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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 1.8 by root, Thu Sep 14 22:34:04 2006 UTC

1/*
2 * static char *rcsid_gods_c =
3 * "$Id: gods.C,v 1.1 2006/08/13 17:16:04 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29 24
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 26 * monster race initialization. b.t.
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
40#include <sounds.h> 35#include <sounds.h>
41#ifndef __CEXTRACT__ 36#ifndef __CEXTRACT__
42#include <sproto.h> 37# include <sproto.h>
43#endif 38#endif
44 39
45/** 40/**
46 * Returns the id of specified god. 41 * Returns the id of specified god.
47 */ 42 */
43int
48int lookup_god_by_name(const char *name) { 44lookup_god_by_name (const char *name)
45{
49 int godnr=-1; 46 int godnr = -1;
50 size_t nmlen = strlen(name); 47 size_t nmlen = strlen (name);
51 48
52 if(name && strcmp(name,"none")) { 49 if (name && strcmp (name, "none"))
50 {
53 godlink *gl; 51 godlink *gl;
52
54 for(gl=first_god;gl;gl=gl->next) 53 for (gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 54 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
56 break; 55 break;
57 if(gl) godnr=gl->id; 56 if (gl)
57 godnr = gl->id;
58 } 58 }
59 return godnr; 59 return godnr;
60} 60}
61 61
62/** 62/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 63 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 64 */
65object *
65object *find_god(const char *name) { 66find_god (const char *name)
67{
66 object *god=NULL; 68 object *god = NULL;
67 69
68 if(name) { 70 if (name)
71 {
69 godlink *gl; 72 godlink *gl;
70 73
71 for(gl=first_god;gl;gl=gl->next) 74 for (gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 75 if (!strcmp (name, gl->name))
73 if(gl) god=pntr_to_god_obj(gl); 76 break;
77 if (gl)
78 god = pntr_to_god_obj (gl);
74 } 79 }
75 return god; 80 return god;
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 90
91const char *
86const char *determine_god(object *op) { 92determine_god (object *op)
93{
87 int godnr = -1; 94 int godnr = -1;
88 const char *godname; 95 const char *godname;
89 96
90 /* spells */ 97 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 98 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 } 99 {
100 if (lookup_god_by_name (op->title) >= 0)
101 return op->title;
102 }
96 103
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { 104 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
98 105 {
106
99 /* find a god based on race */ 107 /* find a god based on race */
100 if(!op->title) { 108 if (!op->title)
109 {
101 if (op->race !=NULL) { 110 if (op->race != NULL)
111 {
102 godname=get_god_for_race(op->race); 112 godname = get_god_for_race (op->race);
103 if (godname!=NULL) { 113 if (godname != NULL)
104 op->title = add_string(godname); 114 {
105 } 115 op->title = godname;
116 }
117 }
118 }
119
120 /* find a random god */
121 if (!op->title)
122 {
123 godlink *gl = first_god;
124
125 godnr = rndm (1, gl->id);
126 while (gl)
127 {
128 if (gl->id == godnr)
129 break;
130 gl = gl->next;
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)
145 {
131 object *tmp; 146 object *tmp;
147
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 149 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
134 if (tmp->title) return (tmp->title); 150 {
135 else return("none"); 151 if (tmp->title)
152 return (tmp->title);
153 else
154 return ("none");
155 }
136 } 156 }
137 }
138 return ("none"); 157 return ("none");
139} 158}
140 159
141/** 160/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 161 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 162 */
163static int
144static int same_string (const char *s1, const char *s2) 164same_string (const char *s1, const char *s2)
145{ 165{
166 if (s1 == NULL)
146 if (s1 == NULL) 167 if (s2 == NULL)
147 if (s2 == NULL)
148 return 1; 168 return 1;
149 else
150 return 0;
151 else 169 else
152 if (s2 == NULL)
153 return 0; 170 return 0;
154 else 171 else if (s2 == NULL)
172 return 0;
173 else
155 return strcmp (s1, s2) == 0; 174 return strcmp (s1, s2) == 0;
156} 175}
157 176
158 177
159/** 178/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 179 * 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 180 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 181 * message is displayed to the player.
163 */ 182 */
183static void
164static void follower_remove_similar_item (object *op, object *item) 184follower_remove_similar_item (object *op, object *item)
165{ 185{
166 object *tmp, *next; 186 object *tmp, *next;
167 187
168 if (op && op->type == PLAYER && op->contr) { 188 if (op && op->type == PLAYER && op->contr)
189 {
169 /* search the inventory */ 190 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 191 for (tmp = op->inv; tmp != NULL; tmp = next)
171 next = tmp->below; /* backup in case we remove tmp */
172 192 {
193 next = tmp->below; /* backup in case we remove tmp */
194
173 if (tmp->type == item->type 195 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 196 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 197 && 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) 198 {
177 && same_string (tmp->slaying, item->slaying)) { 199
178
179 /* message */ 200 /* message */
180 if (tmp->nrof > 1) 201 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 202 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)); 203 else
183 else 204 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, 205
185 "The %s crumbles to dust!", query_short_name(tmp));
186
187 remove_ob(tmp); /* remove obj from players inv. */ 206 remove_ob (tmp); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */ 207 esrv_del_item (op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */ 208 free_object (tmp); /* free object */
190 } 209 }
191 if (tmp->inv) 210 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 211 follower_remove_similar_item (tmp, item);
193 } 212 }
194 } 213 }
195} 214}
196 215
197/** 216/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 217 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 218 * Returns 1 if found, else 0.
200 */ 219 */
220static int
201static int follower_has_similar_item (object *op, object *item) 221follower_has_similar_item (object *op, object *item)
202{ 222{
203 object *tmp; 223 object *tmp;
204 224
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 225 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
226 {
206 if (tmp->type == item->type 227 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 228 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 229 && 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; 230 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 231 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 232 return 1;
214 } 233 }
234 return 0;
235}
236
237/**
238 * God gives an item to the player.
239 */
240static int
241god_gives_present (object *op, object *god, treasure *tr)
242{
243 object *tmp;
244
245 if (follower_has_similar_item (op, &tr->item->clone))
215 return 0; 246 return 0;
216}
217 247
218/**
219 * God gives an item to the player.
220 */
221static int god_gives_present (object *op, object *god, treasure *tr)
222{
223 object *tmp;
224
225 if (follower_has_similar_item (op, &tr->item->clone))
226 return 0;
227
228 tmp = arch_to_object (tr->item); 248 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)); 249 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); 250 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER) 251 if (op->type == PLAYER)
233 esrv_send_item (op, tmp); 252 esrv_send_item (op, tmp);
234 return 1; 253 return 1;
235} 254}
236 255
237/** 256/**
238 * Player prays at altar. 257 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 258 * Checks for god changing, divine intervention, and so on.
240 */ 259 */
260void
241void pray_at_altar(object *pl, object *altar, object *skill) { 261pray_at_altar (object *pl, object *altar, object *skill)
262{
242 object *pl_god=find_god(determine_god(pl)); 263 object *pl_god = find_god (determine_god (pl));
243 264
244 /* Lauwenmark: Handle for plugin altar-parying (apply) event */ 265 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; 266 return;
247 267
248 /* If non consecrate altar, don't do anything */ 268 /* If non consecrate altar, don't do anything */
249 if (!altar->other_arch) return; 269 if (!altar->other_arch)
270 return;
250 271
251 /* hmm. what happend depends on pl's current god, level, etc */ 272 /* hmm. what happend depends on pl's current god, level, etc */
252 if(!pl_god) { /*new convert */ 273 if (!pl_god)
274 { /*new convert */
253 become_follower(pl,&altar->other_arch->clone); 275 become_follower (pl, &altar->other_arch->clone);
254 return; 276 return;
255 277
278 }
256 } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) { 279 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
280 {
257 /* pray at your gods altar */ 281 /* pray at your gods altar */
258 int bonus = (pl->stats.Wis+skill->level)/10; 282 int bonus = (pl->stats.Wis + skill->level) / 10;
259 283
260 /* we can get neg grace up faster */ 284 /* we can get neg grace up faster */
261 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 285 if (pl->stats.grace < 0)
262 bonus : -1*(pl->stats.grace/10)); 286 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
263 /* we can super-charge grace to 2x max */ 287 /* we can super-charge grace to 2x max */
264 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 288 if (pl->stats.grace < (2 * pl->stats.maxgrace))
289 {
265 pl->stats.grace+=bonus/2; 290 pl->stats.grace += bonus / 2;
266 } 291 }
267 if(pl->stats.grace>(2*pl->stats.maxgrace)) { 292 if (pl->stats.grace > (2 * pl->stats.maxgrace))
293 {
268 pl->stats.grace=(2*pl->stats.maxgrace); 294 pl->stats.grace = (2 * pl->stats.maxgrace);
269 } 295 }
270 296
271 /* Every once in a while, the god decides to checkup on their 297 /* Every once in a while, the god decides to checkup on their
272 * follower, and may intervene to help them out. 298 * follower, and may intervene to help them out.
273 */ 299 */
274 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 300 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
275 301
276 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 302 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
277 god_intervention(pl,pl_god, skill); 303 god_intervention (pl, pl_god, skill);
278 304
279 } else { /* praying to another god! */ 305 }
306 else
307 { /* praying to another god! */
280 uint64 loss = 0; 308 uint64 loss = 0;
281 int angry=1; 309 int angry = 1;
282 310
283 /* I believe the logic for detecting opposing gods was completely 311 /* I believe the logic for detecting opposing gods was completely
284 * broken - I think it should work now. altar->other_arch 312 * broken - I think it should work now. altar->other_arch
285 * points to the god of this altar (which we have 313 * points to the god of this altar (which we have
286 * already verified is non null). pl_god->other_arch 314 * already verified is non null). pl_god->other_arch
287 * is the opposing god - we need to verify that exists before 315 * is the opposing god - we need to verify that exists before
288 * using its values. 316 * using its values.
289 */ 317 */
290 if(pl_god->other_arch &&
291 (altar->other_arch->name==pl_god->other_arch->name)) { 318 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
292 angry=2; 319 {
320 angry = 2;
293 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 321 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
294 object *tmp; 322 {
323 object *tmp;
295 324
296 /* you really screwed up */ 325 /* you really screwed up */
297 angry=3; 326 angry = 3;
298 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 327 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); 328 tmp = get_archetype (LOOSE_MANA);
301 cast_magic_storm(pl,tmp, pl_god->level+20); 329 cast_magic_storm (pl, tmp, pl_god->level + 20);
302 } else 330 }
303 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 331 else
304 "Foolish heretic! %s is livid!",pl_god->name); 332 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
305 } else 333 }
306 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 334 else
307 "Heretic! %s is angered!",pl_god->name); 335 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
308 336
309 /* whether we will be successfull in defecting or not - 337 /* whether we will be successfull in defecting or not -
310 * we lose experience from the clerical experience obj 338 * we lose experience from the clerical experience obj
311 */ 339 */
312 340
313 loss = angry * (skill->stats.exp / 10); 341 loss = angry * (skill->stats.exp / 10);
314 if(loss) 342 if (loss)
315 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 343 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);
317 344
318 /* May switch Gods, but its random chance based on our current level 345 /* May switch Gods, but its random chance based on our current level
319 * note it gets harder to swap gods the higher we get 346 * note it gets harder to swap gods the higher we get
320 */ 347 */
321 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 348 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
349 {
322 become_follower(pl,&altar->other_arch->clone); 350 become_follower (pl, &altar->other_arch->clone);
323 } else { 351 }
352 else
353 {
324 /* toss this player off the altar. He can try again. */ 354 /* toss this player off the altar. He can try again. */
325 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 355 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
326 "A divine force pushes you off the altar.");
327 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 356 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
328 } 357 }
329 } 358 }
330} 359}
331 360
332/** 361/**
333 * Removes special prayers given by a god. 362 * Removes special prayers given by a god.
334 */ 363 */
364static void
335static void check_special_prayers (object *op, object *god) 365check_special_prayers (object *op, object *god)
336{ 366{
337 /* Ensure that 'op' doesn't know any special prayers that are not granted 367 /* Ensure that 'op' doesn't know any special prayers that are not granted
338 * by 'god'. 368 * by 'god'.
339 */ 369 */
340 treasure *tr; 370 treasure *tr;
341 object *tmp, *next_tmp; 371 object *tmp, *next_tmp;
342 int remove=0; 372 int remove = 0;
343 373
344 /* Outer loop iterates over all special prayer marks */ 374 /* Outer loop iterates over all special prayer marks */
345 for (tmp = op->inv; tmp; tmp = next_tmp) { 375 for (tmp = op->inv; tmp; tmp = next_tmp)
376 {
346 next_tmp = tmp->below; 377 next_tmp = tmp->below;
347 378
348 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 379 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
349 * in that category, not something we need to worry about. 380 * in that category, not something we need to worry about.
350 */ 381 */
351 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 382 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
383 continue;
384
385 if (god->randomitems == NULL)
386 {
387 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
388 do_forget_spell (op, tmp->name);
389 continue;
390 }
391
392 /* Inner loop tries to find the special prayer in the god's treasure
393 * list. We default that the spell should be removed.
394 */
395 remove = 1;
396 for (tr = god->randomitems->items; tr; tr = tr->next)
397 {
398 object *item;
399
400 if (tr->item == NULL)
352 continue; 401 continue;
353
354 if (god->randomitems == NULL) {
355 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name);
356 do_forget_spell (op, tmp->name);
357 continue;
358 }
359
360 /* Inner loop tries to find the special prayer in the god's treasure
361 * list. We default that the spell should be removed.
362 */
363 remove=1;
364 for (tr = god->randomitems->items; tr; tr = tr->next)
365 {
366 object *item;
367
368 if (tr->item == NULL)
369 continue;
370 item = &tr->item->clone; 402 item = &tr->item->clone;
371 403
372 /* Basically, see if the matching spell is granted by this god. */ 404 /* Basically, see if the matching spell is granted by this god. */
373 405
374 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 406 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
375 remove=0; 407 {
376 break; 408 remove = 0;
377 } 409 break;
378 } 410 }
379 if (remove) { 411 }
412 if (remove)
413 {
380 /* just do the work of removing the spell ourselves - we already 414 /* just do the work of removing the spell ourselves - we already
381 * know that the player knows the spell 415 * know that the player knows the spell
382 */ 416 */
383 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 417 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); 418 player_unready_range_ob (op->contr, tmp);
386 remove_ob(tmp); 419 remove_ob (tmp);
387 free_object(tmp); 420 free_object (tmp);
388 } 421 }
389 422
390 } 423 }
391} 424}
392 425
393/** 426/**
394 * This function is called whenever a player has 427 * This function is called whenever a player has
395 * switched to a new god. It handles basically all the stat changes 428 * switched to a new god. It handles basically all the stat changes
396 * that happen to the player, including the removal of godgiven 429 * that happen to the player, including the removal of godgiven
397 * items (from the former cult). 430 * items (from the former cult).
398 */ 431 */
432void
399void become_follower (object *op, object *new_god) { 433become_follower (object *op, object *new_god)
434{
400 object *old_god = NULL; /* old god */ 435 object *old_god = NULL; /* old god */
401 treasure *tr; 436 treasure *tr;
402 object *item, *skop, *next; 437 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.*/ 438 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
405 439
406 440
407 old_god = find_god(determine_god(op)); 441 old_god = find_god (determine_god (op));
408 442
409 /* take away any special god-characteristic items. */ 443 /* take away any special god-characteristic items. */
410 for(item=op->inv;item!=NULL;item=next) { 444 for (item = op->inv; item != NULL; item = next)
445 {
411 next = item->below; 446 next = item->below;
412 /* remove all invisible startequip items which are 447 /* remove all invisible startequip items which are
413 * not skill, exp or force 448 * not skill, exp or force
414 */ 449 */
415 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 450 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
416 (item->type != SKILL) && (item->type != EXPERIENCE) && 451 (item->type != SKILL) && (item->type != EXPERIENCE) && (item->type != FORCE))
417 (item->type != FORCE)) { 452 {
418 453
419 if (item->type == SPELL) 454 if (item->type == SPELL)
420 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 455 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
421 "You lose knowledge of %s.", item->name);
422 player_unready_range_ob(op->contr, item); 456 player_unready_range_ob (op->contr, item);
423 remove_ob(item); 457 remove_ob (item);
424 free_object(item); 458 free_object (item);
425 } 459 }
426 }
427 460 }
461
428 /* remove any godgiven items from the old god */ 462 /* remove any godgiven items from the old god */
429 if (old_god) { 463 if (old_god)
464 {
430 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 465 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next)
466 {
431 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 467 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
432 follower_remove_similar_item(op, &tr->item->clone); 468 follower_remove_similar_item (op, &tr->item->clone);
433 } 469 }
434 }
435 470 }
436 if(!op||!new_god) return;
437 471
472 if (!op || !new_god)
473 return;
474
438 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 475 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
476 {
439 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 477 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
440 new_god->name);
441 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 478 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
479 {
442 object *tmp = get_archetype(LOOSE_MANA); 480 object *tmp = get_archetype (LOOSE_MANA);
481
443 cast_magic_storm(op,tmp, new_god->level+10); 482 cast_magic_storm (op, tmp, new_god->level + 10);
444 } 483 }
445 return; 484 return;
446 } 485 }
447 486
448 487
449 /* give the player any special god-characteristic-items. */ 488 /* give the player any special god-characteristic-items. */
450 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 489 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next)
490 {
451 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 491 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
452 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 492 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
453 god_gives_present(op,new_god,tr); } 493 god_gives_present (op, new_god, tr);
494 }
454 495
455 496
456 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 497 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
457 "You become a follower of %s!",new_god->name);
458 498
459 for (skop = op->inv; skop != NULL; skop=skop->below) 499 for (skop = op->inv; skop != NULL; skop = skop->below)
460 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 500 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
501 break;
461 502
462 /* Player has no skill - give them the skill */ 503 /* Player has no skill - give them the skill */
463 if (!skop) { 504 if (!skop)
505 {
464 /* The arhetype should always be defined - if we crash here because it doesn't, 506 /* The arhetype should always be defined - if we crash here because it doesn't,
465 * things are really messed up anyways. 507 * things are really messed up anyways.
466 */ 508 */
467 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 509 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
468 link_player_skills(op); 510 link_player_skills (op);
469 } 511 }
470 512
471 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 513 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
472 514
473 /* Clear the "undead" status. We also need to force a call to change_abil, 515 /* Clear the "undead" status. We also need to force a call to change_abil,
474 * so I set undeadified for that. 516 * so I set undeadified for that.
475 * - gros, 21th July 2006. 517 * - gros, 21th July 2006.
476 */ 518 */
477 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 519 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
478 { 520 {
479 CLEAR_FLAG(skop,FLAG_UNDEAD); 521 CLEAR_FLAG (skop, FLAG_UNDEAD);
480 undeadified=1; 522 undeadified = 1;
481 } 523 }
482 524
483 if(skop->title) { /* get rid of old god */ 525 if (skop->title)
484 new_draw_info_format(NDI_UNIQUE,0,op, 526 { /* get rid of old god */
485 "%s's blessing is withdrawn from you.",skop->title); 527 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
486 /* The point of this is to really show what abilities the player just lost */ 528 /* The point of this is to really show what abilities the player just lost */
487 if (sk_applied || undeadified) { 529 if (sk_applied || undeadified)
530 {
488 531
489 CLEAR_FLAG(skop,FLAG_APPLIED); 532 CLEAR_FLAG (skop, FLAG_APPLIED);
490 (void) change_abil(op,skop); 533 (void) change_abil (op, skop);
491 } 534 }
492 free_string(skop->title);
493 } 535 }
494 536
495 /* now change to the new gods attributes to exp_obj */ 537 /* now change to the new gods attributes to exp_obj */
496 skop->title = add_string(new_god->name); 538 skop->title = new_god->name;
497 skop->path_attuned=new_god->path_attuned; 539 skop->path_attuned = new_god->path_attuned;
498 skop->path_repelled=new_god->path_repelled; 540 skop->path_repelled = new_god->path_repelled;
499 skop->path_denied=new_god->path_denied; 541 skop->path_denied = new_god->path_denied;
500 /* copy god's resistances */ 542 /* copy god's resistances */
501 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 543 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
502 544
503 /* make sure that certain immunities do NOT get passed 545 /* make sure that certain immunities do NOT get passed
504 * to the follower! 546 * to the follower!
505 */ 547 */
506 for (i=0; i<NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
507 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 549 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
508 i==ATNR_ELECTRICITY || i==ATNR_POISON))
509 skop->resist[i] = 30; 550 skop->resist[i] = 30;
510 551
511 skop->stats.hp= (sint16) new_god->last_heal; 552 skop->stats.hp = (sint16) new_god->last_heal;
512 skop->stats.sp= (sint16) new_god->last_sp; 553 skop->stats.sp = (sint16) new_god->last_sp;
513 skop->stats.grace= (sint16) new_god->last_grace; 554 skop->stats.grace = (sint16) new_god->last_grace;
514 skop->stats.food= (sint16) new_god->last_eat; 555 skop->stats.food = (sint16) new_god->last_eat;
515 skop->stats.luck= (sint8) new_god->stats.luck; 556 skop->stats.luck = (sint8) new_god->stats.luck;
516 /* gods may pass on certain flag properties */ 557 /* gods may pass on certain flag properties */
517 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 558 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
518 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 559 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
519 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 560 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
520 update_priest_flag(new_god,skop,FLAG_STEALTH); 561 update_priest_flag (new_god, skop, FLAG_STEALTH);
521 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 562 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
522 update_priest_flag(new_god,skop,FLAG_UNDEAD); 563 update_priest_flag (new_god, skop, FLAG_UNDEAD);
523 update_priest_flag(new_god,skop,FLAG_BLIND); 564 update_priest_flag (new_god, skop, FLAG_BLIND);
524 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 565 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
525 566
526 new_draw_info_format(NDI_UNIQUE,0,op, 567 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
527 "You are bathed in %s's aura.",new_god->name);
528 568
529 /* Weapon/armour use are special...handle flag toggles here as this can 569 /* Weapon/armour use are special...handle flag toggles here as this can
530 * only happen when gods are worshipped and if the new priest could 570 * only happen when gods are worshipped and if the new priest could
531 * have used armour/weapons in the first place. 571 * have used armour/weapons in the first place.
532 * 572 *
533 * This also can happen for monks which cannot use weapons. In this case 573 * This also can happen for monks which cannot use weapons. In this case
534 * do not allow to use weapons even if the god otherwise would allow it. 574 * do not allow to use weapons even if the god otherwise would allow it.
535 */ 575 */
536 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 576 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
537 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 577 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
538 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 578 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
539 579
540 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 580 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
541 stop_using_item(op,WEAPON,2); 581 stop_using_item (op, WEAPON, 2);
542 582
543 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 583 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
584 {
544 stop_using_item(op,ARMOUR,1); 585 stop_using_item (op, ARMOUR, 1);
545 stop_using_item(op,HELMET,1); 586 stop_using_item (op, HELMET, 1);
546 stop_using_item(op,BOOTS,1); 587 stop_using_item (op, BOOTS, 1);
547 stop_using_item(op,GLOVES,1); 588 stop_using_item (op, GLOVES, 1);
548 stop_using_item(op,SHIELD,1); 589 stop_using_item (op, SHIELD, 1);
549 } 590 }
550 591
551 SET_FLAG(skop,FLAG_APPLIED); 592 SET_FLAG (skop, FLAG_APPLIED);
552 (void) change_abil(op,skop); 593 (void) change_abil (op, skop);
553 594
554 /* return to previous skill status */ 595 /* return to previous skill status */
596 if (!sk_applied)
555 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 597 CLEAR_FLAG (skop, FLAG_APPLIED);
556 598
557 check_special_prayers (op, new_god); 599 check_special_prayers (op, new_god);
558} 600}
559 601
560/** 602/**
561 * Forbids or let player use something item type. 603 * Forbids or let player use something item type.
562 * op is the player. 604 * op is the player.
563 * exp_obj is the widsom experience. 605 * exp_obj is the widsom experience.
564 * flag is the flag to check against. 606 * flag is the flag to check against.
565 * string is the string to print out. 607 * string is the string to print out.
566 */ 608 */
567 609
610int
568int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 611worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
612{
569 613
570 if(QUERY_FLAG(&op->arch->clone,flag)) 614 if (QUERY_FLAG (&op->arch->clone, flag))
571 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 615 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
616 {
572 update_priest_flag(exp_obj,op,flag); 617 update_priest_flag (exp_obj, op, flag);
573 if(QUERY_FLAG(op,flag)) 618 if (QUERY_FLAG (op, flag))
574 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 619 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
575 else { 620 else
621 {
576 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 622 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
577 return 1; 623 return 1;
624 }
578 } 625 }
579 }
580 return 0; 626 return 0;
581} 627}
582 628
583/** 629/**
584 * Unapplies up to number worth of items of type 630 * Unapplies up to number worth of items of type
585 */ 631 */
632void
586void stop_using_item ( object *op, int type, int number ) { 633stop_using_item (object *op, int type, int number)
634{
587 object *tmp; 635 object *tmp;
588 636
589 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 637 for (tmp = op->inv; tmp && number; tmp = tmp->below)
590 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 638 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
639 {
591 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 640 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
592 number--; 641 number--;
593 } 642 }
594} 643}
595 644
596/** 645/**
597 * If the god does/doesnt have this flag, we 646 * If the god does/doesnt have this flag, we
598 * give/remove it from the experience object if it doesnt/does 647 * give/remove it from the experience object if it doesnt/does
599 * already exist. For players only! 648 * already exist. For players only!
600 */ 649 */
601 650
651void
602void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 652update_priest_flag (object *god, object *exp_ob, uint32 flag)
653{
603 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 654 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
604 SET_FLAG(exp_ob,flag); 655 SET_FLAG (exp_ob, flag);
605 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 656 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
606 { 657 {
607 /* When this is called with the exp_ob set to the player, 658 /* When this is called with the exp_ob set to the player,
608 * this check is broken, because most all players arch 659 * this check is broken, because most all players arch
609 * allow use of weapons. I'm not actually sure why this 660 * allow use of weapons. I'm not actually sure why this
610 * check is here - I guess if you had a case where the 661 * check is here - I guess if you had a case where the
611 * value in the archetype (wisdom) should over ride the restrictions 662 * value in the archetype (wisdom) should over ride the restrictions
612 * the god places on it, this may make sense. But I don't think 663 * the god places on it, this may make sense. But I don't think
613 * there is any case like that. 664 * there is any case like that.
614 */ 665 */
615 666
616/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 667/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
617 CLEAR_FLAG(exp_ob,flag); 668 CLEAR_FLAG (exp_ob, flag);
618 }; 669 };
619} 670}
620 671
621 672
622 673
674archetype *
623archetype *determine_holy_arch (object *god, const char *type) 675determine_holy_arch (object *god, const char *type)
624{ 676{
625 treasure *tr; 677 treasure *tr;
626 678
627 if ( ! god || ! god->randomitems) { 679 if (!god || !god->randomitems)
680 {
628 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 681 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
629 "randomitems\n");
630 return NULL; 682 return NULL;
631 } 683 }
632 684
633 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 685 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
686 {
634 object *item; 687 object *item;
635 688
636 if ( ! tr->item) 689 if (!tr->item)
637 continue; 690 continue;
638 item = &tr->item->clone; 691 item = &tr->item->clone;
639 692
640 if (item->type == BOOK && item->invisible 693 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
641 && strcmp (item->name, type) == 0)
642 return item->other_arch; 694 return item->other_arch;
643 } 695 }
644 return NULL; 696 return NULL;
645} 697}
646 698
647/** 699/**
648 * God helps player by removing curse and/or damnation. 700 * God helps player by removing curse and/or damnation.
649 */ 701 */
702static int
650static int god_removes_curse (object *op, int remove_damnation) 703god_removes_curse (object *op, int remove_damnation)
651{ 704{
652 object *tmp; 705 object *tmp;
653 int success = 0; 706 int success = 0;
654 707
655 for (tmp = op->inv; tmp; tmp = tmp->below) { 708 for (tmp = op->inv; tmp; tmp = tmp->below)
709 {
656 if (tmp->invisible) 710 if (tmp->invisible)
657 continue; 711 continue;
658 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 712 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
659 continue; 713 continue;
660 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
715 {
661 success = 1; 716 success = 1;
662 CLEAR_FLAG (tmp, FLAG_DAMNED); 717 CLEAR_FLAG (tmp, FLAG_DAMNED);
663 CLEAR_FLAG (tmp, FLAG_CURSED); 718 CLEAR_FLAG (tmp, FLAG_CURSED);
664 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 719 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
665 if (op->type == PLAYER) 720 if (op->type == PLAYER)
666 esrv_send_item (op, tmp); 721 esrv_send_item (op, tmp);
667 } 722 }
668 } 723 }
669 724
670 if (success) 725 if (success)
671 new_draw_info (NDI_UNIQUE, 0, op, 726 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; 727 return success;
674} 728}
675 729
730static int
676static int follower_level_to_enchantments (int level, int difficulty) 731follower_level_to_enchantments (int level, int difficulty)
677{ 732{
678 if (difficulty < 1) { 733 if (difficulty < 1)
679 LOG (llevError, "follower_level_to_enchantments(): " 734 {
680 "difficulty %d is invalid\n", difficulty); 735 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
681 return 0; 736 return 0;
682 } 737 }
683 738
684 if (level <= 20) 739 if (level <= 20)
685 return level / difficulty; 740 return level / difficulty;
686 if (level <= 40) 741 if (level <= 40)
687 return (20 + (level - 20) / 2) / difficulty; 742 return (20 + (level - 20) / 2) / difficulty;
688 return (30 + (level - 40) / 4) / difficulty; 743 return (30 + (level - 40) / 4) / difficulty;
689} 744}
690 745
691/** 746/**
692 * God wants to enchant weapon. 747 * God wants to enchant weapon.
693 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 748 * 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 749 * it isn't a weapon for another god. If all is all right, update weapon with
695 * attacktype, slaying and such. 750 * attacktype, slaying and such.
696 */ 751 */
752static int
697static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 753god_enchants_weapon (object *op, object *god, object *tr, object *skill)
698{ 754{
699 char buf[MAX_BUF]; 755 char buf[MAX_BUF];
700 object *weapon; 756 object *weapon;
701 uint32 attacktype; 757 uint32 attacktype;
702 int tmp; 758 int tmp;
703 759
704 for (weapon = op->inv; weapon; weapon = weapon->below) 760 for (weapon = op->inv; weapon; weapon = weapon->below)
705 if ((weapon->type == WEAPON || weapon->type == BOW) 761 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
706 && QUERY_FLAG (weapon, FLAG_APPLIED))
707 break; 762 break;
708 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 763 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; 764 return 0;
765
766 /* First give it a title, so other gods won't touch it */
767 if (!weapon->title)
768 {
769 sprintf (buf, "of %s", &god->name);
770 weapon->title = buf;
771 if (op->type == PLAYER)
772 esrv_update_item (UPD_NAME, op, weapon);
773 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
774 }
775
776 /* Allow the weapon to slay enemies */
777 if (!weapon->slaying && god->slaying)
778 {
779 weapon->slaying = god->slaying;
780 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
781 return 1;
782 }
783
784 /* Add the gods attacktype */
785 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
786 if ((attacktype & god->attacktype) != god->attacktype)
787 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
789 weapon->attacktype = attacktype | god->attacktype;
790 return 1;
791 }
792
793 /* Higher magic value */
794 tmp = follower_level_to_enchantments (skill->level, tr->level);
795 if (weapon->magic < tmp)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
798 weapon->magic++;
799 if (op->type == PLAYER)
800 esrv_update_item (UPD_NAME, op, weapon);
801 return 1;
802 }
803
804 return 0;
749} 805}
750 806
751 807
752/** 808/**
753 * Every once in a while the god will intervene to help the worshiper. 809 * 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 810 * Later, this fctn can be used to supply quests, etc for the
755 * priest. -b.t. 811 * priest. -b.t.
756 * called from pray_at_altar() currently. 812 * called from pray_at_altar() currently.
757 */ 813 */
758 814
815void
759void god_intervention (object *op, object *god, object *skill) 816god_intervention (object *op, object *god, object *skill)
760{ 817{
761 treasure *tr; 818 treasure *tr;
762 819
763 if ( ! god || ! god->randomitems) { 820 if (!god || !god->randomitems)
764 LOG (llevError, 821 {
765 "BUG: god_intervention(): no god or god without randomitems\n"); 822 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
766 return; 823 return;
767 } 824 }
768 825
769 check_special_prayers (op, god); 826 check_special_prayers (op, god);
770 827
771 /* lets do some checks of whether we are kosher with our god */ 828 /* lets do some checks of whether we are kosher with our god */
772 if (god_examines_priest (op, god) < 0) 829 if (god_examines_priest (op, god) < 0)
773 return; 830 return;
774 831
775 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 832 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
776 833
777 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 834 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
835 {
778 object *item; 836 object *item;
779 837
780 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 838 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
839 continue;
840
841 /* Treasurelist - generate some treasure for the follower */
842 if (tr->name)
843 {
844 treasurelist *tl = find_treasurelist (tr->name);
845
846 if (tl == NULL)
781 continue; 847 continue;
782 848
783 /* Treasurelist - generate some treasure for the follower */ 849 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) { 850
785 treasurelist *tl = find_treasurelist (tr->name); 851 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
786 if (tl == NULL) 852 return;
853 }
854
855 if (!tr->item)
856 {
857 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
858 continue;
859 }
860 item = &tr->item->clone;
861
862 /* Grace limit */
863 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
864 {
865 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
866 {
867 object *tmp;
868
869 /* Follower lacks the required grace for the following
870 * treasure list items. */
871
872 tmp = get_archetype (HOLY_POSSESSION);
873 cast_change_ability (op, op, tmp, 0, 1);
874 free_object (tmp);
875 return;
876 }
877 continue;
878 }
879
880 /* Restore grace */
881 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
882 {
883 if (op->stats.grace >= 0)
787 continue; 884 continue;
885 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
886 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
887 return;
888 }
788 889
789 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 890 /* Heal damage */
790 "eyes. You catch it before it falls to the ground."); 891 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
892 {
893 if (op->stats.hp >= op->stats.maxhp)
894 continue;
895 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
896 op->stats.hp = op->stats.maxhp;
897 return;
898 }
791 899
792 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 900 /* Restore spellpoints */
793 | GT_UPDATE_INV, skill->level, 0); 901 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
902 {
903 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
904
905 /* Restore to 50 .. 100%, if sp < 50% */
906 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
907
908 if (op->stats.sp >= max / 2)
909 continue;
910 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
911 op->stats.sp = new_sp;
912 }
913
914 /* Various heal spells */
915 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
916 {
917 object *tmp;
918 int success;
919
920 tmp = get_archetype_by_object_name (item->slaying);
921
922 success = cast_heal (op, op, tmp, 0);
923 free_object (tmp);
924 if (success)
794 return; 925 return;
795 } 926 else
796
797 if ( ! tr->item) {
798 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
799 god->name);
800 continue; 927 continue;
801 } 928 }
802 item = &tr->item->clone;
803 929
804 /* Grace limit */ 930 /* Remove curse */
805 if (item->type == BOOK && item->invisible 931 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
806 && strcmp (item->name, "grace limit") == 0) { 932 {
807 if (op->stats.grace < item->stats.grace 933 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; 934 return;
935 else
936 continue;
937 }
938
939 /* Remove damnation */
940 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
941 {
942 if (god_removes_curse (op, 1))
943 return;
944 else
945 continue;
946 }
947
948 /* Heal depletion */
949 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
950 {
951 object *depl;
952 archetype *at;
953 int i;
954
955 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
956 {
957 LOG (llevError, "Could not find archetype depletion.\n");
958 continue;
818 } 959 }
960 depl = present_arch_in_ob (at, op);
961 if (depl == NULL)
819 continue; 962 continue;
820 } 963 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
821 964 for (i = 0; i < NUM_STATS; i++)
822 /* Restore grace */ 965 if (get_attr_value (&depl->stats, i))
823 if (item->type == BOOK && item->invisible 966 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
824 && strcmp (item->name, "restore grace") == 0) 967 remove_ob (depl);
968 free_object (depl);
969 fix_player (op);
970 return;
825 { 971 }
826 if (op->stats.grace >= 0) 972
827 continue; 973 /* Voices */
828 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 974 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
975 {
976 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
977 new_draw_info (NDI_WHITE, 0, op, item->msg);
978 return;
979 }
980
981 /* Messages */
982 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
983 {
829 new_draw_info (NDI_UNIQUE, 0, op, 984 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
830 "You are returned to a state of grace."); 985 return;
986 }
987
988 /* Enchant weapon */
989 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
990 {
991 if (god_enchants_weapon (op, god, item, skill))
831 return; 992 return;
832 } 993 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; 994 continue;
840 new_draw_info (NDI_UNIQUE, 0, op, 995 }
841 "A white light surrounds and heals you!"); 996
842 op->stats.hp = op->stats.maxhp; 997 /* Spellbooks - works correctly only for prayers */
998 if (item->type == SPELL)
999 {
1000 if (check_spell_known (op, item->name))
1001 continue;
1002 if (item->level > skill->level)
1003 continue;
1004
1005 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1006 do_learn_spell (op, item, 1);
1007 return;
1008
1009 }
1010
1011 /* Other gifts */
1012 if (!item->invisible)
1013 {
1014 if (god_gives_present (op, god, tr))
843 return; 1015 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 1016 else
882 continue; 1017 continue;
883 }
884
885 /* Remove damnation */
886 if (item->type == BOOK && item->invisible
887 && strcmp (item->name, "remove damnation") == 0)
888 { 1018 }
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 */ 1019 /* else ignore it */
973 } 1020 }
974 1021
975 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
976} 1023}
977 1024
978/** 1025/**
979 * Checks and maybe punishes someone praying. 1026 * Checks and maybe punishes someone praying.
980 * All applied items are examined, if player is using more items of other gods, 1027 * 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. 1028 * s/he loses experience in praying or general experience if no praying.
982 */ 1029 */
1030int
983int god_examines_priest (object *op, object *god) { 1031god_examines_priest (object *op, object *god)
1032{
984 int reaction=1; 1033 int reaction = 1;
985 object *item=NULL, *skop; 1034 object *item = NULL, *skop;
986 1035
987 for(item=op->inv;item;item=item->below) { 1036 for (item = op->inv; item; item = item->below)
1037 {
988 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1038 if (QUERY_FLAG (item, FLAG_APPLIED))
1039 {
989 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1040 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
990 } 1041 }
991 } 1042 }
992 1043
993 /* well, well. Looks like we screwed up. Time for god's revenge */ 1044 /* well, well. Looks like we screwed up. Time for god's revenge */
994 if(reaction<0) { 1045 if (reaction < 0)
1046 {
995 int loss = 10000000; 1047 int loss = 10000000;
996 int angry = abs(reaction); 1048 int angry = abs (reaction);
997 1049
998 for (skop = op->inv; skop != NULL; skop=skop->below) 1050 for (skop = op->inv; skop != NULL; skop = skop->below)
999 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1051 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1052 break;
1000 1053
1001 if (skop) 1054 if (skop)
1002 loss = (int) (0.05 * (float) skop->stats.exp); 1055 loss = (int) (0.05 * (float) skop->stats.exp);
1003 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1056 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)) { 1057 if (random_roll (0, angry, op, PREFER_LOW))
1058 {
1006 object *tmp = get_archetype(LOOSE_MANA); 1059 object *tmp = get_archetype (LOOSE_MANA);
1060
1007 cast_magic_storm(op,tmp,op->level+(angry*3)); 1061 cast_magic_storm (op, tmp, op->level + (angry * 3));
1008 } 1062 }
1009 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1063 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 } 1064 }
1012 return reaction; 1065 return reaction;
1013} 1066}
1014 1067
1015/** 1068/**
1016 * God checks item the player is using. 1069 * God checks item the player is using.
1017 * Return either -1 (bad), 0 (neutral) or 1070 * Return either -1 (bad), 0 (neutral) or
1018 * 1 (item is ok). If you are using the item of an enemy 1071 * 1 (item is ok). If you are using the item of an enemy
1019 * god, it can be bad...-b.t. 1072 * god, it can be bad...-b.t.
1020 */ 1073 */
1021 1074
1075int
1022int god_examines_item(object *god, object *item) { 1076god_examines_item (object *god, object *item)
1077{
1023 char buf[MAX_BUF]; 1078 char buf[MAX_BUF];
1024 1079
1025 if(!god||!item) return 0; 1080 if (!god || !item)
1081 return 0;
1026 1082
1027 if(!item->title) return 1; /* unclaimed item are ok */ 1083 if (!item->title)
1084 return 1; /* unclaimed item are ok */
1028 1085
1029 sprintf(buf,"of %s",god->name); 1086 sprintf (buf, "of %s", &god->name);
1030 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1087 if (!strcmp (item->title, buf))
1088 return 1; /* belongs to that God */
1031 1089
1032 if(god->title) { /* check if we have any enemy blessed item*/ 1090 if (god->title)
1091 { /* check if we have any enemy blessed item */
1033 sprintf(buf,"of %s",god->title); 1092 sprintf (buf, "of %s", &god->title);
1034 if(!strcmp(item->title,buf)) { 1093 if (!strcmp (item->title, buf))
1094 {
1035 if(item->env) { 1095 if (item->env)
1096 {
1036 char buf[MAX_BUF]; 1097 char buf[MAX_BUF];
1098
1037 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1099 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1038 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1100 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1039 } 1101 }
1040 return -1; 1102 return -1;
1041 } 1103 }
1042 } 1104 }
1043 1105
1044 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1106 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1045} 1107}
1046 1108
1047/** 1109/**
1048 * Returns priest's god's id. 1110 * Returns priest's god's id.
1049 * Straight calls lookup_god_by_name 1111 * Straight calls lookup_god_by_name
1050 */ 1112 */
1051 1113
1114int
1052int get_god(object *priest) { 1115get_god (object *priest)
1116{
1053 int godnr=lookup_god_by_name(determine_god(priest)); 1117 int godnr = lookup_god_by_name (determine_god (priest));
1054 1118
1055 return godnr; 1119 return godnr;
1056} 1120}
1057 1121
1058/** 1122/**
1059 * Returns a string that is the name of the god that should be natively worshipped by a 1123 * Returns a string that is the name of the god that should be natively worshipped by a
1060 * creature of who has race *race 1124 * creature of who has race *race
1061 * if we can't find a god that is appropriate, we return NULL 1125 * if we can't find a god that is appropriate, we return NULL
1062 */ 1126 */
1127const char *
1063const char *get_god_for_race(const char *race) { 1128get_god_for_race (const char *race)
1129{
1064 godlink *gl=first_god; 1130 godlink *gl = first_god;
1065 const char *godname=NULL; 1131 const char *godname = NULL;
1066 1132
1067 if (race == NULL) return NULL; 1133 if (race == NULL)
1134 return NULL;
1068 while(gl) { 1135 while (gl)
1136 {
1069 if (!strcasecmp(gl->arch->clone.race, race)) { 1137 if (!strcasecmp (gl->arch->clone.race, race))
1138 {
1070 godname=gl->name; 1139 godname = gl->name;
1071 break; 1140 break;
1072 } 1141 }
1073 gl=gl->next; 1142 gl = gl->next;
1074 } 1143 }
1075 return godname; 1144 return godname;
1076} 1145}
1146
1077/** 1147/**
1078 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1148 * 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 1149 * 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. 1150 * the spell attacktype contains AT_HOLYWORD. -b.t.
1081 */ 1151 */
1082 1152
1153int
1083int tailor_god_spell(object *spellop, object *caster) { 1154tailor_god_spell (object *spellop, object *caster)
1155{
1084 object *god=find_god(determine_god(caster)); 1156 object *god = find_god (determine_god (caster));
1085 int caster_is_spell=0; 1157 int caster_is_spell = 0;
1086 1158
1087 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1159 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1160 caster_is_spell = 1;
1088 1161
1089 /* if caster is a rune or the like, it doesn't worship anything. However, 1162 /* 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 1163 * if this object is owned by someone, then the god that they worship
1091 * is relevant, so use that. 1164 * is relevant, so use that.
1092 */ 1165 */
1166 if (!god && get_owner (caster))
1093 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1167 god = find_god (determine_god (get_owner (caster)));
1094 1168
1095 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1169 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1170 {
1096 if ( ! caster_is_spell) 1171 if (!caster_is_spell)
1097 new_draw_info(NDI_UNIQUE, 0, caster,
1098 "This prayer is useless unless you worship an appropriate god"); 1172 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1099 else 1173 else
1100 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1174 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1101 free_object(spellop); 1175 free_object (spellop);
1102 return 0; 1176 return 0;
1103 } 1177 }
1104 1178
1105 /* either holy word or godpower attacks will set the slaying field */ 1179 /* either holy word or godpower attacks will set the slaying field */
1106 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1180 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1181 {
1107 if (spellop->slaying) { 1182 if (spellop->slaying)
1108 free_string(spellop->slaying);
1109 spellop->slaying = NULL; 1183 spellop->slaying = NULL;
1110 } 1184
1111 if(!caster_is_spell) 1185 if (!caster_is_spell)
1112 spellop->slaying = add_string(god->slaying); 1186 spellop->slaying = god->slaying;
1113 else if(caster->slaying) 1187 else if (caster->slaying)
1114 spellop->slaying = add_string(caster->slaying); 1188 spellop->slaying = caster->slaying;
1115 } 1189 }
1116 1190
1117 /* only the godpower attacktype adds the god's attack onto the spell */ 1191 /* only the godpower attacktype adds the god's attack onto the spell */
1118 if(spellop->attacktype & AT_GODPOWER) 1192 if (spellop->attacktype & AT_GODPOWER)
1119 spellop->attacktype=spellop->attacktype|god->attacktype; 1193 spellop->attacktype = spellop->attacktype | god->attacktype;
1120 1194
1121 /* tack on the god's name to the spell */ 1195 /* tack on the god's name to the spell */
1122 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1196 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1197 {
1198 spellop->title = god->name;
1123 if(spellop->title) 1199 if (spellop->title)
1124 free_string(spellop->title); 1200 {
1125 spellop->title=add_string(god->name);
1126 if(spellop->title){
1127 char buf[MAX_BUF]; 1201 char buf[MAX_BUF];
1202
1128 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1203 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1129 FREE_AND_COPY(spellop->name, buf); 1204 spellop->name = spellop->name_pl = buf;
1130 FREE_AND_COPY(spellop->name_pl, buf); 1205 }
1131 }
1132 } 1206 }
1133 1207
1134 return 1; 1208 return 1;
1135} 1209}
1136

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