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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.5 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.18 by pippijn, Mon Jan 15 21:06:20 2007 UTC

1/* 1/*
2 * static char *rcsid_gods_c =
3 * "$Id: gods.C,v 1.5 2006/09/07 10:01:58 pippijn Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29 25
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 26/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 27 * monster race initialization. b.t.
32 */ 28 */
36#include <global.h> 32#include <global.h>
37#include <living.h> 33#include <living.h>
38#include <object.h> 34#include <object.h>
39#include <spells.h> 35#include <spells.h>
40#include <sounds.h> 36#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 37#include <sproto.h>
43#endif
44 38
45/** 39/**
46 * Returns the id of specified god. 40 * Returns the id of specified god.
47 */ 41 */
42int
48int lookup_god_by_name(const char *name) { 43lookup_god_by_name (const char *name)
44{
49 int godnr=-1; 45 int godnr = -1;
50 size_t nmlen = strlen(name); 46 size_t nmlen = strlen (name);
51 47
52 if (name && strcmp(name,"none")) { 48 if (name && strcmp (name, "none"))
49 {
53 godlink *gl; 50 godlink *gl;
51
54 for (gl = first_god; gl; gl = gl->next) 52 for (gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name, gl->name, MIN((size_t) strlen(gl->name), nmlen))) 53 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
56 break; 54 break;
55 if (gl)
57 if(gl) godnr = gl->id; 56 godnr = gl->id;
58 } 57 }
59 return godnr; 58 return godnr;
60} 59}
61 60
62/** 61/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 62 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 63 */
64object *
65object *find_god(const char *name) { 65find_god (const char *name)
66{
66 object *god=NULL; 67 object *god = NULL;
67 68
68 if(name) { 69 if (name)
70 {
69 godlink *gl; 71 godlink *gl;
70 72
71 for(gl=first_god;gl;gl=gl->next) 73 for (gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 74 if (!strcmp (name, gl->name))
75 break;
76 if (gl)
73 if(gl) god=pntr_to_god_obj(gl); 77 god = pntr_to_god_obj (gl);
74 } 78 }
75 return god; 79 return god;
76} 80}
77 81
78/** 82/**
79 * Determines if op worships a god. 83 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god. 84 * Returns the godname if they do or "none" if they have no god.
81 * In the case of an NPC, if they have no god, we try and guess 85 * In the case of an NPC, if they have no god, we try and guess
82 * who they should worship based on their race. If that fails we 86 * who they should worship based on their race. If that fails we
83 * give them a random one. 87 * give them a random one.
84 */ 88 */
85 89
90const char *
86const char *determine_god(object *op) { 91determine_god (object *op)
92{
87 int godnr = -1; 93 int godnr = -1;
88 const char *godname; 94 const char *godname;
89 95
90 /* spells */ 96 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 97 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
92 op->title)
93 {
94 if (lookup_god_by_name(op->title)>=0) return op->title;
95 } 98 {
99 if (lookup_god_by_name (op->title) >= 0)
100 return op->title;
101 }
96 102
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { 103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
98 104 {
105
99 /* find a god based on race */ 106 /* find a god based on race */
100 if(!op->title) { 107 if (!op->title)
108 {
101 if (op->race !=NULL) { 109 if (op->race != NULL)
110 {
102 godname=get_god_for_race(op->race); 111 godname = get_god_for_race (op->race);
103 if (godname!=NULL) { 112 if (godname != NULL)
113 {
104 op->title = godname; 114 op->title = godname;
105 } 115 }
106 } 116 }
107 } 117 }
108 118
109 /* find a random god */ 119 /* find a random god */
110 if(!op->title) { 120 if (!op->title)
121 {
111 godlink *gl = first_god; 122 godlink *gl = first_god;
112 123
113 godnr = rndm(1, gl->id); 124 godnr = rndm (1, gl->id);
114 while(gl) { 125 while (gl)
126 {
115 if(gl->id == godnr) break; 127 if (gl->id == godnr)
128 break;
116 gl=gl->next; 129 gl = gl->next;
117 } 130 }
118 op->title = gl->name; 131 op->title = gl->name;
119 } 132 }
120 133
121 return op->title; 134 return op->title;
122 } 135 }
123 136
124 137
125 /* The god the player worships is in the praying skill (native skill 138 /* 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 139 * 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 140 * that skill, once we find it, we can return, either with the
128 * title or "none". 141 * title or "none".
129 */ 142 */
130 if(op->type==PLAYER) { 143 if (op->type == PLAYER)
144 {
131 object *tmp; 145 object *tmp;
146
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 148 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
149 {
150 if (tmp->title)
134 if (tmp->title) return (tmp->title); 151 return (tmp->title);
152 else
135 else return("none"); 153 return ("none");
136 } 154 }
137 } 155 }
138 return ("none"); 156 return ("none");
139} 157}
140 158
141/** 159/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 161 */
162static int
144static int same_string (const char *s1, const char *s2) 163same_string (const char *s1, const char *s2)
145{ 164{
165 if (s1 == NULL)
146 if (s1 == NULL) 166 if (s2 == NULL)
147 if (s2 == NULL)
148 return 1; 167 return 1;
149 else
150 return 0;
151 else 168 else
152 if (s2 == NULL)
153 return 0; 169 return 0;
154 else 170 else if (s2 == NULL)
171 return 0;
172 else
155 return strcmp (s1, s2) == 0; 173 return strcmp (s1, s2) == 0;
156} 174}
157 175
158 176
159/** 177/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 178 * 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 179 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 180 * message is displayed to the player.
163 */ 181 */
182static void
164static void follower_remove_similar_item (object *op, object *item) 183follower_remove_similar_item (object *op, object *item)
165{ 184{
166 object *tmp, *next; 185 object *tmp, *next;
167 186
168 if (op && op->type == PLAYER && op->contr) { 187 if (op && op->type == PLAYER && op->contr)
188 {
169 /* search the inventory */ 189 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 190 for (tmp = op->inv; tmp != NULL; tmp = next)
191 {
171 next = tmp->below; /* backup in case we remove tmp */ 192 next = tmp->below; /* backup in case we remove tmp */
172 193
173 if (tmp->type == item->type 194 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 195 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 196 && 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)
177 && same_string (tmp->slaying, item->slaying)) {
178 197 {
198
179 /* message */ 199 /* message */
180 if (tmp->nrof > 1) 200 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 201 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));
183 else 202 else
184 new_draw_info_format(NDI_UNIQUE,0,op, 203 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
185 "The %s crumbles to dust!", query_short_name(tmp)); 204
186
187 remove_ob(tmp); /* remove obj from players inv. */ 205 tmp->remove (); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */ 206 esrv_del_item (op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */ 207 tmp->destroy (); /* free object */
190 } 208 }
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 (!tr->item)
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)) 248 if (follower_has_similar_item (op, &tr->item->clone))
226 return 0; 249 return 0;
227 250
228 tmp = arch_to_object (tr->item); 251 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)); 252 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); 253 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER) 254 if (op->type == PLAYER)
233 esrv_send_item (op, tmp); 255 esrv_send_item (op, tmp);
256
234 return 1; 257 return 1;
235} 258}
236 259
237/** 260/**
238 * Player prays at altar. 261 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 262 * Checks for god changing, divine intervention, and so on.
240 */ 263 */
264void
241void pray_at_altar(object *pl, object *altar, object *skill) { 265pray_at_altar (object *pl, object *altar, object *skill)
266{
242 object *pl_god=find_god(determine_god(pl)); 267 object *pl_god = find_god (determine_god (pl));
243 268
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) 269 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
270 return;
271
272 /* If non consecrate altar, don't do anything */
273 if (!altar->other_arch)
274 return;
275
276 /* hmm. what happend depends on pl's current god, level, etc */
277 if (!pl_god)
278 { /*new convert */
279 become_follower (pl, &altar->other_arch->clone);
245 return; 280 return;
246 281
247 /* If non consecrate altar, don't do anything */ 282 }
248 if (!altar->other_arch) return;
249
250 /* hmm. what happend depends on pl's current god, level, etc */
251 if(!pl_god) { /*new convert */
252 become_follower(pl,&altar->other_arch->clone);
253 return;
254
255 } else if(!strcmp(&pl_god->name,altar->other_arch->clone.name)) { 283 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
284 {
256 /* pray at your gods altar */ 285 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10; 286 int bonus = (pl->stats.Wis + skill->level) / 10;
258 287
259 /* we can get neg grace up faster */ 288 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 289 if (pl->stats.grace < 0)
261 bonus : -1*(pl->stats.grace/10)); 290 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
262 /* we can super-charge grace to 2x max */ 291 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 292 if (pl->stats.grace < (2 * pl->stats.maxgrace))
293 {
264 pl->stats.grace+=bonus/2; 294 pl->stats.grace += bonus / 2;
265 } 295 }
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) { 296 if (pl->stats.grace > (2 * pl->stats.maxgrace))
297 {
267 pl->stats.grace=(2*pl->stats.maxgrace); 298 pl->stats.grace = (2 * pl->stats.maxgrace);
268 } 299 }
269 300
270 /* Every once in a while, the god decides to checkup on their 301 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out. 302 * follower, and may intervene to help them out.
272 */ 303 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 304 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
274 305
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 306 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
276 god_intervention(pl,pl_god, skill); 307 god_intervention (pl, pl_god, skill);
277 308
278 } else { /* praying to another god! */ 309 }
310 else
311 { /* praying to another god! */
279 uint64 loss = 0; 312 uint64 loss = 0;
280 int angry=1; 313 int angry = 1;
281 314
282 /* I believe the logic for detecting opposing gods was completely 315 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch 316 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have 317 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch 318 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before 319 * is the opposing god - we need to verify that exists before
287 * using its values. 320 * using its values.
288 */ 321 */
289 if(pl_god->other_arch &&
290 (altar->other_arch->name==pl_god->other_arch->name)) { 322 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
323 {
291 angry=2; 324 angry = 2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 325 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
326 {
293 object *tmp; 327 object *tmp;
294 328
295 /* you really screwed up */ 329 /* you really screwed up */
296 angry=3; 330 angry = 3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 331 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
298 "Foul Priest! %s punishes you!",&pl_god->name);
299 tmp=get_archetype(LOOSE_MANA); 332 tmp = get_archetype (LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20); 333 cast_magic_storm (pl, tmp, pl_god->level + 20);
301 } else 334 }
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 "Foolish heretic! %s is livid!",&pl_god->name);
304 } else 335 else
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 336 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
306 "Heretic! %s is angered!",&pl_god->name); 337 }
307 338 else
339 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
340
308 /* whether we will be successfull in defecting or not - 341 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj 342 * we lose experience from the clerical experience obj
310 */ 343 */
311 344
312 loss = angry * (skill->stats.exp / 10); 345 loss = angry * (skill->stats.exp / 10);
313 if(loss) 346 if (loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 347 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
315 skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
316 348
317 /* May switch Gods, but its random chance based on our current level 349 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get 350 * note it gets harder to swap gods the higher we get
319 */ 351 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 352 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
353 {
321 become_follower(pl,&altar->other_arch->clone); 354 become_follower (pl, &altar->other_arch->clone);
355 }
322 } else { 356 else
357 {
323 /* toss this player off the altar. He can try again. */ 358 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 359 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
325 "A divine force pushes you off the altar.");
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 360 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
327 } 361 }
328 } 362 }
329} 363}
330 364
331/** 365/**
332 * Removes special prayers given by a god. 366 * Removes special prayers given by a god.
333 */ 367 */
368static void
334static void check_special_prayers (object *op, object *god) 369check_special_prayers (object *op, object *god)
335{ 370{
336 /* Ensure that 'op' doesn't know any special prayers that are not granted 371 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'. 372 * by 'god'.
338 */ 373 */
339 treasure *tr; 374 treasure *tr;
340 object *tmp, *next_tmp; 375 object *tmp, *next_tmp;
341 int remove=0; 376 int remove = 0;
342 377
343 /* Outer loop iterates over all special prayer marks */ 378 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 379 for (tmp = op->inv; tmp; tmp = next_tmp)
380 {
345 next_tmp = tmp->below; 381 next_tmp = tmp->below;
346 382
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 383 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 384 * in that category, not something we need to worry about.
349 */ 385 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 386 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
387 continue;
388
389 if (god->randomitems == NULL)
390 {
391 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
392 do_forget_spell (op, tmp->name);
393 continue;
394 }
395
396 /* Inner loop tries to find the special prayer in the god's treasure
397 * list. We default that the spell should be removed.
398 */
399 remove = 1;
400 for (tr = god->randomitems->items; tr; tr = tr->next)
401 {
402 object *item;
403
404 if (!tr->item)
351 continue; 405 continue;
352
353 if (god->randomitems == NULL) {
354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
355 do_forget_spell (op, tmp->name);
356 continue;
357 }
358
359 /* Inner loop tries to find the special prayer in the god's treasure
360 * list. We default that the spell should be removed.
361 */
362 remove=1;
363 for (tr = god->randomitems->items; tr; tr = tr->next)
364 {
365 object *item;
366
367 if (tr->item == NULL)
368 continue;
369 item = &tr->item->clone; 406 item = &tr->item->clone;
370 407
371 /* Basically, see if the matching spell is granted by this god. */ 408 /* Basically, see if the matching spell is granted by this god. */
372 409
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 410 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
411 {
374 remove=0; 412 remove = 0;
375 break; 413 break;
376 } 414 }
377 } 415 }
378 if (remove) { 416 if (remove)
417 {
379 /* just do the work of removing the spell ourselves - we already 418 /* just do the work of removing the spell ourselves - we already
380 * know that the player knows the spell 419 * know that the player knows the spell
381 */ 420 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 421 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
383 "You lose knowledge of %s.", &tmp->name);
384 player_unready_range_ob(op->contr, tmp); 422 player_unready_range_ob (op->contr, tmp);
385 remove_ob(tmp); 423 tmp->destroy ();
386 free_object(tmp);
387 } 424 }
388 425
389 } 426 }
390} 427}
391 428
393 * This function is called whenever a player has 430 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes 431 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven 432 * that happen to the player, including the removal of godgiven
396 * items (from the former cult). 433 * items (from the former cult).
397 */ 434 */
435void
398void become_follower (object *op, object *new_god) { 436become_follower (object *op, object *new_god)
437{
399 object *old_god = NULL; /* old god */ 438 object *old_god = NULL; /* old god */
400 treasure *tr; 439 treasure *tr;
401 object *item, *skop, *next; 440 object *item, *skop, *next;
402 int i,sk_applied,
403 undeadified = 0; /* Turns to true if changing god can changes the undead status of the player.*/ 441 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
404 442
405 443
406 old_god = find_god(determine_god(op)); 444 old_god = find_god (determine_god (op));
407 445
408 /* take away any special god-characteristic items. */ 446 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) { 447 for (item = op->inv; item != NULL; item = next)
448 {
410 next = item->below; 449 next = item->below;
411 /* remove all invisible startequip items which are 450 // remove all invisible startequip items which are not skill, exp or force
412 * not skill, exp or force
413 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 451 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 452 (item->type != SKILL) && (item->type != FORCE))
416 (item->type != FORCE)) { 453 {
417 454
418 if (item->type == SPELL) 455 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 456 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
420 "You lose knowledge of %s.", &item->name); 457
421 player_unready_range_ob(op->contr, item); 458 player_unready_range_ob (op->contr, item);
422 remove_ob(item); 459 item->destroy ();
423 free_object(item);
424 } 460 }
425 }
426 461 }
462
427 /* remove any godgiven items from the old god */ 463 /* remove any godgiven items from the old god */
428 if (old_god) { 464 if (old_god)
465 {
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 466 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next)
467 {
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 468 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 469 follower_remove_similar_item (op, &tr->item->clone);
432 } 470 }
433 }
434 471 }
435 if(!op||!new_god) return;
436 472
473 if (!op || !new_god)
474 return;
475
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 476 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
477 {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 478 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
439 &new_god->name);
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 479 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
480 {
441 object *tmp = get_archetype(LOOSE_MANA); 481 object *tmp = get_archetype (LOOSE_MANA);
482
442 cast_magic_storm(op,tmp, new_god->level+10); 483 cast_magic_storm (op, tmp, new_god->level + 10);
443 } 484 }
444 return; 485 return;
445 } 486 }
446 487
447 488
448 /* give the player any special god-characteristic-items. */ 489 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 490 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next)
491 {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 492 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 493 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452 god_gives_present(op,new_god,tr); } 494 god_gives_present (op, new_god, tr);
495 }
453 496
454 497
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 498 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
456 "You become a follower of %s!",&new_god->name);
457 499
458 for (skop = op->inv; skop != NULL; skop=skop->below) 500 for (skop = op->inv; skop != NULL; skop = skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 501 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
502 break;
460 503
461 /* Player has no skill - give them the skill */ 504 /* Player has no skill - give them the skill */
462 if (!skop) { 505 if (!skop)
506 {
463 /* The arhetype should always be defined - if we crash here because it doesn't, 507 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 508 * things are really messed up anyways.
465 */ 509 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 510 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
467 link_player_skills(op); 511 link_player_skills (op);
468 } 512 }
469 513
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 514 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
471 515
472 /* Clear the "undead" status. We also need to force a call to change_abil, 516 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that. 517 * so I set undeadified for that.
474 * - gros, 21th July 2006. 518 * - gros, 21th July 2006.
475 */ 519 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 520 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
477 { 521 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 522 CLEAR_FLAG (skop, FLAG_UNDEAD);
479 undeadified=1; 523 undeadified = 1;
480 } 524 }
481 525
482 if(skop->title) { /* get rid of old god */ 526 if (skop->title)
483 new_draw_info_format(NDI_UNIQUE,0,op, 527 { /* get rid of old god */
484 "%s's blessing is withdrawn from you.", &skop->title); 528 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
485 /* The point of this is to really show what abilities the player just lost */ 529 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) { 530 if (sk_applied || undeadified)
531 {
487 532
488 CLEAR_FLAG(skop,FLAG_APPLIED); 533 CLEAR_FLAG (skop, FLAG_APPLIED);
489 (void) change_abil(op,skop); 534 (void) change_abil (op, skop);
490 } 535 }
491 } 536 }
492 537
493 /* now change to the new gods attributes to exp_obj */ 538 /* now change to the new gods attributes to exp_obj */
494 skop->title = new_god->name; 539 skop->title = new_god->name;
495 skop->path_attuned=new_god->path_attuned; 540 skop->path_attuned = new_god->path_attuned;
496 skop->path_repelled=new_god->path_repelled; 541 skop->path_repelled = new_god->path_repelled;
497 skop->path_denied=new_god->path_denied; 542 skop->path_denied = new_god->path_denied;
498 /* copy god's resistances */ 543 /* copy god's resistances */
499 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 544 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
500 545
501 /* make sure that certain immunities do NOT get passed 546 /* make sure that certain immunities do NOT get passed
502 * to the follower! 547 * to the follower!
503 */ 548 */
504 for (i=0; i<NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
505 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 550 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
506 i==ATNR_ELECTRICITY || i==ATNR_POISON))
507 skop->resist[i] = 30; 551 skop->resist[i] = 30;
508 552
509 skop->stats.hp= (sint16) new_god->last_heal; 553 skop->stats.hp = (sint16) new_god->last_heal;
510 skop->stats.sp= (sint16) new_god->last_sp; 554 skop->stats.sp = (sint16) new_god->last_sp;
511 skop->stats.grace= (sint16) new_god->last_grace; 555 skop->stats.grace = (sint16) new_god->last_grace;
512 skop->stats.food= (sint16) new_god->last_eat; 556 skop->stats.food = (sint16) new_god->last_eat;
513 skop->stats.luck= (sint8) new_god->stats.luck; 557 skop->stats.luck = (sint8) new_god->stats.luck;
514 /* gods may pass on certain flag properties */ 558 /* gods may pass on certain flag properties */
515 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 559 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
516 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 560 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
517 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 561 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
518 update_priest_flag(new_god,skop,FLAG_STEALTH); 562 update_priest_flag (new_god, skop, FLAG_STEALTH);
519 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 563 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
520 update_priest_flag(new_god,skop,FLAG_UNDEAD); 564 update_priest_flag (new_god, skop, FLAG_UNDEAD);
521 update_priest_flag(new_god,skop,FLAG_BLIND); 565 update_priest_flag (new_god, skop, FLAG_BLIND);
522 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 566 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
523 567
524 new_draw_info_format(NDI_UNIQUE,0,op, 568 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
525 "You are bathed in %s's aura.",&new_god->name);
526 569
527 /* Weapon/armour use are special...handle flag toggles here as this can 570 /* Weapon/armour use are special...handle flag toggles here as this can
528 * only happen when gods are worshipped and if the new priest could 571 * only happen when gods are worshipped and if the new priest could
529 * have used armour/weapons in the first place. 572 * have used armour/weapons in the first place.
530 * 573 *
531 * This also can happen for monks which cannot use weapons. In this case 574 * This also can happen for monks which cannot use weapons. In this case
532 * do not allow to use weapons even if the god otherwise would allow it. 575 * do not allow to use weapons even if the god otherwise would allow it.
533 */ 576 */
534 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 577 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
535 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 578 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
536 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 579 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
537 580
538 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 581 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
539 stop_using_item(op,WEAPON,2); 582 stop_using_item (op, WEAPON, 2);
540 583
541 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 584 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
585 {
542 stop_using_item(op,ARMOUR,1); 586 stop_using_item (op, ARMOUR, 1);
543 stop_using_item(op,HELMET,1); 587 stop_using_item (op, HELMET, 1);
544 stop_using_item(op,BOOTS,1); 588 stop_using_item (op, BOOTS, 1);
545 stop_using_item(op,GLOVES,1); 589 stop_using_item (op, GLOVES, 1);
546 stop_using_item(op,SHIELD,1); 590 stop_using_item (op, SHIELD, 1);
547 } 591 }
548 592
549 SET_FLAG(skop,FLAG_APPLIED); 593 SET_FLAG (skop, FLAG_APPLIED);
550 (void) change_abil(op,skop); 594 (void) change_abil (op, skop);
551 595
552 /* return to previous skill status */ 596 /* return to previous skill status */
597 if (!sk_applied)
553 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 598 CLEAR_FLAG (skop, FLAG_APPLIED);
554 599
555 check_special_prayers (op, new_god); 600 check_special_prayers (op, new_god);
556} 601}
557 602
558/** 603/**
559 * Forbids or let player use something item type. 604 * Forbids or let player use something item type.
560 * op is the player. 605 * op is the player.
561 * exp_obj is the widsom experience. 606 * exp_obj is the widsom experience.
562 * flag is the flag to check against. 607 * flag is the flag to check against.
563 * string is the string to print out. 608 * string is the string to print out.
564 */ 609 */
565 610
611int
566int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 612worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
613{
567 614
568 if(QUERY_FLAG(&op->arch->clone,flag)) 615 if (QUERY_FLAG (&op->arch->clone, flag))
569 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 616 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
617 {
570 update_priest_flag(exp_obj,op,flag); 618 update_priest_flag (exp_obj, op, flag);
571 if(QUERY_FLAG(op,flag)) 619 if (QUERY_FLAG (op, flag))
572 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 620 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
573 else { 621 else
622 {
574 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 623 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
575 return 1; 624 return 1;
625 }
576 } 626 }
577 }
578 return 0; 627 return 0;
579} 628}
580 629
581/** 630/**
582 * Unapplies up to number worth of items of type 631 * Unapplies up to number worth of items of type
583 */ 632 */
633void
584void stop_using_item ( object *op, int type, int number ) { 634stop_using_item (object *op, int type, int number)
635{
585 object *tmp; 636 object *tmp;
586 637
587 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 638 for (tmp = op->inv; tmp && number; tmp = tmp->below)
588 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 639 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
640 {
589 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 641 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
590 number--; 642 number--;
591 } 643 }
592} 644}
593 645
594/** 646/**
595 * If the god does/doesnt have this flag, we 647 * If the god does/doesnt have this flag, we
596 * give/remove it from the experience object if it doesnt/does 648 * give/remove it from the experience object if it doesnt/does
597 * already exist. For players only! 649 * already exist. For players only!
598 */ 650 */
599 651
652void
600void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 653update_priest_flag (object *god, object *exp_ob, uint32 flag)
654{
601 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 655 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
602 SET_FLAG(exp_ob,flag); 656 SET_FLAG (exp_ob, flag);
603 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 657 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
604 { 658 {
605 /* When this is called with the exp_ob set to the player, 659 /* When this is called with the exp_ob set to the player,
606 * this check is broken, because most all players arch 660 * this check is broken, because most all players arch
607 * allow use of weapons. I'm not actually sure why this 661 * allow use of weapons. I'm not actually sure why this
608 * check is here - I guess if you had a case where the 662 * check is here - I guess if you had a case where the
609 * value in the archetype (wisdom) should over ride the restrictions 663 * value in the archetype (wisdom) should over ride the restrictions
610 * the god places on it, this may make sense. But I don't think 664 * the god places on it, this may make sense. But I don't think
611 * there is any case like that. 665 * there is any case like that.
612 */ 666 */
613 667
614/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 668/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
615 CLEAR_FLAG(exp_ob,flag); 669 CLEAR_FLAG (exp_ob, flag);
616 }; 670 };
617} 671}
618 672
619 673
620 674
675archetype *
621archetype *determine_holy_arch (object *god, const char *type) 676determine_holy_arch (object *god, const char *type)
622{ 677{
623 treasure *tr; 678 treasure *tr;
624 679
625 if ( ! god || ! god->randomitems) { 680 if (!god || !god->randomitems)
681 {
626 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 682 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
627 "randomitems\n");
628 return NULL; 683 return NULL;
629 } 684 }
630 685
631 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 686 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
687 {
632 object *item; 688 object *item;
633 689
634 if ( ! tr->item) 690 if (!tr->item)
635 continue; 691 continue;
692
636 item = &tr->item->clone; 693 item = &tr->item->clone;
637 694
638 if (item->type == BOOK && item->invisible 695 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
639 && strcmp (item->name, type) == 0)
640 return item->other_arch; 696 return item->other_arch;
641 } 697 }
642 return NULL; 698 return NULL;
643} 699}
644 700
645/** 701/**
646 * God helps player by removing curse and/or damnation. 702 * God helps player by removing curse and/or damnation.
647 */ 703 */
704static int
648static int god_removes_curse (object *op, int remove_damnation) 705god_removes_curse (object *op, int remove_damnation)
649{ 706{
650 object *tmp; 707 object *tmp;
651 int success = 0; 708 int success = 0;
652 709
653 for (tmp = op->inv; tmp; tmp = tmp->below) { 710 for (tmp = op->inv; tmp; tmp = tmp->below)
711 {
654 if (tmp->invisible) 712 if (tmp->invisible)
655 continue; 713 continue;
656 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 714 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
657 continue; 715 continue;
658 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 716 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
717 {
659 success = 1; 718 success = 1;
660 CLEAR_FLAG (tmp, FLAG_DAMNED); 719 CLEAR_FLAG (tmp, FLAG_DAMNED);
661 CLEAR_FLAG (tmp, FLAG_CURSED); 720 CLEAR_FLAG (tmp, FLAG_CURSED);
662 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 721 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
663 if (op->type == PLAYER) 722 if (op->type == PLAYER)
664 esrv_send_item (op, tmp); 723 esrv_send_item (op, tmp);
665 } 724 }
666 } 725 }
667 726
668 if (success) 727 if (success)
669 new_draw_info (NDI_UNIQUE, 0, op, 728 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
670 "You feel like someone is helping you.");
671 return success; 729 return success;
672} 730}
673 731
732static int
674static int follower_level_to_enchantments (int level, int difficulty) 733follower_level_to_enchantments (int level, int difficulty)
675{ 734{
676 if (difficulty < 1) { 735 if (difficulty < 1)
677 LOG (llevError, "follower_level_to_enchantments(): " 736 {
678 "difficulty %d is invalid\n", difficulty); 737 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
679 return 0; 738 return 0;
680 } 739 }
681 740
682 if (level <= 20) 741 if (level <= 20)
683 return level / difficulty; 742 return level / difficulty;
684 if (level <= 40) 743 if (level <= 40)
685 return (20 + (level - 20) / 2) / difficulty; 744 return (20 + (level - 20) / 2) / difficulty;
686 return (30 + (level - 40) / 4) / difficulty; 745 return (30 + (level - 40) / 4) / difficulty;
687} 746}
688 747
689/** 748/**
690 * God wants to enchant weapon. 749 * God wants to enchant weapon.
691 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 750 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
692 * it isn't a weapon for another god. If all is all right, update weapon with 751 * it isn't a weapon for another god. If all is all right, update weapon with
693 * attacktype, slaying and such. 752 * attacktype, slaying and such.
694 */ 753 */
754static int
695static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 755god_enchants_weapon (object *op, object *god, object *tr, object *skill)
696{ 756{
697 char buf[MAX_BUF]; 757 char buf[MAX_BUF];
698 object *weapon; 758 object *weapon;
699 uint32 attacktype; 759 uint32 attacktype;
700 int tmp; 760 int tmp;
701 761
702 for (weapon = op->inv; weapon; weapon = weapon->below) 762 for (weapon = op->inv; weapon; weapon = weapon->below)
703 if ((weapon->type == WEAPON || weapon->type == BOW) 763 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
704 && QUERY_FLAG (weapon, FLAG_APPLIED))
705 break; 764 break;
706 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 765 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
707 return 0;
708
709 /* First give it a title, so other gods won't touch it */
710 if ( ! weapon->title) {
711 sprintf (buf, "of %s", &god->name);
712 weapon->title = buf;
713 if (op->type == PLAYER)
714 esrv_update_item (UPD_NAME, op, weapon);
715 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
716 }
717
718 /* Allow the weapon to slay enemies */
719 if ( ! weapon->slaying && god->slaying) {
720 weapon->slaying = god->slaying;
721 new_draw_info_format (NDI_UNIQUE, 0, op,
722 "Your %s now hungers to slay enemies of your god!",
723 &weapon->name);
724 return 1;
725 }
726
727 /* Add the gods attacktype */
728 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
729 if ((attacktype & god->attacktype) != god->attacktype) {
730 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
731 weapon->attacktype = attacktype | god->attacktype;
732 return 1;
733 }
734
735 /* Higher magic value */
736 tmp = follower_level_to_enchantments (skill->level, tr->level);
737 if (weapon->magic < tmp) {
738 new_draw_info (NDI_UNIQUE, 0, op,
739 "A phosphorescent glow envelops your weapon!");
740 weapon->magic++;
741 if (op->type == PLAYER)
742 esrv_update_item (UPD_NAME, op, weapon);
743 return 1;
744 }
745
746 return 0; 766 return 0;
767
768 /* First give it a title, so other gods won't touch it */
769 if (!weapon->title)
770 {
771 sprintf (buf, "of %s", &god->name);
772 weapon->title = buf;
773 if (op->type == PLAYER)
774 esrv_update_item (UPD_NAME, op, weapon);
775 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
776 }
777
778 /* Allow the weapon to slay enemies */
779 if (!weapon->slaying && god->slaying)
780 {
781 weapon->slaying = god->slaying;
782 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
783 return 1;
784 }
785
786 /* Add the gods attacktype */
787 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
788 if ((attacktype & god->attacktype) != god->attacktype)
789 {
790 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
791 weapon->attacktype = attacktype | god->attacktype;
792 return 1;
793 }
794
795 /* Higher magic value */
796 tmp = follower_level_to_enchantments (skill->level, tr->level);
797 if (weapon->magic < tmp)
798 {
799 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
800 weapon->magic++;
801 if (op->type == PLAYER)
802 esrv_update_item (UPD_NAME, op, weapon);
803 return 1;
804 }
805
806 return 0;
747} 807}
748 808
749 809
750/** 810/**
751 * Every once in a while the god will intervene to help the worshiper. 811 * Every once in a while the god will intervene to help the worshiper.
752 * Later, this fctn can be used to supply quests, etc for the 812 * Later, this fctn can be used to supply quests, etc for the
753 * priest. -b.t. 813 * priest. -b.t.
754 * called from pray_at_altar() currently. 814 * called from pray_at_altar() currently.
755 */ 815 */
756 816
817void
757void god_intervention (object *op, object *god, object *skill) 818god_intervention (object *op, object *god, object *skill)
758{ 819{
759 treasure *tr; 820 treasure *tr;
760 821
761 if ( ! god || ! god->randomitems) { 822 if (!god || !god->randomitems)
762 LOG (llevError, 823 {
763 "BUG: god_intervention(): no god or god without randomitems\n"); 824 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
764 return; 825 return;
765 } 826 }
766 827
767 check_special_prayers (op, god); 828 check_special_prayers (op, god);
768 829
769 /* lets do some checks of whether we are kosher with our god */ 830 /* lets do some checks of whether we are kosher with our god */
770 if (god_examines_priest (op, god) < 0) 831 if (god_examines_priest (op, god) < 0)
771 return; 832 return;
772 833
773 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 834 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
774 835
775 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 836 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
837 {
776 object *item; 838 object *item;
777 839
778 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 840 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
841 continue;
842
843 /* Treasurelist - generate some treasure for the follower */
844 if (tr->name)
845 {
846 treasurelist *tl = find_treasurelist (tr->name);
847
848 if (tl == NULL)
779 continue; 849 continue;
780 850
781 /* Treasurelist - generate some treasure for the follower */ 851 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
782 if (tr->name) { 852
783 treasurelist *tl = find_treasurelist (tr->name); 853 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
784 if (tl == NULL) 854 return;
855 }
856
857 if (!tr->item)
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 tmp->destroy ();
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)
785 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 }
786 889
787 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 890 /* Heal damage */
788 "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 }
789 899
790 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 900 /* Restore spellpoints */
791 | 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 tmp->destroy ();
924 if (success)
792 return; 925 return;
793 } 926 else
794
795 if ( ! tr->item) {
796 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
797 &god->name);
798 continue; 927 continue;
799 } 928 }
800 item = &tr->item->clone;
801 929
802 /* Grace limit */ 930 /* Remove curse */
803 if (item->type == BOOK && item->invisible 931 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
804 && strcmp (item->name, "grace limit") == 0) { 932 {
805 if (op->stats.grace < item->stats.grace 933 if (god_removes_curse (op, 0))
806 || op->stats.grace < op->stats.maxgrace) {
807 object *tmp;
808
809 /* Follower lacks the required grace for the following
810 * treasure list items. */
811
812 tmp = get_archetype(HOLY_POSSESSION);
813 cast_change_ability(op, op, tmp, 0, 1);
814 free_object(tmp);
815 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;
816 } 959 }
960 depl = present_arch_in_ob (at, op);
961
962 if (depl == NULL)
817 continue; 963 continue;
818 }
819 964
820 /* Restore grace */ 965 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
821 if (item->type == BOOK && item->invisible 966
822 && strcmp (item->name, "restore grace") == 0) 967 for (i = 0; i < NUM_STATS; i++)
968 if (get_attr_value (&depl->stats, i))
969 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
970
971 depl->destroy ();
972 op->update_stats ();
973 return;
823 { 974 }
824 if (op->stats.grace >= 0) 975
825 continue; 976 /* Voices */
826 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 977 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
978 {
979 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
980 new_draw_info (NDI_WHITE, 0, op, item->msg);
981 return;
982 }
983
984 /* Messages */
985 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
986 {
827 new_draw_info (NDI_UNIQUE, 0, op, 987 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
828 "You are returned to a state of grace."); 988 return;
989 }
990
991 /* Enchant weapon */
992 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
993 {
994 if (god_enchants_weapon (op, god, item, skill))
829 return; 995 return;
830 } 996 else
831
832 /* Heal damage */
833 if (item->type == BOOK && item->invisible
834 && strcmp (item->name, "restore hitpoints") == 0)
835 {
836 if (op->stats.hp >= op->stats.maxhp)
837 continue; 997 continue;
838 new_draw_info (NDI_UNIQUE, 0, op, 998 }
839 "A white light surrounds and heals you!"); 999
840 op->stats.hp = op->stats.maxhp; 1000 /* Spellbooks - works correctly only for prayers */
1001 if (item->type == SPELL)
1002 {
1003 if (check_spell_known (op, item->name))
1004 continue;
1005 if (item->level > skill->level)
1006 continue;
1007
1008 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1009 do_learn_spell (op, item, 1);
1010 return;
1011
1012 }
1013
1014 /* Other gifts */
1015 if (!item->invisible)
1016 {
1017 if (god_gives_present (op, god, tr))
841 return; 1018 return;
842 }
843
844 /* Restore spellpoints */
845 if (item->type == BOOK && item->invisible
846 && strcmp (item->name, "restore spellpoints") == 0)
847 {
848 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
849 /* Restore to 50 .. 100%, if sp < 50% */
850 int new_sp = (int) (random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
851 if (op->stats.sp >= max / 2)
852 continue;
853 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes "
854 "your head but doesn't hurt you!");
855 op->stats.sp = new_sp;
856 }
857
858 /* Various heal spells */
859 if (item->type == BOOK && item->invisible
860 && strcmp (item->name, "heal spell") == 0)
861 {
862 object *tmp;
863 int success;
864
865 tmp = get_archetype_by_object_name(item->slaying);
866
867 success = cast_heal (op, op, tmp, 0);
868 free_object(tmp);
869 if (success) return;
870 else continue;
871 }
872
873 /* Remove curse */
874 if (item->type == BOOK && item->invisible
875 && strcmp (item->name, "remove curse") == 0)
876 {
877 if (god_removes_curse (op, 0))
878 return;
879 else 1019 else
880 continue; 1020 continue;
881 }
882
883 /* Remove damnation */
884 if (item->type == BOOK && item->invisible
885 && strcmp (item->name, "remove damnation") == 0)
886 { 1021 }
887 if (god_removes_curse (op, 1))
888 return;
889 else
890 continue;
891 }
892
893 /* Heal depletion */
894 if (item->type == BOOK && item->invisible
895 && strcmp (item->name, "heal depletion") == 0)
896 {
897 object *depl;
898 archetype *at;
899 int i;
900
901 if ((at = find_archetype(ARCH_DEPLETION)) == NULL) {
902 LOG (llevError, "Could not find archetype depletion.\n");
903 continue;
904 }
905 depl = present_arch_in_ob (at, op);
906 if (depl == NULL)
907 continue;
908 new_draw_info (NDI_UNIQUE, 0, op,
909 "Shimmering light surrounds and restores you!");
910 for (i = 0; i < NUM_STATS; i++)
911 if (get_attr_value (&depl->stats, i))
912 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
913 remove_ob (depl);
914 free_object (depl);
915 fix_player (op);
916 return;
917 }
918
919 /* Voices */
920 if (item->type == BOOK && item->invisible
921 && strcmp (item->name, "voice_behind") == 0)
922 {
923 new_draw_info (NDI_UNIQUE, 0, op,
924 "You hear a voice from behind you, but you don't dare to "
925 "turn around:");
926 new_draw_info (NDI_WHITE, 0, op, item->msg);
927 return;
928 }
929
930 /* Messages */
931 if (item->type == BOOK && item->invisible
932 && strcmp (item->name, "message") == 0)
933 {
934 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
935 return;
936 }
937
938 /* Enchant weapon */
939 if (item->type == BOOK && item->invisible
940 && strcmp (item->name, "enchant weapon") == 0)
941 {
942 if (god_enchants_weapon (op, god, item, skill))
943 return;
944 else
945 continue;
946 }
947
948 /* Spellbooks - works correctly only for prayers */
949 if (item->type == SPELL)
950 {
951 if (check_spell_known (op, item->name))
952 continue;
953 if (item->level > skill->level)
954 continue;
955
956 new_draw_info_format(NDI_UNIQUE, 0, op,
957 "%s grants you use of a special prayer!", &god->name);
958 do_learn_spell (op, item, 1);
959 return;
960
961 }
962
963 /* Other gifts */
964 if ( ! item->invisible) {
965 if (god_gives_present (op, god, tr))
966 return;
967 else
968 continue;
969 }
970 /* else ignore it */ 1022 /* else ignore it */
971 } 1023 }
972 1024
973 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1025 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
974} 1026}
975 1027
976/** 1028/**
977 * Checks and maybe punishes someone praying. 1029 * Checks and maybe punishes someone praying.
978 * All applied items are examined, if player is using more items of other gods, 1030 * All applied items are examined, if player is using more items of other gods,
979 * s/he loses experience in praying or general experience if no praying. 1031 * s/he loses experience in praying or general experience if no praying.
980 */ 1032 */
1033int
981int god_examines_priest (object *op, object *god) { 1034god_examines_priest (object *op, object *god)
1035{
982 int reaction=1; 1036 int reaction = 1;
983 object *item=NULL, *skop; 1037 object *item = NULL, *skop;
984 1038
985 for(item=op->inv;item;item=item->below) { 1039 for (item = op->inv; item; item = item->below)
1040 {
986 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1041 if (QUERY_FLAG (item, FLAG_APPLIED))
1042 {
987 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1043 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
988 } 1044 }
989 } 1045 }
990 1046
991 /* well, well. Looks like we screwed up. Time for god's revenge */ 1047 /* well, well. Looks like we screwed up. Time for god's revenge */
992 if(reaction<0) { 1048 if (reaction < 0)
1049 {
993 int loss = 10000000; 1050 int loss = 10000000;
994 int angry = abs(reaction); 1051 int angry = abs (reaction);
995 1052
996 for (skop = op->inv; skop != NULL; skop=skop->below) 1053 for (skop = op->inv; skop != NULL; skop = skop->below)
997 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1054 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1055 break;
998 1056
999 if (skop) 1057 if (skop)
1000 loss = (int) (0.05 * (float) skop->stats.exp); 1058 loss = (int) (0.05 * (float) skop->stats.exp);
1001 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1059 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1002 skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1003 if(random_roll(0, angry, op, PREFER_LOW)) { 1060 if (random_roll (0, angry, op, PREFER_LOW))
1061 {
1004 object *tmp = get_archetype(LOOSE_MANA); 1062 object *tmp = get_archetype (LOOSE_MANA);
1063
1005 cast_magic_storm(op,tmp,op->level+(angry*3)); 1064 cast_magic_storm (op, tmp, op->level + (angry * 3));
1006 } 1065 }
1007 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1066 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1008 "%s becomes angry and punishes you!",&god->name);
1009 } 1067 }
1010 return reaction; 1068 return reaction;
1011} 1069}
1012 1070
1013/** 1071/**
1014 * God checks item the player is using. 1072 * God checks item the player is using.
1015 * Return either -1 (bad), 0 (neutral) or 1073 * Return either -1 (bad), 0 (neutral) or
1016 * 1 (item is ok). If you are using the item of an enemy 1074 * 1 (item is ok). If you are using the item of an enemy
1017 * god, it can be bad...-b.t. 1075 * god, it can be bad...-b.t.
1018 */ 1076 */
1019 1077
1078int
1020int god_examines_item(object *god, object *item) { 1079god_examines_item (object *god, object *item)
1080{
1021 char buf[MAX_BUF]; 1081 char buf[MAX_BUF];
1022 1082
1023 if(!god||!item) return 0; 1083 if (!god || !item)
1084 return 0;
1024 1085
1025 if(!item->title) return 1; /* unclaimed item are ok */ 1086 if (!item->title)
1087 return 1; /* unclaimed item are ok */
1026 1088
1027 sprintf(buf,"of %s",&god->name); 1089 sprintf (buf, "of %s", &god->name);
1028 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1090 if (!strcmp (item->title, buf))
1091 return 1; /* belongs to that God */
1029 1092
1030 if(god->title) { /* check if we have any enemy blessed item*/ 1093 if (god->title)
1094 { /* check if we have any enemy blessed item */
1031 sprintf(buf,"of %s", &god->title); 1095 sprintf (buf, "of %s", &god->title);
1032 if(!strcmp(item->title,buf)) { 1096 if (!strcmp (item->title, buf))
1097 {
1033 if(item->env) { 1098 if (item->env)
1099 {
1034 char buf[MAX_BUF]; 1100 char buf[MAX_BUF];
1101
1035 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1102 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1036 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1103 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1037 } 1104 }
1038 return -1; 1105 return -1;
1039 } 1106 }
1040 } 1107 }
1041 1108
1042 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1109 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1043} 1110}
1044 1111
1045/** 1112/**
1046 * Returns priest's god's id. 1113 * Returns priest's god's id.
1047 * Straight calls lookup_god_by_name 1114 * Straight calls lookup_god_by_name
1048 */ 1115 */
1049 1116
1117int
1050int get_god(object *priest) { 1118get_god (object *priest)
1119{
1051 int godnr=lookup_god_by_name(determine_god(priest)); 1120 int godnr = lookup_god_by_name (determine_god (priest));
1052 1121
1053 return godnr; 1122 return godnr;
1054} 1123}
1055 1124
1056/** 1125/**
1057 * Returns a string that is the name of the god that should be natively worshipped by a 1126 * Returns a string that is the name of the god that should be natively worshipped by a
1058 * creature of who has race *race 1127 * creature of who has race *race
1059 * if we can't find a god that is appropriate, we return NULL 1128 * if we can't find a god that is appropriate, we return NULL
1060 */ 1129 */
1130const char *
1061const char *get_god_for_race(const char *race) { 1131get_god_for_race (const char *race)
1132{
1062 godlink *gl=first_god; 1133 godlink *gl = first_god;
1063 const char *godname=NULL; 1134 const char *godname = NULL;
1064 1135
1065 if (race == NULL) return NULL; 1136 if (race == NULL)
1137 return NULL;
1066 while(gl) { 1138 while (gl)
1139 {
1067 if (!strcasecmp(gl->arch->clone.race, race)) { 1140 if (!strcasecmp (gl->arch->clone.race, race))
1141 {
1068 godname=gl->name; 1142 godname = gl->name;
1069 break; 1143 break;
1070 } 1144 }
1071 gl=gl->next; 1145 gl = gl->next;
1072 } 1146 }
1073 return godname; 1147 return godname;
1074} 1148}
1149
1075/** 1150/**
1076 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1151 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1077 * Returns false if there was no race to assign to the slaying field of the spell, but 1152 * Returns false if there was no race to assign to the slaying field of the spell, but
1078 * the spell attacktype contains AT_HOLYWORD. -b.t. 1153 * the spell attacktype contains AT_HOLYWORD. -b.t.
1079 */ 1154 */
1080 1155int
1081int tailor_god_spell(object *spellop, object *caster) { 1156tailor_god_spell (object *spellop, object *caster)
1157{
1082 object *god=find_god(determine_god(caster)); 1158 object *god = find_god (determine_god (caster));
1083 int caster_is_spell=0; 1159 int caster_is_spell = 0;
1084 1160
1085 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1161 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1162 caster_is_spell = 1;
1086 1163
1087 /* if caster is a rune or the like, it doesn't worship anything. However, 1164 /* if caster is a rune or the like, it doesn't worship anything. However,
1088 * if this object is owned by someone, then the god that they worship 1165 * if this object is owned by someone, then the god that they worship
1089 * is relevant, so use that. 1166 * is relevant, so use that.
1090 */ 1167 */
1091 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1168 if (!god && caster->owner)
1169 god = find_god (determine_god (caster->owner));
1092 1170
1093 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1171 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1172 {
1094 if ( ! caster_is_spell) 1173 if (!caster_is_spell)
1095 new_draw_info(NDI_UNIQUE, 0, caster,
1096 "This prayer is useless unless you worship an appropriate god"); 1174 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1097 else 1175 else
1098 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1176 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1099 free_object(spellop); 1177
1178 spellop->destroy ();
1100 return 0; 1179 return 0;
1101 } 1180 }
1102 1181
1103 /* either holy word or godpower attacks will set the slaying field */ 1182 /* either holy word or godpower attacks will set the slaying field */
1104 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1183 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1184 {
1105 if (spellop->slaying) 1185 if (spellop->slaying)
1106 spellop->slaying = NULL; 1186 spellop->slaying = NULL;
1107 1187
1108 if(!caster_is_spell) 1188 if (!caster_is_spell)
1109 spellop->slaying = god->slaying; 1189 spellop->slaying = god->slaying;
1110 else if(caster->slaying) 1190 else if (caster->slaying)
1111 spellop->slaying = caster->slaying; 1191 spellop->slaying = caster->slaying;
1112 } 1192 }
1113 1193
1114 /* only the godpower attacktype adds the god's attack onto the spell */ 1194 /* only the godpower attacktype adds the god's attack onto the spell */
1115 if(spellop->attacktype & AT_GODPOWER) 1195 if (spellop->attacktype & AT_GODPOWER)
1116 spellop->attacktype=spellop->attacktype|god->attacktype; 1196 spellop->attacktype = spellop->attacktype | god->attacktype;
1117 1197
1118 /* tack on the god's name to the spell */ 1198 /* tack on the god's name to the spell */
1119 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1199 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1200 {
1120 spellop->title = god->name; 1201 spellop->title = god->name;
1121 if(spellop->title){ 1202 if (spellop->title)
1203 {
1122 char buf[MAX_BUF]; 1204 char buf[MAX_BUF];
1205
1123 sprintf(buf,"%s of %s",&spellop->name, &spellop->title); 1206 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1124 spellop->name = spellop->name_pl = buf; 1207 spellop->name = spellop->name_pl = buf;
1125 } 1208 }
1126 } 1209 }
1127 1210
1128 return 1; 1211 return 1;
1129} 1212}
1130

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