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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 1.74 by root, Sat Nov 17 23:40:03 2018 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 $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
11 8 *
12 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 12 * option) any later version.
16 13 *
17 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 17 * GNU General Public License for more details.
21 18 *
22 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
25 22 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 24 */
28
29 25
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 26/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 27 * monster race initialization. b.t.
32 */ 28 */
33 29
36#include <global.h> 32#include <global.h>
37#include <living.h> 33#include <living.h>
38#include <object.h> 34#include <object.h>
39#include <spells.h> 35#include <spells.h>
40#include <sounds.h> 36#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 37#include <sproto.h>
43#endif
44 38
45/** 39/**
46 * Returns the id of specified god. 40 * Returns the id of specified god.
47 */ 41 */
48int lookup_god_by_name(const char *name) { 42static int
49 int godnr=-1; 43lookup_god_by_name (shstr_cmp name)
50 size_t nmlen = strlen(name); 44{
51 45 if (name)
52 if(name && strcmp(name,"none")) {
53 godlink *gl;
54 for(gl=first_god;gl;gl=gl->next) 46 for (godlink *gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 47 if (gl->name == name)
56 break; 48 return gl->id;
57 if(gl) godnr=gl->id; 49
58 } 50 return -1;
59 return godnr;
60} 51}
61 52
62/** 53/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 54 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 55 */
65object *find_god(const char *name) { 56object *
66 object *god=NULL; 57find_god (shstr_cmp name)
67 58{
68 if(name) { 59 if (name)
69 godlink *gl;
70
71 for(gl=first_god;gl;gl=gl->next) 60 for (godlink *gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 61 if (gl->name == name)
73 if(gl) god=pntr_to_god_obj(gl); 62 return pntr_to_god_obj (gl);
74 } 63
75 return god; 64 return 0;
65}
66
67/**
68 * Returns a string that is the name of the god that should be natively worshipped by a
69 * creature of who has race *race
70 * if we can't find a god that is appropriate, we return NULL
71 */
72static shstr_tmp
73get_god_for_race (shstr_cmp race)
74{
75 if (race)
76 for (godlink *gl = first_god; gl; gl = gl->next)
77 if (gl->arch->race == race)
78 return gl->name;
79
80 return shstr_tmp ();
76} 81}
77 82
78/** 83/**
79 * Determines if op worships a god. 84 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god. 85 * 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 86 * 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 87 * who they should worship based on their race. If that fails we
83 * give them a random one. 88 * give them a random one.
84 */ 89 */
85 90shstr_tmp
86const char *determine_god(object *op) { 91determine_god (object *op)
87 int godnr = -1; 92{
88 const char *godname;
89
90 /* spells */ 93 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 94 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 if (lookup_god_by_name (op->title) >= 0)
96 return op->title;
97
98 if (!op->is_player () && op->flag [FLAG_ALIVE])
95 } 99 {
96
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) {
98
99 /* find a god based on race */ 100 /* find a god based on race */
100 if(!op->title) { 101 if (!op->title)
101 if (op->race !=NULL) {
102 godname=get_god_for_race(op->race); 102 op->title = get_god_for_race (op->race);
103 if (godname!=NULL) {
104 op->title = add_string(godname);
105 }
106 }
107 }
108 103
109 /* find a random god */ 104 /* find a random god */
110 if(!op->title) { 105 if (!op->title)
111 godlink *gl = first_god; 106 {
112
113 godnr = rndm(1, gl->id); 107 int godnr = rndm (1, first_god->id);
114 while(gl) { 108
109 for (godlink *gl = first_god; gl; gl = gl->next)
115 if(gl->id == godnr) break; 110 if (gl->id == godnr)
111 {
116 gl=gl->next; 112 op->title = gl->name;
113 break;
117 } 114 }
118 op->title = add_string(gl->name);
119 } 115 }
120 116
121 return op->title; 117 return op->title;
122 } 118 }
123 119
124
125 /* The god the player worships is in the praying skill (native skill 120 /* 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 121 * 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 122 * that skill, once we find it, we can return, either with the
128 * title or "none". 123 * title or "none".
129 */ 124 */
130 if(op->type==PLAYER) { 125 if (op->type == PLAYER)
131 object *tmp;
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 126 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 127 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
134 if (tmp->title) return (tmp->title); 128 {
135 else return("none"); 129 if (tmp->title)
130 return tmp->title;
131
132 break;
136 } 133 }
137 } 134
138 return ("none"); 135 return shstr_none;
139} 136}
140 137
141/** 138/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 139 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 140 */
141static int
144static int same_string (const char *s1, const char *s2) 142same_string (const char *s1, const char *s2)
145{ 143{
146 if (s1 == NULL) 144 if (s1 == s2)
147 if (s2 == NULL)
148 return 1; 145 return 1;
149 else 146 else if (s1 && s2)
150 return 0; 147 return !strcmp (s1, s2);
151 else 148 else
152 if (s2 == NULL)
153 return 0; 149 return 0;
154 else
155 return strcmp (s1, s2) == 0;
156} 150}
157
158 151
159/** 152/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 153 * 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 154 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 155 * message is displayed to the player.
163 */ 156 */
157static void
164static void follower_remove_similar_item (object *op, object *item) 158follower_remove_similar_item (object *op, object *item)
165{ 159{
166 object *tmp, *next; 160 object *tmp, *next;
167 161
168 if (op && op->type == PLAYER && op->contr) { 162 if (op && op->type == PLAYER && op->contr)
163 {
169 /* search the inventory */ 164 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 165 for (tmp = op->inv; tmp != NULL; tmp = next)
166 {
171 next = tmp->below; /* backup in case we remove tmp */ 167 next = tmp->below; /* backup in case we remove tmp */
172 168
173 if (tmp->type == item->type 169 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 170 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 171 && 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)) {
178 172 {
179 /* message */ 173 /* message */
180 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 174 new_draw_info_format (NDI_UNIQUE, 0, op,
182 "The %s crumble to dust!", query_short_name(tmp)); 175 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
183 else 176 query_short_name (tmp));
184 new_draw_info_format(NDI_UNIQUE,0,op, 177
185 "The %s crumbles to dust!", query_short_name(tmp)); 178 tmp->destroy ();
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 } 179 }
180
191 if (tmp->inv) 181 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 182 follower_remove_similar_item (tmp, item);
193 } 183 }
194 } 184 }
195} 185}
196 186
197/** 187/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 188 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 189 * Returns 1 if found, else 0.
200 */ 190 */
191static int
201static int follower_has_similar_item (object *op, object *item) 192follower_has_similar_item (object *op, object *item)
202{ 193{
203 object *tmp; 194 object *tmp;
204 195
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 196 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
197 {
206 if (tmp->type == item->type 198 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 199 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 200 && 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; 201 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 202 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 203 return 1;
214 } 204 }
205 return 0;
206}
207
208/**
209 * God gives an item to the player.
210 */
211static int
212god_gives_present (object *op, object *god, treasure *tr)
213{
214 if (!tr->item)
215 return 0; 215 return 0;
216}
217 216
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)) 217 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; 218 return 0;
235}
236 219
237/** 220 object *tmp = tr->item->instance ();
238 * Player prays at altar. 221 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
239 * Checks for god changing, divine intervention, and so on. 222 op->insert (tmp);
240 */
241void pray_at_altar(object *pl, object *altar, object *skill) {
242 object *pl_god=find_god(determine_god(pl));
243 223
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
245 return; 224 return 1;
246
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)) {
256 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10;
258
259 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ?
261 bonus : -1*(pl->stats.grace/10));
262 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) {
264 pl->stats.grace+=bonus/2;
265 }
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) {
267 pl->stats.grace=(2*pl->stats.maxgrace);
268 }
269
270 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out.
272 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */
274
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0)
276 god_intervention(pl,pl_god, skill);
277
278 } else { /* praying to another god! */
279 uint64 loss = 0;
280 int angry=1;
281
282 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before
287 * using its values.
288 */
289 if(pl_god->other_arch &&
290 (altar->other_arch->name==pl_god->other_arch->name)) {
291 angry=2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) {
293 object *tmp;
294
295 /* you really screwed up */
296 angry=3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
298 "Foul Priest! %s punishes you!",pl_god->name);
299 tmp=get_archetype(LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20);
301 } else
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 "Foolish heretic! %s is livid!",pl_god->name);
304 } else
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
306 "Heretic! %s is angered!",pl_god->name);
307
308 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj
310 */
311
312 loss = angry * (skill->stats.exp / 10);
313 if(loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW),
315 skill?skill->skill:"none", SK_SUBTRACT_SKILL_EXP);
316
317 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get
319 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) {
321 become_follower(pl,&altar->other_arch->clone);
322 } else {
323 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl,
325 "A divine force pushes you off the altar.");
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */
327 }
328 }
329} 225}
330 226
331/** 227/**
332 * Removes special prayers given by a god. 228 * Removes special prayers given by a god.
333 */ 229 */
230static void
334static void check_special_prayers (object *op, object *god) 231check_special_prayers (object *op, object *god)
335{ 232{
336 /* Ensure that 'op' doesn't know any special prayers that are not granted 233 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'. 234 * by 'god'.
338 */ 235 */
339 treasure *tr; 236 treasure *tr;
340 object *tmp, *next_tmp; 237 object *tmp, *next_tmp;
341 int remove=0; 238 int remove = 0;
342 239
343 /* Outer loop iterates over all special prayer marks */ 240 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 241 for (tmp = op->inv; tmp; tmp = next_tmp)
242 {
345 next_tmp = tmp->below; 243 next_tmp = tmp->below;
346 244
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 245 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 246 * in that category, not something we need to worry about.
349 */ 247 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 248 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
351 continue; 249 continue;
352 250
353 if (god->randomitems == NULL) { 251 if (god->randomitems == NULL)
252 {
354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name); 253 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
355 do_forget_spell (op, tmp->name); 254 do_forget_spell (op, tmp->name);
356 continue; 255 continue;
357 } 256 }
358 257
359 /* Inner loop tries to find the special prayer in the god's treasure 258 /* Inner loop tries to find the special prayer in the god's treasure
360 * list. We default that the spell should be removed. 259 * list. We default that the spell should be removed.
361 */ 260 */
362 remove=1; 261 remove = 1;
363 for (tr = god->randomitems->items; tr; tr = tr->next) 262 for (tr = god->randomitems->items; tr; tr = tr->next)
364 { 263 {
365 object *item; 264 object *item;
366 265
367 if (tr->item == NULL) 266 if (!tr->item)
368 continue; 267 continue;
268
369 item = &tr->item->clone; 269 item = tr->item;
370 270
371 /* Basically, see if the matching spell is granted by this god. */ 271 /* Basically, see if the matching spell is granted by this god. */
372 272
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 273 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
274 {
374 remove=0; 275 remove = 0;
375 break; 276 break;
376 } 277 }
377 } 278 }
279
378 if (remove) { 280 if (remove)
379 /* just do the work of removing the spell ourselves - we already 281 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 }
390}
391
392/**
393 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven
396 * items (from the former cult).
397 */
398void become_follower (object *op, object *new_god) {
399 object *old_god = NULL; /* old god */
400 treasure *tr;
401 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.*/
404
405 282 }
406 old_god = find_god(determine_god(op)); 283}
407 284
408 /* take away any special god-characteristic items. */ 285/**
409 for(item=op->inv;item!=NULL;item=next) { 286 * Unapplies up to number worth of items of type
410 next = item->below;
411 /* remove all invisible startequip items which are
412 * not skill, exp or force
413 */ 287 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 288static void
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 289stop_using_item (object *op, int type, int number)
416 (item->type != FORCE)) { 290{
417 291 for (object *tmp = op->inv; tmp && number; tmp = tmp->below)
418 if (item->type == SPELL) 292 if (tmp->type == type && tmp->flag [FLAG_APPLIED])
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op,
420 "You lose knowledge of %s.", item->name);
421 player_unready_range_ob(op->contr, item);
422 remove_ob(item);
423 free_object(item);
424 }
425 }
426
427 /* remove any godgiven items from the old god */
428 if (old_god) {
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) {
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone);
432 }
433 }
434
435 if(!op||!new_god) return;
436
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!",
439 new_god->name);
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) {
441 object *tmp = get_archetype(LOOSE_MANA);
442 cast_magic_storm(op,tmp, new_god->level+10);
443 }
444 return;
445 }
446
447
448 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452 god_gives_present(op,new_god,tr); }
453
454
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)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
460
461 /* Player has no skill - give them the skill */
462 if (!skop) {
463 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * 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 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD)))
477 { 293 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 294 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
479 undeadified=1; 295 --number;
480 } 296 }
297}
481 298
482 if(skop->title) { /* get rid of old god */ 299/**
483 new_draw_info_format(NDI_UNIQUE,0,op, 300 * If the god does/doesnt have this flag, we
484 "%s's blessing is withdrawn from you.",skop->title); 301 * give/remove it from the experience object if it doesnt/does
485 /* The point of this is to really show what abilities the player just lost */ 302 * already exist. For players only!
486 if (sk_applied || undeadified) { 303 */
304static inline void
305update_priest_flag (object *god, object *exp_ob, uint32 flag)
306{
307 exp_ob->flag [flag] = god->flag [flag];
308 return;
487 309
488 CLEAR_FLAG(skop,FLAG_APPLIED); 310 // old code follows for reference...
489 (void) change_abil(op,skop); 311 if (god->flag [flag] && !exp_ob->flag [flag])
312 exp_ob->set_flag (flag);
313 else if (exp_ob->flag [flag] && !god->flag [flag])
314 {
315 /* When this is called with the exp_ob set to the player,
316 * this check is broken, because most all players arch
317 * allow use of weapons. I'm not actually sure why this
318 * check is here - I guess if you had a case where the
319 * value in the archetype (wisdom) should over ride the restrictions
320 * the god places on it, this may make sense. But I don't think
321 * there is any case like that.
490 } 322 */
491 free_string(skop->title); 323/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
324 exp_ob->clr_flag (flag);
492 } 325 };
493
494 /* now change to the new gods attributes to exp_obj */
495 skop->title = add_string(new_god->name);
496 skop->path_attuned=new_god->path_attuned;
497 skop->path_repelled=new_god->path_repelled;
498 skop->path_denied=new_god->path_denied;
499 /* copy god's resistances */
500 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist));
501
502 /* make sure that certain immunities do NOT get passed
503 * to the follower!
504 */
505 for (i=0; i<NROFATTACKS; i++)
506 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD ||
507 i==ATNR_ELECTRICITY || i==ATNR_POISON))
508 skop->resist[i] = 30;
509
510 skop->stats.hp= (sint16) new_god->last_heal;
511 skop->stats.sp= (sint16) new_god->last_sp;
512 skop->stats.grace= (sint16) new_god->last_grace;
513 skop->stats.food= (sint16) new_god->last_eat;
514 skop->stats.luck= (sint8) new_god->stats.luck;
515 /* gods may pass on certain flag properties */
516 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK);
517 update_priest_flag(new_god,skop,FLAG_REFL_SPELL);
518 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE);
519 update_priest_flag(new_god,skop,FLAG_STEALTH);
520 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS);
521 update_priest_flag(new_god,skop,FLAG_UNDEAD);
522 update_priest_flag(new_god,skop,FLAG_BLIND);
523 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */
524
525 new_draw_info_format(NDI_UNIQUE,0,op,
526 "You are bathed in %s's aura.",new_god->name);
527
528 /* 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
530 * have used armour/weapons in the first place.
531 *
532 * 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.
534 */
535 if (!present_in_ob_by_name(FORCE, "no weapon force", op))
536 update_priest_flag(new_god,skop,FLAG_USE_WEAPON);
537 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR);
538
539 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons"))
540 stop_using_item(op,WEAPON,2);
541
542 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) {
543 stop_using_item(op,ARMOUR,1);
544 stop_using_item(op,HELMET,1);
545 stop_using_item(op,BOOTS,1);
546 stop_using_item(op,GLOVES,1);
547 stop_using_item(op,SHIELD,1);
548 }
549
550 SET_FLAG(skop,FLAG_APPLIED);
551 (void) change_abil(op,skop);
552
553 /* return to previous skill status */
554 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED);
555
556 check_special_prayers (op, new_god);
557} 326}
558 327
559/** 328/**
560 * Forbids or let player use something item type. 329 * Forbids or let player use something item type.
561 * op is the player. 330 * op is the player.
562 * exp_obj is the widsom experience. 331 * exp_obj is the widsom experience.
563 * flag is the flag to check against. 332 * flag is the flag to check against.
564 * string is the string to print out. 333 * string is the string to print out.
565 */ 334 */
566 335static int
567int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 336worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
568 337{
569 if(QUERY_FLAG(&op->arch->clone,flag)) 338 if (op->arch->flag [flag])
570 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 339 if (op->flag [flag] != exp_obj->flag [flag])
340 {
571 update_priest_flag(exp_obj,op,flag); 341 update_priest_flag (exp_obj, op, flag);
572 if(QUERY_FLAG(op,flag)) 342 if (op->flag [flag])
573 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 343 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
574 else { 344 else
345 {
575 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 346 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
576 return 1; 347 return 1;
348 }
577 } 349 }
578 } 350
579 return 0; 351 return 0;
580} 352}
581 353
582/** 354/**
583 * Unapplies up to number worth of items of type 355 * This function is called whenever a player has
356 * switched to a new god. It handles basically all the stat changes
357 * that happen to the player, including the removal of godgiven
358 * items (from the former cult).
584 */ 359 */
585void stop_using_item ( object *op, int type, int number ) { 360void
586 object *tmp; 361object::become_follower (object *new_god)
587
588 for(tmp=op->inv;tmp&&number;tmp=tmp->below)
589 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) {
590 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
591 number--;
592 }
593}
594
595/**
596 * If the god does/doesnt have this flag, we
597 * give/remove it from the experience object if it doesnt/does
598 * already exist. For players only!
599 */
600
601void update_priest_flag (object *god, object *exp_ob, uint32 flag) {
602 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag))
603 SET_FLAG(exp_ob,flag);
604 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag))
605 {
606 /* When this is called with the exp_ob set to the player,
607 * this check is broken, because most all players arch
608 * allow use of weapons. I'm not actually sure why this
609 * check is here - I guess if you had a case where the
610 * 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
612 * there is any case like that.
613 */
614
615/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
616 CLEAR_FLAG(exp_ob,flag);
617 };
618}
619
620
621
622archetype *determine_holy_arch (object *god, const char *type)
623{ 362{
363 object *old_god = 0; /* old god */
624 treasure *tr; 364 treasure *tr;
365 object *item, *skop, *next;
366 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
625 367
368 if (!contr)
369 return;
370
371 contr->queue_stats_update ();
372
373 old_god = find_god (determine_god (this));
374
375 /* take away any special god-characteristic items. */
376 for (item = inv; item; item = next)
377 {
378 next = item->below;
379
380 // remove all invisible startequip items which are not skill, exp or force
381 if (item->flag [FLAG_STARTEQUIP] && item->invisible
382 && item->type != SKILL && item->type != FORCE)
383 {
384 if (item->type == SPELL)
385 {
386 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You lose knowledge of %s.", &item->name);
387 esrv_remove_spell (contr, item);
388 }
389
390 item->destroy ();
391 }
392 }
393
394 /* remove any godgiven items from the old god */
395 if (old_god)
396 for (tr = old_god->randomitems->items; tr; tr = tr->next)
397 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
398 follower_remove_similar_item (this, tr->item);
399
400 if (!new_god)
401 return;
402
403 if (new_god->slaying && new_god->slaying.contains (race))
404 {
405 failmsgf ("Fool! %s detests your kind! H<This god does not accept followers of your race.>", &new_god->name);
406
407 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
408 {
409 object *tmp = archetype::get (LOOSE_MANA);
410
411 cast_magic_storm (this, tmp, new_god->level + 10);
412 }
413
414 return;
415 }
416
417 /* give the player any special god-characteristic-items. */
418 for (tr = new_god->randomitems->items; tr; tr = tr->next)
419 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
420 && tr->item->type != BOOK && tr->item->type != SPELL)
421 god_gives_present (this, new_god, tr);
422
423 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You become a follower of %s!", &new_god->name);
424
425 for (skop = inv; skop; skop = skop->below)
426 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
427 break;
428
429 /* Player has no skill - give them the skill */
430 if (!skop)
431 /* The archetype should always be defined - if we crash here because it doesn't,
432 * things are really messed up anyways.
433 */
434 skop = give_skill_by_name (this, shstr_praying);
435
436 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
437
438 /* Clear the "undead" status. We also need to force a call to change_abil,
439 * so I set undeadified for that.
440 * - gros, 21th July 2006.
441 */
442 if (old_god && old_god->flag [FLAG_UNDEAD])
443 {
444 skop->clr_flag (FLAG_UNDEAD);
445 undeadified = 1;
446 }
447
448 if (skop->title)
449 {
450 /* get rid of old god */
451 new_draw_info_format (NDI_UNIQUE, 0, this, "%s's blessing is withdrawn from you.", &skop->title);
452
453 /* The point of this is to really show what abilities the player just lost */
454 if (sk_applied || undeadified)
455 {
456 skop->clr_flag (FLAG_APPLIED);
457 change_abil (this, skop);
458 }
459 }
460
461 /* now change to the new gods attributes to exp_obj */
462 skop->title = new_god->name;
463 skop->path_attuned = new_god->path_attuned;
464 skop->path_repelled = new_god->path_repelled;
465 skop->path_denied = new_god->path_denied;
466 /* copy god's resistances */
467 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
468
469 /* make sure that certain immunities do NOT get passed
470 * to the follower!
471 */
472 for (i = 0; i < NROFATTACKS; i++)
473 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
474 skop->resist[i] = 30;
475
476 skop->stats.hp = (sint16) new_god->last_heal;
477 skop->stats.sp = (sint16) new_god->last_sp;
478 skop->stats.grace = (sint16) new_god->last_grace;
479 skop->stats.food = (sint16) new_god->last_eat;
480 skop->stats.luck = (sint8) new_god->stats.luck;
481 /* gods may pass on certain flag properties */
482 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
483 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
484 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
485 update_priest_flag (new_god, skop, FLAG_STEALTH);
486 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
487 update_priest_flag (new_god, skop, FLAG_UNDEAD);
488 update_priest_flag (new_god, skop, FLAG_BLIND);
489 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
490
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You are bathed in %s's aura.", &new_god->name);
492
493 /* Weapon/armour use are special...handle flag toggles here as this can
494 * only happen when gods are worshipped and if the new priest could
495 * have used armour/weapons in the first place.
496 *
497 * This also can happen for monks which cannot use weapons. In this case
498 * do not allow to use weapons even if the god otherwise would allow it.
499 */
500 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
501 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
502
503 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
504
505 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
506 stop_using_item (this, WEAPON, 2);
507
508 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
509 {
510 stop_using_item (this, ARMOUR, 1);
511 stop_using_item (this, HELMET, 1);
512 stop_using_item (this, BOOTS, 1);
513 stop_using_item (this, GLOVES, 1);
514 stop_using_item (this, SHIELD, 1);
515 }
516
517 skop->set_flag (FLAG_APPLIED);
518 change_abil (this, skop);
519
520 /* return to previous skill status */
521 if (!sk_applied)
522 {
523 skop->clr_flag (FLAG_APPLIED);
524 contr->queue_stats_update ();
525 }
526
527 check_special_prayers (this, new_god);
528}
529
530archetype *
531determine_holy_arch (object *god, shstr_cmp type)
532{
533 treasure *tr;
534
626 if ( ! god || ! god->randomitems) { 535 if (!god || !god->randomitems)
536 {
627 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 537 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
628 "randomitems\n");
629 return NULL; 538 return 0;
630 } 539 }
631 540
632 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 541 for (tr = god->randomitems->items; tr; tr = tr->next)
633 object *item; 542 {
634
635 if ( ! tr->item) 543 if (!tr->item)
636 continue; 544 continue;
637 item = &tr->item->clone;
638 545
546 object *item = tr->item;
547
639 if (item->type == BOOK && item->invisible 548 if (item->type == BOOK && item->invisible && item->name == type)
640 && strcmp (item->name, type) == 0)
641 return item->other_arch; 549 return item->other_arch;
642 } 550 }
643 return NULL; 551
552 return 0;
644} 553}
645 554
646/** 555/**
647 * God helps player by removing curse and/or damnation. 556 * God helps player by removing curse and/or damnation.
648 */ 557 */
558static int
649static int god_removes_curse (object *op, int remove_damnation) 559god_removes_curse (object *op, int remove_damnation)
650{ 560{
651 object *tmp;
652 int success = 0; 561 int success = 0;
653 562
654 for (tmp = op->inv; tmp; tmp = tmp->below) { 563 for (object *tmp = op->inv; tmp; tmp = tmp->below)
564 {
655 if (tmp->invisible) 565 if (tmp->invisible)
656 continue; 566 continue;
567
657 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 568 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
658 continue; 569 continue;
659 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 570
571 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
572 {
660 success = 1; 573 success = 1;
661 CLEAR_FLAG (tmp, FLAG_DAMNED); 574 tmp->clr_flag (FLAG_DAMNED);
662 CLEAR_FLAG (tmp, FLAG_CURSED); 575 tmp->clr_flag (FLAG_CURSED);
663 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 576 tmp->clr_flag (FLAG_KNOWN_CURSED);
664 if (op->type == PLAYER)
665 esrv_send_item (op, tmp);
666 }
667 }
668 577
578 if (object *pl = tmp->visible_to ())
579 esrv_update_item (UPD_FLAGS, pl, tmp);
580 }
581 }
582
669 if (success) 583 if (success)
670 new_draw_info (NDI_UNIQUE, 0, op, 584 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
671 "You feel like someone is helping you."); 585
672 return success; 586 return success;
673} 587}
674 588
589static int
675static int follower_level_to_enchantments (int level, int difficulty) 590follower_level_to_enchantments (int level, int difficulty)
676{ 591{
677 if (difficulty < 1) { 592 if (difficulty < 1)
678 LOG (llevError, "follower_level_to_enchantments(): " 593 {
679 "difficulty %d is invalid\n", difficulty); 594 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
680 return 0; 595 return 0;
681 } 596 }
682 597
683 if (level <= 20) 598 if (level <= 20)
684 return level / difficulty; 599 return level / difficulty;
600
685 if (level <= 40) 601 if (level <= 40)
686 return (20 + (level - 20) / 2) / difficulty; 602 return (20 + (level - 20) / 2) / difficulty;
603
687 return (30 + (level - 40) / 4) / difficulty; 604 return (30 + (level - 40) / 4) / difficulty;
605}
606
607/**
608 * God checks item the player is using.
609 * Return either -1 (bad), 0 (neutral) or
610 * 1 (item is ok). If you are using the item of an enemy
611 * god, it can be bad...-b.t.
612 */
613static int
614god_examines_item (object *god, object *item)
615{
616 char buf[MAX_BUF];
617
618 if (!god || !item)
619 return 0;
620
621 if (!item->title)
622 return 1; /* unclaimed item are ok */
623
624 sprintf (buf, "of %s", &god->name);
625 if (!strcmp (&item->title, buf))
626 return 1; /* belongs to that God */
627
628 if (god->title)
629 { /* check if we have any enemy blessed item */
630 sprintf (buf, "of %s", &god->title);
631 if (!strcmp (&item->title, buf))
632 {
633 if (item->env)
634 {
635 char buf[MAX_BUF];
636
637 sprintf (buf, "Heretic! You are using %s!", query_name (item));
638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
639 }
640
641 return -1;
642 }
643 }
644
645 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
688} 646}
689 647
690/** 648/**
691 * God wants to enchant weapon. 649 * God wants to enchant weapon.
692 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 650 * 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 651 * it isn't a weapon for another god. If all is all right, update weapon with
694 * attacktype, slaying and such. 652 * attacktype, slaying and such.
695 */ 653 */
654static int
696static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 655god_enchants_weapon (object *op, object *god, object *tr, object *skill)
697{ 656{
698 char buf[MAX_BUF]; 657 if (!op->contr)
699 object *weapon;
700 uint32 attacktype;
701 int tmp;
702
703 for (weapon = op->inv; weapon; weapon = weapon->below)
704 if ((weapon->type == WEAPON || weapon->type == BOW)
705 && QUERY_FLAG (weapon, FLAG_APPLIED))
706 break;
707 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; 658 return 0;
748}
749 659
660 object *weapon = op->contr->combat_ob;
750 661
751/** 662 if (!weapon)
752 * Every once in a while the god will intervene to help the worshiper. 663 return 0;
753 * Later, this fctn can be used to supply quests, etc for the
754 * priest. -b.t.
755 * called from pray_at_altar() currently.
756 */
757 664
758void god_intervention (object *op, object *god, object *skill) 665 if (weapon->type != WEAPON && weapon->type != BOW)
759{ 666 return 0;
760 treasure *tr;
761 667
762 if ( ! god || ! god->randomitems) { 668 if (god_examines_item (god, weapon) <= 0)
763 LOG (llevError, 669 return 0;
764 "BUG: god_intervention(): no god or god without randomitems\n"); 670
671 /* First give it a title, so other gods won't touch it */
672 if (!weapon->title)
673 {
674 weapon->title = format ("of %s", &god->name);
675
676 if (object *pl = weapon->visible_to ())
677 esrv_update_item (UPD_NAME, pl, weapon);
678
679 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
680 }
681
682 /* Allow the weapon to slay enemies */
683 if (!weapon->slaying && god->slaying)
684 {
685 weapon->slaying = god->slaying;
686 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
765 return; 687 return 1;
688 }
689
690 /* Add the gods attacktype */
691 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
692
693 if ((attacktype & god->attacktype) != god->attacktype)
766 } 694 {
767 695 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
768 check_special_prayers (op, god); 696 weapon->attacktype = attacktype | god->attacktype;
769
770 /* lets do some checks of whether we are kosher with our god */
771 if (god_examines_priest (op, god) < 0)
772 return; 697 return 1;
698 }
773 699
774 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 700 /* Higher magic value */
775 701 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
776 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
777 object *item;
778
779 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH))
780 continue;
781
782 /* Treasurelist - generate some treasure for the follower */
783 if (tr->name) {
784 treasurelist *tl = find_treasurelist (tr->name);
785 if (tl == NULL)
786 continue;
787
788 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your "
789 "eyes. You catch it before it falls to the ground.");
790
791 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD
792 | GT_UPDATE_INV, skill->level, 0);
793 return;
794 }
795
796 if ( ! tr->item) {
797 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
798 god->name);
799 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 }
818 continue;
819 }
820
821 /* Restore grace */
822 if (item->type == BOOK && item->invisible
823 && strcmp (item->name, "restore grace") == 0)
824 {
825 if (op->stats.grace >= 0)
826 continue;
827 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH);
828 new_draw_info (NDI_UNIQUE, 0, op,
829 "You are returned to a state of grace.");
830 return;
831 }
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;
839 new_draw_info (NDI_UNIQUE, 0, op,
840 "A white light surrounds and heals you!");
841 op->stats.hp = op->stats.maxhp;
842 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
881 continue;
882 }
883
884 /* Remove damnation */
885 if (item->type == BOOK && item->invisible
886 && strcmp (item->name, "remove damnation") == 0)
887 {
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 */
972 } 702 {
703 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
704 weapon->magic++;
973 705
974 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 706 if (object *pl = weapon->visible_to ())
707 esrv_update_item (UPD_NAME, pl, weapon);
708
709 return 1;
710 }
711
712 return 0;
975} 713}
976 714
977/** 715/**
978 * Checks and maybe punishes someone praying. 716 * Checks and maybe punishes someone praying.
979 * All applied items are examined, if player is using more items of other gods, 717 * 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. 718 * s/he loses experience in praying or general experience if no praying.
981 */ 719 */
720static int
982int god_examines_priest (object *op, object *god) { 721god_examines_priest (object *op, object *god)
722{
983 int reaction=1; 723 int reaction = 1;
984 object *item=NULL, *skop; 724 object *item = NULL, *skop;
985 725
986 for(item=op->inv;item;item=item->below) { 726 for (item = op->inv; item; item = item->below)
987 if(QUERY_FLAG(item,FLAG_APPLIED)) { 727 if (item->flag [FLAG_APPLIED])
988 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 728 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
989 }
990 }
991 729
992 /* well, well. Looks like we screwed up. Time for god's revenge */ 730 /* well, well. Looks like we screwed up. Time for god's revenge */
993 if(reaction<0) { 731 if (reaction < 0)
732 {
994 int loss = 10000000; 733 int loss = 10000000;
995 int angry = abs(reaction); 734 int angry = abs (reaction);
996 735
997 for (skop = op->inv; skop != NULL; skop=skop->below) 736 for (skop = op->inv; skop; skop = skop->below)
998 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 737 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
738 break;
999 739
1000 if (skop) 740 if (skop)
1001 loss = (int) (0.05 * (float) skop->stats.exp); 741 loss = 0.05f * skop->stats.exp;
1002 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 742
1003 skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP); 743 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
744
1004 if(random_roll(0, angry, op, PREFER_LOW)) { 745 if (random_roll (0, angry, op, PREFER_LOW))
746 {
1005 object *tmp = get_archetype(LOOSE_MANA); 747 object *tmp = archetype::get (LOOSE_MANA);
748
1006 cast_magic_storm(op,tmp,op->level+(angry*3)); 749 cast_magic_storm (op, tmp, op->level + (angry * 3));
1007 } 750 }
1008 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 751
1009 "%s becomes angry and punishes you!",god->name); 752 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1010 } 753 }
754
1011 return reaction; 755 return reaction;
1012} 756}
1013 757
1014/** 758/**
1015 * God checks item the player is using. 759 * Every once in a while the god will intervene to help the worshiper.
1016 * Return either -1 (bad), 0 (neutral) or 760 * Later, this fctn can be used to supply quests, etc for the
1017 * 1 (item is ok). If you are using the item of an enemy 761 * priest. -b.t.
1018 * god, it can be bad...-b.t. 762 * called from pray_at_altar() currently.
1019 */ 763 */
764static void
765god_intervention (object *op, object *god, object *skill)
766{
767 treasure *tr;
1020 768
1021int god_examines_item(object *god, object *item) { 769 if (!god || !god->randomitems)
1022 char buf[MAX_BUF]; 770 {
1023 771 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
1024 if(!god||!item) return 0;
1025
1026 if(!item->title) return 1; /* unclaimed item are ok */
1027
1028 sprintf(buf,"of %s",god->name);
1029 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */
1030
1031 if(god->title) { /* check if we have any enemy blessed item*/
1032 sprintf(buf,"of %s",god->title);
1033 if(!strcmp(item->title,buf)) {
1034 if(item->env) {
1035 char buf[MAX_BUF];
1036 sprintf(buf,"Heretic! You are using %s!",query_name(item));
1037 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf);
1038 }
1039 return -1; 772 return;
773 }
774
775 check_special_prayers (op, god);
776
777 /* lets do some checks of whether we are kosher with our god */
778 if (god_examines_priest (op, god) < 0)
779 return;
780
781 op->play_sound (sound_find ("god_intervention"));
782 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
783
784 for (tr = god->randomitems->items; tr; tr = tr->next)
1040 } 785 {
1041 } 786 object *item;
1042 787
1043 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 788 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
1044} 789 continue;
1045 790
1046/** 791 /* Treasurelist - generate some treasure for the follower */
1047 * Returns priest's god's id. 792 if (tr->name)
1048 * Straight calls lookup_god_by_name
1049 */
1050
1051int get_god(object *priest) {
1052 int godnr=lookup_god_by_name(determine_god(priest));
1053
1054 return godnr;
1055}
1056
1057/**
1058 * Returns a string that is the name of the god that should be natively worshipped by a
1059 * creature of who has race *race
1060 * if we can't find a god that is appropriate, we return NULL
1061 */
1062const char *get_god_for_race(const char *race) {
1063 godlink *gl=first_god;
1064 const char *godname=NULL;
1065
1066 if (race == NULL) return NULL;
1067 while(gl) {
1068 if (!strcasecmp(gl->arch->clone.race, race)) {
1069 godname=gl->name;
1070 break;
1071 } 793 {
1072 gl=gl->next; 794 treasurelist *tl = treasurelist::find (tr->name);
795
796 if (tl == NULL)
797 continue;
798
799 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
800
801 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
802 return;
803 }
804
805 if (!tr->item)
806 continue;
807
808 item = tr->item;
809
810 /* Grace limit */
811 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
812 {
813 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
814 {
815 /* Follower lacks the required grace for the following
816 * treasure list items. */
817
818 object *tmp = archetype::get (HOLY_POSSESSION);
819 cast_change_ability (op, op, tmp, 0, 1);
820 tmp->destroy ();
821 return;
822 }
823
824 continue;
825 }
826
827 /* Restore grace */
828 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
829 {
830 if (op->stats.grace >= 0)
831 continue;
832
833 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
834 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
835 return;
836 }
837
838 /* Heal damage */
839 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
840 {
841 if (op->stats.hp >= op->stats.maxhp)
842 continue;
843
844 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
845 op->stats.hp = op->stats.maxhp;
846 return;
847 }
848
849 /* Restore spellpoints */
850 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
851 {
852 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
853
854 /* Restore to 50 .. 100%, if sp < 50% */
855 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
856
857 if (op->stats.sp >= max / 2)
858 continue;
859
860 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
861 op->stats.sp = new_sp;
862 }
863
864 /* Various heal spells */
865 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
866 {
867 object *tmp = archetype::get (item->slaying);
868 int success = cast_heal (op, op, tmp, 0);
869 tmp->destroy ();
870
871 if (success)
872 return;
873 else
874 continue;
875 }
876
877 /* Remove curse */
878 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
879 {
880 if (god_removes_curse (op, 0))
881 return;
882 else
883 continue;
884 }
885
886 /* Remove damnation */
887 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
888 {
889 if (god_removes_curse (op, 1))
890 return;
891 else
892 continue;
893 }
894
895 /* Heal depletion */
896 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
897 {
898 object *depl;
899 archetype *at;
900 int i;
901
902 if ((at = archetype::find (shstr_depletion)) == NULL)
903 {
904 LOG (llevError, "Could not find archetype depletion.\n");
905 continue;
906 }
907
908 depl = present_arch_in_ob (at, op);
909
910 if (depl == NULL)
911 continue;
912
913 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
914
915 for (i = 0; i < NUM_STATS; i++)
916 if (depl->stats.stat (i))
917 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
918
919 depl->destroy ();
920 op->update_stats ();
921 return;
922 }
923
924 /* Voices */
925 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
928 new_draw_info (NDI_WHITE, 0, op, item->msg);
929 return;
930 }
931
932 /* Messages */
933 if (item->type == BOOK && item->invisible && 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 && strcmp (item->name, "enchant weapon") == 0)
941 {
942 if (god_enchants_weapon (op, god, item, skill))
943 return;
944 else
945 continue;
946 }
947
948 /* Spellbooks - works correctly only for prayers */
949 if (item->type == SPELL)
950 {
951 if (check_spell_known (op, item->name))
952 continue;
953 if (item->level > skill->level)
954 continue;
955
956 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
957 do_learn_spell (op, item, 1);
958 return;
959
960 }
961
962 /* Other gifts */
963 if (!item->invisible)
964 {
965 if (god_gives_present (op, god, tr))
966 return;
967 else
968 continue;
969 }
970 /* else ignore it */
971 }
972
973 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
974}
975
976/**
977 * Player prays at altar.
978 * Checks for god changing, divine intervention, and so on.
979 */
980void
981pray_at_altar (object *pl, object *altar, object *skill)
982{
983 object *pl_god = find_god (determine_god (pl));
984
985 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
986 return;
987
988 /* If non consecrate altar, don't do anything */
989 if (!altar->other_arch)
990 return;
991
992 /* hmm. what happend depends on pl's current god, level, etc */
993 if (!pl_god)
994 { /*new convert */
995 pl->become_follower (altar->other_arch);
996 return;
997 }
998 else if (pl_god->name == altar->other_arch->object::name)
1073 } 999 {
1074 return godname; 1000 /* pray at your gods altar */
1001 /* this leads to very low levels of wis and pray to result in no doubling! */
1002 int bonus = (pl->stats.Wis + skill->level) / 10;
1003
1004 /* we can get neg grace up faster */
1005 if (pl->stats.grace < 0)
1006 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1007
1008 /* we can super-charge grace to 2x max */
1009 if (pl->stats.grace < 2 * pl->stats.maxgrace)
1010 pl->stats.grace += bonus / 2;
1011 else
1012 pl->stats.grace = 2 * pl->stats.maxgrace;
1013
1014 /* Every once in a while, the god decides to checkup on their
1015 * follower, and may intervene to help them out.
1016 */
1017 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1018
1019 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1020 god_intervention (pl, pl_god, skill);
1021 }
1022 else
1023 { /* praying to another god! */
1024 uint64 loss = 0;
1025 int angry = 1;
1026
1027 /* I believe the logic for detecting opposing gods was completely
1028 * broken - I think it should work now. altar->other_arch
1029 * points to the god of this altar (which we have
1030 * already verified is non null). pl_god->other_arch
1031 * is the opposing god - we need to verify that exists before
1032 * using its values.
1033 */
1034 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1035 {
1036 angry = 2;
1037 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1038 {
1039 object *tmp;
1040
1041 /* you really screwed up */
1042 angry = 3;
1043 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1044 tmp = archetype::get (LOOSE_MANA);
1045 cast_magic_storm (pl, tmp, pl_god->level + 20);
1046 }
1047 else
1048 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1049 }
1050 else
1051 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1052
1053 /* whether we will be successfull in defecting or not -
1054 * we lose experience from the clerical experience obj
1055 */
1056
1057 loss = angry * (skill->stats.exp / 10);
1058 if (loss)
1059 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
1060
1061 /* May switch Gods, but its random chance based on our current level
1062 * note it gets harder to swap gods the higher we get
1063 */
1064 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1065 pl->become_follower (altar->other_arch);
1066 else
1067 {
1068 /* toss this player off the altar. He can try again. */
1069 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1070 pl->contr->fire_on = 0;
1071 pl->speed_left = 1.f;
1072 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1073 }
1074 }
1075} 1075}
1076
1076/** 1077/**
1077 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1078 * 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 1079 * 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. 1080 * the spell attacktype contains AT_HOLYWORD. -b.t.
1080 */ 1081 */
1081 1082int
1082int tailor_god_spell(object *spellop, object *caster) { 1083tailor_god_spell (object *spellop, object *caster)
1084{
1083 object *god=find_god(determine_god(caster)); 1085 object *god = find_god (determine_god (caster));
1084 int caster_is_spell=0; 1086 int caster_is_spell = 0;
1085 1087
1086 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1088 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1089 caster_is_spell = 1;
1087 1090
1088 /* if caster is a rune or the like, it doesn't worship anything. However, 1091 /* 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 1092 * if this object is owned by someone, then the god that they worship
1090 * is relevant, so use that. 1093 * is relevant, so use that.
1091 */ 1094 */
1092 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1095 if (!god && caster->owner)
1096 god = find_god (determine_god (caster->owner));
1093 1097
1094 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1098 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1099 {
1095 if ( ! caster_is_spell) 1100 if (!caster_is_spell)
1096 new_draw_info(NDI_UNIQUE, 0, caster,
1097 "This prayer is useless unless you worship an appropriate god"); 1101 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1098 else 1102 else
1099 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1103 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1100 free_object(spellop); 1104
1105 spellop->destroy ();
1101 return 0; 1106 return 0;
1102 } 1107 }
1103 1108
1104 /* either holy word or godpower attacks will set the slaying field */ 1109 /* either holy word or godpower attacks will set the slaying field */
1105 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1110 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1111 {
1106 if (spellop->slaying) { 1112 if (spellop->slaying)
1107 free_string(spellop->slaying);
1108 spellop->slaying = NULL; 1113 spellop->slaying = NULL;
1109 } 1114
1110 if(!caster_is_spell) 1115 if (!caster_is_spell)
1111 spellop->slaying = add_string(god->slaying); 1116 spellop->slaying = god->slaying;
1112 else if(caster->slaying) 1117 else if (caster->slaying)
1113 spellop->slaying = add_string(caster->slaying); 1118 spellop->slaying = caster->slaying;
1114 } 1119 }
1115 1120
1116 /* only the godpower attacktype adds the god's attack onto the spell */ 1121 /* only the godpower attacktype adds the god's attack onto the spell */
1117 if(spellop->attacktype & AT_GODPOWER) 1122 if (spellop->attacktype & AT_GODPOWER)
1118 spellop->attacktype=spellop->attacktype|god->attacktype; 1123 spellop->attacktype = spellop->attacktype | god->attacktype;
1119 1124
1120 /* tack on the god's name to the spell */ 1125 /* tack on the god's name to the spell */
1121 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1126 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1127 {
1128 spellop->title = god->name;
1122 if(spellop->title) 1129 if (spellop->title)
1123 free_string(spellop->title); 1130 {
1124 spellop->title=add_string(god->name);
1125 if(spellop->title){
1126 char buf[MAX_BUF]; 1131 char buf[MAX_BUF];
1132
1127 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1133 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1128 FREE_AND_COPY(spellop->name, buf); 1134 spellop->name = spellop->name_pl = buf;
1129 FREE_AND_COPY(spellop->name_pl, buf);
1130 } 1135 }
1131 } 1136 }
1132 1137
1133 return 1; 1138 return 1;
1134} 1139}
1135

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