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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 1.39 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * static char *rcsid_gods_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: gods.C,v 1.3 2006/08/29 08:01:37 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28
29 23
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 24/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 25 * monster race initialization. b.t.
32 */ 26 */
33 27
36#include <global.h> 30#include <global.h>
37#include <living.h> 31#include <living.h>
38#include <object.h> 32#include <object.h>
39#include <spells.h> 33#include <spells.h>
40#include <sounds.h> 34#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 35#include <sproto.h>
43#endif
44 36
45/** 37/**
46 * Returns the id of specified god. 38 * Returns the id of specified god.
47 */ 39 */
40int
48int lookup_god_by_name(const char *name) { 41lookup_god_by_name (const char *name)
42{
49 int godnr=-1; 43 int godnr = -1;
50 size_t nmlen = strlen(name); 44 size_t nmlen = strlen (name);
51 45
52 if(name && strcmp(name,"none")) { 46 if (name && strcmp (name, "none"))
47 {
53 godlink *gl; 48 godlink *gl;
49
54 for(gl=first_god;gl;gl=gl->next) 50 for (gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 51 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
56 break; 52 break;
53
54 if (gl)
57 if(gl) godnr=gl->id; 55 godnr = gl->id;
58 } 56 }
57
59 return godnr; 58 return godnr;
60} 59}
61 60
62/** 61/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 62 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 63 */
64object *
65object *find_god(const char *name) { 65find_god (const char *name)
66{
66 object *god=NULL; 67 object *god = NULL;
67 68
68 if(name) { 69 if (name)
70 {
69 godlink *gl; 71 godlink *gl;
70 72
71 for(gl=first_god;gl;gl=gl->next) 73 for (gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 74 if (!strcmp (name, gl->name))
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)
110 {
102 godname=get_god_for_race(op->race); 111 godname = get_god_for_race (op->race);
112
103 if (godname!=NULL) { 113 if (godname)
104 op->title = add_string(godname); 114 op->title = godname;
105 }
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;
128
116 gl=gl->next; 129 gl = gl->next;
117 } 130 }
131
118 op->title = add_string(gl->name); 132 op->title = gl->name;
119 } 133 }
120 134
121 return op->title; 135 return op->title;
122 } 136 }
123 137
124 138
125 /* The god the player worships is in the praying skill (native skill 139 /* The god the player worships is in the praying skill (native skill
126 * not skill tool). Since a player can only have one instance of 140 * not skill tool). Since a player can only have one instance of
127 * that skill, once we find it, we can return, either with the 141 * that skill, once we find it, we can return, either with the
128 * title or "none". 142 * title or "none".
129 */ 143 */
130 if(op->type==PLAYER) { 144 if (op->type == PLAYER)
131 object *tmp; 145 {
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 146 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 147 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
134 if (tmp->title) return (tmp->title); 148 {
149 if (tmp->title)
150 return tmp->title;
151 else
135 else return("none"); 152 return "none";
136 } 153 }
137 } 154 }
155
138 return ("none"); 156 return "none";
139} 157}
140 158
141/** 159/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 161 */
162static int
144static int same_string (const char *s1, const char *s2) 163same_string (const char *s1, const char *s2)
145{ 164{
165 if (s1 == NULL)
146 if (s1 == NULL) 166 if (s2 == NULL)
147 if (s2 == NULL)
148 return 1; 167 return 1;
149 else
150 return 0;
151 else 168 else
152 if (s2 == NULL)
153 return 0; 169 return 0;
154 else 170 else if (s2 == NULL)
171 return 0;
172 else
155 return strcmp (s1, s2) == 0; 173 return strcmp (s1, s2) == 0;
156} 174}
157
158 175
159/** 176/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 177 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
161 * Any matching items in the inventory are deleted, and a 178 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 179 * message is displayed to the player.
163 */ 180 */
181static void
164static void follower_remove_similar_item (object *op, object *item) 182follower_remove_similar_item (object *op, object *item)
165{ 183{
166 object *tmp, *next; 184 object *tmp, *next;
167 185
168 if (op && op->type == PLAYER && op->contr) { 186 if (op && op->type == PLAYER && op->contr)
187 {
169 /* search the inventory */ 188 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 189 for (tmp = op->inv; tmp != NULL; tmp = next)
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 {
179 /* message */ 197 /* message */
180 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 198 new_draw_info_format (NDI_UNIQUE, 0, op,
182 "The %s crumble to dust!", query_short_name(tmp)); 199 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
183 else 200 query_short_name (tmp));
184 new_draw_info_format(NDI_UNIQUE,0,op, 201
185 "The %s crumbles to dust!", query_short_name(tmp)); 202 tmp->destroy (true);
186
187 remove_ob(tmp); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */
190 } 203 }
204
191 if (tmp->inv) 205 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 206 follower_remove_similar_item (tmp, item);
193 } 207 }
194 } 208 }
195} 209}
196 210
197/** 211/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 212 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 213 * Returns 1 if found, else 0.
200 */ 214 */
215static int
201static int follower_has_similar_item (object *op, object *item) 216follower_has_similar_item (object *op, object *item)
202{ 217{
203 object *tmp; 218 object *tmp;
204 219
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
221 {
206 if (tmp->type == item->type 222 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 223 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 224 && 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; 225 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 226 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 227 return 1;
214 } 228 }
229 return 0;
230}
231
232/**
233 * God gives an item to the player.
234 */
235static int
236god_gives_present (object *op, object *god, treasure *tr)
237{
238 if (!tr->item)
215 return 0; 239 return 0;
216}
217 240
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)) 241 if (follower_has_similar_item (op, tr->item))
226 return 0;
227
228 tmp = arch_to_object (tr->item);
229 new_draw_info_format (NDI_UNIQUE, 0, op,
230 "%s lets %s appear in your hands.", god->name, query_short_name (tmp));
231 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER)
233 esrv_send_item (op, tmp);
234 return 1; 242 return 0;
243
244 object *tmp = arch_to_object (tr->item);
245 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
246 op->insert (tmp);
247
248 return 1;
235} 249}
236 250
237/** 251/**
238 * Player prays at altar. 252 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 253 * Checks for god changing, divine intervention, and so on.
240 */ 254 */
255void
241void pray_at_altar(object *pl, object *altar, object *skill) { 256pray_at_altar (object *pl, object *altar, object *skill)
257{
242 object *pl_god=find_god(determine_god(pl)); 258 object *pl_god = find_god (determine_god (pl));
243 259
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) 260 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
261 return;
262
263 /* If non consecrate altar, don't do anything */
264 if (!altar->other_arch)
265 return;
266
267 /* hmm. what happend depends on pl's current god, level, etc */
268 if (!pl_god)
269 { /*new convert */
270 become_follower (pl, altar->other_arch);
245 return; 271 return;
246 272 }
247 /* If non consecrate altar, don't do anything */
248 if (!altar->other_arch) return;
249
250 /* hmm. what happend depends on pl's current god, level, etc */
251 if(!pl_god) { /*new convert */
252 become_follower(pl,&altar->other_arch->clone);
253 return;
254
255 } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) { 273 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
274 {
256 /* pray at your gods altar */ 275 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10; 276 int bonus = (pl->stats.Wis + skill->level) / 10;
258 277
259 /* we can get neg grace up faster */ 278 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 279 if (pl->stats.grace < 0)
261 bonus : -1*(pl->stats.grace/10)); 280 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
281
262 /* we can super-charge grace to 2x max */ 282 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 283 if (pl->stats.grace < 2 * pl->stats.maxgrace)
264 pl->stats.grace+=bonus/2; 284 pl->stats.grace += bonus / 2;
265 } 285 else
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) {
267 pl->stats.grace=(2*pl->stats.maxgrace); 286 pl->stats.grace = 2 * pl->stats.maxgrace;
268 }
269 287
270 /* Every once in a while, the god decides to checkup on their 288 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out. 289 * follower, and may intervene to help them out.
272 */ 290 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 291 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
274 292
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 293 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
276 god_intervention(pl,pl_god, skill); 294 god_intervention (pl, pl_god, skill);
277 295 }
278 } else { /* praying to another god! */ 296 else
297 { /* praying to another god! */
279 uint64 loss = 0; 298 uint64 loss = 0;
280 int angry=1; 299 int angry = 1;
281 300
282 /* I believe the logic for detecting opposing gods was completely 301 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch 302 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have 303 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch 304 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before 305 * is the opposing god - we need to verify that exists before
287 * using its values. 306 * using its values.
288 */ 307 */
289 if(pl_god->other_arch && 308 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
290 (altar->other_arch->name==pl_god->other_arch->name)) { 309 {
291 angry=2; 310 angry = 2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 311 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
312 {
293 object *tmp; 313 object *tmp;
294 314
295 /* you really screwed up */ 315 /* you really screwed up */
296 angry=3; 316 angry = 3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 317 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); 318 tmp = get_archetype (LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20); 319 cast_magic_storm (pl, tmp, pl_god->level + 20);
301 } else 320 }
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 "Foolish heretic! %s is livid!",pl_god->name);
304 } else 321 else
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 322 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); 323 }
307 324 else
325 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
326
308 /* whether we will be successfull in defecting or not - 327 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj 328 * we lose experience from the clerical experience obj
310 */ 329 */
311 330
312 loss = angry * (skill->stats.exp / 10); 331 loss = angry * (skill->stats.exp / 10);
313 if(loss) 332 if (loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 333 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);
316 334
317 /* May switch Gods, but its random chance based on our current level 335 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get 336 * note it gets harder to swap gods the higher we get
319 */ 337 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 338 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
321 become_follower(pl,&altar->other_arch->clone); 339 become_follower (pl, altar->other_arch);
322 } else { 340 else
341 {
323 /* toss this player off the altar. He can try again. */ 342 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 343 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."); 344 pl->contr->fire_on = 0;
345 pl->speed_left = 1.f;
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 346 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
327 } 347 }
328 } 348 }
329} 349}
330 350
331/** 351/**
332 * Removes special prayers given by a god. 352 * Removes special prayers given by a god.
333 */ 353 */
354static void
334static void check_special_prayers (object *op, object *god) 355check_special_prayers (object *op, object *god)
335{ 356{
336 /* Ensure that 'op' doesn't know any special prayers that are not granted 357 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'. 358 * by 'god'.
338 */ 359 */
339 treasure *tr; 360 treasure *tr;
340 object *tmp, *next_tmp; 361 object *tmp, *next_tmp;
341 int remove=0; 362 int remove = 0;
342 363
343 /* Outer loop iterates over all special prayer marks */ 364 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 365 for (tmp = op->inv; tmp; tmp = next_tmp)
366 {
345 next_tmp = tmp->below; 367 next_tmp = tmp->below;
346 368
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 369 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 370 * in that category, not something we need to worry about.
349 */ 371 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 372 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
351 continue; 373 continue;
352 374
353 if (god->randomitems == NULL) { 375 if (god->randomitems == NULL)
376 {
354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name); 377 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
355 do_forget_spell (op, tmp->name); 378 do_forget_spell (op, tmp->name);
356 continue; 379 continue;
357 } 380 }
358 381
359 /* Inner loop tries to find the special prayer in the god's treasure 382 /* Inner loop tries to find the special prayer in the god's treasure
360 * list. We default that the spell should be removed. 383 * list. We default that the spell should be removed.
361 */ 384 */
362 remove=1; 385 remove = 1;
363 for (tr = god->randomitems->items; tr; tr = tr->next) 386 for (tr = god->randomitems->items; tr; tr = tr->next)
364 { 387 {
365 object *item; 388 object *item;
366 389
367 if (tr->item == NULL) 390 if (!tr->item)
368 continue; 391 continue;
392
369 item = &tr->item->clone; 393 item = tr->item;
370 394
371 /* Basically, see if the matching spell is granted by this god. */ 395 /* Basically, see if the matching spell is granted by this god. */
372 396
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 397 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
398 {
374 remove=0; 399 remove = 0;
375 break; 400 break;
376 } 401 }
377 } 402 }
403
378 if (remove) { 404 if (remove)
379 /* just do the work of removing the spell ourselves - we already 405 do_forget_spell (op, tmp->name);
380 * know that the player knows the spell
381 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
383 "You lose knowledge of %s.", tmp->name);
384 player_unready_range_ob(op->contr, tmp);
385 remove_ob(tmp);
386 free_object(tmp);
387 }
388
389 } 406 }
390} 407}
391 408
392/** 409/**
393 * This function is called whenever a player has 410 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes 411 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven 412 * that happen to the player, including the removal of godgiven
396 * items (from the former cult). 413 * items (from the former cult).
397 */ 414 */
415void
398void become_follower (object *op, object *new_god) { 416become_follower (object *op, object *new_god)
417{
399 object *old_god = NULL; /* old god */ 418 object *old_god = NULL; /* old god */
400 treasure *tr; 419 treasure *tr;
401 object *item, *skop, *next; 420 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.*/ 421 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
404 422
405
406 old_god = find_god(determine_god(op)); 423 old_god = find_god (determine_god (op));
407 424
408 /* take away any special god-characteristic items. */ 425 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) { 426 for (item = op->inv; item; item = next)
427 {
410 next = item->below; 428 next = item->below;
429
411 /* remove all invisible startequip items which are 430 // 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 && 431 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 432 (item->type != SKILL) && (item->type != FORCE))
416 (item->type != FORCE)) { 433 {
417
418 if (item->type == SPELL) 434 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 435 {
420 "You lose knowledge of %s.", item->name); 436 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
437 esrv_remove_spell (op->contr, item);
438 }
439
421 player_unready_range_ob(op->contr, item); 440 player_unready_range_ob (op->contr, item);
422 remove_ob(item); 441 item->destroy (true);
423 free_object(item);
424 } 442 }
425 }
426 443 }
444
427 /* remove any godgiven items from the old god */ 445 /* remove any godgiven items from the old god */
428 if (old_god) { 446 if (old_god)
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 447 for (tr = old_god->randomitems->items; tr; tr = tr->next)
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 448 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 449 follower_remove_similar_item (op, tr->item);
432 }
433 }
434
435 if(!op||!new_god) return;
436 450
451 if (!op || !new_god)
452 return;
453
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 454 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
455 {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 456 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
439 new_god->name); 457
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 458 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
459 {
441 object *tmp = get_archetype(LOOSE_MANA); 460 object *tmp = get_archetype (LOOSE_MANA);
461
442 cast_magic_storm(op,tmp, new_god->level+10); 462 cast_magic_storm (op, tmp, new_god->level + 10);
443 } 463 }
464
444 return; 465 return;
445 } 466 }
446 467
447
448 /* give the player any special god-characteristic-items. */ 468 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 469 for (tr = new_god->randomitems->items; tr; tr = tr->next)
470 {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 471 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 472 && tr->item->type != BOOK && tr->item->type != SPELL)
452 god_gives_present(op,new_god,tr); } 473 god_gives_present (op, new_god, tr);
474 }
453 475
476 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
454 477
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
456 "You become a follower of %s!",new_god->name);
457
458 for (skop = op->inv; skop != NULL; skop=skop->below) 478 for (skop = op->inv; skop; skop = skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 479 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
480 break;
460 481
461 /* Player has no skill - give them the skill */ 482 /* Player has no skill - give them the skill */
462 if (!skop) { 483 if (!skop)
463 /* The arhetype should always be defined - if we crash here because it doesn't, 484 /* The archetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 485 * things are really messed up anyways.
465 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill);
467 link_player_skills(op);
468 }
469
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */
471
472 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that.
474 * - gros, 21th July 2006.
475 */ 486 */
487 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
488
489 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
490
491 /* Clear the "undead" status. We also need to force a call to change_abil,
492 * so I set undeadified for that.
493 * - gros, 21th July 2006.
494 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 495 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
477 { 496 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 497 CLEAR_FLAG (skop, FLAG_UNDEAD);
479 undeadified=1; 498 undeadified = 1;
480 } 499 }
481 500
501 if (skop->title)
502 {
482 if(skop->title) { /* get rid of old god */ 503 /* get rid of old god */
483 new_draw_info_format(NDI_UNIQUE,0,op, 504 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
484 "%s's blessing is withdrawn from you.",skop->title); 505
485 /* The point of this is to really show what abilities the player just lost */ 506 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) { 507 if (sk_applied || undeadified)
487 508 {
488 CLEAR_FLAG(skop,FLAG_APPLIED); 509 CLEAR_FLAG (skop, FLAG_APPLIED);
489 (void) change_abil(op,skop); 510 change_abil (op, skop);
490 } 511 }
491 free_string(skop->title);
492 } 512 }
493 513
494 /* now change to the new gods attributes to exp_obj */ 514 /* now change to the new gods attributes to exp_obj */
495 skop->title = add_string(new_god->name); 515 skop->title = new_god->name;
496 skop->path_attuned=new_god->path_attuned; 516 skop->path_attuned = new_god->path_attuned;
497 skop->path_repelled=new_god->path_repelled; 517 skop->path_repelled = new_god->path_repelled;
498 skop->path_denied=new_god->path_denied; 518 skop->path_denied = new_god->path_denied;
499 /* copy god's resistances */ 519 /* copy god's resistances */
500 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 520 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
501 521
502 /* make sure that certain immunities do NOT get passed 522 /* make sure that certain immunities do NOT get passed
503 * to the follower! 523 * to the follower!
504 */ 524 */
505 for (i=0; i<NROFATTACKS; i++) 525 for (i = 0; i < NROFATTACKS; i++)
506 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 526 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; 527 skop->resist[i] = 30;
509 528
510 skop->stats.hp= (sint16) new_god->last_heal; 529 skop->stats.hp = (sint16) new_god->last_heal;
511 skop->stats.sp= (sint16) new_god->last_sp; 530 skop->stats.sp = (sint16) new_god->last_sp;
512 skop->stats.grace= (sint16) new_god->last_grace; 531 skop->stats.grace = (sint16) new_god->last_grace;
513 skop->stats.food= (sint16) new_god->last_eat; 532 skop->stats.food = (sint16) new_god->last_eat;
514 skop->stats.luck= (sint8) new_god->stats.luck; 533 skop->stats.luck = (sint8) new_god->stats.luck;
515 /* gods may pass on certain flag properties */ 534 /* gods may pass on certain flag properties */
516 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 535 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
517 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 536 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
518 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 537 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
519 update_priest_flag(new_god,skop,FLAG_STEALTH); 538 update_priest_flag (new_god, skop, FLAG_STEALTH);
520 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 539 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
521 update_priest_flag(new_god,skop,FLAG_UNDEAD); 540 update_priest_flag (new_god, skop, FLAG_UNDEAD);
522 update_priest_flag(new_god,skop,FLAG_BLIND); 541 update_priest_flag (new_god, skop, FLAG_BLIND);
523 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 542 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
524 543
525 new_draw_info_format(NDI_UNIQUE,0,op, 544 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);
527 545
528 /* Weapon/armour use are special...handle flag toggles here as this can 546 /* 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 547 * only happen when gods are worshipped and if the new priest could
530 * have used armour/weapons in the first place. 548 * have used armour/weapons in the first place.
531 * 549 *
532 * This also can happen for monks which cannot use weapons. In this case 550 * 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. 551 * do not allow to use weapons even if the god otherwise would allow it.
534 */ 552 */
535 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 553 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
536 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 554 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
555
537 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 556 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
538 557
539 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 558 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
540 stop_using_item(op,WEAPON,2); 559 stop_using_item (op, WEAPON, 2);
541 560
542 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 561 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
562 {
543 stop_using_item(op,ARMOUR,1); 563 stop_using_item (op, ARMOUR, 1);
544 stop_using_item(op,HELMET,1); 564 stop_using_item (op, HELMET, 1);
545 stop_using_item(op,BOOTS,1); 565 stop_using_item (op, BOOTS, 1);
546 stop_using_item(op,GLOVES,1); 566 stop_using_item (op, GLOVES, 1);
547 stop_using_item(op,SHIELD,1); 567 stop_using_item (op, SHIELD, 1);
548 } 568 }
549 569
550 SET_FLAG(skop,FLAG_APPLIED); 570 SET_FLAG (skop, FLAG_APPLIED);
551 (void) change_abil(op,skop); 571 (void) change_abil (op, skop);
552 572
553 /* return to previous skill status */ 573 /* return to previous skill status */
574 if (!sk_applied)
554 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 575 CLEAR_FLAG (skop, FLAG_APPLIED);
555 576
556 check_special_prayers (op, new_god); 577 check_special_prayers (op, new_god);
557} 578}
558 579
559/** 580/**
560 * Forbids or let player use something item type. 581 * Forbids or let player use something item type.
561 * op is the player. 582 * op is the player.
562 * exp_obj is the widsom experience. 583 * exp_obj is the widsom experience.
563 * flag is the flag to check against. 584 * flag is the flag to check against.
564 * string is the string to print out. 585 * string is the string to print out.
565 */ 586 */
566 587
588int
567int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 589worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
568 590{
569 if(QUERY_FLAG(&op->arch->clone,flag)) 591 if (QUERY_FLAG (op->arch, flag))
570 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 592 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
593 {
571 update_priest_flag(exp_obj,op,flag); 594 update_priest_flag (exp_obj, op, flag);
572 if(QUERY_FLAG(op,flag)) 595 if (QUERY_FLAG (op, flag))
573 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 596 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
574 else { 597 else
598 {
575 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 599 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
576 return 1; 600 return 1;
601 }
577 } 602 }
578 } 603
579 return 0; 604 return 0;
580} 605}
581 606
582/** 607/**
583 * Unapplies up to number worth of items of type 608 * Unapplies up to number worth of items of type
584 */ 609 */
610void
585void stop_using_item ( object *op, int type, int number ) { 611stop_using_item (object *op, int type, int number)
612{
586 object *tmp; 613 object *tmp;
587 614
588 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 615 for (tmp = op->inv; tmp && number; tmp = tmp->below)
589 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 616 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
617 {
590 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 618 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
591 number--; 619 number--;
592 } 620 }
593} 621}
594 622
595/** 623/**
596 * If the god does/doesnt have this flag, we 624 * If the god does/doesnt have this flag, we
597 * give/remove it from the experience object if it doesnt/does 625 * give/remove it from the experience object if it doesnt/does
598 * already exist. For players only! 626 * already exist. For players only!
599 */ 627 */
600 628
629void
601void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 630update_priest_flag (object *god, object *exp_ob, uint32 flag)
631{
602 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 632 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
603 SET_FLAG(exp_ob,flag); 633 SET_FLAG (exp_ob, flag);
604 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 634 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
605 { 635 {
606 /* When this is called with the exp_ob set to the player, 636 /* When this is called with the exp_ob set to the player,
607 * this check is broken, because most all players arch 637 * this check is broken, because most all players arch
608 * allow use of weapons. I'm not actually sure why this 638 * allow use of weapons. I'm not actually sure why this
609 * check is here - I guess if you had a case where the 639 * check is here - I guess if you had a case where the
610 * value in the archetype (wisdom) should over ride the restrictions 640 * 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 641 * the god places on it, this may make sense. But I don't think
612 * there is any case like that. 642 * there is any case like that.
613 */ 643 */
614 644
615/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 645/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
616 CLEAR_FLAG(exp_ob,flag); 646 CLEAR_FLAG (exp_ob, flag);
617 }; 647 };
618} 648}
619 649
620 650archetype *
621
622archetype *determine_holy_arch (object *god, const char *type) 651determine_holy_arch (object *god, const char *type)
623{ 652{
624 treasure *tr; 653 treasure *tr;
625 654
626 if ( ! god || ! god->randomitems) { 655 if (!god || !god->randomitems)
656 {
627 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 657 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
628 "randomitems\n");
629 return NULL; 658 return 0;
630 } 659 }
631 660
632 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 661 for (tr = god->randomitems->items; tr; tr = tr->next)
633 object *item; 662 {
634
635 if ( ! tr->item) 663 if (!tr->item)
636 continue; 664 continue;
637 item = &tr->item->clone;
638 665
639 if (item->type == BOOK && item->invisible 666 object *item = tr->item;
640 && strcmp (item->name, type) == 0) 667
668 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
641 return item->other_arch; 669 return item->other_arch;
642 } 670 }
643 return NULL; 671
672 return 0;
644} 673}
645 674
646/** 675/**
647 * God helps player by removing curse and/or damnation. 676 * God helps player by removing curse and/or damnation.
648 */ 677 */
678static int
649static int god_removes_curse (object *op, int remove_damnation) 679god_removes_curse (object *op, int remove_damnation)
650{ 680{
651 object *tmp;
652 int success = 0; 681 int success = 0;
653 682
654 for (tmp = op->inv; tmp; tmp = tmp->below) { 683 for (object *tmp = op->inv; tmp; tmp = tmp->below)
684 {
655 if (tmp->invisible) 685 if (tmp->invisible)
656 continue; 686 continue;
687
657 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 688 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
658 continue; 689 continue;
690
659 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 691 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
692 {
660 success = 1; 693 success = 1;
661 CLEAR_FLAG (tmp, FLAG_DAMNED); 694 CLEAR_FLAG (tmp, FLAG_DAMNED);
662 CLEAR_FLAG (tmp, FLAG_CURSED); 695 CLEAR_FLAG (tmp, FLAG_CURSED);
663 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 696 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
664 if (op->type == PLAYER)
665 esrv_send_item (op, tmp);
666 }
667 }
668 697
698 if (object *pl = tmp->visible_to ())
699 esrv_update_item (UPD_FLAGS, pl, tmp);
700 }
701 }
702
669 if (success) 703 if (success)
670 new_draw_info (NDI_UNIQUE, 0, op, 704 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
671 "You feel like someone is helping you."); 705
672 return success; 706 return success;
673} 707}
674 708
709static int
675static int follower_level_to_enchantments (int level, int difficulty) 710follower_level_to_enchantments (int level, int difficulty)
676{ 711{
677 if (difficulty < 1) { 712 if (difficulty < 1)
678 LOG (llevError, "follower_level_to_enchantments(): " 713 {
679 "difficulty %d is invalid\n", difficulty); 714 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
680 return 0; 715 return 0;
681 } 716 }
682 717
683 if (level <= 20) 718 if (level <= 20)
684 return level / difficulty; 719 return level / difficulty;
720
685 if (level <= 40) 721 if (level <= 40)
686 return (20 + (level - 20) / 2) / difficulty; 722 return (20 + (level - 20) / 2) / difficulty;
723
687 return (30 + (level - 40) / 4) / difficulty; 724 return (30 + (level - 40) / 4) / difficulty;
688} 725}
689 726
690/** 727/**
691 * God wants to enchant weapon. 728 * God wants to enchant weapon.
692 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 729 * 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 730 * it isn't a weapon for another god. If all is all right, update weapon with
694 * attacktype, slaying and such. 731 * attacktype, slaying and such.
695 */ 732 */
733static int
696static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 734god_enchants_weapon (object *op, object *god, object *tr, object *skill)
697{ 735{
698 char buf[MAX_BUF];
699 object *weapon; 736 object *weapon;
700 uint32 attacktype; 737 uint32 attacktype;
701 int tmp; 738 int tmp;
702 739
703 for (weapon = op->inv; weapon; weapon = weapon->below) 740 for (weapon = op->inv; weapon; weapon = weapon->below)
704 if ((weapon->type == WEAPON || weapon->type == BOW) 741 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
705 && QUERY_FLAG (weapon, FLAG_APPLIED))
706 break; 742 break;
743
707 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 744 if (!weapon || god_examines_item (god, weapon) <= 0)
708 return 0;
709
710 /* First give it a title, so other gods won't touch it */
711 if ( ! weapon->title) {
712 sprintf (buf, "of %s", god->name);
713 weapon->title = add_string (buf);
714 if (op->type == PLAYER)
715 esrv_update_item (UPD_NAME, op, weapon);
716 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
717 }
718
719 /* Allow the weapon to slay enemies */
720 if ( ! weapon->slaying && god->slaying) {
721 weapon->slaying = add_string (god->slaying);
722 new_draw_info_format (NDI_UNIQUE, 0, op,
723 "Your %s now hungers to slay enemies of your god!",
724 weapon->name);
725 return 1;
726 }
727
728 /* Add the gods attacktype */
729 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
730 if ((attacktype & god->attacktype) != god->attacktype) {
731 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
732 weapon->attacktype = attacktype | god->attacktype;
733 return 1;
734 }
735
736 /* Higher magic value */
737 tmp = follower_level_to_enchantments (skill->level, tr->level);
738 if (weapon->magic < tmp) {
739 new_draw_info (NDI_UNIQUE, 0, op,
740 "A phosphorescent glow envelops your weapon!");
741 weapon->magic++;
742 if (op->type == PLAYER)
743 esrv_update_item (UPD_NAME, op, weapon);
744 return 1;
745 }
746
747 return 0; 745 return 0;
748}
749 746
747 /* First give it a title, so other gods won't touch it */
748 if (!weapon->title)
749 {
750 weapon->title = format ("of %s", &god->name);
751
752 if (object *pl = weapon->visible_to ())
753 esrv_update_item (UPD_NAME, pl, weapon);
754
755 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
756 }
757
758 /* Allow the weapon to slay enemies */
759 if (!weapon->slaying && god->slaying)
760 {
761 weapon->slaying = god->slaying;
762 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
763 return 1;
764 }
765
766 /* Add the gods attacktype */
767 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
768 if ((attacktype & god->attacktype) != god->attacktype)
769 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
771 weapon->attacktype = attacktype | god->attacktype;
772 return 1;
773 }
774
775 /* Higher magic value */
776 tmp = follower_level_to_enchantments (skill->level, tr->level);
777 if (weapon->magic < tmp)
778 {
779 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
780 weapon->magic++;
781
782 if (object *pl = weapon->visible_to ())
783 esrv_update_item (UPD_NAME, pl, weapon);
784
785 return 1;
786 }
787
788 return 0;
789}
750 790
751/** 791/**
752 * Every once in a while the god will intervene to help the worshiper. 792 * 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 793 * Later, this fctn can be used to supply quests, etc for the
754 * priest. -b.t. 794 * priest. -b.t.
755 * called from pray_at_altar() currently. 795 * called from pray_at_altar() currently.
756 */ 796 */
757 797void
758void god_intervention (object *op, object *god, object *skill) 798god_intervention (object *op, object *god, object *skill)
759{ 799{
760 treasure *tr; 800 treasure *tr;
761 801
762 if ( ! god || ! god->randomitems) { 802 if (!god || !god->randomitems)
763 LOG (llevError, 803 {
764 "BUG: god_intervention(): no god or god without randomitems\n"); 804 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
765 return; 805 return;
766 } 806 }
767 807
768 check_special_prayers (op, god); 808 check_special_prayers (op, god);
769 809
770 /* lets do some checks of whether we are kosher with our god */ 810 /* lets do some checks of whether we are kosher with our god */
771 if (god_examines_priest (op, god) < 0) 811 if (god_examines_priest (op, god) < 0)
772 return; 812 return;
773 813
814 op->play_sound (sound_find ("god_intervention"));
774 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 815 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
775 816
776 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 817 for (tr = god->randomitems->items; tr; tr = tr->next)
818 {
777 object *item; 819 object *item;
778 820
779 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 821 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
780 continue; 822 continue;
781 823
782 /* Treasurelist - generate some treasure for the follower */ 824 /* Treasurelist - generate some treasure for the follower */
783 if (tr->name) { 825 if (tr->name)
826 {
784 treasurelist *tl = find_treasurelist (tr->name); 827 treasurelist *tl = treasurelist::find (tr->name);
828
785 if (tl == NULL) 829 if (tl == NULL)
786 continue; 830 continue;
787 831
788 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 832 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
789 "eyes. You catch it before it falls to the ground.");
790 833
791 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 834 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
792 | GT_UPDATE_INV, skill->level, 0); 835 return;
836 }
837
838 if (!tr->item)
839 continue;
840
841 item = tr->item;
842
843 /* Grace limit */
844 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
845 {
846 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
847 {
848 object *tmp;
849
850 /* Follower lacks the required grace for the following
851 * treasure list items. */
852
853 tmp = get_archetype (HOLY_POSSESSION);
854 cast_change_ability (op, op, tmp, 0, 1);
855 tmp->destroy (true);
856 return;
857 }
858
859 continue;
860 }
861
862 /* Restore grace */
863 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
864 {
865 if (op->stats.grace >= 0)
866 continue;
867 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
868 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
869 return;
870 }
871
872 /* Heal damage */
873 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
874 {
875 if (op->stats.hp >= op->stats.maxhp)
876 continue;
877 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
878 op->stats.hp = op->stats.maxhp;
879 return;
880 }
881
882 /* Restore spellpoints */
883 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
884 {
885 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
886
887 /* Restore to 50 .. 100%, if sp < 50% */
888 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
889
890 if (op->stats.sp >= max / 2)
891 continue;
892
893 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
894 op->stats.sp = new_sp;
895 }
896
897 /* Various heal spells */
898 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
899 {
900 object *tmp = archetype::get (item->slaying);
901 int success = cast_heal (op, op, tmp, 0);
902 tmp->destroy (true);
903
904 if (success)
793 return; 905 return;
906 else
907 continue;
908 }
909
910 /* Remove curse */
911 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
794 } 912 {
913 if (god_removes_curse (op, 0))
914 return;
915 else
916 continue;
917 }
795 918
796 if ( ! tr->item) { 919 /* Remove damnation */
797 LOG (llevError, "BUG: empty entry in %s's treasure list\n", 920 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
798 god->name); 921 {
922 if (god_removes_curse (op, 1))
923 return;
924 else
925 continue;
926 }
927
928 /* Heal depletion */
929 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
930 {
931 object *depl;
932 archetype *at;
933 int i;
934
935 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
936 {
937 LOG (llevError, "Could not find archetype depletion.\n");
799 continue; 938 continue;
800 }
801 item = &tr->item->clone;
802
803 /* Grace limit */
804 if (item->type == BOOK && item->invisible
805 && strcmp (item->name, "grace limit") == 0) {
806 if (op->stats.grace < item->stats.grace
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;
817 } 939 }
818 continue; 940 depl = present_arch_in_ob (at, op);
819 }
820 941
821 /* Restore grace */ 942 if (depl == NULL)
822 if (item->type == BOOK && item->invisible
823 && strcmp (item->name, "restore grace") == 0)
824 {
825 if (op->stats.grace >= 0)
826 continue; 943 continue;
827 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 944
945 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
946
947 for (i = 0; i < NUM_STATS; i++)
948 if (depl->stats.stat (i))
949 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
950
951 depl->destroy (true);
952 op->update_stats ();
953 return;
954 }
955
956 /* Voices */
957 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
958 {
959 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
960 new_draw_info (NDI_WHITE, 0, op, item->msg);
961 return;
962 }
963
964 /* Messages */
965 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
966 {
828 new_draw_info (NDI_UNIQUE, 0, op, 967 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
829 "You are returned to a state of grace."); 968 return;
969 }
970
971 /* Enchant weapon */
972 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
973 {
974 if (god_enchants_weapon (op, god, item, skill))
830 return; 975 return;
831 } 976 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; 977 continue;
839 new_draw_info (NDI_UNIQUE, 0, op, 978 }
840 "A white light surrounds and heals you!"); 979
841 op->stats.hp = op->stats.maxhp; 980 /* Spellbooks - works correctly only for prayers */
981 if (item->type == SPELL)
982 {
983 if (check_spell_known (op, item->name))
984 continue;
985 if (item->level > skill->level)
986 continue;
987
988 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
989 do_learn_spell (op, item, 1);
990 return;
991
992 }
993
994 /* Other gifts */
995 if (!item->invisible)
996 {
997 if (god_gives_present (op, god, tr))
842 return; 998 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 999 else
881 continue; 1000 continue;
882 }
883
884 /* Remove damnation */
885 if (item->type == BOOK && item->invisible
886 && strcmp (item->name, "remove damnation") == 0)
887 { 1001 }
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 */ 1002 /* else ignore it */
972 } 1003 }
973 1004
974 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
975} 1006}
976 1007
977/** 1008/**
978 * Checks and maybe punishes someone praying. 1009 * Checks and maybe punishes someone praying.
979 * All applied items are examined, if player is using more items of other gods, 1010 * 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. 1011 * s/he loses experience in praying or general experience if no praying.
981 */ 1012 */
1013int
982int god_examines_priest (object *op, object *god) { 1014god_examines_priest (object *op, object *god)
1015{
983 int reaction=1; 1016 int reaction = 1;
984 object *item=NULL, *skop; 1017 object *item = NULL, *skop;
985 1018
986 for(item=op->inv;item;item=item->below) { 1019 for (item = op->inv; item; item = item->below)
987 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1020 if (QUERY_FLAG (item, FLAG_APPLIED))
988 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1021 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
989 }
990 }
991 1022
992 /* well, well. Looks like we screwed up. Time for god's revenge */ 1023 /* well, well. Looks like we screwed up. Time for god's revenge */
993 if(reaction<0) { 1024 if (reaction < 0)
1025 {
994 int loss = 10000000; 1026 int loss = 10000000;
995 int angry = abs(reaction); 1027 int angry = abs (reaction);
996 1028
997 for (skop = op->inv; skop != NULL; skop=skop->below) 1029 for (skop = op->inv; skop; skop = skop->below)
998 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1030 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1031 break;
999 1032
1000 if (skop) 1033 if (skop)
1001 loss = (int) (0.05 * (float) skop->stats.exp); 1034 loss = 0.05f * skop->stats.exp;
1002 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1035
1003 skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP); 1036 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1037
1004 if(random_roll(0, angry, op, PREFER_LOW)) { 1038 if (random_roll (0, angry, op, PREFER_LOW))
1039 {
1005 object *tmp = get_archetype(LOOSE_MANA); 1040 object *tmp = get_archetype (LOOSE_MANA);
1041
1006 cast_magic_storm(op,tmp,op->level+(angry*3)); 1042 cast_magic_storm (op, tmp, op->level + (angry * 3));
1007 } 1043 }
1008 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1044
1009 "%s becomes angry and punishes you!",god->name); 1045 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1010 } 1046 }
1047
1011 return reaction; 1048 return reaction;
1012} 1049}
1013 1050
1014/** 1051/**
1015 * God checks item the player is using. 1052 * God checks item the player is using.
1016 * Return either -1 (bad), 0 (neutral) or 1053 * Return either -1 (bad), 0 (neutral) or
1017 * 1 (item is ok). If you are using the item of an enemy 1054 * 1 (item is ok). If you are using the item of an enemy
1018 * god, it can be bad...-b.t. 1055 * god, it can be bad...-b.t.
1019 */ 1056 */
1020 1057
1058int
1021int god_examines_item(object *god, object *item) { 1059god_examines_item (object *god, object *item)
1060{
1022 char buf[MAX_BUF]; 1061 char buf[MAX_BUF];
1023 1062
1024 if(!god||!item) return 0; 1063 if (!god || !item)
1064 return 0;
1025 1065
1026 if(!item->title) return 1; /* unclaimed item are ok */ 1066 if (!item->title)
1067 return 1; /* unclaimed item are ok */
1027 1068
1028 sprintf(buf,"of %s",god->name); 1069 sprintf (buf, "of %s", &god->name);
1029 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1070 if (!strcmp (item->title, buf))
1071 return 1; /* belongs to that God */
1030 1072
1031 if(god->title) { /* check if we have any enemy blessed item*/ 1073 if (god->title)
1074 { /* check if we have any enemy blessed item */
1032 sprintf(buf,"of %s",god->title); 1075 sprintf (buf, "of %s", &god->title);
1033 if(!strcmp(item->title,buf)) { 1076 if (!strcmp (item->title, buf))
1077 {
1034 if(item->env) { 1078 if (item->env)
1079 {
1035 char buf[MAX_BUF]; 1080 char buf[MAX_BUF];
1081
1036 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1082 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1037 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1083 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1038 } 1084 }
1039 return -1; 1085 return -1;
1040 } 1086 }
1041 } 1087 }
1042 1088
1043 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1089 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1044} 1090}
1045 1091
1046/** 1092/**
1047 * Returns priest's god's id. 1093 * Returns priest's god's id.
1048 * Straight calls lookup_god_by_name 1094 * Straight calls lookup_god_by_name
1049 */ 1095 */
1050 1096
1097int
1051int get_god(object *priest) { 1098get_god (object *priest)
1099{
1052 int godnr=lookup_god_by_name(determine_god(priest)); 1100 int godnr = lookup_god_by_name (determine_god (priest));
1053 1101
1054 return godnr; 1102 return godnr;
1055} 1103}
1056 1104
1057/** 1105/**
1058 * Returns a string that is the name of the god that should be natively worshipped by a 1106 * Returns a string that is the name of the god that should be natively worshipped by a
1059 * creature of who has race *race 1107 * creature of who has race *race
1060 * if we can't find a god that is appropriate, we return NULL 1108 * if we can't find a god that is appropriate, we return NULL
1061 */ 1109 */
1110const char *
1062const char *get_god_for_race(const char *race) { 1111get_god_for_race (const char *race)
1112{
1063 godlink *gl=first_god; 1113 godlink *gl = first_god;
1064 const char *godname=NULL; 1114 const char *godname = NULL;
1065 1115
1066 if (race == NULL) return NULL; 1116 if (race == NULL)
1117 return NULL;
1067 while(gl) { 1118 while (gl)
1119 {
1068 if (!strcasecmp(gl->arch->clone.race, race)) { 1120 if (!strcasecmp (gl->arch->race, race))
1121 {
1069 godname=gl->name; 1122 godname = gl->name;
1070 break; 1123 break;
1071 } 1124 }
1072 gl=gl->next; 1125 gl = gl->next;
1073 } 1126 }
1074 return godname; 1127 return godname;
1075} 1128}
1129
1076/** 1130/**
1077 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1131 * 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 1132 * 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. 1133 * the spell attacktype contains AT_HOLYWORD. -b.t.
1080 */ 1134 */
1081 1135int
1082int tailor_god_spell(object *spellop, object *caster) { 1136tailor_god_spell (object *spellop, object *caster)
1137{
1083 object *god=find_god(determine_god(caster)); 1138 object *god = find_god (determine_god (caster));
1084 int caster_is_spell=0; 1139 int caster_is_spell = 0;
1085 1140
1086 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1141 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1142 caster_is_spell = 1;
1087 1143
1088 /* if caster is a rune or the like, it doesn't worship anything. However, 1144 /* 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 1145 * if this object is owned by someone, then the god that they worship
1090 * is relevant, so use that. 1146 * is relevant, so use that.
1091 */ 1147 */
1092 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1148 if (!god && caster->owner)
1149 god = find_god (determine_god (caster->owner));
1093 1150
1094 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1151 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1152 {
1095 if ( ! caster_is_spell) 1153 if (!caster_is_spell)
1096 new_draw_info(NDI_UNIQUE, 0, caster,
1097 "This prayer is useless unless you worship an appropriate god"); 1154 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1098 else 1155 else
1099 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1156 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1100 free_object(spellop); 1157
1158 spellop->destroy (true);
1101 return 0; 1159 return 0;
1102 } 1160 }
1103 1161
1104 /* either holy word or godpower attacks will set the slaying field */ 1162 /* either holy word or godpower attacks will set the slaying field */
1105 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1163 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1164 {
1106 if (spellop->slaying) { 1165 if (spellop->slaying)
1107 free_string(spellop->slaying);
1108 spellop->slaying = NULL; 1166 spellop->slaying = NULL;
1109 } 1167
1110 if(!caster_is_spell) 1168 if (!caster_is_spell)
1111 spellop->slaying = add_string(god->slaying); 1169 spellop->slaying = god->slaying;
1112 else if(caster->slaying) 1170 else if (caster->slaying)
1113 spellop->slaying = add_string(caster->slaying); 1171 spellop->slaying = caster->slaying;
1114 } 1172 }
1115 1173
1116 /* only the godpower attacktype adds the god's attack onto the spell */ 1174 /* only the godpower attacktype adds the god's attack onto the spell */
1117 if(spellop->attacktype & AT_GODPOWER) 1175 if (spellop->attacktype & AT_GODPOWER)
1118 spellop->attacktype=spellop->attacktype|god->attacktype; 1176 spellop->attacktype = spellop->attacktype | god->attacktype;
1119 1177
1120 /* tack on the god's name to the spell */ 1178 /* tack on the god's name to the spell */
1121 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1179 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1180 {
1181 spellop->title = god->name;
1122 if(spellop->title) 1182 if (spellop->title)
1123 free_string(spellop->title); 1183 {
1124 spellop->title=add_string(god->name);
1125 if(spellop->title){
1126 char buf[MAX_BUF]; 1184 char buf[MAX_BUF];
1185
1127 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1186 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1128 FREE_AND_COPY(spellop->name, buf); 1187 spellop->name = spellop->name_pl = buf;
1129 FREE_AND_COPY(spellop->name_pl, buf);
1130 } 1188 }
1131 } 1189 }
1132 1190
1133 return 1; 1191 return 1;
1134} 1192}
1135

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