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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.35 by root, Sun May 4 18:46:01 2008 UTC

1/* 1/*
2 * static char *rcsid_gods_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: gods.C,v 1.2 2006/08/25 17:11:53 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28
29 23
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 24/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 25 * monster race initialization. b.t.
32 */ 26 */
33 27
36#include <global.h> 30#include <global.h>
37#include <living.h> 31#include <living.h>
38#include <object.h> 32#include <object.h>
39#include <spells.h> 33#include <spells.h>
40#include <sounds.h> 34#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 35#include <sproto.h>
43#endif
44 36
45/** 37/**
46 * Returns the id of specified god. 38 * Returns the id of specified god.
47 */ 39 */
40int
48int lookup_god_by_name(const char *name) { 41lookup_god_by_name (const char *name)
42{
49 int godnr=-1; 43 int godnr = -1;
50 size_t nmlen = strlen(name); 44 size_t nmlen = strlen (name);
51 45
52 if(name && strcmp(name,"none")) { 46 if (name && strcmp (name, "none"))
47 {
53 godlink *gl; 48 godlink *gl;
49
54 for(gl=first_god;gl;gl=gl->next) 50 for (gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 51 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
56 break; 52 break;
57 if(gl) godnr=gl->id; 53
54 if (gl)
55 godnr = gl->id;
58 } 56 }
57
59 return godnr; 58 return godnr;
60} 59}
61 60
62/** 61/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 62 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 63 */
64object *
65object *find_god(const char *name) { 65find_god (const char *name)
66{
66 object *god=NULL; 67 object *god = NULL;
67 68
68 if(name) { 69 if (name)
70 {
69 godlink *gl; 71 godlink *gl;
70 72
71 for(gl=first_god;gl;gl=gl->next) 73 for (gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 74 if (!strcmp (name, gl->name))
73 if(gl) god=pntr_to_god_obj(gl); 75 break;
76 if (gl)
77 god = pntr_to_god_obj (gl);
74 } 78 }
75 return god; 79 return god;
76} 80}
77 81
78/** 82/**
79 * Determines if op worships a god. 83 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god. 84 * Returns the godname if they do or "none" if they have no god.
81 * In the case of an NPC, if they have no god, we try and guess 85 * In the case of an NPC, if they have no god, we try and guess
82 * who they should worship based on their race. If that fails we 86 * who they should worship based on their race. If that fails we
83 * give them a random one. 87 * give them a random one.
84 */ 88 */
85 89
90const char *
86const char *determine_god(object *op) { 91determine_god (object *op)
92{
87 int godnr = -1; 93 int godnr = -1;
88 const char *godname; 94 const char *godname;
89 95
90 /* spells */ 96 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 97 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
92 op->title)
93 {
94 if (lookup_god_by_name(op->title)>=0) return op->title;
95 } 98 {
99 if (lookup_god_by_name (op->title) >= 0)
100 return op->title;
101 }
96 102
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { 103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
98 104 {
105
99 /* find a god based on race */ 106 /* find a god based on race */
100 if(!op->title) { 107 if (!op->title)
101 if (op->race !=NULL) { 108 {
109 if (op->race)
110 {
102 godname=get_god_for_race(op->race); 111 godname = get_god_for_race (op->race);
103 if (godname!=NULL) { 112
104 op->title = add_string(godname); 113 if (godname)
105 } 114 op->title = godname;
115 }
116 }
117
118 /* find a random god */
119 if (!op->title)
120 {
121 godlink *gl = first_god;
122
123 godnr = rndm (1, gl->id);
124 while (gl)
125 {
126 if (gl->id == godnr)
127 break;
128
129 gl = gl->next;
130 }
131
132 op->title = gl->name;
133 }
134
135 return op->title;
106 } 136 }
107 }
108 137
109 /* find a random god */
110 if(!op->title) {
111 godlink *gl = first_god;
112 138
113 godnr = rndm(1, gl->id);
114 while(gl) {
115 if(gl->id == godnr) break;
116 gl=gl->next;
117 }
118 op->title = add_string(gl->name);
119 }
120
121 return op->title;
122 }
123
124
125 /* The god the player worships is in the praying skill (native skill 139 /* The god the player worships is in the praying skill (native skill
126 * not skill tool). Since a player can only have one instance of 140 * not skill tool). Since a player can only have one instance of
127 * that skill, once we find it, we can return, either with the 141 * that skill, once we find it, we can return, either with the
128 * title or "none". 142 * title or "none".
129 */ 143 */
130 if(op->type==PLAYER) { 144 if (op->type == PLAYER)
131 object *tmp; 145 {
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 146 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 147 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
134 if (tmp->title) return (tmp->title); 148 {
135 else return("none"); 149 if (tmp->title)
150 return tmp->title;
151 else
152 return "none";
153 }
136 } 154 }
137 } 155
138 return ("none"); 156 return "none";
139} 157}
140 158
141/** 159/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 161 */
162static int
144static int same_string (const char *s1, const char *s2) 163same_string (const char *s1, const char *s2)
145{ 164{
165 if (s1 == NULL)
146 if (s1 == NULL) 166 if (s2 == NULL)
147 if (s2 == NULL)
148 return 1; 167 return 1;
149 else
150 return 0;
151 else 168 else
152 if (s2 == NULL)
153 return 0; 169 return 0;
154 else 170 else if (s2 == NULL)
171 return 0;
172 else
155 return strcmp (s1, s2) == 0; 173 return strcmp (s1, s2) == 0;
156} 174}
157
158 175
159/** 176/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 177 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
161 * Any matching items in the inventory are deleted, and a 178 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 179 * message is displayed to the player.
163 */ 180 */
181static void
164static void follower_remove_similar_item (object *op, object *item) 182follower_remove_similar_item (object *op, object *item)
165{ 183{
166 object *tmp, *next; 184 object *tmp, *next;
167 185
168 if (op && op->type == PLAYER && op->contr) { 186 if (op && op->type == PLAYER && op->contr)
187 {
169 /* search the inventory */ 188 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 189 for (tmp = op->inv; tmp != NULL; tmp = next)
171 next = tmp->below; /* backup in case we remove tmp */
172 190 {
191 next = tmp->below; /* backup in case we remove tmp */
192
173 if (tmp->type == item->type 193 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 194 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 195 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
176 && same_string (tmp->msg, item->msg) 196 {
177 && same_string (tmp->slaying, item->slaying)) { 197
178
179 /* message */ 198 /* message */
180 if (tmp->nrof > 1) 199 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 200 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
182 "The %s crumble to dust!", query_short_name(tmp)); 201 else
183 else 202 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
184 new_draw_info_format(NDI_UNIQUE,0,op, 203
185 "The %s crumbles to dust!", query_short_name(tmp)); 204 tmp->destroy ();
186 205 }
187 remove_ob(tmp); /* remove obj from players inv. */ 206
188 esrv_del_item(op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */
190 }
191 if (tmp->inv) 207 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 208 follower_remove_similar_item (tmp, item);
193 } 209 }
194 } 210 }
195} 211}
196 212
197/** 213/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 214 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 215 * Returns 1 if found, else 0.
200 */ 216 */
217static int
201static int follower_has_similar_item (object *op, object *item) 218follower_has_similar_item (object *op, object *item)
202{ 219{
203 object *tmp; 220 object *tmp;
204 221
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 222 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
223 {
206 if (tmp->type == item->type 224 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 225 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 226 && 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; 227 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 228 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 229 return 1;
214 } 230 }
231 return 0;
232}
233
234/**
235 * God gives an item to the player.
236 */
237static int
238god_gives_present (object *op, object *god, treasure *tr)
239{
240 if (!tr->item)
215 return 0; 241 return 0;
216}
217 242
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)) 243 if (follower_has_similar_item (op, tr->item))
226 return 0;
227
228 tmp = arch_to_object (tr->item);
229 new_draw_info_format (NDI_UNIQUE, 0, op,
230 "%s lets %s appear in your hands.", god->name, query_short_name (tmp));
231 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER)
233 esrv_send_item (op, tmp);
234 return 1; 244 return 0;
245
246 object *tmp = arch_to_object (tr->item);
247 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
248 op->insert (tmp);
249
250 return 1;
235} 251}
236 252
237/** 253/**
238 * Player prays at altar. 254 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 255 * Checks for god changing, divine intervention, and so on.
240 */ 256 */
257void
241void pray_at_altar(object *pl, object *altar, object *skill) { 258pray_at_altar (object *pl, object *altar, object *skill)
259{
242 object *pl_god=find_god(determine_god(pl)); 260 object *pl_god = find_god (determine_god (pl));
243 261
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) 262 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
263 return;
264
265 /* If non consecrate altar, don't do anything */
266 if (!altar->other_arch)
267 return;
268
269 /* hmm. what happend depends on pl's current god, level, etc */
270 if (!pl_god)
271 { /*new convert */
272 become_follower (pl, altar->other_arch);
245 return; 273 return;
246 274 }
247 /* If non consecrate altar, don't do anything */
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)) { 275 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
276 {
256 /* pray at your gods altar */ 277 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10; 278 int bonus = (pl->stats.Wis + skill->level) / 10;
258 279
259 /* we can get neg grace up faster */ 280 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 281 if (pl->stats.grace < 0)
261 bonus : -1*(pl->stats.grace/10)); 282 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
283
262 /* we can super-charge grace to 2x max */ 284 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 285 if (pl->stats.grace < 2 * pl->stats.maxgrace)
264 pl->stats.grace+=bonus/2; 286 pl->stats.grace += bonus / 2;
265 } 287 else
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) {
267 pl->stats.grace=(2*pl->stats.maxgrace); 288 pl->stats.grace = 2 * pl->stats.maxgrace;
268 }
269 289
270 /* Every once in a while, the god decides to checkup on their 290 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out. 291 * follower, and may intervene to help them out.
272 */ 292 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 293 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
274 294
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 295 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
276 god_intervention(pl,pl_god, skill); 296 god_intervention (pl, pl_god, skill);
277 297 }
278 } else { /* praying to another god! */ 298 else
299 { /* praying to another god! */
279 uint64 loss = 0; 300 uint64 loss = 0;
280 int angry=1; 301 int angry = 1;
281 302
282 /* I believe the logic for detecting opposing gods was completely 303 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch 304 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have 305 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch 306 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before 307 * is the opposing god - we need to verify that exists before
287 * using its values. 308 * using its values.
288 */ 309 */
289 if(pl_god->other_arch && 310 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
290 (altar->other_arch->name==pl_god->other_arch->name)) { 311 {
291 angry=2; 312 angry = 2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 313 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
293 object *tmp; 314 {
315 object *tmp;
294 316
295 /* you really screwed up */ 317 /* you really screwed up */
296 angry=3; 318 angry = 3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 319 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); 320 tmp = get_archetype (LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20); 321 cast_magic_storm (pl, tmp, pl_god->level + 20);
301 } else 322 }
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 323 else
303 "Foolish heretic! %s is livid!",pl_god->name); 324 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
304 } else 325 }
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 326 else
306 "Heretic! %s is angered!",pl_god->name); 327 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
307 328
308 /* whether we will be successfull in defecting or not - 329 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj 330 * we lose experience from the clerical experience obj
310 */ 331 */
311 332
312 loss = angry * (skill->stats.exp / 10); 333 loss = angry * (skill->stats.exp / 10);
313 if(loss) 334 if (loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 335 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);
316 336
317 /* May switch Gods, but its random chance based on our current level 337 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get 338 * note it gets harder to swap gods the higher we get
319 */ 339 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 340 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
321 become_follower(pl,&altar->other_arch->clone); 341 become_follower (pl, altar->other_arch);
322 } else { 342 else
343 {
323 /* toss this player off the altar. He can try again. */ 344 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 345 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."); 346 pl->contr->fire_on = 0;
347 pl->speed_left = 1.f;
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 348 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
327 } 349 }
328 } 350 }
329} 351}
330 352
331/** 353/**
332 * Removes special prayers given by a god. 354 * Removes special prayers given by a god.
333 */ 355 */
356static void
334static void check_special_prayers (object *op, object *god) 357check_special_prayers (object *op, object *god)
335{ 358{
336 /* Ensure that 'op' doesn't know any special prayers that are not granted 359 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'. 360 * by 'god'.
338 */ 361 */
339 treasure *tr; 362 treasure *tr;
340 object *tmp, *next_tmp; 363 object *tmp, *next_tmp;
341 int remove=0; 364 int remove = 0;
342 365
343 /* Outer loop iterates over all special prayer marks */ 366 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 367 for (tmp = op->inv; tmp; tmp = next_tmp)
368 {
345 next_tmp = tmp->below; 369 next_tmp = tmp->below;
346 370
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 371 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 372 * in that category, not something we need to worry about.
349 */ 373 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 374 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
375 continue;
376
377 if (god->randomitems == NULL)
378 {
379 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
380 do_forget_spell (op, tmp->name);
381 continue;
382 }
383
384 /* Inner loop tries to find the special prayer in the god's treasure
385 * list. We default that the spell should be removed.
386 */
387 remove = 1;
388 for (tr = god->randomitems->items; tr; tr = tr->next)
389 {
390 object *item;
391
392 if (!tr->item)
351 continue; 393 continue;
352 394
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; 395 item = tr->item;
370 396
371 /* Basically, see if the matching spell is granted by this god. */ 397 /* Basically, see if the matching spell is granted by this god. */
372 398
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 399 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
374 remove=0; 400 {
375 break; 401 remove = 0;
376 } 402 break;
377 } 403 }
378 if (remove) { 404 }
405 if (remove)
406 {
379 /* just do the work of removing the spell ourselves - we already 407 /* just do the work of removing the spell ourselves - we already
380 * know that the player knows the spell 408 * know that the player knows the spell
381 */ 409 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 410 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); 411 player_unready_range_ob (op->contr, tmp);
385 remove_ob(tmp); 412 tmp->destroy ();
386 free_object(tmp); 413 }
387 }
388 414
389 } 415 }
390} 416}
391 417
392/** 418/**
393 * This function is called whenever a player has 419 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes 420 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven 421 * that happen to the player, including the removal of godgiven
396 * items (from the former cult). 422 * items (from the former cult).
397 */ 423 */
424void
398void become_follower (object *op, object *new_god) { 425become_follower (object *op, object *new_god)
426{
399 object *old_god = NULL; /* old god */ 427 object *old_god = NULL; /* old god */
400 treasure *tr; 428 treasure *tr;
401 object *item, *skop, *next; 429 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.*/ 430 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
404 431
405 432
406 old_god = find_god(determine_god(op)); 433 old_god = find_god (determine_god (op));
407 434
408 /* take away any special god-characteristic items. */ 435 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) { 436 for (item = op->inv; item != NULL; item = next)
437 {
410 next = item->below; 438 next = item->below;
411 /* remove all invisible startequip items which are 439 // 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 && 440 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 441 (item->type != SKILL) && (item->type != FORCE))
416 (item->type != FORCE)) { 442 {
417 443
418 if (item->type == SPELL) 444 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 445 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); 446
421 player_unready_range_ob(op->contr, item); 447 player_unready_range_ob (op->contr, item);
422 remove_ob(item); 448 item->destroy ();
423 free_object(item); 449 }
424 }
425 }
426 450 }
451
427 /* remove any godgiven items from the old god */ 452 /* remove any godgiven items from the old god */
428 if (old_god) { 453 if (old_god)
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 454 for (tr = old_god->randomitems->items; tr; tr = tr->next)
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 455 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 456 follower_remove_similar_item (op, tr->item);
432 }
433 }
434
435 if(!op||!new_god) return;
436 457
458 if (!op || !new_god)
459 return;
460
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 461 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
462 {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 463 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
439 new_god->name); 464
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 465 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
466 {
441 object *tmp = get_archetype(LOOSE_MANA); 467 object *tmp = get_archetype (LOOSE_MANA);
468
442 cast_magic_storm(op,tmp, new_god->level+10); 469 cast_magic_storm (op, tmp, new_god->level + 10);
443 } 470 }
444 return;
445 }
446 471
472 return;
473 }
447 474
475
448 /* give the player any special god-characteristic-items. */ 476 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 477 for (tr = new_god->randomitems->items; tr; tr = tr->next)
478 {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 479 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 480 && tr->item->type != BOOK && tr->item->type != SPELL)
452 god_gives_present(op,new_god,tr); } 481 god_gives_present (op, new_god, tr);
482 }
453 483
454 484
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 485 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);
457 486
458 for (skop = op->inv; skop != NULL; skop=skop->below) 487 for (skop = op->inv; skop != NULL; skop = skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 488 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
489 break;
460 490
461 /* Player has no skill - give them the skill */ 491 /* Player has no skill - give them the skill */
462 if (!skop) { 492 if (!skop)
493 {
463 /* The arhetype should always be defined - if we crash here because it doesn't, 494 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 495 * things are really messed up anyways.
465 */ 496 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 497 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
467 link_player_skills(op); 498 link_player_skills (op);
468 } 499 }
469 500
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 501 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
471 502
472 /* Clear the "undead" status. We also need to force a call to change_abil, 503 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that. 504 * so I set undeadified for that.
474 * - gros, 21th July 2006. 505 * - gros, 21th July 2006.
475 */ 506 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 507 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
477 { 508 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 509 CLEAR_FLAG (skop, FLAG_UNDEAD);
479 undeadified=1; 510 undeadified = 1;
480 } 511 }
481 512
513 if (skop->title)
514 {
482 if(skop->title) { /* get rid of old god */ 515 /* get rid of old god */
483 new_draw_info_format(NDI_UNIQUE,0,op, 516 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
484 "%s's blessing is withdrawn from you.",skop->title); 517
485 /* The point of this is to really show what abilities the player just lost */ 518 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) { 519 if (sk_applied || undeadified)
487 520 {
488 CLEAR_FLAG(skop,FLAG_APPLIED); 521 CLEAR_FLAG (skop, FLAG_APPLIED);
489 (void) change_abil(op,skop); 522 change_abil (op, skop);
490 } 523 }
491 free_string(skop->title);
492 } 524 }
493 525
494 /* now change to the new gods attributes to exp_obj */ 526 /* now change to the new gods attributes to exp_obj */
495 skop->title = add_string(new_god->name); 527 skop->title = new_god->name;
496 skop->path_attuned=new_god->path_attuned; 528 skop->path_attuned = new_god->path_attuned;
497 skop->path_repelled=new_god->path_repelled; 529 skop->path_repelled = new_god->path_repelled;
498 skop->path_denied=new_god->path_denied; 530 skop->path_denied = new_god->path_denied;
499 /* copy god's resistances */ 531 /* copy god's resistances */
500 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 532 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
501 533
502 /* make sure that certain immunities do NOT get passed 534 /* make sure that certain immunities do NOT get passed
503 * to the follower! 535 * to the follower!
504 */ 536 */
505 for (i=0; i<NROFATTACKS; i++) 537 for (i = 0; i < NROFATTACKS; i++)
506 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 538 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
507 i==ATNR_ELECTRICITY || i==ATNR_POISON))
508 skop->resist[i] = 30; 539 skop->resist[i] = 30;
509 540
510 skop->stats.hp= (sint16) new_god->last_heal; 541 skop->stats.hp = (sint16) new_god->last_heal;
511 skop->stats.sp= (sint16) new_god->last_sp; 542 skop->stats.sp = (sint16) new_god->last_sp;
512 skop->stats.grace= (sint16) new_god->last_grace; 543 skop->stats.grace = (sint16) new_god->last_grace;
513 skop->stats.food= (sint16) new_god->last_eat; 544 skop->stats.food = (sint16) new_god->last_eat;
514 skop->stats.luck= (sint8) new_god->stats.luck; 545 skop->stats.luck = (sint8) new_god->stats.luck;
515 /* gods may pass on certain flag properties */ 546 /* gods may pass on certain flag properties */
516 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 547 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
517 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 548 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
518 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 549 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
519 update_priest_flag(new_god,skop,FLAG_STEALTH); 550 update_priest_flag (new_god, skop, FLAG_STEALTH);
520 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 551 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
521 update_priest_flag(new_god,skop,FLAG_UNDEAD); 552 update_priest_flag (new_god, skop, FLAG_UNDEAD);
522 update_priest_flag(new_god,skop,FLAG_BLIND); 553 update_priest_flag (new_god, skop, FLAG_BLIND);
523 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 554 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
524 555
525 new_draw_info_format(NDI_UNIQUE,0,op, 556 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
526 "You are bathed in %s's aura.",new_god->name);
527 557
528 /* Weapon/armour use are special...handle flag toggles here as this can 558 /* Weapon/armour use are special...handle flag toggles here as this can
529 * only happen when gods are worshipped and if the new priest could 559 * only happen when gods are worshipped and if the new priest could
530 * have used armour/weapons in the first place. 560 * have used armour/weapons in the first place.
531 * 561 *
532 * This also can happen for monks which cannot use weapons. In this case 562 * This also can happen for monks which cannot use weapons. In this case
533 * do not allow to use weapons even if the god otherwise would allow it. 563 * do not allow to use weapons even if the god otherwise would allow it.
534 */ 564 */
535 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 565 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
536 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 566 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
537 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 567 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
538 568
539 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 569 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
540 stop_using_item(op,WEAPON,2); 570 stop_using_item (op, WEAPON, 2);
541 571
542 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 572 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
573 {
543 stop_using_item(op,ARMOUR,1); 574 stop_using_item (op, ARMOUR, 1);
544 stop_using_item(op,HELMET,1); 575 stop_using_item (op, HELMET, 1);
545 stop_using_item(op,BOOTS,1); 576 stop_using_item (op, BOOTS, 1);
546 stop_using_item(op,GLOVES,1); 577 stop_using_item (op, GLOVES, 1);
547 stop_using_item(op,SHIELD,1); 578 stop_using_item (op, SHIELD, 1);
548 } 579 }
549 580
550 SET_FLAG(skop,FLAG_APPLIED); 581 SET_FLAG (skop, FLAG_APPLIED);
551 (void) change_abil(op,skop); 582 (void) change_abil (op, skop);
552 583
553 /* return to previous skill status */ 584 /* return to previous skill status */
585 if (!sk_applied)
554 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 586 CLEAR_FLAG (skop, FLAG_APPLIED);
555 587
556 check_special_prayers (op, new_god); 588 check_special_prayers (op, new_god);
557} 589}
558 590
559/** 591/**
560 * Forbids or let player use something item type. 592 * Forbids or let player use something item type.
561 * op is the player. 593 * op is the player.
562 * exp_obj is the widsom experience. 594 * exp_obj is the widsom experience.
563 * flag is the flag to check against. 595 * flag is the flag to check against.
564 * string is the string to print out. 596 * string is the string to print out.
565 */ 597 */
566 598
599int
567int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 600worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
601{
568 602
569 if(QUERY_FLAG(&op->arch->clone,flag)) 603 if (QUERY_FLAG (op->arch, flag))
570 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 604 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
605 {
571 update_priest_flag(exp_obj,op,flag); 606 update_priest_flag (exp_obj, op, flag);
572 if(QUERY_FLAG(op,flag)) 607 if (QUERY_FLAG (op, flag))
573 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 608 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
574 else { 609 else
610 {
575 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 611 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
576 return 1; 612 return 1;
613 }
577 } 614 }
578 }
579 return 0; 615 return 0;
580} 616}
581 617
582/** 618/**
583 * Unapplies up to number worth of items of type 619 * Unapplies up to number worth of items of type
584 */ 620 */
621void
585void stop_using_item ( object *op, int type, int number ) { 622stop_using_item (object *op, int type, int number)
623{
586 object *tmp; 624 object *tmp;
587 625
588 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 626 for (tmp = op->inv; tmp && number; tmp = tmp->below)
589 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 627 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
628 {
590 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 629 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
591 number--; 630 number--;
592 } 631 }
593} 632}
594 633
595/** 634/**
596 * If the god does/doesnt have this flag, we 635 * If the god does/doesnt have this flag, we
597 * give/remove it from the experience object if it doesnt/does 636 * give/remove it from the experience object if it doesnt/does
598 * already exist. For players only! 637 * already exist. For players only!
599 */ 638 */
600 639
640void
601void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 641update_priest_flag (object *god, object *exp_ob, uint32 flag)
642{
602 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 643 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
603 SET_FLAG(exp_ob,flag); 644 SET_FLAG (exp_ob, flag);
604 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 645 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
605 { 646 {
606 /* When this is called with the exp_ob set to the player, 647 /* When this is called with the exp_ob set to the player,
607 * this check is broken, because most all players arch 648 * this check is broken, because most all players arch
608 * allow use of weapons. I'm not actually sure why this 649 * allow use of weapons. I'm not actually sure why this
609 * check is here - I guess if you had a case where the 650 * check is here - I guess if you had a case where the
610 * value in the archetype (wisdom) should over ride the restrictions 651 * value in the archetype (wisdom) should over ride the restrictions
611 * the god places on it, this may make sense. But I don't think 652 * the god places on it, this may make sense. But I don't think
612 * there is any case like that. 653 * there is any case like that.
613 */ 654 */
614 655
615/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 656/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
616 CLEAR_FLAG(exp_ob,flag); 657 CLEAR_FLAG (exp_ob, flag);
617 }; 658 };
618} 659}
619 660
620 661archetype *
621
622archetype *determine_holy_arch (object *god, const char *type) 662determine_holy_arch (object *god, const char *type)
623{ 663{
624 treasure *tr; 664 treasure *tr;
625 665
626 if ( ! god || ! god->randomitems) { 666 if (!god || !god->randomitems)
667 {
627 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 668 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
628 "randomitems\n");
629 return NULL; 669 return 0;
630 } 670 }
631 671
632 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 672 for (tr = god->randomitems->items; tr; tr = tr->next)
633 object *item; 673 {
634
635 if ( ! tr->item) 674 if (!tr->item)
636 continue; 675 continue;
637 item = &tr->item->clone;
638 676
639 if (item->type == BOOK && item->invisible 677 object *item = tr->item;
640 && strcmp (item->name, type) == 0) 678
679 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
641 return item->other_arch; 680 return item->other_arch;
642 } 681 }
643 return NULL; 682
683 return 0;
644} 684}
645 685
646/** 686/**
647 * God helps player by removing curse and/or damnation. 687 * God helps player by removing curse and/or damnation.
648 */ 688 */
689static int
649static int god_removes_curse (object *op, int remove_damnation) 690god_removes_curse (object *op, int remove_damnation)
650{ 691{
651 object *tmp;
652 int success = 0; 692 int success = 0;
653 693
654 for (tmp = op->inv; tmp; tmp = tmp->below) { 694 for (object *tmp = op->inv; tmp; tmp = tmp->below)
695 {
655 if (tmp->invisible) 696 if (tmp->invisible)
656 continue; 697 continue;
698
657 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 699 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
658 continue; 700 continue;
701
659 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 702 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
703 {
660 success = 1; 704 success = 1;
661 CLEAR_FLAG (tmp, FLAG_DAMNED); 705 CLEAR_FLAG (tmp, FLAG_DAMNED);
662 CLEAR_FLAG (tmp, FLAG_CURSED); 706 CLEAR_FLAG (tmp, FLAG_CURSED);
663 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 707 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
664 if (op->type == PLAYER)
665 esrv_send_item (op, tmp);
666 }
667 }
668 708
709 if (object *pl = tmp->visible_to ())
710 esrv_update_item (UPD_FLAGS, pl, tmp);
711 }
712 }
713
669 if (success) 714 if (success)
670 new_draw_info (NDI_UNIQUE, 0, op, 715 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
671 "You feel like someone is helping you."); 716
672 return success; 717 return success;
673} 718}
674 719
720static int
675static int follower_level_to_enchantments (int level, int difficulty) 721follower_level_to_enchantments (int level, int difficulty)
676{ 722{
677 if (difficulty < 1) { 723 if (difficulty < 1)
678 LOG (llevError, "follower_level_to_enchantments(): " 724 {
679 "difficulty %d is invalid\n", difficulty); 725 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
680 return 0; 726 return 0;
681 } 727 }
682 728
683 if (level <= 20) 729 if (level <= 20)
684 return level / difficulty; 730 return level / difficulty;
731
685 if (level <= 40) 732 if (level <= 40)
686 return (20 + (level - 20) / 2) / difficulty; 733 return (20 + (level - 20) / 2) / difficulty;
734
687 return (30 + (level - 40) / 4) / difficulty; 735 return (30 + (level - 40) / 4) / difficulty;
688} 736}
689 737
690/** 738/**
691 * God wants to enchant weapon. 739 * God wants to enchant weapon.
692 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 740 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
693 * it isn't a weapon for another god. If all is all right, update weapon with 741 * it isn't a weapon for another god. If all is all right, update weapon with
694 * attacktype, slaying and such. 742 * attacktype, slaying and such.
695 */ 743 */
744static int
696static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 745god_enchants_weapon (object *op, object *god, object *tr, object *skill)
697{ 746{
698 char buf[MAX_BUF];
699 object *weapon; 747 object *weapon;
700 uint32 attacktype; 748 uint32 attacktype;
701 int tmp; 749 int tmp;
702 750
703 for (weapon = op->inv; weapon; weapon = weapon->below) 751 for (weapon = op->inv; weapon; weapon = weapon->below)
704 if ((weapon->type == WEAPON || weapon->type == BOW) 752 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
705 && QUERY_FLAG (weapon, FLAG_APPLIED))
706 break; 753 break;
754
707 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 755 if (!weapon || god_examines_item (god, weapon) <= 0)
708 return 0;
709
710 /* First give it a title, so other gods won't touch it */
711 if ( ! weapon->title) {
712 sprintf (buf, "of %s", god->name);
713 weapon->title = add_string (buf);
714 if (op->type == PLAYER)
715 esrv_update_item (UPD_NAME, op, weapon);
716 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
717 }
718
719 /* Allow the weapon to slay enemies */
720 if ( ! weapon->slaying && god->slaying) {
721 weapon->slaying = add_string (god->slaying);
722 new_draw_info_format (NDI_UNIQUE, 0, op,
723 "Your %s now hungers to slay enemies of your god!",
724 weapon->name);
725 return 1;
726 }
727
728 /* Add the gods attacktype */
729 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
730 if ((attacktype & god->attacktype) != god->attacktype) {
731 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
732 weapon->attacktype = attacktype | god->attacktype;
733 return 1;
734 }
735
736 /* Higher magic value */
737 tmp = follower_level_to_enchantments (skill->level, tr->level);
738 if (weapon->magic < tmp) {
739 new_draw_info (NDI_UNIQUE, 0, op,
740 "A phosphorescent glow envelops your weapon!");
741 weapon->magic++;
742 if (op->type == PLAYER)
743 esrv_update_item (UPD_NAME, op, weapon);
744 return 1;
745 }
746
747 return 0; 756 return 0;
748}
749 757
758 /* First give it a title, so other gods won't touch it */
759 if (!weapon->title)
760 {
761 weapon->title = format ("of %s", &god->name);
762
763 if (object *pl = weapon->visible_to ())
764 esrv_update_item (UPD_NAME, pl, weapon);
765
766 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
767 }
768
769 /* Allow the weapon to slay enemies */
770 if (!weapon->slaying && god->slaying)
771 {
772 weapon->slaying = god->slaying;
773 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
774 return 1;
775 }
776
777 /* Add the gods attacktype */
778 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
779 if ((attacktype & god->attacktype) != god->attacktype)
780 {
781 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
782 weapon->attacktype = attacktype | god->attacktype;
783 return 1;
784 }
785
786 /* Higher magic value */
787 tmp = follower_level_to_enchantments (skill->level, tr->level);
788 if (weapon->magic < tmp)
789 {
790 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
791 weapon->magic++;
792
793 if (object *pl = weapon->visible_to ())
794 esrv_update_item (UPD_NAME, pl, weapon);
795
796 return 1;
797 }
798
799 return 0;
800}
750 801
751/** 802/**
752 * Every once in a while the god will intervene to help the worshiper. 803 * Every once in a while the god will intervene to help the worshiper.
753 * Later, this fctn can be used to supply quests, etc for the 804 * Later, this fctn can be used to supply quests, etc for the
754 * priest. -b.t. 805 * priest. -b.t.
755 * called from pray_at_altar() currently. 806 * called from pray_at_altar() currently.
756 */ 807 */
757 808void
758void god_intervention (object *op, object *god, object *skill) 809god_intervention (object *op, object *god, object *skill)
759{ 810{
760 treasure *tr; 811 treasure *tr;
761 812
762 if ( ! god || ! god->randomitems) { 813 if (!god || !god->randomitems)
763 LOG (llevError, 814 {
764 "BUG: god_intervention(): no god or god without randomitems\n"); 815 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
765 return; 816 return;
766 } 817 }
767 818
768 check_special_prayers (op, god); 819 check_special_prayers (op, god);
769 820
770 /* lets do some checks of whether we are kosher with our god */ 821 /* lets do some checks of whether we are kosher with our god */
771 if (god_examines_priest (op, god) < 0) 822 if (god_examines_priest (op, god) < 0)
772 return; 823 return;
773 824
825 op->play_sound (sound_find ("god_intervention"));
774 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 826 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
775 827
776 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 828 for (tr = god->randomitems->items; tr; tr = tr->next)
829 {
777 object *item; 830 object *item;
778 831
779 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 832 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
833 continue;
834
835 /* Treasurelist - generate some treasure for the follower */
836 if (tr->name)
837 {
838 treasurelist *tl = treasurelist::find (tr->name);
839
840 if (tl == NULL)
780 continue; 841 continue;
781 842
782 /* Treasurelist - generate some treasure for the follower */ 843 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
783 if (tr->name) { 844
784 treasurelist *tl = find_treasurelist (tr->name); 845 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
785 if (tl == NULL) 846 return;
847 }
848
849 if (!tr->item)
850 continue;
851
852 item = tr->item;
853
854 /* Grace limit */
855 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
856 {
857 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
858 {
859 object *tmp;
860
861 /* Follower lacks the required grace for the following
862 * treasure list items. */
863
864 tmp = get_archetype (HOLY_POSSESSION);
865 cast_change_ability (op, op, tmp, 0, 1);
866 tmp->destroy ();
867 return;
868 }
869
870 continue;
871 }
872
873 /* Restore grace */
874 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
875 {
876 if (op->stats.grace >= 0)
786 continue; 877 continue;
878 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
879 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
880 return;
881 }
787 882
788 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 883 /* Heal damage */
789 "eyes. You catch it before it falls to the ground."); 884 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
885 {
886 if (op->stats.hp >= op->stats.maxhp)
887 continue;
888 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
889 op->stats.hp = op->stats.maxhp;
890 return;
891 }
790 892
791 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 893 /* Restore spellpoints */
792 | GT_UPDATE_INV, skill->level, 0); 894 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
895 {
896 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
897
898 /* Restore to 50 .. 100%, if sp < 50% */
899 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
900
901 if (op->stats.sp >= max / 2)
902 continue;
903
904 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
905 op->stats.sp = new_sp;
906 }
907
908 /* Various heal spells */
909 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
910 {
911 object *tmp = archetype::get (item->slaying);
912 int success = cast_heal (op, op, tmp, 0);
913 tmp->destroy ();
914
915 if (success)
793 return; 916 return;
794 } 917 else
795
796 if ( ! tr->item) {
797 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
798 god->name);
799 continue; 918 continue;
800 } 919 }
801 item = &tr->item->clone;
802 920
803 /* Grace limit */ 921 /* Remove curse */
804 if (item->type == BOOK && item->invisible 922 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
805 && strcmp (item->name, "grace limit") == 0) { 923 {
806 if (op->stats.grace < item->stats.grace 924 if (god_removes_curse (op, 0))
807 || op->stats.grace < op->stats.maxgrace) {
808 object *tmp;
809
810 /* Follower lacks the required grace for the following
811 * treasure list items. */
812
813 tmp = get_archetype(HOLY_POSSESSION);
814 cast_change_ability(op, op, tmp, 0, 1);
815 free_object(tmp);
816 return; 925 return;
926 else
927 continue;
928 }
929
930 /* Remove damnation */
931 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
932 {
933 if (god_removes_curse (op, 1))
934 return;
935 else
936 continue;
937 }
938
939 /* Heal depletion */
940 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
941 {
942 object *depl;
943 archetype *at;
944 int i;
945
946 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
947 {
948 LOG (llevError, "Could not find archetype depletion.\n");
949 continue;
817 } 950 }
951 depl = present_arch_in_ob (at, op);
952
953 if (depl == NULL)
818 continue; 954 continue;
819 }
820 955
821 /* Restore grace */ 956 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
822 if (item->type == BOOK && item->invisible 957
823 && strcmp (item->name, "restore grace") == 0) 958 for (i = 0; i < NUM_STATS; i++)
959 if (depl->stats.stat (i))
960 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
961
962 depl->destroy ();
963 op->update_stats ();
964 return;
824 { 965 }
825 if (op->stats.grace >= 0) 966
826 continue; 967 /* Voices */
827 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 968 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
969 {
970 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
971 new_draw_info (NDI_WHITE, 0, op, item->msg);
972 return;
973 }
974
975 /* Messages */
976 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
977 {
828 new_draw_info (NDI_UNIQUE, 0, op, 978 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
829 "You are returned to a state of grace."); 979 return;
980 }
981
982 /* Enchant weapon */
983 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
984 {
985 if (god_enchants_weapon (op, god, item, skill))
830 return; 986 return;
831 } 987 else
832
833 /* Heal damage */
834 if (item->type == BOOK && item->invisible
835 && strcmp (item->name, "restore hitpoints") == 0)
836 {
837 if (op->stats.hp >= op->stats.maxhp)
838 continue; 988 continue;
839 new_draw_info (NDI_UNIQUE, 0, op, 989 }
840 "A white light surrounds and heals you!"); 990
841 op->stats.hp = op->stats.maxhp; 991 /* Spellbooks - works correctly only for prayers */
992 if (item->type == SPELL)
993 {
994 if (check_spell_known (op, item->name))
995 continue;
996 if (item->level > skill->level)
997 continue;
998
999 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1000 do_learn_spell (op, item, 1);
1001 return;
1002
1003 }
1004
1005 /* Other gifts */
1006 if (!item->invisible)
1007 {
1008 if (god_gives_present (op, god, tr))
842 return; 1009 return;
843 }
844
845 /* Restore spellpoints */
846 if (item->type == BOOK && item->invisible
847 && strcmp (item->name, "restore spellpoints") == 0)
848 {
849 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
850 /* Restore to 50 .. 100%, if sp < 50% */
851 int new_sp = (int) (random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
852 if (op->stats.sp >= max / 2)
853 continue;
854 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes "
855 "your head but doesn't hurt you!");
856 op->stats.sp = new_sp;
857 }
858
859 /* Various heal spells */
860 if (item->type == BOOK && item->invisible
861 && strcmp (item->name, "heal spell") == 0)
862 {
863 object *tmp;
864 int success;
865
866 tmp = get_archetype_by_object_name(item->slaying);
867
868 success = cast_heal (op, op, tmp, 0);
869 free_object(tmp);
870 if (success) return;
871 else continue;
872 }
873
874 /* Remove curse */
875 if (item->type == BOOK && item->invisible
876 && strcmp (item->name, "remove curse") == 0)
877 {
878 if (god_removes_curse (op, 0))
879 return;
880 else 1010 else
881 continue; 1011 continue;
882 }
883
884 /* Remove damnation */
885 if (item->type == BOOK && item->invisible
886 && strcmp (item->name, "remove damnation") == 0)
887 { 1012 }
888 if (god_removes_curse (op, 1))
889 return;
890 else
891 continue;
892 }
893
894 /* Heal depletion */
895 if (item->type == BOOK && item->invisible
896 && strcmp (item->name, "heal depletion") == 0)
897 {
898 object *depl;
899 archetype *at;
900 int i;
901
902 if ((at = find_archetype(ARCH_DEPLETION)) == NULL) {
903 LOG (llevError, "Could not find archetype depletion.\n");
904 continue;
905 }
906 depl = present_arch_in_ob (at, op);
907 if (depl == NULL)
908 continue;
909 new_draw_info (NDI_UNIQUE, 0, op,
910 "Shimmering light surrounds and restores you!");
911 for (i = 0; i < NUM_STATS; i++)
912 if (get_attr_value (&depl->stats, i))
913 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
914 remove_ob (depl);
915 free_object (depl);
916 fix_player (op);
917 return;
918 }
919
920 /* Voices */
921 if (item->type == BOOK && item->invisible
922 && strcmp (item->name, "voice_behind") == 0)
923 {
924 new_draw_info (NDI_UNIQUE, 0, op,
925 "You hear a voice from behind you, but you don't dare to "
926 "turn around:");
927 new_draw_info (NDI_WHITE, 0, op, item->msg);
928 return;
929 }
930
931 /* Messages */
932 if (item->type == BOOK && item->invisible
933 && strcmp (item->name, "message") == 0)
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
936 return;
937 }
938
939 /* Enchant weapon */
940 if (item->type == BOOK && item->invisible
941 && strcmp (item->name, "enchant weapon") == 0)
942 {
943 if (god_enchants_weapon (op, god, item, skill))
944 return;
945 else
946 continue;
947 }
948
949 /* Spellbooks - works correctly only for prayers */
950 if (item->type == SPELL)
951 {
952 if (check_spell_known (op, item->name))
953 continue;
954 if (item->level > skill->level)
955 continue;
956
957 new_draw_info_format(NDI_UNIQUE, 0, op,
958 "%s grants you use of a special prayer!", god->name);
959 do_learn_spell (op, item, 1);
960 return;
961
962 }
963
964 /* Other gifts */
965 if ( ! item->invisible) {
966 if (god_gives_present (op, god, tr))
967 return;
968 else
969 continue;
970 }
971 /* else ignore it */ 1013 /* else ignore it */
972 } 1014 }
973 1015
974 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1016 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
975} 1017}
976 1018
977/** 1019/**
978 * Checks and maybe punishes someone praying. 1020 * Checks and maybe punishes someone praying.
979 * All applied items are examined, if player is using more items of other gods, 1021 * All applied items are examined, if player is using more items of other gods,
980 * s/he loses experience in praying or general experience if no praying. 1022 * s/he loses experience in praying or general experience if no praying.
981 */ 1023 */
1024int
982int god_examines_priest (object *op, object *god) { 1025god_examines_priest (object *op, object *god)
1026{
983 int reaction=1; 1027 int reaction = 1;
984 object *item=NULL, *skop; 1028 object *item = NULL, *skop;
985 1029
986 for(item=op->inv;item;item=item->below) { 1030 for (item = op->inv; item; item = item->below)
1031 {
987 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1032 if (QUERY_FLAG (item, FLAG_APPLIED))
1033 {
988 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1034 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
989 } 1035 }
990 } 1036 }
991 1037
992 /* well, well. Looks like we screwed up. Time for god's revenge */ 1038 /* well, well. Looks like we screwed up. Time for god's revenge */
993 if(reaction<0) { 1039 if (reaction < 0)
1040 {
994 int loss = 10000000; 1041 int loss = 10000000;
995 int angry = abs(reaction); 1042 int angry = abs (reaction);
996 1043
997 for (skop = op->inv; skop != NULL; skop=skop->below) 1044 for (skop = op->inv; skop != NULL; skop = skop->below)
998 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1045 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1046 break;
999 1047
1000 if (skop) 1048 if (skop)
1001 loss = (int) (0.05 * (float) skop->stats.exp); 1049 loss = (int) (0.05 * (float) skop->stats.exp);
1002 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1050 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1003 skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP);
1004 if(random_roll(0, angry, op, PREFER_LOW)) { 1051 if (random_roll (0, angry, op, PREFER_LOW))
1052 {
1005 object *tmp = get_archetype(LOOSE_MANA); 1053 object *tmp = get_archetype (LOOSE_MANA);
1054
1006 cast_magic_storm(op,tmp,op->level+(angry*3)); 1055 cast_magic_storm (op, tmp, op->level + (angry * 3));
1007 } 1056 }
1008 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1057 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1009 "%s becomes angry and punishes you!",god->name);
1010 } 1058 }
1011 return reaction; 1059 return reaction;
1012} 1060}
1013 1061
1014/** 1062/**
1015 * God checks item the player is using. 1063 * God checks item the player is using.
1016 * Return either -1 (bad), 0 (neutral) or 1064 * Return either -1 (bad), 0 (neutral) or
1017 * 1 (item is ok). If you are using the item of an enemy 1065 * 1 (item is ok). If you are using the item of an enemy
1018 * god, it can be bad...-b.t. 1066 * god, it can be bad...-b.t.
1019 */ 1067 */
1020 1068
1069int
1021int god_examines_item(object *god, object *item) { 1070god_examines_item (object *god, object *item)
1071{
1022 char buf[MAX_BUF]; 1072 char buf[MAX_BUF];
1023 1073
1024 if(!god||!item) return 0; 1074 if (!god || !item)
1075 return 0;
1025 1076
1026 if(!item->title) return 1; /* unclaimed item are ok */ 1077 if (!item->title)
1078 return 1; /* unclaimed item are ok */
1027 1079
1028 sprintf(buf,"of %s",god->name); 1080 sprintf (buf, "of %s", &god->name);
1029 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1081 if (!strcmp (item->title, buf))
1082 return 1; /* belongs to that God */
1030 1083
1031 if(god->title) { /* check if we have any enemy blessed item*/ 1084 if (god->title)
1085 { /* check if we have any enemy blessed item */
1032 sprintf(buf,"of %s",god->title); 1086 sprintf (buf, "of %s", &god->title);
1033 if(!strcmp(item->title,buf)) { 1087 if (!strcmp (item->title, buf))
1088 {
1034 if(item->env) { 1089 if (item->env)
1090 {
1035 char buf[MAX_BUF]; 1091 char buf[MAX_BUF];
1092
1036 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1093 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1037 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1094 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1038 } 1095 }
1039 return -1; 1096 return -1;
1040 } 1097 }
1041 } 1098 }
1042 1099
1043 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1100 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1044} 1101}
1045 1102
1046/** 1103/**
1047 * Returns priest's god's id. 1104 * Returns priest's god's id.
1048 * Straight calls lookup_god_by_name 1105 * Straight calls lookup_god_by_name
1049 */ 1106 */
1050 1107
1108int
1051int get_god(object *priest) { 1109get_god (object *priest)
1110{
1052 int godnr=lookup_god_by_name(determine_god(priest)); 1111 int godnr = lookup_god_by_name (determine_god (priest));
1053 1112
1054 return godnr; 1113 return godnr;
1055} 1114}
1056 1115
1057/** 1116/**
1058 * Returns a string that is the name of the god that should be natively worshipped by a 1117 * Returns a string that is the name of the god that should be natively worshipped by a
1059 * creature of who has race *race 1118 * creature of who has race *race
1060 * if we can't find a god that is appropriate, we return NULL 1119 * if we can't find a god that is appropriate, we return NULL
1061 */ 1120 */
1121const char *
1062const char *get_god_for_race(const char *race) { 1122get_god_for_race (const char *race)
1123{
1063 godlink *gl=first_god; 1124 godlink *gl = first_god;
1064 const char *godname=NULL; 1125 const char *godname = NULL;
1065 1126
1066 if (race == NULL) return NULL; 1127 if (race == NULL)
1128 return NULL;
1067 while(gl) { 1129 while (gl)
1130 {
1068 if (!strcasecmp(gl->arch->clone.race, race)) { 1131 if (!strcasecmp (gl->arch->race, race))
1132 {
1069 godname=gl->name; 1133 godname = gl->name;
1070 break; 1134 break;
1071 } 1135 }
1072 gl=gl->next; 1136 gl = gl->next;
1073 } 1137 }
1074 return godname; 1138 return godname;
1075} 1139}
1140
1076/** 1141/**
1077 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1142 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1078 * Returns false if there was no race to assign to the slaying field of the spell, but 1143 * Returns false if there was no race to assign to the slaying field of the spell, but
1079 * the spell attacktype contains AT_HOLYWORD. -b.t. 1144 * the spell attacktype contains AT_HOLYWORD. -b.t.
1080 */ 1145 */
1081 1146int
1082int tailor_god_spell(object *spellop, object *caster) { 1147tailor_god_spell (object *spellop, object *caster)
1148{
1083 object *god=find_god(determine_god(caster)); 1149 object *god = find_god (determine_god (caster));
1084 int caster_is_spell=0; 1150 int caster_is_spell = 0;
1085 1151
1086 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1152 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1153 caster_is_spell = 1;
1087 1154
1088 /* if caster is a rune or the like, it doesn't worship anything. However, 1155 /* if caster is a rune or the like, it doesn't worship anything. However,
1089 * if this object is owned by someone, then the god that they worship 1156 * if this object is owned by someone, then the god that they worship
1090 * is relevant, so use that. 1157 * is relevant, so use that.
1091 */ 1158 */
1092 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1159 if (!god && caster->owner)
1160 god = find_god (determine_god (caster->owner));
1093 1161
1094 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1162 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1163 {
1095 if ( ! caster_is_spell) 1164 if (!caster_is_spell)
1096 new_draw_info(NDI_UNIQUE, 0, caster,
1097 "This prayer is useless unless you worship an appropriate god"); 1165 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1098 else 1166 else
1099 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1167 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1100 free_object(spellop); 1168
1169 spellop->destroy ();
1101 return 0; 1170 return 0;
1102 } 1171 }
1103 1172
1104 /* either holy word or godpower attacks will set the slaying field */ 1173 /* either holy word or godpower attacks will set the slaying field */
1105 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1174 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1175 {
1106 if (spellop->slaying) { 1176 if (spellop->slaying)
1107 free_string(spellop->slaying);
1108 spellop->slaying = NULL; 1177 spellop->slaying = NULL;
1109 } 1178
1110 if(!caster_is_spell) 1179 if (!caster_is_spell)
1111 spellop->slaying = add_string(god->slaying); 1180 spellop->slaying = god->slaying;
1112 else if(caster->slaying) 1181 else if (caster->slaying)
1113 spellop->slaying = add_string(caster->slaying); 1182 spellop->slaying = caster->slaying;
1114 } 1183 }
1115 1184
1116 /* only the godpower attacktype adds the god's attack onto the spell */ 1185 /* only the godpower attacktype adds the god's attack onto the spell */
1117 if(spellop->attacktype & AT_GODPOWER) 1186 if (spellop->attacktype & AT_GODPOWER)
1118 spellop->attacktype=spellop->attacktype|god->attacktype; 1187 spellop->attacktype = spellop->attacktype | god->attacktype;
1119 1188
1120 /* tack on the god's name to the spell */ 1189 /* tack on the god's name to the spell */
1121 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1190 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1191 {
1192 spellop->title = god->name;
1122 if(spellop->title) 1193 if (spellop->title)
1123 free_string(spellop->title); 1194 {
1124 spellop->title=add_string(god->name);
1125 if(spellop->title){
1126 char buf[MAX_BUF]; 1195 char buf[MAX_BUF];
1196
1127 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1197 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1128 FREE_AND_COPY(spellop->name, buf); 1198 spellop->name = spellop->name_pl = buf;
1129 FREE_AND_COPY(spellop->name_pl, buf); 1199 }
1130 }
1131 } 1200 }
1132 1201
1133 return 1; 1202 return 1;
1134} 1203}
1135

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