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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.12 by elmex, Wed Dec 20 10:31:00 2006 UTC vs.
Revision 1.49 by root, Sat Oct 17 21:40:38 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24 24
25/* 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
26 * monster race initialization. b.t. 26 * monster race initialization. b.t.
27 */ 27 */
28 28
31#include <global.h> 31#include <global.h>
32#include <living.h> 32#include <living.h>
33#include <object.h> 33#include <object.h>
34#include <spells.h> 34#include <spells.h>
35#include <sounds.h> 35#include <sounds.h>
36#ifndef __CEXTRACT__
37# include <sproto.h> 36#include <sproto.h>
38#endif
39 37
40/** 38/**
41 * Returns the id of specified god. 39 * Returns the id of specified god.
42 */ 40 */
43int 41int
44lookup_god_by_name (const char *name) 42lookup_god_by_name (shstr_cmp name)
45{ 43{
46 int godnr = -1; 44 if (name)
47 size_t nmlen = strlen (name);
48
49 if (name && strcmp (name, "none"))
50 {
51 godlink *gl;
52
53 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
54 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 46 if (gl->name == name)
55 break;
56 if (gl)
57 godnr = gl->id; 47 return gl->id;
58 } 48
59 return godnr; 49 return -1;
60} 50}
61 51
62/** 52/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 53 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 54 */
65object * 55object *
66find_god (const char *name) 56find_god (shstr_cmp name)
67{ 57{
68 object *god = NULL;
69
70 if (name) 58 if (name)
71 {
72 godlink *gl;
73
74 for (gl = first_god; gl; gl = gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
75 if (!strcmp (name, gl->name)) 60 if (gl->name == name)
76 break;
77 if (gl)
78 god = pntr_to_god_obj (gl); 61 return pntr_to_god_obj (gl);
79 } 62
80 return god; 63 return 0;
64}
65
66/**
67 * Returns a string that is the name of the god that should be natively worshipped by a
68 * creature of who has race *race
69 * if we can't find a god that is appropriate, we return NULL
70 */
71static shstr_tmp
72get_god_for_race (shstr_cmp race)
73{
74 if (race)
75 for (godlink *gl = first_god; gl; gl = gl->next)
76 if (gl->arch->race == race)
77 return gl->name;
78
79 return shstr_tmp ();
81} 80}
82 81
83/** 82/**
84 * Determines if op worships a god. 83 * Determines if op worships a god.
85 * Returns the godname if they do or "none" if they have no god. 84 * Returns the godname if they do or "none" if they have no god.
86 * In the case of an NPC, if they have no god, we try and guess 85 * In the case of an NPC, if they have no god, we try and guess
87 * who they should worship based on their race. If that fails we 86 * who they should worship based on their race. If that fails we
88 * give them a random one. 87 * give them a random one.
89 */ 88 */
90 89shstr_tmp
91const char *
92determine_god (object *op) 90determine_god (object *op)
93{ 91{
94 int godnr = -1;
95 const char *godname;
96
97 /* spells */ 92 /* spells */
98 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
99 {
100 if (lookup_god_by_name (op->title) >= 0) 94 if (lookup_god_by_name (op->title) >= 0)
101 return op->title; 95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
102 } 98 {
103
104 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
105 {
106
107 /* find a god based on race */ 99 /* find a god based on race */
108 if (!op->title) 100 if (!op->title)
109 {
110 if (op->race != NULL)
111 {
112 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
113 if (godname != NULL)
114 {
115 op->title = godname;
116 }
117 }
118 }
119 102
120 /* find a random god */ 103 /* find a random god */
121 if (!op->title) 104 if (!op->title)
122 { 105 {
123 godlink *gl = first_god;
124
125 godnr = rndm (1, gl->id); 106 int godnr = rndm (1, first_god->id);
126 while (gl) 107
127 { 108 for (godlink *gl = first_god; gl; gl = gl->next)
128 if (gl->id == godnr) 109 if (gl->id == godnr)
110 {
111 op->title = gl->name;
129 break; 112 break;
130 gl = gl->next;
131 } 113 }
132 op->title = gl->name;
133 } 114 }
134 115
135 return op->title; 116 return op->title;
136 } 117 }
137
138 118
139 /* The god the player worships is in the praying skill (native skill 119 /* The god the player worships is in the praying skill (native skill
140 * not skill tool). Since a player can only have one instance of 120 * not skill tool). Since a player can only have one instance of
141 * that skill, once we find it, we can return, either with the 121 * that skill, once we find it, we can return, either with the
142 * title or "none". 122 * title or "none".
143 */ 123 */
144 if (op->type == PLAYER) 124 if (op->type == PLAYER)
145 {
146 object *tmp;
147
148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
149 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
150 { 127 {
151 if (tmp->title) 128 if (tmp->title)
152 return (tmp->title); 129 return tmp->title;
153 else 130
154 return ("none"); 131 break;
155 } 132 }
156 } 133
157 return ("none"); 134 return shstr_none;
158} 135}
159 136
160/** 137/**
161 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 138 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
162 */ 139 */
163static int 140static int
164same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
165{ 142{
166 if (s1 == NULL) 143 if (s1 == s2)
167 if (s2 == NULL)
168 return 1; 144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
169 else 147 else
170 return 0;
171 else if (s2 == NULL)
172 return 0; 148 return 0;
173 else
174 return strcmp (s1, s2) == 0;
175} 149}
176
177 150
178/** 151/**
179 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 152 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
180 * Any matching items in the inventory are deleted, and a 153 * Any matching items in the inventory are deleted, and a
181 * message is displayed to the player. 154 * message is displayed to the player.
194 167
195 if (tmp->type == item->type 168 if (tmp->type == item->type
196 && same_string (tmp->name, item->name) 169 && same_string (tmp->name, item->name)
197 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) 170 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
198 { 171 {
199
200 /* message */ 172 /* message */
201 if (tmp->nrof > 1) 173 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)); 174 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
203 else 175 query_short_name (tmp));
204 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
205 176
206 tmp->remove (); /* remove obj from players inv. */ 177 tmp->destroy ();
207 esrv_del_item (op->contr, tmp->count); /* notify client */
208 tmp->destroy (); /* free object */
209 } 178 }
210 179
211 if (tmp->inv) 180 if (tmp->inv)
212 follower_remove_similar_item (tmp, item); 181 follower_remove_similar_item (tmp, item);
213 } 182 }
239 * God gives an item to the player. 208 * God gives an item to the player.
240 */ 209 */
241static int 210static int
242god_gives_present (object *op, object *god, treasure *tr) 211god_gives_present (object *op, object *god, treasure *tr)
243{ 212{
244 object *tmp; 213 if (!tr->item)
245
246 if (follower_has_similar_item (op, &tr->item->clone))
247 return 0; 214 return 0;
248 215
216 if (follower_has_similar_item (op, tr->item))
217 return 0;
218
249 tmp = arch_to_object (tr->item); 219 object *tmp = arch_to_object (tr->item);
250 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); 220 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
251 tmp = insert_ob_in_ob (tmp, op); 221 op->insert (tmp);
252 if (op->type == PLAYER) 222
253 esrv_send_item (op, tmp);
254 return 1; 223 return 1;
255} 224}
256 225
257/** 226/**
258 * Player prays at altar. 227 * Player prays at altar.
271 return; 240 return;
272 241
273 /* hmm. what happend depends on pl's current god, level, etc */ 242 /* hmm. what happend depends on pl's current god, level, etc */
274 if (!pl_god) 243 if (!pl_god)
275 { /*new convert */ 244 { /*new convert */
276 become_follower (pl, &altar->other_arch->clone); 245 become_follower (pl, altar->other_arch);
277 return; 246 return;
278
279 } 247 }
280 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name)) 248 else if (pl_god->name == altar->other_arch->object::name)
281 { 249 {
282 /* pray at your gods altar */ 250 /* pray at your gods altar */
251 /* this leads to very low levels of wis and pray to result in no doubling! */
283 int bonus = (pl->stats.Wis + skill->level) / 10; 252 int bonus = (pl->stats.Wis + skill->level) / 10;
284 253
285 /* we can get neg grace up faster */ 254 /* we can get neg grace up faster */
286 if (pl->stats.grace < 0) 255 if (pl->stats.grace < 0)
287 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); 256 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
257
288 /* we can super-charge grace to 2x max */ 258 /* we can super-charge grace to 2x max */
289 if (pl->stats.grace < (2 * pl->stats.maxgrace)) 259 if (pl->stats.grace < 2 * pl->stats.maxgrace)
290 {
291 pl->stats.grace += bonus / 2; 260 pl->stats.grace += bonus / 2;
292 } 261 else
293 if (pl->stats.grace > (2 * pl->stats.maxgrace))
294 {
295 pl->stats.grace = (2 * pl->stats.maxgrace); 262 pl->stats.grace = 2 * pl->stats.maxgrace;
296 }
297 263
298 /* Every once in a while, the god decides to checkup on their 264 /* Every once in a while, the god decides to checkup on their
299 * follower, and may intervene to help them out. 265 * follower, and may intervene to help them out.
300 */ 266 */
301 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ 267 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
302 268
303 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) 269 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
304 god_intervention (pl, pl_god, skill); 270 god_intervention (pl, pl_god, skill);
305
306 } 271 }
307 else 272 else
308 { /* praying to another god! */ 273 { /* praying to another god! */
309 uint64 loss = 0; 274 uint64 loss = 0;
310 int angry = 1; 275 int angry = 1;
314 * points to the god of this altar (which we have 279 * points to the god of this altar (which we have
315 * already verified is non null). pl_god->other_arch 280 * already verified is non null). pl_god->other_arch
316 * is the opposing god - we need to verify that exists before 281 * is the opposing god - we need to verify that exists before
317 * using its values. 282 * using its values.
318 */ 283 */
319 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name)) 284 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
320 { 285 {
321 angry = 2; 286 angry = 2;
322 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) 287 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
323 { 288 {
324 object *tmp; 289 object *tmp;
345 310
346 /* May switch Gods, but its random chance based on our current level 311 /* May switch Gods, but its random chance based on our current level
347 * note it gets harder to swap gods the higher we get 312 * note it gets harder to swap gods the higher we get
348 */ 313 */
349 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) 314 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
350 {
351 become_follower (pl, &altar->other_arch->clone); 315 become_follower (pl, altar->other_arch);
352 }
353 else 316 else
354 { 317 {
355 /* toss this player off the altar. He can try again. */ 318 /* toss this player off the altar. He can try again. */
356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); 319 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
320 pl->contr->fire_on = 0;
321 pl->speed_left = 1.f;
357 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ 322 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
358 } 323 }
359 } 324 }
360} 325}
361 326
396 remove = 1; 361 remove = 1;
397 for (tr = god->randomitems->items; tr; tr = tr->next) 362 for (tr = god->randomitems->items; tr; tr = tr->next)
398 { 363 {
399 object *item; 364 object *item;
400 365
401 if (tr->item == NULL) 366 if (!tr->item)
402 continue; 367 continue;
368
403 item = &tr->item->clone; 369 item = tr->item;
404 370
405 /* Basically, see if the matching spell is granted by this god. */ 371 /* Basically, see if the matching spell is granted by this god. */
406 372
407 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 373 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
408 { 374 {
409 remove = 0; 375 remove = 0;
410 break; 376 break;
411 } 377 }
412 } 378 }
379
413 if (remove) 380 if (remove)
414 { 381 do_forget_spell (op, tmp->name);
415 /* just do the work of removing the spell ourselves - we already
416 * know that the player knows the spell
417 */
418 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
419 player_unready_range_ob (op->contr, tmp);
420 tmp->destroy ();
421 }
422
423 } 382 }
424} 383}
425 384
426/** 385/**
427 * This function is called whenever a player has 386 * This function is called whenever a player has
435 object *old_god = NULL; /* old god */ 394 object *old_god = NULL; /* old god */
436 treasure *tr; 395 treasure *tr;
437 object *item, *skop, *next; 396 object *item, *skop, *next;
438 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ 397 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
439 398
440
441 old_god = find_god (determine_god (op)); 399 old_god = find_god (determine_god (op));
442 400
443 /* take away any special god-characteristic items. */ 401 /* take away any special god-characteristic items. */
444 for (item = op->inv; item != NULL; item = next) 402 for (item = op->inv; item; item = next)
445 { 403 {
446 next = item->below; 404 next = item->below;
405
447 // remove all invisible startequip items which are not skill, exp or force 406 // remove all invisible startequip items which are not skill, exp or force
448 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 407 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
449 (item->type != SKILL) && (item->type != FORCE)) 408 (item->type != SKILL) && (item->type != FORCE))
450 { 409 {
451
452 if (item->type == SPELL) 410 if (item->type == SPELL)
411 {
453 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); 412 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
413 esrv_remove_spell (op->contr, item);
414 }
454 415
455 player_unready_range_ob (op->contr, item); 416 player_unready_range_ob (op->contr, item);
456 item->destroy (); 417 item->destroy ();
457 } 418 }
458 } 419 }
459 420
460 /* remove any godgiven items from the old god */ 421 /* remove any godgiven items from the old god */
461 if (old_god) 422 if (old_god)
462 {
463 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) 423 for (tr = old_god->randomitems->items; tr; tr = tr->next)
464 {
465 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 424 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
466 follower_remove_similar_item (op, &tr->item->clone); 425 follower_remove_similar_item (op, tr->item);
467 }
468 }
469 426
470 if (!op || !new_god) 427 if (!op || !new_god)
471 return; 428 return;
472 429
473 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 430 if (new_god->slaying && op->race.contains (new_god->slaying))
474 { 431 {
475 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); 432 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
433
476 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 434 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
477 { 435 {
478 object *tmp = get_archetype (LOOSE_MANA); 436 object *tmp = get_archetype (LOOSE_MANA);
479 437
480 cast_magic_storm (op, tmp, new_god->level + 10); 438 cast_magic_storm (op, tmp, new_god->level + 10);
481 } 439 }
440
482 return; 441 return;
483 } 442 }
484 443
485
486 /* give the player any special god-characteristic-items. */ 444 /* give the player any special god-characteristic-items. */
487 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) 445 for (tr = new_god->randomitems->items; tr; tr = tr->next)
488 { 446 {
489 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 447 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
490 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 448 && tr->item->type != BOOK && tr->item->type != SPELL)
491 god_gives_present (op, new_god, tr); 449 god_gives_present (op, new_god, tr);
492 } 450 }
493 451
494
495 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); 452 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
496 453
497 for (skop = op->inv; skop != NULL; skop = skop->below) 454 for (skop = op->inv; skop; skop = skop->below)
498 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 455 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
499 break; 456 break;
500 457
501 /* Player has no skill - give them the skill */ 458 /* Player has no skill - give them the skill */
502 if (!skop) 459 if (!skop)
503 {
504 /* The arhetype should always be defined - if we crash here because it doesn't, 460 /* The archetype should always be defined - if we crash here because it doesn't,
505 * things are really messed up anyways. 461 * things are really messed up anyways.
506 */ 462 */
507 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); 463 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
508 link_player_skills (op);
509 }
510 464
511 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 465 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
512 466
513 /* Clear the "undead" status. We also need to force a call to change_abil, 467 /* Clear the "undead" status. We also need to force a call to change_abil,
514 * so I set undeadified for that. 468 * so I set undeadified for that.
515 * - gros, 21th July 2006. 469 * - gros, 21th July 2006.
516 */ 470 */
517 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 471 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
518 { 472 {
519 CLEAR_FLAG (skop, FLAG_UNDEAD); 473 CLEAR_FLAG (skop, FLAG_UNDEAD);
520 undeadified = 1; 474 undeadified = 1;
521 } 475 }
522 476
523 if (skop->title) 477 if (skop->title)
524 { /* get rid of old god */ 478 {
479 /* get rid of old god */
525 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); 480 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
481
526 /* The point of this is to really show what abilities the player just lost */ 482 /* The point of this is to really show what abilities the player just lost */
527 if (sk_applied || undeadified) 483 if (sk_applied || undeadified)
528 { 484 {
529
530 CLEAR_FLAG (skop, FLAG_APPLIED); 485 CLEAR_FLAG (skop, FLAG_APPLIED);
531 (void) change_abil (op, skop); 486 change_abil (op, skop);
532 } 487 }
533 } 488 }
534 489
535 /* now change to the new gods attributes to exp_obj */ 490 /* now change to the new gods attributes to exp_obj */
536 skop->title = new_god->name; 491 skop->title = new_god->name;
571 * This also can happen for monks which cannot use weapons. In this case 526 * This also can happen for monks which cannot use weapons. In this case
572 * do not allow to use weapons even if the god otherwise would allow it. 527 * do not allow to use weapons even if the god otherwise would allow it.
573 */ 528 */
574 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 529 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
575 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 530 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
531
576 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 532 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
577 533
578 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 534 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
579 stop_using_item (op, WEAPON, 2); 535 stop_using_item (op, WEAPON, 2);
580 536
606 */ 562 */
607 563
608int 564int
609worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) 565worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
610{ 566{
611
612 if (QUERY_FLAG (&op->arch->clone, flag)) 567 if (QUERY_FLAG (op->arch, flag))
613 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) 568 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
614 { 569 {
615 update_priest_flag (exp_obj, op, flag); 570 update_priest_flag (exp_obj, op, flag);
616 if (QUERY_FLAG (op, flag)) 571 if (QUERY_FLAG (op, flag))
617 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); 572 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
619 { 574 {
620 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); 575 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
621 return 1; 576 return 1;
622 } 577 }
623 } 578 }
579
624 return 0; 580 return 0;
625} 581}
626 582
627/** 583/**
628 * Unapplies up to number worth of items of type 584 * Unapplies up to number worth of items of type
665/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 621/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
666 CLEAR_FLAG (exp_ob, flag); 622 CLEAR_FLAG (exp_ob, flag);
667 }; 623 };
668} 624}
669 625
670
671
672archetype * 626archetype *
673determine_holy_arch (object *god, const char *type) 627determine_holy_arch (object *god, shstr_cmp type)
674{ 628{
675 treasure *tr; 629 treasure *tr;
676 630
677 if (!god || !god->randomitems) 631 if (!god || !god->randomitems)
678 { 632 {
679 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); 633 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
680 return NULL; 634 return 0;
681 } 635 }
682 636
683 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 637 for (tr = god->randomitems->items; tr; tr = tr->next)
684 { 638 {
685 object *item;
686
687 if (!tr->item) 639 if (!tr->item)
688 continue; 640 continue;
689 item = &tr->item->clone;
690 641
642 object *item = tr->item;
643
691 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 644 if (item->type == BOOK && item->invisible && item->name == type)
692 return item->other_arch; 645 return item->other_arch;
693 } 646 }
647
694 return NULL; 648 return 0;
695} 649}
696 650
697/** 651/**
698 * God helps player by removing curse and/or damnation. 652 * God helps player by removing curse and/or damnation.
699 */ 653 */
700static int 654static int
701god_removes_curse (object *op, int remove_damnation) 655god_removes_curse (object *op, int remove_damnation)
702{ 656{
703 object *tmp;
704 int success = 0; 657 int success = 0;
705 658
706 for (tmp = op->inv; tmp; tmp = tmp->below) 659 for (object *tmp = op->inv; tmp; tmp = tmp->below)
707 { 660 {
708 if (tmp->invisible) 661 if (tmp->invisible)
709 continue; 662 continue;
663
710 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 664 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
711 continue; 665 continue;
666
712 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 667 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
713 { 668 {
714 success = 1; 669 success = 1;
715 CLEAR_FLAG (tmp, FLAG_DAMNED); 670 CLEAR_FLAG (tmp, FLAG_DAMNED);
716 CLEAR_FLAG (tmp, FLAG_CURSED); 671 CLEAR_FLAG (tmp, FLAG_CURSED);
717 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 672 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
718 if (op->type == PLAYER) 673
674 if (object *pl = tmp->visible_to ())
719 esrv_send_item (op, tmp); 675 esrv_update_item (UPD_FLAGS, pl, tmp);
720 } 676 }
721 } 677 }
722 678
723 if (success) 679 if (success)
724 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); 680 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
681
725 return success; 682 return success;
726} 683}
727 684
728static int 685static int
729follower_level_to_enchantments (int level, int difficulty) 686follower_level_to_enchantments (int level, int difficulty)
734 return 0; 691 return 0;
735 } 692 }
736 693
737 if (level <= 20) 694 if (level <= 20)
738 return level / difficulty; 695 return level / difficulty;
696
739 if (level <= 40) 697 if (level <= 40)
740 return (20 + (level - 20) / 2) / difficulty; 698 return (20 + (level - 20) / 2) / difficulty;
699
741 return (30 + (level - 40) / 4) / difficulty; 700 return (30 + (level - 40) / 4) / difficulty;
742} 701}
743 702
744/** 703/**
745 * God wants to enchant weapon. 704 * God wants to enchant weapon.
748 * attacktype, slaying and such. 707 * attacktype, slaying and such.
749 */ 708 */
750static int 709static int
751god_enchants_weapon (object *op, object *god, object *tr, object *skill) 710god_enchants_weapon (object *op, object *god, object *tr, object *skill)
752{ 711{
753 char buf[MAX_BUF];
754 object *weapon; 712 object *weapon;
755 uint32 attacktype; 713 uint32 attacktype;
756 int tmp; 714 int tmp;
757 715
758 for (weapon = op->inv; weapon; weapon = weapon->below) 716 for (weapon = op->inv; weapon; weapon = weapon->below)
759 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 717 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
760 break; 718 break;
719
761 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 720 if (!weapon || god_examines_item (god, weapon) <= 0)
762 return 0; 721 return 0;
763 722
764 /* First give it a title, so other gods won't touch it */ 723 /* First give it a title, so other gods won't touch it */
765 if (!weapon->title) 724 if (!weapon->title)
766 { 725 {
767 sprintf (buf, "of %s", &god->name); 726 weapon->title = format ("of %s", &god->name);
768 weapon->title = buf; 727
769 if (op->type == PLAYER) 728 if (object *pl = weapon->visible_to ())
770 esrv_update_item (UPD_NAME, op, weapon); 729 esrv_update_item (UPD_NAME, pl, weapon);
730
771 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); 731 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
772 } 732 }
773 733
774 /* Allow the weapon to slay enemies */ 734 /* Allow the weapon to slay enemies */
775 if (!weapon->slaying && god->slaying) 735 if (!weapon->slaying && god->slaying)
792 tmp = follower_level_to_enchantments (skill->level, tr->level); 752 tmp = follower_level_to_enchantments (skill->level, tr->level);
793 if (weapon->magic < tmp) 753 if (weapon->magic < tmp)
794 { 754 {
795 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); 755 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
796 weapon->magic++; 756 weapon->magic++;
797 if (op->type == PLAYER) 757
758 if (object *pl = weapon->visible_to ())
798 esrv_update_item (UPD_NAME, op, weapon); 759 esrv_update_item (UPD_NAME, pl, weapon);
760
799 return 1; 761 return 1;
800 } 762 }
801 763
802 return 0; 764 return 0;
803} 765}
804
805 766
806/** 767/**
807 * Every once in a while the god will intervene to help the worshiper. 768 * Every once in a while the god will intervene to help the worshiper.
808 * Later, this fctn can be used to supply quests, etc for the 769 * Later, this fctn can be used to supply quests, etc for the
809 * priest. -b.t. 770 * priest. -b.t.
810 * called from pray_at_altar() currently. 771 * called from pray_at_altar() currently.
811 */ 772 */
812
813void 773void
814god_intervention (object *op, object *god, object *skill) 774god_intervention (object *op, object *god, object *skill)
815{ 775{
816 treasure *tr; 776 treasure *tr;
817 777
825 785
826 /* lets do some checks of whether we are kosher with our god */ 786 /* lets do some checks of whether we are kosher with our god */
827 if (god_examines_priest (op, god) < 0) 787 if (god_examines_priest (op, god) < 0)
828 return; 788 return;
829 789
790 op->play_sound (sound_find ("god_intervention"));
830 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 791 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
831 792
832 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 793 for (tr = god->randomitems->items; tr; tr = tr->next)
833 { 794 {
834 object *item; 795 object *item;
835 796
836 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) 797 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
837 continue; 798 continue;
838 799
839 /* Treasurelist - generate some treasure for the follower */ 800 /* Treasurelist - generate some treasure for the follower */
840 if (tr->name) 801 if (tr->name)
841 { 802 {
842 treasurelist *tl = find_treasurelist (tr->name); 803 treasurelist *tl = treasurelist::find (tr->name);
843 804
844 if (tl == NULL) 805 if (tl == NULL)
845 continue; 806 continue;
846 807
847 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); 808 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
848 809
849 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); 810 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
850 return; 811 return;
851 } 812 }
852 813
853 if (!tr->item) 814 if (!tr->item)
854 {
855 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
856 continue; 815 continue;
857 } 816
858 item = &tr->item->clone; 817 item = tr->item;
859 818
860 /* Grace limit */ 819 /* Grace limit */
861 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 820 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
862 { 821 {
863 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) 822 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
864 { 823 {
865 object *tmp;
866
867 /* Follower lacks the required grace for the following 824 /* Follower lacks the required grace for the following
868 * treasure list items. */ 825 * treasure list items. */
869 826
870 tmp = get_archetype (HOLY_POSSESSION); 827 object *tmp = get_archetype (HOLY_POSSESSION);
871 cast_change_ability (op, op, tmp, 0, 1); 828 cast_change_ability (op, op, tmp, 0, 1);
872 tmp->destroy (); 829 tmp->destroy ();
873 return; 830 return;
874 } 831 }
832
875 continue; 833 continue;
876 } 834 }
877 835
878 /* Restore grace */ 836 /* Restore grace */
879 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 837 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
880 { 838 {
881 if (op->stats.grace >= 0) 839 if (op->stats.grace >= 0)
882 continue; 840 continue;
841
883 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 842 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
884 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); 843 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
885 return; 844 return;
886 } 845 }
887 846
888 /* Heal damage */ 847 /* Heal damage */
889 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) 848 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
890 { 849 {
891 if (op->stats.hp >= op->stats.maxhp) 850 if (op->stats.hp >= op->stats.maxhp)
892 continue; 851 continue;
852
893 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); 853 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
894 op->stats.hp = op->stats.maxhp; 854 op->stats.hp = op->stats.maxhp;
895 return; 855 return;
896 } 856 }
897 857
903 /* Restore to 50 .. 100%, if sp < 50% */ 863 /* Restore to 50 .. 100%, if sp < 50% */
904 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); 864 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
905 865
906 if (op->stats.sp >= max / 2) 866 if (op->stats.sp >= max / 2)
907 continue; 867 continue;
868
908 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); 869 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
909 op->stats.sp = new_sp; 870 op->stats.sp = new_sp;
910 } 871 }
911 872
912 /* Various heal spells */ 873 /* Various heal spells */
913 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) 874 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
914 { 875 {
915 object *tmp;
916 int success;
917
918 tmp = get_archetype_by_object_name (item->slaying); 876 object *tmp = archetype::get (item->slaying);
919
920 success = cast_heal (op, op, tmp, 0); 877 int success = cast_heal (op, op, tmp, 0);
921 tmp->destroy (); 878 tmp->destroy ();
879
922 if (success) 880 if (success)
923 return; 881 return;
924 else 882 else
925 continue; 883 continue;
926 } 884 }
953 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 911 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
954 { 912 {
955 LOG (llevError, "Could not find archetype depletion.\n"); 913 LOG (llevError, "Could not find archetype depletion.\n");
956 continue; 914 continue;
957 } 915 }
916
958 depl = present_arch_in_ob (at, op); 917 depl = present_arch_in_ob (at, op);
959 918
960 if (depl == NULL) 919 if (depl == NULL)
961 continue; 920 continue;
962 921
963 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); 922 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
964 923
965 for (i = 0; i < NUM_STATS; i++) 924 for (i = 0; i < NUM_STATS; i++)
966 if (get_attr_value (&depl->stats, i)) 925 if (depl->stats.stat (i))
967 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 926 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
968 927
969 depl->destroy (); 928 depl->destroy ();
970 fix_player (op); 929 op->update_stats ();
971 return; 930 return;
972 } 931 }
973 932
974 /* Voices */ 933 /* Voices */
975 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) 934 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
976 { 935 {
977 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); 936 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
978 new_draw_info (NDI_WHITE, 0, op, item->msg); 937 new_draw_info (NDI_WHITE, 0, op, item->msg);
979 return; 938 return;
980 } 939 }
981 940
982 /* Messages */ 941 /* Messages */
1033{ 992{
1034 int reaction = 1; 993 int reaction = 1;
1035 object *item = NULL, *skop; 994 object *item = NULL, *skop;
1036 995
1037 for (item = op->inv; item; item = item->below) 996 for (item = op->inv; item; item = item->below)
1038 {
1039 if (QUERY_FLAG (item, FLAG_APPLIED)) 997 if (QUERY_FLAG (item, FLAG_APPLIED))
1040 {
1041 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); 998 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1042 }
1043 }
1044 999
1045 /* well, well. Looks like we screwed up. Time for god's revenge */ 1000 /* well, well. Looks like we screwed up. Time for god's revenge */
1046 if (reaction < 0) 1001 if (reaction < 0)
1047 { 1002 {
1048 int loss = 10000000; 1003 int loss = 10000000;
1049 int angry = abs (reaction); 1004 int angry = abs (reaction);
1050 1005
1051 for (skop = op->inv; skop != NULL; skop = skop->below) 1006 for (skop = op->inv; skop; skop = skop->below)
1052 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 1007 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1053 break; 1008 break;
1054 1009
1055 if (skop) 1010 if (skop)
1056 loss = (int) (0.05 * (float) skop->stats.exp); 1011 loss = 0.05f * skop->stats.exp;
1012
1057 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); 1013 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1014
1058 if (random_roll (0, angry, op, PREFER_LOW)) 1015 if (random_roll (0, angry, op, PREFER_LOW))
1059 { 1016 {
1060 object *tmp = get_archetype (LOOSE_MANA); 1017 object *tmp = get_archetype (LOOSE_MANA);
1061 1018
1062 cast_magic_storm (op, tmp, op->level + (angry * 3)); 1019 cast_magic_storm (op, tmp, op->level + (angry * 3));
1063 } 1020 }
1021
1064 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); 1022 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1065 } 1023 }
1024
1066 return reaction; 1025 return reaction;
1067} 1026}
1068 1027
1069/** 1028/**
1070 * God checks item the player is using. 1029 * God checks item the player is using.
1071 * Return either -1 (bad), 0 (neutral) or 1030 * Return either -1 (bad), 0 (neutral) or
1072 * 1 (item is ok). If you are using the item of an enemy 1031 * 1 (item is ok). If you are using the item of an enemy
1073 * god, it can be bad...-b.t. 1032 * god, it can be bad...-b.t.
1074 */ 1033 */
1075
1076int 1034int
1077god_examines_item (object *god, object *item) 1035god_examines_item (object *god, object *item)
1078{ 1036{
1079 char buf[MAX_BUF]; 1037 char buf[MAX_BUF];
1080 1038
1083 1041
1084 if (!item->title) 1042 if (!item->title)
1085 return 1; /* unclaimed item are ok */ 1043 return 1; /* unclaimed item are ok */
1086 1044
1087 sprintf (buf, "of %s", &god->name); 1045 sprintf (buf, "of %s", &god->name);
1088 if (!strcmp (item->title, buf)) 1046 if (!strcmp (&item->title, buf))
1089 return 1; /* belongs to that God */ 1047 return 1; /* belongs to that God */
1090 1048
1091 if (god->title) 1049 if (god->title)
1092 { /* check if we have any enemy blessed item */ 1050 { /* check if we have any enemy blessed item */
1093 sprintf (buf, "of %s", &god->title); 1051 sprintf (buf, "of %s", &god->title);
1094 if (!strcmp (item->title, buf)) 1052 if (!strcmp (&item->title, buf))
1095 { 1053 {
1096 if (item->env) 1054 if (item->env)
1097 { 1055 {
1098 char buf[MAX_BUF]; 1056 char buf[MAX_BUF];
1099 1057
1100 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1058 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1101 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); 1059 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1102 } 1060 }
1061
1103 return -1; 1062 return -1;
1104 } 1063 }
1105 } 1064 }
1106 1065
1107 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1066 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1109 1068
1110/** 1069/**
1111 * Returns priest's god's id. 1070 * Returns priest's god's id.
1112 * Straight calls lookup_god_by_name 1071 * Straight calls lookup_god_by_name
1113 */ 1072 */
1114
1115int 1073int
1116get_god (object *priest) 1074get_god (object *priest)
1117{ 1075{
1118 int godnr = lookup_god_by_name (determine_god (priest)); 1076 return lookup_god_by_name (determine_god (priest));
1119
1120 return godnr;
1121}
1122
1123/**
1124 * Returns a string that is the name of the god that should be natively worshipped by a
1125 * creature of who has race *race
1126 * if we can't find a god that is appropriate, we return NULL
1127 */
1128const char *
1129get_god_for_race (const char *race)
1130{
1131 godlink *gl = first_god;
1132 const char *godname = NULL;
1133
1134 if (race == NULL)
1135 return NULL;
1136 while (gl)
1137 {
1138 if (!strcasecmp (gl->arch->clone.race, race))
1139 {
1140 godname = gl->name;
1141 break;
1142 }
1143 gl = gl->next;
1144 }
1145 return godname;
1146} 1077}
1147 1078
1148/** 1079/**
1149 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1080 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1150 * Returns false if there was no race to assign to the slaying field of the spell, but 1081 * Returns false if there was no race to assign to the slaying field of the spell, but
1151 * the spell attacktype contains AT_HOLYWORD. -b.t. 1082 * the spell attacktype contains AT_HOLYWORD. -b.t.
1152 */ 1083 */
1153
1154int 1084int
1155tailor_god_spell (object *spellop, object *caster) 1085tailor_god_spell (object *spellop, object *caster)
1156{ 1086{
1157 object *god = find_god (determine_god (caster)); 1087 object *god = find_god (determine_god (caster));
1158 int caster_is_spell = 0; 1088 int caster_is_spell = 0;

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