, op, 584 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
672 "You feel like someone is helping you."); 585
673 return success; 586 return success;
674} 587}
675 588
589static int
676static int follower_level_to_enchantments (int level, int difficulty) 590follower_level_to_enchantments (int level, int difficulty)
677{ 591{
678 if (difficulty < 1) { 592 if (difficulty < 1)
679 LOG (llevError, "follower_level_to_enchantments(): " 593 {
680 "difficulty %d is invalid\n", difficulty); 594 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
681 return 0; 595 return 0;
682 } 596 }
683 597
684 if (level <= 20) 598 if (level <= 20)
685 return level / difficulty; 599 return level / difficulty;
600
686 if (level <= 40) 601 if (level <= 40)
687 return (20 + (level - 20) / 2) / difficulty; 602 return (20 + (level - 20) / 2) / difficulty;
603
688 return (30 + (level - 40) / 4) / difficulty; 604 return (30 + (level - 40) / 4) / difficulty;
605}
606
607/**
608 * God checks item the player is using.
609 * Return either -1 (bad), 0 (neutral) or
610 * 1 (item is ok). If you are using the item of an enemy
611 * god, it can be bad...-b.t.
612 */
613static int
614god_examines_item (object *god, object *item)
615{
616 char buf[MAX_BUF];
617
618 if (!god || !item)
619 return 0;
620
621 if (!item->title)
622 return 1; /* unclaimed item are ok */
623
624 sprintf (buf, "of %s", &god->name);
625 if (!strcmp (&item->title, buf))
626 return 1; /* belongs to that God */
627
628 if (god->title)
629 { /* check if we have any enemy blessed item */
630 sprintf (buf, "of %s", &god->title);
631 if (!strcmp (&item->title, buf))
632 {
633 if (item->env)
634 {
635 char buf[MAX_BUF];
636
637 sprintf (buf, "Heretic! You are using %s!", query_name (item));
638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
639 }
640
641 return -1;
642 }
643 }
644
645 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
689} 646}
690 647
691/** 648/**
692 * God wants to enchant weapon. 649 * God wants to enchant weapon.
693 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 650 * 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 651 * it isn't a weapon for another god. If all is all right, update weapon with
695 * attacktype, slaying and such. 652 * attacktype, slaying and such.
696 */ 653 */
654static int
697static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 655god_enchants_weapon (object *op, object *god, object *tr, object *skill)
698{ 656{
699 char buf[MAX_BUF]; 657 if (!op->contr)
700 object *weapon;
701 uint32 attacktype;
702 int tmp;
703
704 for (weapon = op->inv; weapon; weapon = weapon->below)
705 if ((weapon->type == WEAPON || weapon->type == BOW)
706 && QUERY_FLAG (weapon, FLAG_APPLIED))
707 break;
708 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; 658 return 0;
749}
750 659
660 object *weapon = op->contr->combat_ob;
751 661
752/** 662 if (!weapon)
753 * 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
755 * priest. -b.t.
756 * called from pray_at_altar() currently.
757 */
758
759void god_intervention (object *op, object *god, object *skill)
760{
761 treasure *tr;
762
763 if ( ! god || ! god->randomitems) {
764 LOG (llevError,
765 "BUG: god_intervention(): no god or god without randomitems\n");
766 return;
767 }
768
769 check_special_prayers (op, god);
770
771 /* lets do some checks of whether we are kosher with our god */
772 if (god_examines_priest (op, god) < 0)
773 return;
774
775 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
776
777 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
778 object *item;
779
780 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH))
781 continue;
782
783 /* Treasurelist - generate some treasure for the follower */
784 if (tr->name) {
785 treasurelist *tl = find_treasurelist (tr->name);
786 if (tl == NULL)
787 continue;
788
789 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your "
790 "eyes. You catch it before it falls to the ground.");
791
792 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD
793 | GT_UPDATE_INV, skill->level, 0);
794 return;
795 }
796
797 if ( ! tr->item) {
798 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
799 god->name);
800 continue;
801 }
802 item = &tr->item->clone;
803
804 /* Grace limit */
805 if (item->type == BOOK && item->invisible
806 && strcmp (item->name, "grace limit") == 0) {
807 if (op->stats.grace < item->stats.grace
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;
818 }
819 continue;
820 }
821
822 /* Restore grace */
823 if (item->type == BOOK && item->invisible
824 && strcmp (item->name, "restore grace") == 0)
825 {
826 if (op->stats.grace >= 0)
827 continue;
828 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH);
829 new_draw_info (NDI_UNIQUE, 0, op,
830 "You are returned to a state of grace.");
831 return;
832 }
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;
840 new_draw_info (NDI_UNIQUE, 0, op,
841 "A white light surrounds and heals you!");
842 op->stats.hp = op->stats.maxhp;
843 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
882 continue;
883 }
884
885 /* Remove damnation */
886 if (item->type == BOOK && item->invisible
887 && strcmp (item->name, "remove damnation") == 0)
888 {
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; 663 return 0;
962 664
963 } 665 if (weapon->type != WEAPON && weapon->type != BOW)
666 return 0;
964 667
965 /* Other gifts */ 668 if (god_examines_item (god, weapon) <= 0)
966 if ( ! item->invisible) { 669 return 0;
967 if (god_gives_present (op, god, tr)) 670
968 return; 671 /* First give it a title, so other gods won't touch it */
969 else 672 if (!weapon->title)
970 continue;
971 }
972 /* else ignore it */
973 } 673 {
674 weapon->title = format ("of %s", &god->name);
974 675
676 if (object *pl = weapon->visible_to ())
677 esrv_update_item (UPD_NAME, pl, weapon);
678
679 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
680 }
681
682 /* Allow the weapon to slay enemies */
683 if (!weapon->slaying && god->slaying)
684 {
685 weapon->slaying = god->slaying;
686 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
687 return 1;
688 }
689
690 /* Add the gods attacktype */
691 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
692
693 if ((attacktype & god->attacktype) != god->attacktype)
694 {
975 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 695 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
696 weapon->attacktype = attacktype | god->attacktype;
697 return 1;
698 }
699
700 /* Higher magic value */
701 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
702 {
703 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
704 weapon->magic++;
705
706 if (object *pl = weapon->visible_to ())
707 esrv_update_item (UPD_NAME, pl, weapon);
708
709 return 1;
710 }
711
712 return 0;
976} 713}
977 714
978/** 715/**
979 * Checks and maybe punishes someone praying. 716 * Checks and maybe punishes someone praying.
980 * All applied items are examined, if player is using more items of other gods, 717 * 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. 718 * s/he loses experience in praying or general experience if no praying.
982 */ 719 */
720static int
983int god_examines_priest (object *op, object *god) { 721god_examines_priest (object *op, object *god)
722{
984 int reaction=1; 723 int reaction = 1;
985 object *item=NULL, *skop; 724 object *item = NULL, *skop;
986 725
987 for(item=op->inv;item;item=item->below) { 726 for (item = op->inv; item; item = item->below)
988 if(QUERY_FLAG(item,FLAG_APPLIED)) { 727 if (item->flag [FLAG_APPLIED])
989 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 728 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
990 }
991 }
992 729
993 /* well, well. Looks like we screwed up. Time for god's revenge */ 730 /* well, well. Looks like we screwed up. Time for god's revenge */
994 if(reaction<0) { 731 if (reaction < 0)
732 {
995 int loss = 10000000; 733 int loss = 10000000;
996 int angry = abs(reaction); 734 int angry = abs (reaction);
997 735
998 for (skop = op->inv; skop != NULL; skop=skop->below) 736 for (skop = op->inv; skop; skop = skop->below)
999 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 737 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
738 break;
1000 739
1001 if (skop) 740 if (skop)
1002 loss = (int) (0.05 * (float) skop->stats.exp); 741 loss = 0.05f * skop->stats.exp;
1003 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 742
1004 skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP); 743 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
744
1005 if(random_roll(0, angry, op, PREFER_LOW)) { 745 if (random_roll (0, angry, op, PREFER_LOW))
746 {
1006 object *tmp = get_archetype(LOOSE_MANA); 747 object *tmp = archetype::get (LOOSE_MANA);
748
1007 cast_magic_storm(op,tmp,op->level+(angry*3)); 749 cast_magic_storm (op, tmp, op->level + (angry * 3));
1008 } 750 }
1009 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 751
1010 "%s becomes angry and punishes you!",god->name); 752 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1011 } 753 }
754
1012 return reaction; 755 return reaction;
1013} 756}
1014 757
1015/** 758/**
1016 * God checks item the player is using. 759 * Every once in a while the god will intervene to help the worshiper.
1017 * Return either -1 (bad), 0 (neutral) or 760 * Later, this fctn can be used to supply quests, etc for the
1018 * 1 (item is ok). If you are using the item of an enemy 761 * priest. -b.t.
1019 * god, it can be bad...-b.t. 762 * called from pray_at_altar() currently.
1020 */ 763 */
764static void
765god_intervention (object *op, object *god, object *skill)
766{
767 treasure *tr;
1021 768
1022int god_examines_item(object *god, object *item) { 769 if (!god || !god->randomitems)
1023 char buf[MAX_BUF]; 770 {
1024 771 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
1025 if(!god||!item) return 0;
1026
1027 if(!item->title) return 1; /* unclaimed item are ok */
1028
1029 sprintf(buf,"of %s",god->name);
1030 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */
1031
1032 if(god->title) { /* check if we have any enemy blessed item*/
1033 sprintf(buf,"of %s",god->title);
1034 if(!strcmp(item->title,buf)) {
1035 if(item->env) {
1036 char buf[MAX_BUF];
1037 sprintf(buf,"Heretic! You are using %s!",query_name(item));
1038 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf);
1039 }
1040 return -1; 772 return;
773 }
774
775 check_special_prayers (op, god);
776
777 /* lets do some checks of whether we are kosher with our god */
778 if (god_examines_priest (op, god) < 0)
779 return;
780
781 op->play_sound (sound_find ("god_intervention"));
782 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
783
784 for (tr = god->randomitems->items; tr; tr = tr->next)
1041 } 785 {
786 object *item;
787
788 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
789 continue;
790
791 /* Treasurelist - generate some treasure for the follower */
792 if (tr->name)
793 {
794 treasurelist *tl = treasurelist::find (tr->name);
795
796 if (tl == NULL)
797 continue;
798
799 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
800
801 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
802 return;
803 }
804
805 if (!tr->item)
806 continue;
807
808 item = tr->item;
809
810 /* Grace limit */
811 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
812 {
813 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
814 {
815 /* Follower lacks the required grace for the following
816 * treasure list items. */
817
818 object *tmp = archetype::get (HOLY_POSSESSION);
819 cast_change_ability (op, op, tmp, 0, 1);
820 tmp->destroy ();
821 return;
822 }
823
824 continue;
825 }
826
827 /* Restore grace */
828 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
829 {
830 if (op->stats.grace >= 0)
831 continue;
832
833 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
834 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
835 return;
836 }
837
838 /* Heal damage */
839 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
840 {
841 if (op->stats.hp >= op->stats.maxhp)
842 continue;
843
844 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
845 op->stats.hp = op->stats.maxhp;
846 return;
847 }
848
849 /* Restore spellpoints */
850 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
851 {
852 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
853
854 /* Restore to 50 .. 100%, if sp < 50% */
855 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
856
857 if (op->stats.sp >= max / 2)
858 continue;
859
860 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
861 op->stats.sp = new_sp;
862 }
863
864 /* Various heal spells */
865 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
866 {
867 object *tmp = archetype::get (item->slaying);
868 int success = cast_heal (op, op, tmp, 0);
869 tmp->destroy ();
870
871 if (success)
872 return;
873 else
874 continue;
875 }
876
877 /* Remove curse */
878 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
879 {
880 if (god_removes_curse (op, 0))
881 return;
882 else
883 continue;
884 }
885
886 /* Remove damnation */
887 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
888 {
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 && strcmp (item->name, "heal depletion") == 0)
897 {
898 object *depl;
899 archetype *at;
900 int i;
901
902 if ((at = archetype::find (shstr_depletion)) == NULL)
903 {
904 LOG (llevError, "Could not find archetype depletion.\n");
905 continue;
906 }
907
908 depl = present_arch_in_ob (at, op);
909
910 if (depl == NULL)
911 continue;
912
913 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
914
915 for (i = 0; i < NUM_STATS; i++)
916 if (depl->stats.stat (i))
917 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
918
919 depl->destroy ();
920 op->update_stats ();
921 return;
922 }
923
924 /* Voices */
925 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to 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 && strcmp (item->name, "message") == 0)
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
936 return;
937 }
938
939 /* Enchant weapon */
940 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
941 {
942 if (god_enchants_weapon (op, god, item, skill))
943 return;
944 else
945 continue;
946 }
947
948 /* Spellbooks - works correctly only for prayers */
949 if (item->type == SPELL)
950 {
951 if (check_spell_known (op, item->name))
952 continue;
953 if (item->level > skill->level)
954 continue;
955
956 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
957 do_learn_spell (op, item, 1);
958 return;
959
960 }
961
962 /* Other gifts */
963 if (!item->invisible)
964 {
965 if (god_gives_present (op, god, tr))
966 return;
967 else
968 continue;
969 }
970 /* else ignore it */
1042 } 971 }
1043 972
1044 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 973 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1045} 974}
1046 975
1047/** 976/**
1048 * Returns priest's god's id. 977 * Player prays at altar.
1049 * Straight calls lookup_god_by_name 978 * Checks for god changing, divine intervention, and so on.
1050 */ 979 */
980void
981pray_at_altar (object *pl, object *altar, object *skill)
982{
983 object *pl_god = find_god (determine_god (pl));
1051 984
1052int get_god(object *priest) { 985 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1053 int godnr=lookup_god_by_name(determine_god(priest)); 986 return;
1054 987
1055 return godnr; 988 /* If non consecrate altar, don't do anything */
1056} 989 if (!altar->other_arch)
990 return;
1057 991
1058/** 992 /* hmm. what happend depends on pl's current god, level, etc */
1059 * Returns a string that is the name of the god that should be natively worshipped by a 993 if (!pl_god)
1060 * creature of who has race *race 994 { /*new convert */
1061 * if we can't find a god that is appropriate, we return NULL 995 pl->become_follower (altar->other_arch);
1062 */ 996 return;
1063const char *get_god_for_race(const char *race) { 997 }
1064 godlink *gl=first_god; 998 else if (pl_god->name == altar->other_arch->object::name)
1065 const char *godname=NULL;
1066
1067 if (race == NULL) return NULL;
1068 while(gl) {
1069 if (!strcasecmp(gl->arch->clone.race, race)) {
1070 godname=gl->name;
1071 break;
1072 }
1073 gl=gl->next;
1074 } 999 {
1075 return godname; 1000 /* pray at your gods altar */
1001 /* this leads to very low levels of wis and pray to result in no doubling! */
1002 int bonus = (pl->stats.Wis + skill->level) / 10;
1003
1004 /* we can get neg grace up faster */
1005 if (pl->stats.grace < 0)
1006 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1007
1008 /* we can super-charge grace to 2x max */
1009 if (pl->stats.grace < 2 * pl->stats.maxgrace)
1010 pl->stats.grace += bonus / 2;
1011 else
1012 pl->stats.grace = 2 * pl->stats.maxgrace;
1013
1014 /* Every once in a while, the god decides to checkup on their
1015 * follower, and may intervene to help them out.
1016 */
1017 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1018
1019 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1020 god_intervention (pl, pl_god, skill);
1021 }
1022 else
1023 { /* praying to another god! */
1024 uint64 loss = 0;
1025 int angry = 1;
1026
1027 /* I believe the logic for detecting opposing gods was completely
1028 * broken - I think it should work now. altar->other_arch
1029 * points to the god of this altar (which we have
1030 * already verified is non null). pl_god->other_arch
1031 * is the opposing god - we need to verify that exists before
1032 * using its values.
1033 */
1034 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1035 {
1036 angry = 2;
1037 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1038 {
1039 object *tmp;
1040
1041 /* you really screwed up */
1042 angry = 3;
1043 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1044 tmp = archetype::get (LOOSE_MANA);
1045 cast_magic_storm (pl, tmp, pl_god->level + 20);
1046 }
1047 else
1048 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1049 }
1050 else
1051 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1052
1053 /* whether we will be successfull in defecting or not -
1054 * we lose experience from the clerical experience obj
1055 */
1056
1057 loss = angry * (skill->stats.exp / 10);
1058 if (loss)
1059 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
1060
1061 /* May switch Gods, but its random chance based on our current level
1062 * note it gets harder to swap gods the higher we get
1063 */
1064 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1065 pl->become_follower (altar->other_arch);
1066 else
1067 {
1068 /* toss this player off the altar. He can try again. */
1069 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1070 pl->contr->fire_on = 0;
1071 pl->speed_left = 1.f;
1072 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1073 }
1074 }
1076} 1075}
1076
1077/** 1077/**
1078 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1078 * 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 1079 * 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. 1080 * the spell attacktype contains AT_HOLYWORD. -b.t.
1081 */ 1081 */
1082 1082int
1083int tailor_god_spell(object *spellop, object *caster) { 1083tailor_god_spell (object *spellop, object *caster)
1084{
1084 object *god=find_god(determine_god(caster)); 1085 object *god = find_god (determine_god (caster));
1085 int caster_is_spell=0; 1086 int caster_is_spell = 0;
1086 1087
1087 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1088 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1089 caster_is_spell = 1;
1088 1090
1089 /* if caster is a rune or the like, it doesn't worship anything. However, 1091 /* 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 1092 * if this object is owned by someone, then the god that they worship
1091 * is relevant, so use that. 1093 * is relevant, so use that.
1092 */ 1094 */
1093 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1095 if (!god && caster->owner)
1096 god = find_god (determine_god (caster->owner));
1094 1097
1095 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1098 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1099 {
1096 if ( ! caster_is_spell) 1100 if (!caster_is_spell)
1097 new_draw_info(NDI_UNIQUE, 0, caster,
1098 "This prayer is useless unless you worship an appropriate god"); 1101 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1099 else 1102 else
1100 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1103 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1101 free_object(spellop); 1104
1105 spellop->destroy ();
1102 return 0; 1106 return 0;
1103 } 1107 }
1104 1108
1105 /* either holy word or godpower attacks will set the slaying field */ 1109 /* either holy word or godpower attacks will set the slaying field */
1106 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1110 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1111 {
1107 if (spellop->slaying) { 1112 if (spellop->slaying)
1108 free_string(spellop->slaying);
1109 spellop->slaying = NULL; 1113 spellop->slaying = NULL;
1110 } 1114
1111 if(!caster_is_spell) 1115 if (!caster_is_spell)
1112 spellop->slaying = add_string(god->slaying); 1116 spellop->slaying = god->slaying;
1113 else if(caster->slaying) 1117 else if (caster->slaying)
1114 spellop->slaying = add_string(caster->slaying); 1118 spellop->slaying = caster->slaying;
1115 } 1119 }
1116 1120
1117 /* only the godpower attacktype adds the god's attack onto the spell */ 1121 /* only the godpower attacktype adds the god's attack onto the spell */
1118 if(spellop->attacktype & AT_GODPOWER) 1122 if (spellop->attacktype & AT_GODPOWER)
1119 spellop->attacktype=spellop->attacktype|god->attacktype; 1123 spellop->attacktype = spellop->attacktype | god->attacktype;
1120 1124
1121 /* tack on the god's name to the spell */ 1125 /* tack on the god's name to the spell */
1122 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1126 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1127 {
1128 spellop->title = god->name;
1123 if(spellop->title) 1129 if (spellop->title)
1124 free_string(spellop->title); 1130 {
1125 spellop->title=add_string(god->name);
1126 if(spellop->title){
1127 char buf[MAX_BUF]; 1131 char buf[MAX_BUF];
1132
1128 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1133 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1129 FREE_AND_COPY(spellop->name, buf); 1134 spellop->name = spellop->name_pl = buf;
1130 FREE_AND_COPY(spellop->name_pl, buf); 1135 }
1131 }
1132 } 1136 }
1133 1137
1134 return 1; 1138 return 1;
1135} 1139}
1136

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