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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 1.25 by root, Mon Jun 4 12:19:09 2007 UTC

1/* 1/*
2 * static char *rcsid_gods_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: gods.C,v 1.3 2006/08/29 08:01:37 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it
13 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
14 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
15 (at your option) any later version. 11 * 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, but
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
20 GNU General Public License for more details. 16 * 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 along
23 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <crossfire@schmorp.de>
27*/ 23 */
28
29 24
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 26 * monster race initialization. b.t.
32 */ 27 */
33 28
36#include <global.h> 31#include <global.h>
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
40#include <sounds.h> 35#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 36#include <sproto.h>
43#endif
44 37
45/** 38/**
46 * Returns the id of specified god. 39 * Returns the id of specified god.
47 */ 40 */
41int
48int lookup_god_by_name(const char *name) { 42lookup_god_by_name (const char *name)
43{
49 int godnr=-1; 44 int godnr = -1;
50 size_t nmlen = strlen(name); 45 size_t nmlen = strlen (name);
51 46
52 if(name && strcmp(name,"none")) { 47 if (name && strcmp (name, "none"))
48 {
53 godlink *gl; 49 godlink *gl;
50
54 for(gl=first_god;gl;gl=gl->next) 51 for (gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 52 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
56 break; 53 break;
54 if (gl)
57 if(gl) godnr=gl->id; 55 godnr = gl->id;
58 } 56 }
59 return godnr; 57 return godnr;
60} 58}
61 59
62/** 60/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 61 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 62 */
63object *
65object *find_god(const char *name) { 64find_god (const char *name)
65{
66 object *god=NULL; 66 object *god = NULL;
67 67
68 if(name) { 68 if (name)
69 {
69 godlink *gl; 70 godlink *gl;
70 71
71 for(gl=first_god;gl;gl=gl->next) 72 for (gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 73 if (!strcmp (name, gl->name))
74 break;
75 if (gl)
73 if(gl) god=pntr_to_god_obj(gl); 76 god = pntr_to_god_obj (gl);
74 } 77 }
75 return god; 78 return god;
76} 79}
77 80
78/** 81/**
79 * Determines if op worships a god. 82 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god. 83 * 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 84 * 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 85 * who they should worship based on their race. If that fails we
83 * give them a random one. 86 * give them a random one.
84 */ 87 */
85 88
89const char *
86const char *determine_god(object *op) { 90determine_god (object *op)
91{
87 int godnr = -1; 92 int godnr = -1;
88 const char *godname; 93 const char *godname;
89 94
90 /* spells */ 95 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 96 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 } 97 {
98 if (lookup_god_by_name (op->title) >= 0)
99 return op->title;
100 }
96 101
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { 102 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
98 103 {
104
99 /* find a god based on race */ 105 /* find a god based on race */
100 if(!op->title) { 106 if (!op->title)
107 {
101 if (op->race !=NULL) { 108 if (op->race != NULL)
109 {
102 godname=get_god_for_race(op->race); 110 godname = get_god_for_race (op->race);
103 if (godname!=NULL) { 111 if (godname != NULL)
112 {
104 op->title = add_string(godname); 113 op->title = godname;
105 } 114 }
106 } 115 }
107 } 116 }
108 117
109 /* find a random god */ 118 /* find a random god */
110 if(!op->title) { 119 if (!op->title)
120 {
111 godlink *gl = first_god; 121 godlink *gl = first_god;
112 122
113 godnr = rndm(1, gl->id); 123 godnr = rndm (1, gl->id);
114 while(gl) { 124 while (gl)
125 {
115 if(gl->id == godnr) break; 126 if (gl->id == godnr)
127 break;
116 gl=gl->next; 128 gl = gl->next;
117 } 129 }
118 op->title = add_string(gl->name); 130 op->title = gl->name;
119 } 131 }
120 132
121 return op->title; 133 return op->title;
122 } 134 }
123 135
124 136
125 /* The god the player worships is in the praying skill (native skill 137 /* 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 138 * 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 139 * that skill, once we find it, we can return, either with the
128 * title or "none". 140 * title or "none".
129 */ 141 */
130 if(op->type==PLAYER) { 142 if (op->type == PLAYER)
143 {
131 object *tmp; 144 object *tmp;
145
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 147 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
148 {
149 if (tmp->title)
134 if (tmp->title) return (tmp->title); 150 return (tmp->title);
151 else
135 else return("none"); 152 return ("none");
136 } 153 }
137 } 154 }
138 return ("none"); 155 return ("none");
139} 156}
140 157
141/** 158/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 159 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 160 */
161static int
144static int same_string (const char *s1, const char *s2) 162same_string (const char *s1, const char *s2)
145{ 163{
164 if (s1 == NULL)
146 if (s1 == NULL) 165 if (s2 == NULL)
147 if (s2 == NULL)
148 return 1; 166 return 1;
149 else
150 return 0;
151 else 167 else
152 if (s2 == NULL)
153 return 0; 168 return 0;
154 else 169 else if (s2 == NULL)
170 return 0;
171 else
155 return strcmp (s1, s2) == 0; 172 return strcmp (s1, s2) == 0;
156} 173}
157 174
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)
190 {
171 next = tmp->below; /* backup in case we remove tmp */ 191 next = tmp->below; /* backup in case we remove tmp */
172 192
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)
177 && same_string (tmp->slaying, item->slaying)) {
178 196 {
197
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));
183 else 201 else
184 new_draw_info_format(NDI_UNIQUE,0,op, 202 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)); 203
186
187 remove_ob(tmp); /* remove obj from players inv. */ 204 tmp->remove (); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */ 205 esrv_del_item (op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */ 206 tmp->destroy (); /* free object */
190 } 207 }
208
191 if (tmp->inv) 209 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 210 follower_remove_similar_item (tmp, item);
193 } 211 }
194 } 212 }
195} 213}
196 214
197/** 215/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 216 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 217 * Returns 1 if found, else 0.
200 */ 218 */
219static int
201static int follower_has_similar_item (object *op, object *item) 220follower_has_similar_item (object *op, object *item)
202{ 221{
203 object *tmp; 222 object *tmp;
204 223
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 224 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
225 {
206 if (tmp->type == item->type 226 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 227 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 228 && 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; 229 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 230 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 231 return 1;
214 } 232 }
233 return 0;
234}
235
236/**
237 * God gives an item to the player.
238 */
239static int
240god_gives_present (object *op, object *god, treasure *tr)
241{
242 object *tmp;
243
244 if (!tr->item)
215 return 0; 245 return 0;
216}
217 246
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)) 247 if (follower_has_similar_item (op, &tr->item->clone))
226 return 0; 248 return 0;
227 249
228 tmp = arch_to_object (tr->item); 250 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)); 251 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); 252 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER) 253 if (op->type == PLAYER)
233 esrv_send_item (op, tmp); 254 esrv_send_item (op, tmp);
255
234 return 1; 256 return 1;
235} 257}
236 258
237/** 259/**
238 * Player prays at altar. 260 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 261 * Checks for god changing, divine intervention, and so on.
240 */ 262 */
263void
241void pray_at_altar(object *pl, object *altar, object *skill) { 264pray_at_altar (object *pl, object *altar, object *skill)
265{
242 object *pl_god=find_god(determine_god(pl)); 266 object *pl_god = find_god (determine_god (pl));
243 267
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) 268 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
269 return;
270
271 /* If non consecrate altar, don't do anything */
272 if (!altar->other_arch)
273 return;
274
275 /* hmm. what happend depends on pl's current god, level, etc */
276 if (!pl_god)
277 { /*new convert */
278 become_follower (pl, &altar->other_arch->clone);
245 return; 279 return;
246 280
247 /* If non consecrate altar, don't do anything */ 281 }
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)) { 282 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
283 {
256 /* pray at your gods altar */ 284 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10; 285 int bonus = (pl->stats.Wis + skill->level) / 10;
258 286
259 /* we can get neg grace up faster */ 287 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 288 if (pl->stats.grace < 0)
261 bonus : -1*(pl->stats.grace/10)); 289 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
262 /* we can super-charge grace to 2x max */ 290 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 291 if (pl->stats.grace < (2 * pl->stats.maxgrace))
292 {
264 pl->stats.grace+=bonus/2; 293 pl->stats.grace += bonus / 2;
265 } 294 }
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) { 295 if (pl->stats.grace > (2 * pl->stats.maxgrace))
296 {
267 pl->stats.grace=(2*pl->stats.maxgrace); 297 pl->stats.grace = (2 * pl->stats.maxgrace);
268 } 298 }
269 299
270 /* Every once in a while, the god decides to checkup on their 300 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out. 301 * follower, and may intervene to help them out.
272 */ 302 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 303 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
274 304
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 305 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
276 god_intervention(pl,pl_god, skill); 306 god_intervention (pl, pl_god, skill);
277 307
278 } else { /* praying to another god! */ 308 }
309 else
310 { /* praying to another god! */
279 uint64 loss = 0; 311 uint64 loss = 0;
280 int angry=1; 312 int angry = 1;
281 313
282 /* I believe the logic for detecting opposing gods was completely 314 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch 315 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have 316 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch 317 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before 318 * is the opposing god - we need to verify that exists before
287 * using its values. 319 * using its values.
288 */ 320 */
289 if(pl_god->other_arch && 321 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
290 (altar->other_arch->name==pl_god->other_arch->name)) { 322 {
291 angry=2; 323 angry = 2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 324 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
325 {
293 object *tmp; 326 object *tmp;
294 327
295 /* you really screwed up */ 328 /* you really screwed up */
296 angry=3; 329 angry = 3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 330 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); 331 tmp = get_archetype (LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20); 332 cast_magic_storm (pl, tmp, pl_god->level + 20);
301 } else 333 }
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 "Foolish heretic! %s is livid!",pl_god->name);
304 } else 334 else
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 335 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); 336 }
307 337 else
338 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
339
308 /* whether we will be successfull in defecting or not - 340 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj 341 * we lose experience from the clerical experience obj
310 */ 342 */
311 343
312 loss = angry * (skill->stats.exp / 10); 344 loss = angry * (skill->stats.exp / 10);
313 if(loss) 345 if (loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 346 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);
316 347
317 /* May switch Gods, but its random chance based on our current level 348 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get 349 * note it gets harder to swap gods the higher we get
319 */ 350 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 351 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
321 become_follower(pl,&altar->other_arch->clone); 352 become_follower (pl, &altar->other_arch->clone);
322 } else { 353 else
354 {
323 /* toss this player off the altar. He can try again. */ 355 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 356 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."); 357 pl->contr->fire_on = 0;
358 pl->speed_left = 1.f;
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 359 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
327 } 360 }
328 } 361 }
329} 362}
330 363
331/** 364/**
332 * Removes special prayers given by a god. 365 * Removes special prayers given by a god.
333 */ 366 */
367static void
334static void check_special_prayers (object *op, object *god) 368check_special_prayers (object *op, object *god)
335{ 369{
336 /* Ensure that 'op' doesn't know any special prayers that are not granted 370 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'. 371 * by 'god'.
338 */ 372 */
339 treasure *tr; 373 treasure *tr;
340 object *tmp, *next_tmp; 374 object *tmp, *next_tmp;
341 int remove=0; 375 int remove = 0;
342 376
343 /* Outer loop iterates over all special prayer marks */ 377 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 378 for (tmp = op->inv; tmp; tmp = next_tmp)
379 {
345 next_tmp = tmp->below; 380 next_tmp = tmp->below;
346 381
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 382 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 383 * in that category, not something we need to worry about.
349 */ 384 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 385 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
386 continue;
387
388 if (god->randomitems == NULL)
389 {
390 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
391 do_forget_spell (op, tmp->name);
392 continue;
393 }
394
395 /* Inner loop tries to find the special prayer in the god's treasure
396 * list. We default that the spell should be removed.
397 */
398 remove = 1;
399 for (tr = god->randomitems->items; tr; tr = tr->next)
400 {
401 object *item;
402
403 if (!tr->item)
351 continue; 404 continue;
352 405
353 if (god->randomitems == NULL) {
354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name);
355 do_forget_spell (op, tmp->name);
356 continue;
357 }
358
359 /* Inner loop tries to find the special prayer in the god's treasure
360 * list. We default that the spell should be removed.
361 */
362 remove=1;
363 for (tr = god->randomitems->items; tr; tr = tr->next)
364 {
365 object *item;
366
367 if (tr->item == NULL)
368 continue;
369 item = &tr->item->clone; 406 item = &tr->item->clone;
370 407
371 /* Basically, see if the matching spell is granted by this god. */ 408 /* Basically, see if the matching spell is granted by this god. */
372 409
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 410 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
411 {
374 remove=0; 412 remove = 0;
375 break; 413 break;
376 } 414 }
377 } 415 }
378 if (remove) { 416 if (remove)
417 {
379 /* just do the work of removing the spell ourselves - we already 418 /* just do the work of removing the spell ourselves - we already
380 * know that the player knows the spell 419 * know that the player knows the spell
381 */ 420 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 421 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
383 "You lose knowledge of %s.", tmp->name);
384 player_unready_range_ob(op->contr, tmp); 422 player_unready_range_ob (op->contr, tmp);
385 remove_ob(tmp); 423 tmp->destroy ();
386 free_object(tmp);
387 } 424 }
388 425
389 } 426 }
390} 427}
391 428
393 * This function is called whenever a player has 430 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes 431 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven 432 * that happen to the player, including the removal of godgiven
396 * items (from the former cult). 433 * items (from the former cult).
397 */ 434 */
435void
398void become_follower (object *op, object *new_god) { 436become_follower (object *op, object *new_god)
437{
399 object *old_god = NULL; /* old god */ 438 object *old_god = NULL; /* old god */
400 treasure *tr; 439 treasure *tr;
401 object *item, *skop, *next; 440 object *item, *skop, *next;
402 int i,sk_applied,
403 undeadified = 0; /* Turns to true if changing god can changes the undead status of the player.*/ 441 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
404 442
405 443
406 old_god = find_god(determine_god(op)); 444 old_god = find_god (determine_god (op));
407 445
408 /* take away any special god-characteristic items. */ 446 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) { 447 for (item = op->inv; item != NULL; item = next)
448 {
410 next = item->below; 449 next = item->below;
411 /* remove all invisible startequip items which are 450 // remove all invisible startequip items which are not skill, exp or force
412 * not skill, exp or force
413 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 451 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 452 (item->type != SKILL) && (item->type != FORCE))
416 (item->type != FORCE)) { 453 {
417 454
418 if (item->type == SPELL) 455 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 456 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
420 "You lose knowledge of %s.", item->name); 457
421 player_unready_range_ob(op->contr, item); 458 player_unready_range_ob (op->contr, item);
422 remove_ob(item); 459 item->destroy ();
423 free_object(item);
424 } 460 }
425 }
426 461 }
462
427 /* remove any godgiven items from the old god */ 463 /* remove any godgiven items from the old god */
428 if (old_god) { 464 if (old_god)
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 465 for (tr = old_god->randomitems->items; tr; tr = tr->next)
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 466 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 467 follower_remove_similar_item (op, &tr->item->clone);
432 }
433 }
434
435 if(!op||!new_god) return;
436 468
469 if (!op || !new_god)
470 return;
471
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 472 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
473 {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 474 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
439 new_god->name); 475
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 476 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
477 {
441 object *tmp = get_archetype(LOOSE_MANA); 478 object *tmp = get_archetype (LOOSE_MANA);
479
442 cast_magic_storm(op,tmp, new_god->level+10); 480 cast_magic_storm (op, tmp, new_god->level + 10);
443 } 481 }
482
444 return; 483 return;
445 } 484 }
446 485
447 486
448 /* give the player any special god-characteristic-items. */ 487 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 488 for (tr = new_god->randomitems->items; tr; tr = tr->next)
489 {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 490 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 491 && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452 god_gives_present(op,new_god,tr); } 492 god_gives_present (op, new_god, tr);
493 }
453 494
454 495
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 496 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);
457 497
458 for (skop = op->inv; skop != NULL; skop=skop->below) 498 for (skop = op->inv; skop != NULL; skop = skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 499 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
500 break;
460 501
461 /* Player has no skill - give them the skill */ 502 /* Player has no skill - give them the skill */
462 if (!skop) { 503 if (!skop)
504 {
463 /* The arhetype should always be defined - if we crash here because it doesn't, 505 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 506 * things are really messed up anyways.
465 */ 507 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 508 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
467 link_player_skills(op); 509 link_player_skills (op);
468 } 510 }
469 511
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 512 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
471 513
472 /* Clear the "undead" status. We also need to force a call to change_abil, 514 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that. 515 * so I set undeadified for that.
474 * - gros, 21th July 2006. 516 * - gros, 21th July 2006.
475 */ 517 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 518 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
477 { 519 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 520 CLEAR_FLAG (skop, FLAG_UNDEAD);
479 undeadified=1; 521 undeadified = 1;
480 } 522 }
481 523
482 if(skop->title) { /* get rid of old god */ 524 if (skop->title)
483 new_draw_info_format(NDI_UNIQUE,0,op, 525 { /* get rid of old god */
484 "%s's blessing is withdrawn from you.",skop->title); 526 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 */ 527 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) { 528 if (sk_applied || undeadified)
529 {
487 530
488 CLEAR_FLAG(skop,FLAG_APPLIED); 531 CLEAR_FLAG (skop, FLAG_APPLIED);
489 (void) change_abil(op,skop); 532 (void) change_abil (op, skop);
490 } 533 }
491 free_string(skop->title);
492 } 534 }
493 535
494 /* now change to the new gods attributes to exp_obj */ 536 /* now change to the new gods attributes to exp_obj */
495 skop->title = add_string(new_god->name); 537 skop->title = new_god->name;
496 skop->path_attuned=new_god->path_attuned; 538 skop->path_attuned = new_god->path_attuned;
497 skop->path_repelled=new_god->path_repelled; 539 skop->path_repelled = new_god->path_repelled;
498 skop->path_denied=new_god->path_denied; 540 skop->path_denied = new_god->path_denied;
499 /* copy god's resistances */ 541 /* copy god's resistances */
500 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 542 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
501 543
502 /* make sure that certain immunities do NOT get passed 544 /* make sure that certain immunities do NOT get passed
503 * to the follower! 545 * to the follower!
504 */ 546 */
505 for (i=0; i<NROFATTACKS; i++) 547 for (i = 0; i < NROFATTACKS; i++)
506 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 548 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; 549 skop->resist[i] = 30;
509 550
510 skop->stats.hp= (sint16) new_god->last_heal; 551 skop->stats.hp = (sint16) new_god->last_heal;
511 skop->stats.sp= (sint16) new_god->last_sp; 552 skop->stats.sp = (sint16) new_god->last_sp;
512 skop->stats.grace= (sint16) new_god->last_grace; 553 skop->stats.grace = (sint16) new_god->last_grace;
513 skop->stats.food= (sint16) new_god->last_eat; 554 skop->stats.food = (sint16) new_god->last_eat;
514 skop->stats.luck= (sint8) new_god->stats.luck; 555 skop->stats.luck = (sint8) new_god->stats.luck;
515 /* gods may pass on certain flag properties */ 556 /* gods may pass on certain flag properties */
516 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 557 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
517 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 558 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
518 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 559 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
519 update_priest_flag(new_god,skop,FLAG_STEALTH); 560 update_priest_flag (new_god, skop, FLAG_STEALTH);
520 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 561 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
521 update_priest_flag(new_god,skop,FLAG_UNDEAD); 562 update_priest_flag (new_god, skop, FLAG_UNDEAD);
522 update_priest_flag(new_god,skop,FLAG_BLIND); 563 update_priest_flag (new_god, skop, FLAG_BLIND);
523 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 564 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
524 565
525 new_draw_info_format(NDI_UNIQUE,0,op, 566 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);
527 567
528 /* Weapon/armour use are special...handle flag toggles here as this can 568 /* 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 569 * only happen when gods are worshipped and if the new priest could
530 * have used armour/weapons in the first place. 570 * have used armour/weapons in the first place.
531 * 571 *
532 * This also can happen for monks which cannot use weapons. In this case 572 * 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. 573 * do not allow to use weapons even if the god otherwise would allow it.
534 */ 574 */
535 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 575 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
536 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 576 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
537 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 577 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
538 578
539 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 579 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
540 stop_using_item(op,WEAPON,2); 580 stop_using_item (op, WEAPON, 2);
541 581
542 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 582 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
583 {
543 stop_using_item(op,ARMOUR,1); 584 stop_using_item (op, ARMOUR, 1);
544 stop_using_item(op,HELMET,1); 585 stop_using_item (op, HELMET, 1);
545 stop_using_item(op,BOOTS,1); 586 stop_using_item (op, BOOTS, 1);
546 stop_using_item(op,GLOVES,1); 587 stop_using_item (op, GLOVES, 1);
547 stop_using_item(op,SHIELD,1); 588 stop_using_item (op, SHIELD, 1);
548 } 589 }
549 590
550 SET_FLAG(skop,FLAG_APPLIED); 591 SET_FLAG (skop, FLAG_APPLIED);
551 (void) change_abil(op,skop); 592 (void) change_abil (op, skop);
552 593
553 /* return to previous skill status */ 594 /* return to previous skill status */
595 if (!sk_applied)
554 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 596 CLEAR_FLAG (skop, FLAG_APPLIED);
555 597
556 check_special_prayers (op, new_god); 598 check_special_prayers (op, new_god);
557} 599}
558 600
559/** 601/**
560 * Forbids or let player use something item type. 602 * Forbids or let player use something item type.
561 * op is the player. 603 * op is the player.
562 * exp_obj is the widsom experience. 604 * exp_obj is the widsom experience.
563 * flag is the flag to check against. 605 * flag is the flag to check against.
564 * string is the string to print out. 606 * string is the string to print out.
565 */ 607 */
566 608
609int
567int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 610worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
611{
568 612
569 if(QUERY_FLAG(&op->arch->clone,flag)) 613 if (QUERY_FLAG (&op->arch->clone, flag))
570 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 614 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
615 {
571 update_priest_flag(exp_obj,op,flag); 616 update_priest_flag (exp_obj, op, flag);
572 if(QUERY_FLAG(op,flag)) 617 if (QUERY_FLAG (op, flag))
573 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 618 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
574 else { 619 else
620 {
575 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 621 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
576 return 1; 622 return 1;
623 }
577 } 624 }
578 }
579 return 0; 625 return 0;
580} 626}
581 627
582/** 628/**
583 * Unapplies up to number worth of items of type 629 * Unapplies up to number worth of items of type
584 */ 630 */
631void
585void stop_using_item ( object *op, int type, int number ) { 632stop_using_item (object *op, int type, int number)
633{
586 object *tmp; 634 object *tmp;
587 635
588 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 636 for (tmp = op->inv; tmp && number; tmp = tmp->below)
589 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 637 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
638 {
590 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 639 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
591 number--; 640 number--;
592 } 641 }
593} 642}
594 643
595/** 644/**
596 * If the god does/doesnt have this flag, we 645 * If the god does/doesnt have this flag, we
597 * give/remove it from the experience object if it doesnt/does 646 * give/remove it from the experience object if it doesnt/does
598 * already exist. For players only! 647 * already exist. For players only!
599 */ 648 */
600 649
650void
601void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 651update_priest_flag (object *god, object *exp_ob, uint32 flag)
652{
602 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 653 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
603 SET_FLAG(exp_ob,flag); 654 SET_FLAG (exp_ob, flag);
604 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 655 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
605 { 656 {
606 /* When this is called with the exp_ob set to the player, 657 /* When this is called with the exp_ob set to the player,
607 * this check is broken, because most all players arch 658 * this check is broken, because most all players arch
608 * allow use of weapons. I'm not actually sure why this 659 * allow use of weapons. I'm not actually sure why this
609 * check is here - I guess if you had a case where the 660 * check is here - I guess if you had a case where the
610 * value in the archetype (wisdom) should over ride the restrictions 661 * 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 662 * the god places on it, this may make sense. But I don't think
612 * there is any case like that. 663 * there is any case like that.
613 */ 664 */
614 665
615/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 666/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
616 CLEAR_FLAG(exp_ob,flag); 667 CLEAR_FLAG (exp_ob, flag);
617 }; 668 };
618} 669}
619 670
620 671
621 672
673archetype *
622archetype *determine_holy_arch (object *god, const char *type) 674determine_holy_arch (object *god, const char *type)
623{ 675{
624 treasure *tr; 676 treasure *tr;
625 677
626 if ( ! god || ! god->randomitems) { 678 if (!god || !god->randomitems)
679 {
627 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 680 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
628 "randomitems\n");
629 return NULL; 681 return NULL;
630 } 682 }
631 683
632 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 684 for (tr = god->randomitems->items; tr; tr = tr->next)
633 object *item; 685 {
634
635 if ( ! tr->item) 686 if (!tr->item)
636 continue; 687 continue;
688
637 item = &tr->item->clone; 689 object *item = &tr->item->clone;
638 690
639 if (item->type == BOOK && item->invisible 691 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
640 && strcmp (item->name, type) == 0)
641 return item->other_arch; 692 return item->other_arch;
642 } 693 }
643 return NULL; 694 return NULL;
644} 695}
645 696
646/** 697/**
647 * God helps player by removing curse and/or damnation. 698 * God helps player by removing curse and/or damnation.
648 */ 699 */
700static int
649static int god_removes_curse (object *op, int remove_damnation) 701god_removes_curse (object *op, int remove_damnation)
650{ 702{
651 object *tmp; 703 object *tmp;
652 int success = 0; 704 int success = 0;
653 705
654 for (tmp = op->inv; tmp; tmp = tmp->below) { 706 for (tmp = op->inv; tmp; tmp = tmp->below)
707 {
655 if (tmp->invisible) 708 if (tmp->invisible)
656 continue; 709 continue;
657 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 710 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
658 continue; 711 continue;
659 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 712 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
713 {
660 success = 1; 714 success = 1;
661 CLEAR_FLAG (tmp, FLAG_DAMNED); 715 CLEAR_FLAG (tmp, FLAG_DAMNED);
662 CLEAR_FLAG (tmp, FLAG_CURSED); 716 CLEAR_FLAG (tmp, FLAG_CURSED);
663 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 717 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
664 if (op->type == PLAYER) 718 if (op->type == PLAYER)
665 esrv_send_item (op, tmp); 719 esrv_send_item (op, tmp);
666 } 720 }
667 } 721 }
668 722
669 if (success) 723 if (success)
670 new_draw_info (NDI_UNIQUE, 0, op, 724 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; 725 return success;
673} 726}
674 727
728static int
675static int follower_level_to_enchantments (int level, int difficulty) 729follower_level_to_enchantments (int level, int difficulty)
676{ 730{
677 if (difficulty < 1) { 731 if (difficulty < 1)
678 LOG (llevError, "follower_level_to_enchantments(): " 732 {
679 "difficulty %d is invalid\n", difficulty); 733 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
680 return 0; 734 return 0;
681 } 735 }
682 736
683 if (level <= 20) 737 if (level <= 20)
684 return level / difficulty; 738 return level / difficulty;
685 if (level <= 40) 739 if (level <= 40)
686 return (20 + (level - 20) / 2) / difficulty; 740 return (20 + (level - 20) / 2) / difficulty;
741
687 return (30 + (level - 40) / 4) / difficulty; 742 return (30 + (level - 40) / 4) / difficulty;
688} 743}
689 744
690/** 745/**
691 * God wants to enchant weapon. 746 * God wants to enchant weapon.
692 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 747 * 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 748 * it isn't a weapon for another god. If all is all right, update weapon with
694 * attacktype, slaying and such. 749 * attacktype, slaying and such.
695 */ 750 */
751static int
696static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 752god_enchants_weapon (object *op, object *god, object *tr, object *skill)
697{ 753{
698 char buf[MAX_BUF]; 754 char buf[MAX_BUF];
699 object *weapon; 755 object *weapon;
700 uint32 attacktype; 756 uint32 attacktype;
701 int tmp; 757 int tmp;
702 758
703 for (weapon = op->inv; weapon; weapon = weapon->below) 759 for (weapon = op->inv; weapon; weapon = weapon->below)
704 if ((weapon->type == WEAPON || weapon->type == BOW) 760 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
705 && QUERY_FLAG (weapon, FLAG_APPLIED))
706 break; 761 break;
762
707 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 763 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; 764 return 0;
765
766 /* First give it a title, so other gods won't touch it */
767 if (!weapon->title)
768 {
769 sprintf (buf, "of %s", &god->name);
770 weapon->title = buf;
771 if (op->type == PLAYER)
772 esrv_update_item (UPD_NAME, op, weapon);
773 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
774 }
775
776 /* Allow the weapon to slay enemies */
777 if (!weapon->slaying && god->slaying)
778 {
779 weapon->slaying = god->slaying;
780 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
781 return 1;
782 }
783
784 /* Add the gods attacktype */
785 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
786 if ((attacktype & god->attacktype) != god->attacktype)
787 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
789 weapon->attacktype = attacktype | god->attacktype;
790 return 1;
791 }
792
793 /* Higher magic value */
794 tmp = follower_level_to_enchantments (skill->level, tr->level);
795 if (weapon->magic < tmp)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
798 weapon->magic++;
799 if (op->type == PLAYER)
800 esrv_update_item (UPD_NAME, op, weapon);
801 return 1;
802 }
803
804 return 0;
748} 805}
749 806
750 807
751/** 808/**
752 * Every once in a while the god will intervene to help the worshiper. 809 * Every once in a while the god will intervene to help the worshiper.
753 * Later, this fctn can be used to supply quests, etc for the 810 * Later, this fctn can be used to supply quests, etc for the
754 * priest. -b.t. 811 * priest. -b.t.
755 * called from pray_at_altar() currently. 812 * called from pray_at_altar() currently.
756 */ 813 */
757 814
815void
758void god_intervention (object *op, object *god, object *skill) 816god_intervention (object *op, object *god, object *skill)
759{ 817{
760 treasure *tr; 818 treasure *tr;
761 819
762 if ( ! god || ! god->randomitems) { 820 if (!god || !god->randomitems)
763 LOG (llevError, 821 {
764 "BUG: god_intervention(): no god or god without randomitems\n"); 822 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
765 return; 823 return;
766 } 824 }
767 825
768 check_special_prayers (op, god); 826 check_special_prayers (op, god);
769 827
770 /* lets do some checks of whether we are kosher with our god */ 828 /* lets do some checks of whether we are kosher with our god */
771 if (god_examines_priest (op, god) < 0) 829 if (god_examines_priest (op, god) < 0)
772 return; 830 return;
773 831
774 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 832 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
775 833
776 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 834 for (tr = god->randomitems->items; tr; tr = tr->next)
835 {
777 object *item; 836 object *item;
778 837
779 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 838 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
839 continue;
840
841 /* Treasurelist - generate some treasure for the follower */
842 if (tr->name)
843 {
844 treasurelist *tl = treasurelist::find (tr->name);
845
846 if (tl == NULL)
780 continue; 847 continue;
781 848
782 /* Treasurelist - generate some treasure for the follower */ 849 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
783 if (tr->name) { 850
784 treasurelist *tl = find_treasurelist (tr->name); 851 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
785 if (tl == NULL) 852 return;
853 }
854
855 if (!tr->item)
856 continue;
857
858 item = &tr->item->clone;
859
860 /* Grace limit */
861 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
862 {
863 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
864 {
865 object *tmp;
866
867 /* Follower lacks the required grace for the following
868 * treasure list items. */
869
870 tmp = get_archetype (HOLY_POSSESSION);
871 cast_change_ability (op, op, tmp, 0, 1);
872 tmp->destroy ();
873 return;
874 }
875 continue;
876 }
877
878 /* Restore grace */
879 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
880 {
881 if (op->stats.grace >= 0)
786 continue; 882 continue;
883 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
884 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
885 return;
886 }
787 887
788 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 888 /* Heal damage */
789 "eyes. You catch it before it falls to the ground."); 889 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
890 {
891 if (op->stats.hp >= op->stats.maxhp)
892 continue;
893 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
894 op->stats.hp = op->stats.maxhp;
895 return;
896 }
790 897
791 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 898 /* Restore spellpoints */
792 | GT_UPDATE_INV, skill->level, 0); 899 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
900 {
901 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
902
903 /* Restore to 50 .. 100%, if sp < 50% */
904 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
905
906 if (op->stats.sp >= max / 2)
907 continue;
908 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
909 op->stats.sp = new_sp;
910 }
911
912 /* Various heal spells */
913 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
914 {
915 object *tmp;
916 int success;
917
918 tmp = get_archetype_by_object_name (item->slaying);
919
920 success = cast_heal (op, op, tmp, 0);
921 tmp->destroy ();
922 if (success)
793 return; 923 return;
794 } 924 else
795
796 if ( ! tr->item) {
797 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
798 god->name);
799 continue; 925 continue;
800 } 926 }
801 item = &tr->item->clone;
802 927
803 /* Grace limit */ 928 /* Remove curse */
804 if (item->type == BOOK && item->invisible 929 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
805 && strcmp (item->name, "grace limit") == 0) { 930 {
806 if (op->stats.grace < item->stats.grace 931 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; 932 return;
933 else
934 continue;
935 }
936
937 /* Remove damnation */
938 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
939 {
940 if (god_removes_curse (op, 1))
941 return;
942 else
943 continue;
944 }
945
946 /* Heal depletion */
947 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
948 {
949 object *depl;
950 archetype *at;
951 int i;
952
953 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
954 {
955 LOG (llevError, "Could not find archetype depletion.\n");
956 continue;
817 } 957 }
958 depl = present_arch_in_ob (at, op);
959
960 if (depl == NULL)
818 continue; 961 continue;
819 }
820 962
821 /* Restore grace */ 963 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
822 if (item->type == BOOK && item->invisible 964
823 && strcmp (item->name, "restore grace") == 0) 965 for (i = 0; i < NUM_STATS; i++)
966 if (depl->stats.stat (i))
967 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
968
969 depl->destroy ();
970 op->update_stats ();
971 return;
824 { 972 }
825 if (op->stats.grace >= 0) 973
826 continue; 974 /* Voices */
827 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 975 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
976 {
977 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
978 new_draw_info (NDI_WHITE, 0, op, item->msg);
979 return;
980 }
981
982 /* Messages */
983 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
984 {
828 new_draw_info (NDI_UNIQUE, 0, op, 985 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
829 "You are returned to a state of grace."); 986 return;
987 }
988
989 /* Enchant weapon */
990 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
991 {
992 if (god_enchants_weapon (op, god, item, skill))
830 return; 993 return;
831 } 994 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; 995 continue;
839 new_draw_info (NDI_UNIQUE, 0, op, 996 }
840 "A white light surrounds and heals you!"); 997
841 op->stats.hp = op->stats.maxhp; 998 /* Spellbooks - works correctly only for prayers */
999 if (item->type == SPELL)
1000 {
1001 if (check_spell_known (op, item->name))
1002 continue;
1003 if (item->level > skill->level)
1004 continue;
1005
1006 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1007 do_learn_spell (op, item, 1);
1008 return;
1009
1010 }
1011
1012 /* Other gifts */
1013 if (!item->invisible)
1014 {
1015 if (god_gives_present (op, god, tr))
842 return; 1016 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 1017 else
881 continue; 1018 continue;
882 }
883
884 /* Remove damnation */
885 if (item->type == BOOK && item->invisible
886 && strcmp (item->name, "remove damnation") == 0)
887 { 1019 }
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 */ 1020 /* else ignore it */
972 } 1021 }
973 1022
974 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1023 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
975} 1024}
976 1025
977/** 1026/**
978 * Checks and maybe punishes someone praying. 1027 * Checks and maybe punishes someone praying.
979 * All applied items are examined, if player is using more items of other gods, 1028 * 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. 1029 * s/he loses experience in praying or general experience if no praying.
981 */ 1030 */
1031int
982int god_examines_priest (object *op, object *god) { 1032god_examines_priest (object *op, object *god)
1033{
983 int reaction=1; 1034 int reaction = 1;
984 object *item=NULL, *skop; 1035 object *item = NULL, *skop;
985 1036
986 for(item=op->inv;item;item=item->below) { 1037 for (item = op->inv; item; item = item->below)
1038 {
987 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1039 if (QUERY_FLAG (item, FLAG_APPLIED))
1040 {
988 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1041 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
989 } 1042 }
990 } 1043 }
991 1044
992 /* well, well. Looks like we screwed up. Time for god's revenge */ 1045 /* well, well. Looks like we screwed up. Time for god's revenge */
993 if(reaction<0) { 1046 if (reaction < 0)
1047 {
994 int loss = 10000000; 1048 int loss = 10000000;
995 int angry = abs(reaction); 1049 int angry = abs (reaction);
996 1050
997 for (skop = op->inv; skop != NULL; skop=skop->below) 1051 for (skop = op->inv; skop != NULL; skop = skop->below)
998 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1052 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1053 break;
999 1054
1000 if (skop) 1055 if (skop)
1001 loss = (int) (0.05 * (float) skop->stats.exp); 1056 loss = (int) (0.05 * (float) skop->stats.exp);
1002 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1057 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)) { 1058 if (random_roll (0, angry, op, PREFER_LOW))
1059 {
1005 object *tmp = get_archetype(LOOSE_MANA); 1060 object *tmp = get_archetype (LOOSE_MANA);
1061
1006 cast_magic_storm(op,tmp,op->level+(angry*3)); 1062 cast_magic_storm (op, tmp, op->level + (angry * 3));
1007 } 1063 }
1008 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1064 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 } 1065 }
1011 return reaction; 1066 return reaction;
1012} 1067}
1013 1068
1014/** 1069/**
1015 * God checks item the player is using. 1070 * God checks item the player is using.
1016 * Return either -1 (bad), 0 (neutral) or 1071 * Return either -1 (bad), 0 (neutral) or
1017 * 1 (item is ok). If you are using the item of an enemy 1072 * 1 (item is ok). If you are using the item of an enemy
1018 * god, it can be bad...-b.t. 1073 * god, it can be bad...-b.t.
1019 */ 1074 */
1020 1075
1076int
1021int god_examines_item(object *god, object *item) { 1077god_examines_item (object *god, object *item)
1078{
1022 char buf[MAX_BUF]; 1079 char buf[MAX_BUF];
1023 1080
1024 if(!god||!item) return 0; 1081 if (!god || !item)
1082 return 0;
1025 1083
1026 if(!item->title) return 1; /* unclaimed item are ok */ 1084 if (!item->title)
1085 return 1; /* unclaimed item are ok */
1027 1086
1028 sprintf(buf,"of %s",god->name); 1087 sprintf (buf, "of %s", &god->name);
1029 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1088 if (!strcmp (item->title, buf))
1089 return 1; /* belongs to that God */
1030 1090
1031 if(god->title) { /* check if we have any enemy blessed item*/ 1091 if (god->title)
1092 { /* check if we have any enemy blessed item */
1032 sprintf(buf,"of %s",god->title); 1093 sprintf (buf, "of %s", &god->title);
1033 if(!strcmp(item->title,buf)) { 1094 if (!strcmp (item->title, buf))
1095 {
1034 if(item->env) { 1096 if (item->env)
1097 {
1035 char buf[MAX_BUF]; 1098 char buf[MAX_BUF];
1099
1036 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1100 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1037 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1101 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1038 } 1102 }
1039 return -1; 1103 return -1;
1040 } 1104 }
1041 } 1105 }
1042 1106
1043 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1107 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1044} 1108}
1045 1109
1046/** 1110/**
1047 * Returns priest's god's id. 1111 * Returns priest's god's id.
1048 * Straight calls lookup_god_by_name 1112 * Straight calls lookup_god_by_name
1049 */ 1113 */
1050 1114
1115int
1051int get_god(object *priest) { 1116get_god (object *priest)
1117{
1052 int godnr=lookup_god_by_name(determine_god(priest)); 1118 int godnr = lookup_god_by_name (determine_god (priest));
1053 1119
1054 return godnr; 1120 return godnr;
1055} 1121}
1056 1122
1057/** 1123/**
1058 * Returns a string that is the name of the god that should be natively worshipped by a 1124 * Returns a string that is the name of the god that should be natively worshipped by a
1059 * creature of who has race *race 1125 * creature of who has race *race
1060 * if we can't find a god that is appropriate, we return NULL 1126 * if we can't find a god that is appropriate, we return NULL
1061 */ 1127 */
1128const char *
1062const char *get_god_for_race(const char *race) { 1129get_god_for_race (const char *race)
1130{
1063 godlink *gl=first_god; 1131 godlink *gl = first_god;
1064 const char *godname=NULL; 1132 const char *godname = NULL;
1065 1133
1066 if (race == NULL) return NULL; 1134 if (race == NULL)
1135 return NULL;
1067 while(gl) { 1136 while (gl)
1137 {
1068 if (!strcasecmp(gl->arch->clone.race, race)) { 1138 if (!strcasecmp (gl->arch->clone.race, race))
1139 {
1069 godname=gl->name; 1140 godname = gl->name;
1070 break; 1141 break;
1071 } 1142 }
1072 gl=gl->next; 1143 gl = gl->next;
1073 } 1144 }
1074 return godname; 1145 return godname;
1075} 1146}
1147
1076/** 1148/**
1077 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1149 * 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 1150 * 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. 1151 * the spell attacktype contains AT_HOLYWORD. -b.t.
1080 */ 1152 */
1081 1153int
1082int tailor_god_spell(object *spellop, object *caster) { 1154tailor_god_spell (object *spellop, object *caster)
1155{
1083 object *god=find_god(determine_god(caster)); 1156 object *god = find_god (determine_god (caster));
1084 int caster_is_spell=0; 1157 int caster_is_spell = 0;
1085 1158
1086 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1159 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1160 caster_is_spell = 1;
1087 1161
1088 /* if caster is a rune or the like, it doesn't worship anything. However, 1162 /* if caster is a rune or the like, it doesn't worship anything. However,
1089 * if this object is owned by someone, then the god that they worship 1163 * if this object is owned by someone, then the god that they worship
1090 * is relevant, so use that. 1164 * is relevant, so use that.
1091 */ 1165 */
1092 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1166 if (!god && caster->owner)
1167 god = find_god (determine_god (caster->owner));
1093 1168
1094 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1169 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1170 {
1095 if ( ! caster_is_spell) 1171 if (!caster_is_spell)
1096 new_draw_info(NDI_UNIQUE, 0, caster,
1097 "This prayer is useless unless you worship an appropriate god"); 1172 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1098 else 1173 else
1099 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1174 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1100 free_object(spellop); 1175
1176 spellop->destroy ();
1101 return 0; 1177 return 0;
1102 } 1178 }
1103 1179
1104 /* either holy word or godpower attacks will set the slaying field */ 1180 /* either holy word or godpower attacks will set the slaying field */
1105 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1181 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1182 {
1106 if (spellop->slaying) { 1183 if (spellop->slaying)
1107 free_string(spellop->slaying);
1108 spellop->slaying = NULL; 1184 spellop->slaying = NULL;
1109 } 1185
1110 if(!caster_is_spell) 1186 if (!caster_is_spell)
1111 spellop->slaying = add_string(god->slaying); 1187 spellop->slaying = god->slaying;
1112 else if(caster->slaying) 1188 else if (caster->slaying)
1113 spellop->slaying = add_string(caster->slaying); 1189 spellop->slaying = caster->slaying;
1114 } 1190 }
1115 1191
1116 /* only the godpower attacktype adds the god's attack onto the spell */ 1192 /* only the godpower attacktype adds the god's attack onto the spell */
1117 if(spellop->attacktype & AT_GODPOWER) 1193 if (spellop->attacktype & AT_GODPOWER)
1118 spellop->attacktype=spellop->attacktype|god->attacktype; 1194 spellop->attacktype = spellop->attacktype | god->attacktype;
1119 1195
1120 /* tack on the god's name to the spell */ 1196 /* tack on the god's name to the spell */
1121 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1197 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1198 {
1199 spellop->title = god->name;
1122 if(spellop->title) 1200 if (spellop->title)
1123 free_string(spellop->title); 1201 {
1124 spellop->title=add_string(god->name);
1125 if(spellop->title){
1126 char buf[MAX_BUF]; 1202 char buf[MAX_BUF];
1203
1127 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1204 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1128 FREE_AND_COPY(spellop->name, buf); 1205 spellop->name = spellop->name_pl = buf;
1129 FREE_AND_COPY(spellop->name_pl, buf);
1130 } 1206 }
1131 } 1207 }
1132 1208
1133 return 1; 1209 return 1;
1134} 1210}
1135

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