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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.3 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.23 by root, Tue May 22 10:50:01 2007 UTC

1/* 1/*
2 * static char *rcsid_gods_c =
3 * "$Id: gods.C,v 1.3 2006/08/29 08:01:37 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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(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 = add_string(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 = add_string(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)))
321 become_follower(pl,&altar->other_arch->clone); 353 become_follower (pl, &altar->other_arch->clone);
322 } else { 354 else
355 {
323 /* toss this player off the altar. He can try again. */ 356 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 357 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."); 358 pl->contr->fire_on = 0;
359 pl->speed_left = 1.f;
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;
352 406
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; 407 item = &tr->item->clone;
370 408
371 /* Basically, see if the matching spell is granted by this god. */ 409 /* Basically, see if the matching spell is granted by this god. */
372 410
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 411 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
412 {
374 remove=0; 413 remove = 0;
375 break; 414 break;
376 } 415 }
377 } 416 }
378 if (remove) { 417 if (remove)
418 {
379 /* just do the work of removing the spell ourselves - we already 419 /* just do the work of removing the spell ourselves - we already
380 * know that the player knows the spell 420 * know that the player knows the spell
381 */ 421 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 422 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); 423 player_unready_range_ob (op->contr, tmp);
385 remove_ob(tmp); 424 tmp->destroy ();
386 free_object(tmp);
387 } 425 }
388 426
389 } 427 }
390} 428}
391 429
393 * This function is called whenever a player has 431 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes 432 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven 433 * that happen to the player, including the removal of godgiven
396 * items (from the former cult). 434 * items (from the former cult).
397 */ 435 */
436void
398void become_follower (object *op, object *new_god) { 437become_follower (object *op, object *new_god)
438{
399 object *old_god = NULL; /* old god */ 439 object *old_god = NULL; /* old god */
400 treasure *tr; 440 treasure *tr;
401 object *item, *skop, *next; 441 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.*/ 442 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
404 443
405 444
406 old_god = find_god(determine_god(op)); 445 old_god = find_god (determine_god (op));
407 446
408 /* take away any special god-characteristic items. */ 447 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) { 448 for (item = op->inv; item != NULL; item = next)
449 {
410 next = item->below; 450 next = item->below;
411 /* remove all invisible startequip items which are 451 // 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 && 452 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 453 (item->type != SKILL) && (item->type != FORCE))
416 (item->type != FORCE)) { 454 {
417 455
418 if (item->type == SPELL) 456 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 457 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); 458
421 player_unready_range_ob(op->contr, item); 459 player_unready_range_ob (op->contr, item);
422 remove_ob(item); 460 item->destroy ();
423 free_object(item);
424 } 461 }
425 }
426 462 }
463
427 /* remove any godgiven items from the old god */ 464 /* remove any godgiven items from the old god */
428 if (old_god) { 465 if (old_god)
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 466 for (tr = old_god->randomitems->items; tr; tr = tr->next)
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 467 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 468 follower_remove_similar_item (op, &tr->item->clone);
432 }
433 }
434
435 if(!op||!new_god) return;
436 469
470 if (!op || !new_god)
471 return;
472
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 473 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
474 {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 475 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
439 new_god->name); 476
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 477 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
478 {
441 object *tmp = get_archetype(LOOSE_MANA); 479 object *tmp = get_archetype (LOOSE_MANA);
480
442 cast_magic_storm(op,tmp, new_god->level+10); 481 cast_magic_storm (op, tmp, new_god->level + 10);
443 } 482 }
483
444 return; 484 return;
445 } 485 }
446 486
447 487
448 /* give the player any special god-characteristic-items. */ 488 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 489 for (tr = new_god->randomitems->items; tr; tr = tr->next)
490 {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 491 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 492 && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452 god_gives_present(op,new_god,tr); } 493 god_gives_present (op, new_god, tr);
494 }
453 495
454 496
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 497 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
456 "You become a follower of %s!",new_god->name);
457 498
458 for (skop = op->inv; skop != NULL; skop=skop->below) 499 for (skop = op->inv; skop != NULL; skop = skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 500 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
501 break;
460 502
461 /* Player has no skill - give them the skill */ 503 /* Player has no skill - give them the skill */
462 if (!skop) { 504 if (!skop)
505 {
463 /* The arhetype should always be defined - if we crash here because it doesn't, 506 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 507 * things are really messed up anyways.
465 */ 508 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 509 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
467 link_player_skills(op); 510 link_player_skills (op);
468 } 511 }
469 512
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 513 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
471 514
472 /* Clear the "undead" status. We also need to force a call to change_abil, 515 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that. 516 * so I set undeadified for that.
474 * - gros, 21th July 2006. 517 * - gros, 21th July 2006.
475 */ 518 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 519 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
477 { 520 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 521 CLEAR_FLAG (skop, FLAG_UNDEAD);
479 undeadified=1; 522 undeadified = 1;
480 } 523 }
481 524
482 if(skop->title) { /* get rid of old god */ 525 if (skop->title)
483 new_draw_info_format(NDI_UNIQUE,0,op, 526 { /* get rid of old god */
484 "%s's blessing is withdrawn from you.",skop->title); 527 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
485 /* The point of this is to really show what abilities the player just lost */ 528 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) { 529 if (sk_applied || undeadified)
530 {
487 531
488 CLEAR_FLAG(skop,FLAG_APPLIED); 532 CLEAR_FLAG (skop, FLAG_APPLIED);
489 (void) change_abil(op,skop); 533 (void) change_abil (op, skop);
490 } 534 }
491 free_string(skop->title);
492 } 535 }
493 536
494 /* now change to the new gods attributes to exp_obj */ 537 /* now change to the new gods attributes to exp_obj */
495 skop->title = add_string(new_god->name); 538 skop->title = new_god->name;
496 skop->path_attuned=new_god->path_attuned; 539 skop->path_attuned = new_god->path_attuned;
497 skop->path_repelled=new_god->path_repelled; 540 skop->path_repelled = new_god->path_repelled;
498 skop->path_denied=new_god->path_denied; 541 skop->path_denied = new_god->path_denied;
499 /* copy god's resistances */ 542 /* copy god's resistances */
500 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 543 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
501 544
502 /* make sure that certain immunities do NOT get passed 545 /* make sure that certain immunities do NOT get passed
503 * to the follower! 546 * to the follower!
504 */ 547 */
505 for (i=0; i<NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
506 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 549 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
507 i==ATNR_ELECTRICITY || i==ATNR_POISON))
508 skop->resist[i] = 30; 550 skop->resist[i] = 30;
509 551
510 skop->stats.hp= (sint16) new_god->last_heal; 552 skop->stats.hp = (sint16) new_god->last_heal;
511 skop->stats.sp= (sint16) new_god->last_sp; 553 skop->stats.sp = (sint16) new_god->last_sp;
512 skop->stats.grace= (sint16) new_god->last_grace; 554 skop->stats.grace = (sint16) new_god->last_grace;
513 skop->stats.food= (sint16) new_god->last_eat; 555 skop->stats.food = (sint16) new_god->last_eat;
514 skop->stats.luck= (sint8) new_god->stats.luck; 556 skop->stats.luck = (sint8) new_god->stats.luck;
515 /* gods may pass on certain flag properties */ 557 /* gods may pass on certain flag properties */
516 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 558 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
517 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 559 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
518 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 560 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
519 update_priest_flag(new_god,skop,FLAG_STEALTH); 561 update_priest_flag (new_god, skop, FLAG_STEALTH);
520 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 562 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
521 update_priest_flag(new_god,skop,FLAG_UNDEAD); 563 update_priest_flag (new_god, skop, FLAG_UNDEAD);
522 update_priest_flag(new_god,skop,FLAG_BLIND); 564 update_priest_flag (new_god, skop, FLAG_BLIND);
523 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 565 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
524 566
525 new_draw_info_format(NDI_UNIQUE,0,op, 567 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
526 "You are bathed in %s's aura.",new_god->name);
527 568
528 /* Weapon/armour use are special...handle flag toggles here as this can 569 /* Weapon/armour use are special...handle flag toggles here as this can
529 * only happen when gods are worshipped and if the new priest could 570 * only happen when gods are worshipped and if the new priest could
530 * have used armour/weapons in the first place. 571 * have used armour/weapons in the first place.
531 * 572 *
532 * This also can happen for monks which cannot use weapons. In this case 573 * This also can happen for monks which cannot use weapons. In this case
533 * do not allow to use weapons even if the god otherwise would allow it. 574 * do not allow to use weapons even if the god otherwise would allow it.
534 */ 575 */
535 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 576 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
536 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 577 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
537 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 578 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
538 579
539 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 580 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
540 stop_using_item(op,WEAPON,2); 581 stop_using_item (op, WEAPON, 2);
541 582
542 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 583 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
584 {
543 stop_using_item(op,ARMOUR,1); 585 stop_using_item (op, ARMOUR, 1);
544 stop_using_item(op,HELMET,1); 586 stop_using_item (op, HELMET, 1);
545 stop_using_item(op,BOOTS,1); 587 stop_using_item (op, BOOTS, 1);
546 stop_using_item(op,GLOVES,1); 588 stop_using_item (op, GLOVES, 1);
547 stop_using_item(op,SHIELD,1); 589 stop_using_item (op, SHIELD, 1);
548 } 590 }
549 591
550 SET_FLAG(skop,FLAG_APPLIED); 592 SET_FLAG (skop, FLAG_APPLIED);
551 (void) change_abil(op,skop); 593 (void) change_abil (op, skop);
552 594
553 /* return to previous skill status */ 595 /* return to previous skill status */
596 if (!sk_applied)
554 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 597 CLEAR_FLAG (skop, FLAG_APPLIED);
555 598
556 check_special_prayers (op, new_god); 599 check_special_prayers (op, new_god);
557} 600}
558 601
559/** 602/**
560 * Forbids or let player use something item type. 603 * Forbids or let player use something item type.
561 * op is the player. 604 * op is the player.
562 * exp_obj is the widsom experience. 605 * exp_obj is the widsom experience.
563 * flag is the flag to check against. 606 * flag is the flag to check against.
564 * string is the string to print out. 607 * string is the string to print out.
565 */ 608 */
566 609
610int
567int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 611worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
612{
568 613
569 if(QUERY_FLAG(&op->arch->clone,flag)) 614 if (QUERY_FLAG (&op->arch->clone, flag))
570 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 615 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
616 {
571 update_priest_flag(exp_obj,op,flag); 617 update_priest_flag (exp_obj, op, flag);
572 if(QUERY_FLAG(op,flag)) 618 if (QUERY_FLAG (op, flag))
573 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 619 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
574 else { 620 else
621 {
575 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 622 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
576 return 1; 623 return 1;
624 }
577 } 625 }
578 }
579 return 0; 626 return 0;
580} 627}
581 628
582/** 629/**
583 * Unapplies up to number worth of items of type 630 * Unapplies up to number worth of items of type
584 */ 631 */
632void
585void stop_using_item ( object *op, int type, int number ) { 633stop_using_item (object *op, int type, int number)
634{
586 object *tmp; 635 object *tmp;
587 636
588 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 637 for (tmp = op->inv; tmp && number; tmp = tmp->below)
589 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 638 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
639 {
590 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 640 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
591 number--; 641 number--;
592 } 642 }
593} 643}
594 644
595/** 645/**
596 * If the god does/doesnt have this flag, we 646 * If the god does/doesnt have this flag, we
597 * give/remove it from the experience object if it doesnt/does 647 * give/remove it from the experience object if it doesnt/does
598 * already exist. For players only! 648 * already exist. For players only!
599 */ 649 */
600 650
651void
601void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 652update_priest_flag (object *god, object *exp_ob, uint32 flag)
653{
602 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 654 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
603 SET_FLAG(exp_ob,flag); 655 SET_FLAG (exp_ob, flag);
604 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 656 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
605 { 657 {
606 /* When this is called with the exp_ob set to the player, 658 /* When this is called with the exp_ob set to the player,
607 * this check is broken, because most all players arch 659 * this check is broken, because most all players arch
608 * allow use of weapons. I'm not actually sure why this 660 * allow use of weapons. I'm not actually sure why this
609 * check is here - I guess if you had a case where the 661 * check is here - I guess if you had a case where the
610 * value in the archetype (wisdom) should over ride the restrictions 662 * 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 663 * the god places on it, this may make sense. But I don't think
612 * there is any case like that. 664 * there is any case like that.
613 */ 665 */
614 666
615/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 667/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
616 CLEAR_FLAG(exp_ob,flag); 668 CLEAR_FLAG (exp_ob, flag);
617 }; 669 };
618} 670}
619 671
620 672
621 673
674archetype *
622archetype *determine_holy_arch (object *god, const char *type) 675determine_holy_arch (object *god, const char *type)
623{ 676{
624 treasure *tr; 677 treasure *tr;
625 678
626 if ( ! god || ! god->randomitems) { 679 if (!god || !god->randomitems)
680 {
627 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 681 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
628 "randomitems\n");
629 return NULL; 682 return NULL;
630 } 683 }
631 684
632 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 685 for (tr = god->randomitems->items; tr; tr = tr->next)
633 object *item; 686 {
634
635 if ( ! tr->item) 687 if (!tr->item)
636 continue; 688 continue;
689
637 item = &tr->item->clone; 690 object *item = &tr->item->clone;
638 691
639 if (item->type == BOOK && item->invisible 692 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
640 && strcmp (item->name, type) == 0)
641 return item->other_arch; 693 return item->other_arch;
642 } 694 }
643 return NULL; 695 return NULL;
644} 696}
645 697
646/** 698/**
647 * God helps player by removing curse and/or damnation. 699 * God helps player by removing curse and/or damnation.
648 */ 700 */
701static int
649static int god_removes_curse (object *op, int remove_damnation) 702god_removes_curse (object *op, int remove_damnation)
650{ 703{
651 object *tmp; 704 object *tmp;
652 int success = 0; 705 int success = 0;
653 706
654 for (tmp = op->inv; tmp; tmp = tmp->below) { 707 for (tmp = op->inv; tmp; tmp = tmp->below)
708 {
655 if (tmp->invisible) 709 if (tmp->invisible)
656 continue; 710 continue;
657 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 711 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
658 continue; 712 continue;
659 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 713 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
714 {
660 success = 1; 715 success = 1;
661 CLEAR_FLAG (tmp, FLAG_DAMNED); 716 CLEAR_FLAG (tmp, FLAG_DAMNED);
662 CLEAR_FLAG (tmp, FLAG_CURSED); 717 CLEAR_FLAG (tmp, FLAG_CURSED);
663 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 718 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
664 if (op->type == PLAYER) 719 if (op->type == PLAYER)
665 esrv_send_item (op, tmp); 720 esrv_send_item (op, tmp);
666 } 721 }
667 } 722 }
668 723
669 if (success) 724 if (success)
670 new_draw_info (NDI_UNIQUE, 0, op, 725 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
671 "You feel like someone is helping you.");
672 return success; 726 return success;
673} 727}
674 728
729static int
675static int follower_level_to_enchantments (int level, int difficulty) 730follower_level_to_enchantments (int level, int difficulty)
676{ 731{
677 if (difficulty < 1) { 732 if (difficulty < 1)
678 LOG (llevError, "follower_level_to_enchantments(): " 733 {
679 "difficulty %d is invalid\n", difficulty); 734 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
680 return 0; 735 return 0;
681 } 736 }
682 737
683 if (level <= 20) 738 if (level <= 20)
684 return level / difficulty; 739 return level / difficulty;
685 if (level <= 40) 740 if (level <= 40)
686 return (20 + (level - 20) / 2) / difficulty; 741 return (20 + (level - 20) / 2) / difficulty;
742
687 return (30 + (level - 40) / 4) / difficulty; 743 return (30 + (level - 40) / 4) / difficulty;
688} 744}
689 745
690/** 746/**
691 * God wants to enchant weapon. 747 * God wants to enchant weapon.
692 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 748 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
693 * it isn't a weapon for another god. If all is all right, update weapon with 749 * it isn't a weapon for another god. If all is all right, update weapon with
694 * attacktype, slaying and such. 750 * attacktype, slaying and such.
695 */ 751 */
752static int
696static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 753god_enchants_weapon (object *op, object *god, object *tr, object *skill)
697{ 754{
698 char buf[MAX_BUF]; 755 char buf[MAX_BUF];
699 object *weapon; 756 object *weapon;
700 uint32 attacktype; 757 uint32 attacktype;
701 int tmp; 758 int tmp;
702 759
703 for (weapon = op->inv; weapon; weapon = weapon->below) 760 for (weapon = op->inv; weapon; weapon = weapon->below)
704 if ((weapon->type == WEAPON || weapon->type == BOW) 761 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
705 && QUERY_FLAG (weapon, FLAG_APPLIED))
706 break; 762 break;
763
707 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 764 if (weapon == NULL || 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; 765 return 0;
766
767 /* First give it a title, so other gods won't touch it */
768 if (!weapon->title)
769 {
770 sprintf (buf, "of %s", &god->name);
771 weapon->title = buf;
772 if (op->type == PLAYER)
773 esrv_update_item (UPD_NAME, op, weapon);
774 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
775 }
776
777 /* Allow the weapon to slay enemies */
778 if (!weapon->slaying && god->slaying)
779 {
780 weapon->slaying = god->slaying;
781 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
782 return 1;
783 }
784
785 /* Add the gods attacktype */
786 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
787 if ((attacktype & god->attacktype) != god->attacktype)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
790 weapon->attacktype = attacktype | god->attacktype;
791 return 1;
792 }
793
794 /* Higher magic value */
795 tmp = follower_level_to_enchantments (skill->level, tr->level);
796 if (weapon->magic < tmp)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
799 weapon->magic++;
800 if (op->type == PLAYER)
801 esrv_update_item (UPD_NAME, op, weapon);
802 return 1;
803 }
804
805 return 0;
748} 806}
749 807
750 808
751/** 809/**
752 * Every once in a while the god will intervene to help the worshiper. 810 * 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 811 * Later, this fctn can be used to supply quests, etc for the
754 * priest. -b.t. 812 * priest. -b.t.
755 * called from pray_at_altar() currently. 813 * called from pray_at_altar() currently.
756 */ 814 */
757 815
816void
758void god_intervention (object *op, object *god, object *skill) 817god_intervention (object *op, object *god, object *skill)
759{ 818{
760 treasure *tr; 819 treasure *tr;
761 820
762 if ( ! god || ! god->randomitems) { 821 if (!god || !god->randomitems)
763 LOG (llevError, 822 {
764 "BUG: god_intervention(): no god or god without randomitems\n"); 823 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
765 return; 824 return;
766 } 825 }
767 826
768 check_special_prayers (op, god); 827 check_special_prayers (op, god);
769 828
770 /* lets do some checks of whether we are kosher with our god */ 829 /* lets do some checks of whether we are kosher with our god */
771 if (god_examines_priest (op, god) < 0) 830 if (god_examines_priest (op, god) < 0)
772 return; 831 return;
773 832
774 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 833 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
775 834
776 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 835 for (tr = god->randomitems->items; tr; tr = tr->next)
836 {
777 object *item; 837 object *item;
778 838
779 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 839 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
840 continue;
841
842 /* Treasurelist - generate some treasure for the follower */
843 if (tr->name)
844 {
845 treasurelist *tl = treasurelist::find (tr->name);
846
847 if (tl == NULL)
780 continue; 848 continue;
781 849
782 /* Treasurelist - generate some treasure for the follower */ 850 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) { 851
784 treasurelist *tl = find_treasurelist (tr->name); 852 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
785 if (tl == NULL) 853 return;
854 }
855
856 if (!tr->item)
857 continue;
858
859 item = &tr->item->clone;
860
861 /* Grace limit */
862 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
863 {
864 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
865 {
866 object *tmp;
867
868 /* Follower lacks the required grace for the following
869 * treasure list items. */
870
871 tmp = get_archetype (HOLY_POSSESSION);
872 cast_change_ability (op, op, tmp, 0, 1);
873 tmp->destroy ();
874 return;
875 }
876 continue;
877 }
878
879 /* Restore grace */
880 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
881 {
882 if (op->stats.grace >= 0)
786 continue; 883 continue;
884 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
885 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
886 return;
887 }
787 888
788 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 889 /* Heal damage */
789 "eyes. You catch it before it falls to the ground."); 890 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
891 {
892 if (op->stats.hp >= op->stats.maxhp)
893 continue;
894 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
895 op->stats.hp = op->stats.maxhp;
896 return;
897 }
790 898
791 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 899 /* Restore spellpoints */
792 | GT_UPDATE_INV, skill->level, 0); 900 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
901 {
902 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
903
904 /* Restore to 50 .. 100%, if sp < 50% */
905 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
906
907 if (op->stats.sp >= max / 2)
908 continue;
909 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
910 op->stats.sp = new_sp;
911 }
912
913 /* Various heal spells */
914 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
915 {
916 object *tmp;
917 int success;
918
919 tmp = get_archetype_by_object_name (item->slaying);
920
921 success = cast_heal (op, op, tmp, 0);
922 tmp->destroy ();
923 if (success)
793 return; 924 return;
794 } 925 else
795
796 if ( ! tr->item) {
797 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
798 god->name);
799 continue; 926 continue;
800 } 927 }
801 item = &tr->item->clone;
802 928
803 /* Grace limit */ 929 /* Remove curse */
804 if (item->type == BOOK && item->invisible 930 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
805 && strcmp (item->name, "grace limit") == 0) { 931 {
806 if (op->stats.grace < item->stats.grace 932 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; 933 return;
934 else
935 continue;
936 }
937
938 /* Remove damnation */
939 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
940 {
941 if (god_removes_curse (op, 1))
942 return;
943 else
944 continue;
945 }
946
947 /* Heal depletion */
948 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
949 {
950 object *depl;
951 archetype *at;
952 int i;
953
954 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
955 {
956 LOG (llevError, "Could not find archetype depletion.\n");
957 continue;
817 } 958 }
959 depl = present_arch_in_ob (at, op);
960
961 if (depl == NULL)
818 continue; 962 continue;
819 }
820 963
821 /* Restore grace */ 964 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
822 if (item->type == BOOK && item->invisible 965
823 && strcmp (item->name, "restore grace") == 0) 966 for (i = 0; i < NUM_STATS; i++)
967 if (depl->stats.stat (i))
968 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
969
970 depl->destroy ();
971 op->update_stats ();
972 return;
824 { 973 }
825 if (op->stats.grace >= 0) 974
826 continue; 975 /* Voices */
827 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 976 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
977 {
978 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
979 new_draw_info (NDI_WHITE, 0, op, item->msg);
980 return;
981 }
982
983 /* Messages */
984 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
985 {
828 new_draw_info (NDI_UNIQUE, 0, op, 986 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
829 "You are returned to a state of grace."); 987 return;
988 }
989
990 /* Enchant weapon */
991 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
992 {
993 if (god_enchants_weapon (op, god, item, skill))
830 return; 994 return;
831 } 995 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; 996 continue;
839 new_draw_info (NDI_UNIQUE, 0, op, 997 }
840 "A white light surrounds and heals you!"); 998
841 op->stats.hp = op->stats.maxhp; 999 /* Spellbooks - works correctly only for prayers */
1000 if (item->type == SPELL)
1001 {
1002 if (check_spell_known (op, item->name))
1003 continue;
1004 if (item->level > skill->level)
1005 continue;
1006
1007 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1008 do_learn_spell (op, item, 1);
1009 return;
1010
1011 }
1012
1013 /* Other gifts */
1014 if (!item->invisible)
1015 {
1016 if (god_gives_present (op, god, tr))
842 return; 1017 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 1018 else
881 continue; 1019 continue;
882 }
883
884 /* Remove damnation */
885 if (item->type == BOOK && item->invisible
886 && strcmp (item->name, "remove damnation") == 0)
887 { 1020 }
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 */ 1021 /* else ignore it */
972 } 1022 }
973 1023
974 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1024 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
975} 1025}
976 1026
977/** 1027/**
978 * Checks and maybe punishes someone praying. 1028 * Checks and maybe punishes someone praying.
979 * All applied items are examined, if player is using more items of other gods, 1029 * 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. 1030 * s/he loses experience in praying or general experience if no praying.
981 */ 1031 */
1032int
982int god_examines_priest (object *op, object *god) { 1033god_examines_priest (object *op, object *god)
1034{
983 int reaction=1; 1035 int reaction = 1;
984 object *item=NULL, *skop; 1036 object *item = NULL, *skop;
985 1037
986 for(item=op->inv;item;item=item->below) { 1038 for (item = op->inv; item; item = item->below)
1039 {
987 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1040 if (QUERY_FLAG (item, FLAG_APPLIED))
1041 {
988 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1042 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
989 } 1043 }
990 } 1044 }
991 1045
992 /* well, well. Looks like we screwed up. Time for god's revenge */ 1046 /* well, well. Looks like we screwed up. Time for god's revenge */
993 if(reaction<0) { 1047 if (reaction < 0)
1048 {
994 int loss = 10000000; 1049 int loss = 10000000;
995 int angry = abs(reaction); 1050 int angry = abs (reaction);
996 1051
997 for (skop = op->inv; skop != NULL; skop=skop->below) 1052 for (skop = op->inv; skop != NULL; skop = skop->below)
998 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1053 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1054 break;
999 1055
1000 if (skop) 1056 if (skop)
1001 loss = (int) (0.05 * (float) skop->stats.exp); 1057 loss = (int) (0.05 * (float) skop->stats.exp);
1002 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1058 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)) { 1059 if (random_roll (0, angry, op, PREFER_LOW))
1060 {
1005 object *tmp = get_archetype(LOOSE_MANA); 1061 object *tmp = get_archetype (LOOSE_MANA);
1062
1006 cast_magic_storm(op,tmp,op->level+(angry*3)); 1063 cast_magic_storm (op, tmp, op->level + (angry * 3));
1007 } 1064 }
1008 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1065 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 } 1066 }
1011 return reaction; 1067 return reaction;
1012} 1068}
1013 1069
1014/** 1070/**
1015 * God checks item the player is using. 1071 * God checks item the player is using.
1016 * Return either -1 (bad), 0 (neutral) or 1072 * Return either -1 (bad), 0 (neutral) or
1017 * 1 (item is ok). If you are using the item of an enemy 1073 * 1 (item is ok). If you are using the item of an enemy
1018 * god, it can be bad...-b.t. 1074 * god, it can be bad...-b.t.
1019 */ 1075 */
1020 1076
1077int
1021int god_examines_item(object *god, object *item) { 1078god_examines_item (object *god, object *item)
1079{
1022 char buf[MAX_BUF]; 1080 char buf[MAX_BUF];
1023 1081
1024 if(!god||!item) return 0; 1082 if (!god || !item)
1083 return 0;
1025 1084
1026 if(!item->title) return 1; /* unclaimed item are ok */ 1085 if (!item->title)
1086 return 1; /* unclaimed item are ok */
1027 1087
1028 sprintf(buf,"of %s",god->name); 1088 sprintf (buf, "of %s", &god->name);
1029 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1089 if (!strcmp (item->title, buf))
1090 return 1; /* belongs to that God */
1030 1091
1031 if(god->title) { /* check if we have any enemy blessed item*/ 1092 if (god->title)
1093 { /* check if we have any enemy blessed item */
1032 sprintf(buf,"of %s",god->title); 1094 sprintf (buf, "of %s", &god->title);
1033 if(!strcmp(item->title,buf)) { 1095 if (!strcmp (item->title, buf))
1096 {
1034 if(item->env) { 1097 if (item->env)
1098 {
1035 char buf[MAX_BUF]; 1099 char buf[MAX_BUF];
1100
1036 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1101 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1037 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1102 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1038 } 1103 }
1039 return -1; 1104 return -1;
1040 } 1105 }
1041 } 1106 }
1042 1107
1043 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1108 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1044} 1109}
1045 1110
1046/** 1111/**
1047 * Returns priest's god's id. 1112 * Returns priest's god's id.
1048 * Straight calls lookup_god_by_name 1113 * Straight calls lookup_god_by_name
1049 */ 1114 */
1050 1115
1116int
1051int get_god(object *priest) { 1117get_god (object *priest)
1118{
1052 int godnr=lookup_god_by_name(determine_god(priest)); 1119 int godnr = lookup_god_by_name (determine_god (priest));
1053 1120
1054 return godnr; 1121 return godnr;
1055} 1122}
1056 1123
1057/** 1124/**
1058 * Returns a string that is the name of the god that should be natively worshipped by a 1125 * Returns a string that is the name of the god that should be natively worshipped by a
1059 * creature of who has race *race 1126 * creature of who has race *race
1060 * if we can't find a god that is appropriate, we return NULL 1127 * if we can't find a god that is appropriate, we return NULL
1061 */ 1128 */
1129const char *
1062const char *get_god_for_race(const char *race) { 1130get_god_for_race (const char *race)
1131{
1063 godlink *gl=first_god; 1132 godlink *gl = first_god;
1064 const char *godname=NULL; 1133 const char *godname = NULL;
1065 1134
1066 if (race == NULL) return NULL; 1135 if (race == NULL)
1136 return NULL;
1067 while(gl) { 1137 while (gl)
1138 {
1068 if (!strcasecmp(gl->arch->clone.race, race)) { 1139 if (!strcasecmp (gl->arch->clone.race, race))
1140 {
1069 godname=gl->name; 1141 godname = gl->name;
1070 break; 1142 break;
1071 } 1143 }
1072 gl=gl->next; 1144 gl = gl->next;
1073 } 1145 }
1074 return godname; 1146 return godname;
1075} 1147}
1148
1076/** 1149/**
1077 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1150 * 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 1151 * 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. 1152 * the spell attacktype contains AT_HOLYWORD. -b.t.
1080 */ 1153 */
1081 1154int
1082int tailor_god_spell(object *spellop, object *caster) { 1155tailor_god_spell (object *spellop, object *caster)
1156{
1083 object *god=find_god(determine_god(caster)); 1157 object *god = find_god (determine_god (caster));
1084 int caster_is_spell=0; 1158 int caster_is_spell = 0;
1085 1159
1086 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1160 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1161 caster_is_spell = 1;
1087 1162
1088 /* if caster is a rune or the like, it doesn't worship anything. However, 1163 /* 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 1164 * if this object is owned by someone, then the god that they worship
1090 * is relevant, so use that. 1165 * is relevant, so use that.
1091 */ 1166 */
1092 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1167 if (!god && caster->owner)
1168 god = find_god (determine_god (caster->owner));
1093 1169
1094 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1170 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1171 {
1095 if ( ! caster_is_spell) 1172 if (!caster_is_spell)
1096 new_draw_info(NDI_UNIQUE, 0, caster,
1097 "This prayer is useless unless you worship an appropriate god"); 1173 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1098 else 1174 else
1099 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1175 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1100 free_object(spellop); 1176
1177 spellop->destroy ();
1101 return 0; 1178 return 0;
1102 } 1179 }
1103 1180
1104 /* either holy word or godpower attacks will set the slaying field */ 1181 /* either holy word or godpower attacks will set the slaying field */
1105 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1182 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1183 {
1106 if (spellop->slaying) { 1184 if (spellop->slaying)
1107 free_string(spellop->slaying);
1108 spellop->slaying = NULL; 1185 spellop->slaying = NULL;
1109 } 1186
1110 if(!caster_is_spell) 1187 if (!caster_is_spell)
1111 spellop->slaying = add_string(god->slaying); 1188 spellop->slaying = god->slaying;
1112 else if(caster->slaying) 1189 else if (caster->slaying)
1113 spellop->slaying = add_string(caster->slaying); 1190 spellop->slaying = caster->slaying;
1114 } 1191 }
1115 1192
1116 /* only the godpower attacktype adds the god's attack onto the spell */ 1193 /* only the godpower attacktype adds the god's attack onto the spell */
1117 if(spellop->attacktype & AT_GODPOWER) 1194 if (spellop->attacktype & AT_GODPOWER)
1118 spellop->attacktype=spellop->attacktype|god->attacktype; 1195 spellop->attacktype = spellop->attacktype | god->attacktype;
1119 1196
1120 /* tack on the god's name to the spell */ 1197 /* tack on the god's name to the spell */
1121 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1198 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1199 {
1200 spellop->title = god->name;
1122 if(spellop->title) 1201 if (spellop->title)
1123 free_string(spellop->title); 1202 {
1124 spellop->title=add_string(god->name);
1125 if(spellop->title){
1126 char buf[MAX_BUF]; 1203 char buf[MAX_BUF];
1204
1127 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1205 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1128 FREE_AND_COPY(spellop->name, buf); 1206 spellop->name = spellop->name_pl = buf;
1129 FREE_AND_COPY(spellop->name_pl, buf);
1130 } 1207 }
1131 } 1208 }
1132 1209
1133 return 1; 1210 return 1;
1134} 1211}
1135

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