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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 1.9 by root, Tue Dec 12 20:53:03 2006 UTC

1/*
2 * static char *rcsid_gods_c =
3 * "$Id: gods.C,v 1.3 2006/08/29 08:01:37 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29 24
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 26 * monster race initialization. b.t.
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
40#include <sounds.h> 35#include <sounds.h>
41#ifndef __CEXTRACT__ 36#ifndef __CEXTRACT__
42#include <sproto.h> 37# include <sproto.h>
43#endif 38#endif
44 39
45/** 40/**
46 * Returns the id of specified god. 41 * Returns the id of specified god.
47 */ 42 */
43int
48int lookup_god_by_name(const char *name) { 44lookup_god_by_name (const char *name)
45{
49 int godnr=-1; 46 int godnr = -1;
50 size_t nmlen = strlen(name); 47 size_t nmlen = strlen (name);
51 48
52 if(name && strcmp(name,"none")) { 49 if (name && strcmp (name, "none"))
50 {
53 godlink *gl; 51 godlink *gl;
52
54 for(gl=first_god;gl;gl=gl->next) 53 for (gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 54 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
56 break; 55 break;
56 if (gl)
57 if(gl) godnr=gl->id; 57 godnr = gl->id;
58 } 58 }
59 return godnr; 59 return godnr;
60} 60}
61 61
62/** 62/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 63 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 64 */
65object *
65object *find_god(const char *name) { 66find_god (const char *name)
67{
66 object *god=NULL; 68 object *god = NULL;
67 69
68 if(name) { 70 if (name)
71 {
69 godlink *gl; 72 godlink *gl;
70 73
71 for(gl=first_god;gl;gl=gl->next) 74 for (gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 75 if (!strcmp (name, gl->name))
76 break;
77 if (gl)
73 if(gl) god=pntr_to_god_obj(gl); 78 god = pntr_to_god_obj (gl);
74 } 79 }
75 return god; 80 return god;
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 90
91const char *
86const char *determine_god(object *op) { 92determine_god (object *op)
93{
87 int godnr = -1; 94 int godnr = -1;
88 const char *godname; 95 const char *godname;
89 96
90 /* spells */ 97 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 98 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 } 99 {
100 if (lookup_god_by_name (op->title) >= 0)
101 return op->title;
102 }
96 103
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { 104 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
98 105 {
106
99 /* find a god based on race */ 107 /* find a god based on race */
100 if(!op->title) { 108 if (!op->title)
109 {
101 if (op->race !=NULL) { 110 if (op->race != NULL)
111 {
102 godname=get_god_for_race(op->race); 112 godname = get_god_for_race (op->race);
103 if (godname!=NULL) { 113 if (godname != NULL)
114 {
104 op->title = add_string(godname); 115 op->title = godname;
105 } 116 }
106 } 117 }
107 } 118 }
108 119
109 /* find a random god */ 120 /* find a random god */
110 if(!op->title) { 121 if (!op->title)
122 {
111 godlink *gl = first_god; 123 godlink *gl = first_god;
112 124
113 godnr = rndm(1, gl->id); 125 godnr = rndm (1, gl->id);
114 while(gl) { 126 while (gl)
127 {
115 if(gl->id == godnr) break; 128 if (gl->id == godnr)
129 break;
116 gl=gl->next; 130 gl = gl->next;
117 } 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)
145 {
131 object *tmp; 146 object *tmp;
147
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 149 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
150 {
151 if (tmp->title)
134 if (tmp->title) return (tmp->title); 152 return (tmp->title);
153 else
135 else return("none"); 154 return ("none");
136 } 155 }
137 } 156 }
138 return ("none"); 157 return ("none");
139} 158}
140 159
141/** 160/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 161 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 162 */
163static int
144static int same_string (const char *s1, const char *s2) 164same_string (const char *s1, const char *s2)
145{ 165{
166 if (s1 == NULL)
146 if (s1 == NULL) 167 if (s2 == NULL)
147 if (s2 == NULL)
148 return 1; 168 return 1;
149 else
150 return 0;
151 else 169 else
152 if (s2 == NULL)
153 return 0; 170 return 0;
154 else 171 else if (s2 == NULL)
172 return 0;
173 else
155 return strcmp (s1, s2) == 0; 174 return strcmp (s1, s2) == 0;
156} 175}
157 176
158 177
159/** 178/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 179 * 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 180 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 181 * message is displayed to the player.
163 */ 182 */
183static void
164static void follower_remove_similar_item (object *op, object *item) 184follower_remove_similar_item (object *op, object *item)
165{ 185{
166 object *tmp, *next; 186 object *tmp, *next;
167 187
168 if (op && op->type == PLAYER && op->contr) { 188 if (op && op->type == PLAYER && op->contr)
189 {
169 /* search the inventory */ 190 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 191 for (tmp = op->inv; tmp != NULL; tmp = next)
192 {
171 next = tmp->below; /* backup in case we remove tmp */ 193 next = tmp->below; /* backup in case we remove tmp */
172 194
173 if (tmp->type == item->type 195 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 196 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 197 && 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)) {
178 198 {
199
179 /* message */ 200 /* message */
180 if (tmp->nrof > 1) 201 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 202 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
182 "The %s crumble to dust!", query_short_name(tmp));
183 else 203 else
184 new_draw_info_format(NDI_UNIQUE,0,op, 204 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
185 "The %s crumbles to dust!", query_short_name(tmp)); 205
186
187 remove_ob(tmp); /* remove obj from players inv. */ 206 tmp->remove (); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */ 207 esrv_del_item (op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */ 208 tmp->destroy (0); /* free object */
190 } 209 }
191 if (tmp->inv) 210 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 211 follower_remove_similar_item (tmp, item);
193 } 212 }
194 } 213 }
195} 214}
196 215
197/** 216/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 217 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 218 * Returns 1 if found, else 0.
200 */ 219 */
220static int
201static int follower_has_similar_item (object *op, object *item) 221follower_has_similar_item (object *op, object *item)
202{ 222{
203 object *tmp; 223 object *tmp;
204 224
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 225 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
226 {
206 if (tmp->type == item->type 227 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 228 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 229 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
209 && same_string (tmp->msg, item->msg)
210 && same_string (tmp->slaying, item->slaying))
211 return 1; 230 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 231 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 232 return 1;
214 } 233 }
234 return 0;
235}
236
237/**
238 * God gives an item to the player.
239 */
240static int
241god_gives_present (object *op, object *god, treasure *tr)
242{
243 object *tmp;
244
245 if (follower_has_similar_item (op, &tr->item->clone))
215 return 0; 246 return 0;
216}
217 247
218/**
219 * God gives an item to the player.
220 */
221static int god_gives_present (object *op, object *god, treasure *tr)
222{
223 object *tmp;
224
225 if (follower_has_similar_item (op, &tr->item->clone))
226 return 0;
227
228 tmp = arch_to_object (tr->item); 248 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)); 249 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
231 tmp = insert_ob_in_ob (tmp, op); 250 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER) 251 if (op->type == PLAYER)
233 esrv_send_item (op, tmp); 252 esrv_send_item (op, tmp);
234 return 1; 253 return 1;
235} 254}
236 255
237/** 256/**
238 * Player prays at altar. 257 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 258 * Checks for god changing, divine intervention, and so on.
240 */ 259 */
260void
241void pray_at_altar(object *pl, object *altar, object *skill) { 261pray_at_altar (object *pl, object *altar, object *skill)
262{
242 object *pl_god=find_god(determine_god(pl)); 263 object *pl_god = find_god (determine_god (pl));
243 264
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) 265 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
266 return;
267
268 /* If non consecrate altar, don't do anything */
269 if (!altar->other_arch)
270 return;
271
272 /* hmm. what happend depends on pl's current god, level, etc */
273 if (!pl_god)
274 { /*new convert */
275 become_follower (pl, &altar->other_arch->clone);
245 return; 276 return;
246 277
247 /* If non consecrate altar, don't do anything */ 278 }
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)) { 279 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
280 {
256 /* pray at your gods altar */ 281 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10; 282 int bonus = (pl->stats.Wis + skill->level) / 10;
258 283
259 /* we can get neg grace up faster */ 284 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 285 if (pl->stats.grace < 0)
261 bonus : -1*(pl->stats.grace/10)); 286 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
262 /* we can super-charge grace to 2x max */ 287 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 288 if (pl->stats.grace < (2 * pl->stats.maxgrace))
289 {
264 pl->stats.grace+=bonus/2; 290 pl->stats.grace += bonus / 2;
265 } 291 }
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) { 292 if (pl->stats.grace > (2 * pl->stats.maxgrace))
293 {
267 pl->stats.grace=(2*pl->stats.maxgrace); 294 pl->stats.grace = (2 * pl->stats.maxgrace);
268 } 295 }
269 296
270 /* Every once in a while, the god decides to checkup on their 297 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out. 298 * follower, and may intervene to help them out.
272 */ 299 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 300 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
274 301
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 302 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
276 god_intervention(pl,pl_god, skill); 303 god_intervention (pl, pl_god, skill);
277 304
278 } else { /* praying to another god! */ 305 }
306 else
307 { /* praying to another god! */
279 uint64 loss = 0; 308 uint64 loss = 0;
280 int angry=1; 309 int angry = 1;
281 310
282 /* I believe the logic for detecting opposing gods was completely 311 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch 312 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have 313 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch 314 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before 315 * is the opposing god - we need to verify that exists before
287 * using its values. 316 * using its values.
288 */ 317 */
289 if(pl_god->other_arch &&
290 (altar->other_arch->name==pl_god->other_arch->name)) { 318 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
319 {
291 angry=2; 320 angry = 2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 321 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
322 {
293 object *tmp; 323 object *tmp;
294 324
295 /* you really screwed up */ 325 /* you really screwed up */
296 angry=3; 326 angry = 3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 327 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); 328 tmp = get_archetype (LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20); 329 cast_magic_storm (pl, tmp, pl_god->level + 20);
301 } else 330 }
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 "Foolish heretic! %s is livid!",pl_god->name);
304 } else 331 else
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 332 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); 333 }
307 334 else
335 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
336
308 /* whether we will be successfull in defecting or not - 337 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj 338 * we lose experience from the clerical experience obj
310 */ 339 */
311 340
312 loss = angry * (skill->stats.exp / 10); 341 loss = angry * (skill->stats.exp / 10);
313 if(loss) 342 if (loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 343 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);
316 344
317 /* May switch Gods, but its random chance based on our current level 345 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get 346 * note it gets harder to swap gods the higher we get
319 */ 347 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 348 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
349 {
321 become_follower(pl,&altar->other_arch->clone); 350 become_follower (pl, &altar->other_arch->clone);
351 }
322 } else { 352 else
353 {
323 /* toss this player off the altar. He can try again. */ 354 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 355 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.");
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 356 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
327 } 357 }
328 } 358 }
329} 359}
330 360
331/** 361/**
332 * Removes special prayers given by a god. 362 * Removes special prayers given by a god.
333 */ 363 */
364static void
334static void check_special_prayers (object *op, object *god) 365check_special_prayers (object *op, object *god)
335{ 366{
336 /* Ensure that 'op' doesn't know any special prayers that are not granted 367 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'. 368 * by 'god'.
338 */ 369 */
339 treasure *tr; 370 treasure *tr;
340 object *tmp, *next_tmp; 371 object *tmp, *next_tmp;
341 int remove=0; 372 int remove = 0;
342 373
343 /* Outer loop iterates over all special prayer marks */ 374 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 375 for (tmp = op->inv; tmp; tmp = next_tmp)
376 {
345 next_tmp = tmp->below; 377 next_tmp = tmp->below;
346 378
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 379 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 380 * in that category, not something we need to worry about.
349 */ 381 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 382 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
383 continue;
384
385 if (god->randomitems == NULL)
386 {
387 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
388 do_forget_spell (op, tmp->name);
389 continue;
390 }
391
392 /* Inner loop tries to find the special prayer in the god's treasure
393 * list. We default that the spell should be removed.
394 */
395 remove = 1;
396 for (tr = god->randomitems->items; tr; tr = tr->next)
397 {
398 object *item;
399
400 if (tr->item == NULL)
351 continue; 401 continue;
352
353 if (god->randomitems == NULL) {
354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name);
355 do_forget_spell (op, tmp->name);
356 continue;
357 }
358
359 /* Inner loop tries to find the special prayer in the god's treasure
360 * list. We default that the spell should be removed.
361 */
362 remove=1;
363 for (tr = god->randomitems->items; tr; tr = tr->next)
364 {
365 object *item;
366
367 if (tr->item == NULL)
368 continue;
369 item = &tr->item->clone; 402 item = &tr->item->clone;
370 403
371 /* Basically, see if the matching spell is granted by this god. */ 404 /* Basically, see if the matching spell is granted by this god. */
372 405
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 406 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
407 {
374 remove=0; 408 remove = 0;
375 break; 409 break;
376 } 410 }
377 } 411 }
378 if (remove) { 412 if (remove)
413 {
379 /* just do the work of removing the spell ourselves - we already 414 /* just do the work of removing the spell ourselves - we already
380 * know that the player knows the spell 415 * know that the player knows the spell
381 */ 416 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 417 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
383 "You lose knowledge of %s.", tmp->name);
384 player_unready_range_ob(op->contr, tmp); 418 player_unready_range_ob (op->contr, tmp);
385 remove_ob(tmp); 419 tmp->remove ();
386 free_object(tmp); 420 tmp->destroy (0);
387 } 421 }
388 422
389 } 423 }
390} 424}
391 425
393 * This function is called whenever a player has 427 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes 428 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven 429 * that happen to the player, including the removal of godgiven
396 * items (from the former cult). 430 * items (from the former cult).
397 */ 431 */
432void
398void become_follower (object *op, object *new_god) { 433become_follower (object *op, object *new_god)
434{
399 object *old_god = NULL; /* old god */ 435 object *old_god = NULL; /* old god */
400 treasure *tr; 436 treasure *tr;
401 object *item, *skop, *next; 437 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.*/ 438 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
404 439
405 440
406 old_god = find_god(determine_god(op)); 441 old_god = find_god (determine_god (op));
407 442
408 /* take away any special god-characteristic items. */ 443 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) { 444 for (item = op->inv; item != NULL; item = next)
445 {
410 next = item->below; 446 next = item->below;
411 /* remove all invisible startequip items which are 447 /* remove all invisible startequip items which are
412 * not skill, exp or force 448 * not skill, exp or force
413 */ 449 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 450 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 451 (item->type != SKILL) && (item->type != EXPERIENCE) && (item->type != FORCE))
416 (item->type != FORCE)) { 452 {
417 453
418 if (item->type == SPELL) 454 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 455 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
420 "You lose knowledge of %s.", item->name);
421 player_unready_range_ob(op->contr, item); 456 player_unready_range_ob (op->contr, item);
422 remove_ob(item); 457 item->remove ();
423 free_object(item); 458 item->destroy (0);
424 } 459 }
425 }
426 460 }
461
427 /* remove any godgiven items from the old god */ 462 /* remove any godgiven items from the old god */
428 if (old_god) { 463 if (old_god)
464 {
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 465 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next)
466 {
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 467 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 468 follower_remove_similar_item (op, &tr->item->clone);
432 } 469 }
433 }
434 470 }
435 if(!op||!new_god) return;
436 471
472 if (!op || !new_god)
473 return;
474
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 475 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
476 {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 477 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
439 new_god->name);
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 478 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
479 {
441 object *tmp = get_archetype(LOOSE_MANA); 480 object *tmp = get_archetype (LOOSE_MANA);
481
442 cast_magic_storm(op,tmp, new_god->level+10); 482 cast_magic_storm (op, tmp, new_god->level + 10);
443 } 483 }
444 return; 484 return;
445 } 485 }
446 486
447 487
448 /* give the player any special god-characteristic-items. */ 488 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 489 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next)
490 {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 491 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 492 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452 god_gives_present(op,new_god,tr); } 493 god_gives_present (op, new_god, tr);
494 }
453 495
454 496
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 497 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
456 "You become a follower of %s!",new_god->name);
457 498
458 for (skop = op->inv; skop != NULL; skop=skop->below) 499 for (skop = op->inv; skop != NULL; skop = skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 500 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
501 break;
460 502
461 /* Player has no skill - give them the skill */ 503 /* Player has no skill - give them the skill */
462 if (!skop) { 504 if (!skop)
505 {
463 /* The arhetype should always be defined - if we crash here because it doesn't, 506 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 507 * things are really messed up anyways.
465 */ 508 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 509 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
467 link_player_skills(op); 510 link_player_skills (op);
468 } 511 }
469 512
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 513 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
471 514
472 /* Clear the "undead" status. We also need to force a call to change_abil, 515 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that. 516 * so I set undeadified for that.
474 * - gros, 21th July 2006. 517 * - gros, 21th July 2006.
475 */ 518 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 519 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
477 { 520 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 521 CLEAR_FLAG (skop, FLAG_UNDEAD);
479 undeadified=1; 522 undeadified = 1;
480 } 523 }
481 524
482 if(skop->title) { /* get rid of old god */ 525 if (skop->title)
483 new_draw_info_format(NDI_UNIQUE,0,op, 526 { /* get rid of old god */
484 "%s's blessing is withdrawn from you.",skop->title); 527 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
485 /* The point of this is to really show what abilities the player just lost */ 528 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) { 529 if (sk_applied || undeadified)
530 {
487 531
488 CLEAR_FLAG(skop,FLAG_APPLIED); 532 CLEAR_FLAG (skop, FLAG_APPLIED);
489 (void) change_abil(op,skop); 533 (void) change_abil (op, skop);
490 } 534 }
491 free_string(skop->title);
492 } 535 }
493 536
494 /* now change to the new gods attributes to exp_obj */ 537 /* now change to the new gods attributes to exp_obj */
495 skop->title = add_string(new_god->name); 538 skop->title = new_god->name;
496 skop->path_attuned=new_god->path_attuned; 539 skop->path_attuned = new_god->path_attuned;
497 skop->path_repelled=new_god->path_repelled; 540 skop->path_repelled = new_god->path_repelled;
498 skop->path_denied=new_god->path_denied; 541 skop->path_denied = new_god->path_denied;
499 /* copy god's resistances */ 542 /* copy god's resistances */
500 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 543 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
501 544
502 /* make sure that certain immunities do NOT get passed 545 /* make sure that certain immunities do NOT get passed
503 * to the follower! 546 * to the follower!
504 */ 547 */
505 for (i=0; i<NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
506 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 549 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
507 i==ATNR_ELECTRICITY || i==ATNR_POISON))
508 skop->resist[i] = 30; 550 skop->resist[i] = 30;
509 551
510 skop->stats.hp= (sint16) new_god->last_heal; 552 skop->stats.hp = (sint16) new_god->last_heal;
511 skop->stats.sp= (sint16) new_god->last_sp; 553 skop->stats.sp = (sint16) new_god->last_sp;
512 skop->stats.grace= (sint16) new_god->last_grace; 554 skop->stats.grace = (sint16) new_god->last_grace;
513 skop->stats.food= (sint16) new_god->last_eat; 555 skop->stats.food = (sint16) new_god->last_eat;
514 skop->stats.luck= (sint8) new_god->stats.luck; 556 skop->stats.luck = (sint8) new_god->stats.luck;
515 /* gods may pass on certain flag properties */ 557 /* gods may pass on certain flag properties */
516 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 558 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
517 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 559 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
518 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 560 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
519 update_priest_flag(new_god,skop,FLAG_STEALTH); 561 update_priest_flag (new_god, skop, FLAG_STEALTH);
520 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 562 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
521 update_priest_flag(new_god,skop,FLAG_UNDEAD); 563 update_priest_flag (new_god, skop, FLAG_UNDEAD);
522 update_priest_flag(new_god,skop,FLAG_BLIND); 564 update_priest_flag (new_god, skop, FLAG_BLIND);
523 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 565 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
524 566
525 new_draw_info_format(NDI_UNIQUE,0,op, 567 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
526 "You are bathed in %s's aura.",new_god->name);
527 568
528 /* Weapon/armour use are special...handle flag toggles here as this can 569 /* Weapon/armour use are special...handle flag toggles here as this can
529 * only happen when gods are worshipped and if the new priest could 570 * only happen when gods are worshipped and if the new priest could
530 * have used armour/weapons in the first place. 571 * have used armour/weapons in the first place.
531 * 572 *
532 * This also can happen for monks which cannot use weapons. In this case 573 * This also can happen for monks which cannot use weapons. In this case
533 * do not allow to use weapons even if the god otherwise would allow it. 574 * do not allow to use weapons even if the god otherwise would allow it.
534 */ 575 */
535 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 576 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
536 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 577 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
537 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 578 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
538 579
539 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 580 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
540 stop_using_item(op,WEAPON,2); 581 stop_using_item (op, WEAPON, 2);
541 582
542 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 583 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
584 {
543 stop_using_item(op,ARMOUR,1); 585 stop_using_item (op, ARMOUR, 1);
544 stop_using_item(op,HELMET,1); 586 stop_using_item (op, HELMET, 1);
545 stop_using_item(op,BOOTS,1); 587 stop_using_item (op, BOOTS, 1);
546 stop_using_item(op,GLOVES,1); 588 stop_using_item (op, GLOVES, 1);
547 stop_using_item(op,SHIELD,1); 589 stop_using_item (op, SHIELD, 1);
548 } 590 }
549 591
550 SET_FLAG(skop,FLAG_APPLIED); 592 SET_FLAG (skop, FLAG_APPLIED);
551 (void) change_abil(op,skop); 593 (void) change_abil (op, skop);
552 594
553 /* return to previous skill status */ 595 /* return to previous skill status */
596 if (!sk_applied)
554 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 597 CLEAR_FLAG (skop, FLAG_APPLIED);
555 598
556 check_special_prayers (op, new_god); 599 check_special_prayers (op, new_god);
557} 600}
558 601
559/** 602/**
560 * Forbids or let player use something item type. 603 * Forbids or let player use something item type.
561 * op is the player. 604 * op is the player.
562 * exp_obj is the widsom experience. 605 * exp_obj is the widsom experience.
563 * flag is the flag to check against. 606 * flag is the flag to check against.
564 * string is the string to print out. 607 * string is the string to print out.
565 */ 608 */
566 609
610int
567int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 611worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
612{
568 613
569 if(QUERY_FLAG(&op->arch->clone,flag)) 614 if (QUERY_FLAG (&op->arch->clone, flag))
570 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 615 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
616 {
571 update_priest_flag(exp_obj,op,flag); 617 update_priest_flag (exp_obj, op, flag);
572 if(QUERY_FLAG(op,flag)) 618 if (QUERY_FLAG (op, flag))
573 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 619 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
574 else { 620 else
621 {
575 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 622 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
576 return 1; 623 return 1;
624 }
577 } 625 }
578 }
579 return 0; 626 return 0;
580} 627}
581 628
582/** 629/**
583 * Unapplies up to number worth of items of type 630 * Unapplies up to number worth of items of type
584 */ 631 */
632void
585void stop_using_item ( object *op, int type, int number ) { 633stop_using_item (object *op, int type, int number)
634{
586 object *tmp; 635 object *tmp;
587 636
588 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 637 for (tmp = op->inv; tmp && number; tmp = tmp->below)
589 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 638 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
639 {
590 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 640 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
591 number--; 641 number--;
592 } 642 }
593} 643}
594 644
595/** 645/**
596 * If the god does/doesnt have this flag, we 646 * If the god does/doesnt have this flag, we
597 * give/remove it from the experience object if it doesnt/does 647 * give/remove it from the experience object if it doesnt/does
598 * already exist. For players only! 648 * already exist. For players only!
599 */ 649 */
600 650
651void
601void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 652update_priest_flag (object *god, object *exp_ob, uint32 flag)
653{
602 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 654 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
603 SET_FLAG(exp_ob,flag); 655 SET_FLAG (exp_ob, flag);
604 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 656 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
605 { 657 {
606 /* When this is called with the exp_ob set to the player, 658 /* When this is called with the exp_ob set to the player,
607 * this check is broken, because most all players arch 659 * this check is broken, because most all players arch
608 * allow use of weapons. I'm not actually sure why this 660 * allow use of weapons. I'm not actually sure why this
609 * check is here - I guess if you had a case where the 661 * check is here - I guess if you had a case where the
610 * value in the archetype (wisdom) should over ride the restrictions 662 * value in the archetype (wisdom) should over ride the restrictions
611 * the god places on it, this may make sense. But I don't think 663 * the god places on it, this may make sense. But I don't think
612 * there is any case like that. 664 * there is any case like that.
613 */ 665 */
614 666
615/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 667/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
616 CLEAR_FLAG(exp_ob,flag); 668 CLEAR_FLAG (exp_ob, flag);
617 }; 669 };
618} 670}
619 671
620 672
621 673
674archetype *
622archetype *determine_holy_arch (object *god, const char *type) 675determine_holy_arch (object *god, const char *type)
623{ 676{
624 treasure *tr; 677 treasure *tr;
625 678
626 if ( ! god || ! god->randomitems) { 679 if (!god || !god->randomitems)
680 {
627 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 681 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
628 "randomitems\n");
629 return NULL; 682 return NULL;
630 } 683 }
631 684
632 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 685 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
686 {
633 object *item; 687 object *item;
634 688
635 if ( ! tr->item) 689 if (!tr->item)
636 continue; 690 continue;
637 item = &tr->item->clone; 691 item = &tr->item->clone;
638 692
639 if (item->type == BOOK && item->invisible 693 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
640 && strcmp (item->name, type) == 0)
641 return item->other_arch; 694 return item->other_arch;
642 } 695 }
643 return NULL; 696 return NULL;
644} 697}
645 698
646/** 699/**
647 * God helps player by removing curse and/or damnation. 700 * God helps player by removing curse and/or damnation.
648 */ 701 */
702static int
649static int god_removes_curse (object *op, int remove_damnation) 703god_removes_curse (object *op, int remove_damnation)
650{ 704{
651 object *tmp; 705 object *tmp;
652 int success = 0; 706 int success = 0;
653 707
654 for (tmp = op->inv; tmp; tmp = tmp->below) { 708 for (tmp = op->inv; tmp; tmp = tmp->below)
709 {
655 if (tmp->invisible) 710 if (tmp->invisible)
656 continue; 711 continue;
657 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 712 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
658 continue; 713 continue;
659 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
715 {
660 success = 1; 716 success = 1;
661 CLEAR_FLAG (tmp, FLAG_DAMNED); 717 CLEAR_FLAG (tmp, FLAG_DAMNED);
662 CLEAR_FLAG (tmp, FLAG_CURSED); 718 CLEAR_FLAG (tmp, FLAG_CURSED);
663 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 719 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
664 if (op->type == PLAYER) 720 if (op->type == PLAYER)
665 esrv_send_item (op, tmp); 721 esrv_send_item (op, tmp);
666 } 722 }
667 } 723 }
668 724
669 if (success) 725 if (success)
670 new_draw_info (NDI_UNIQUE, 0, op, 726 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
671 "You feel like someone is helping you.");
672 return success; 727 return success;
673} 728}
674 729
730static int
675static int follower_level_to_enchantments (int level, int difficulty) 731follower_level_to_enchantments (int level, int difficulty)
676{ 732{
677 if (difficulty < 1) { 733 if (difficulty < 1)
678 LOG (llevError, "follower_level_to_enchantments(): " 734 {
679 "difficulty %d is invalid\n", difficulty); 735 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
680 return 0; 736 return 0;
681 } 737 }
682 738
683 if (level <= 20) 739 if (level <= 20)
684 return level / difficulty; 740 return level / difficulty;
685 if (level <= 40) 741 if (level <= 40)
686 return (20 + (level - 20) / 2) / difficulty; 742 return (20 + (level - 20) / 2) / difficulty;
687 return (30 + (level - 40) / 4) / difficulty; 743 return (30 + (level - 40) / 4) / difficulty;
688} 744}
689 745
690/** 746/**
691 * God wants to enchant weapon. 747 * God wants to enchant weapon.
692 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 748 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
693 * it isn't a weapon for another god. If all is all right, update weapon with 749 * it isn't a weapon for another god. If all is all right, update weapon with
694 * attacktype, slaying and such. 750 * attacktype, slaying and such.
695 */ 751 */
752static int
696static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 753god_enchants_weapon (object *op, object *god, object *tr, object *skill)
697{ 754{
698 char buf[MAX_BUF]; 755 char buf[MAX_BUF];
699 object *weapon; 756 object *weapon;
700 uint32 attacktype; 757 uint32 attacktype;
701 int tmp; 758 int tmp;
702 759
703 for (weapon = op->inv; weapon; weapon = weapon->below) 760 for (weapon = op->inv; weapon; weapon = weapon->below)
704 if ((weapon->type == WEAPON || weapon->type == BOW) 761 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
705 && QUERY_FLAG (weapon, FLAG_APPLIED))
706 break; 762 break;
707 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 763 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
708 return 0;
709
710 /* First give it a title, so other gods won't touch it */
711 if ( ! weapon->title) {
712 sprintf (buf, "of %s", god->name);
713 weapon->title = add_string (buf);
714 if (op->type == PLAYER)
715 esrv_update_item (UPD_NAME, op, weapon);
716 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
717 }
718
719 /* Allow the weapon to slay enemies */
720 if ( ! weapon->slaying && god->slaying) {
721 weapon->slaying = add_string (god->slaying);
722 new_draw_info_format (NDI_UNIQUE, 0, op,
723 "Your %s now hungers to slay enemies of your god!",
724 weapon->name);
725 return 1;
726 }
727
728 /* Add the gods attacktype */
729 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
730 if ((attacktype & god->attacktype) != god->attacktype) {
731 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
732 weapon->attacktype = attacktype | god->attacktype;
733 return 1;
734 }
735
736 /* Higher magic value */
737 tmp = follower_level_to_enchantments (skill->level, tr->level);
738 if (weapon->magic < tmp) {
739 new_draw_info (NDI_UNIQUE, 0, op,
740 "A phosphorescent glow envelops your weapon!");
741 weapon->magic++;
742 if (op->type == PLAYER)
743 esrv_update_item (UPD_NAME, op, weapon);
744 return 1;
745 }
746
747 return 0; 764 return 0;
765
766 /* First give it a title, so other gods won't touch it */
767 if (!weapon->title)
768 {
769 sprintf (buf, "of %s", &god->name);
770 weapon->title = buf;
771 if (op->type == PLAYER)
772 esrv_update_item (UPD_NAME, op, weapon);
773 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
774 }
775
776 /* Allow the weapon to slay enemies */
777 if (!weapon->slaying && god->slaying)
778 {
779 weapon->slaying = god->slaying;
780 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
781 return 1;
782 }
783
784 /* Add the gods attacktype */
785 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
786 if ((attacktype & god->attacktype) != god->attacktype)
787 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
789 weapon->attacktype = attacktype | god->attacktype;
790 return 1;
791 }
792
793 /* Higher magic value */
794 tmp = follower_level_to_enchantments (skill->level, tr->level);
795 if (weapon->magic < tmp)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
798 weapon->magic++;
799 if (op->type == PLAYER)
800 esrv_update_item (UPD_NAME, op, weapon);
801 return 1;
802 }
803
804 return 0;
748} 805}
749 806
750 807
751/** 808/**
752 * Every once in a while the god will intervene to help the worshiper. 809 * Every once in a while the god will intervene to help the worshiper.
753 * Later, this fctn can be used to supply quests, etc for the 810 * Later, this fctn can be used to supply quests, etc for the
754 * priest. -b.t. 811 * priest. -b.t.
755 * called from pray_at_altar() currently. 812 * called from pray_at_altar() currently.
756 */ 813 */
757 814
815void
758void god_intervention (object *op, object *god, object *skill) 816god_intervention (object *op, object *god, object *skill)
759{ 817{
760 treasure *tr; 818 treasure *tr;
761 819
762 if ( ! god || ! god->randomitems) { 820 if (!god || !god->randomitems)
763 LOG (llevError, 821 {
764 "BUG: god_intervention(): no god or god without randomitems\n"); 822 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
765 return; 823 return;
766 } 824 }
767 825
768 check_special_prayers (op, god); 826 check_special_prayers (op, god);
769 827
770 /* lets do some checks of whether we are kosher with our god */ 828 /* lets do some checks of whether we are kosher with our god */
771 if (god_examines_priest (op, god) < 0) 829 if (god_examines_priest (op, god) < 0)
772 return; 830 return;
773 831
774 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 832 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
775 833
776 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 834 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
835 {
777 object *item; 836 object *item;
778 837
779 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 838 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
839 continue;
840
841 /* Treasurelist - generate some treasure for the follower */
842 if (tr->name)
843 {
844 treasurelist *tl = find_treasurelist (tr->name);
845
846 if (tl == NULL)
780 continue; 847 continue;
781 848
782 /* Treasurelist - generate some treasure for the follower */ 849 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
783 if (tr->name) { 850
784 treasurelist *tl = find_treasurelist (tr->name); 851 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
785 if (tl == NULL) 852 return;
853 }
854
855 if (!tr->item)
856 {
857 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
858 continue;
859 }
860 item = &tr->item->clone;
861
862 /* Grace limit */
863 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
864 {
865 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
866 {
867 object *tmp;
868
869 /* Follower lacks the required grace for the following
870 * treasure list items. */
871
872 tmp = get_archetype (HOLY_POSSESSION);
873 cast_change_ability (op, op, tmp, 0, 1);
874 tmp->destroy (0);
875 return;
876 }
877 continue;
878 }
879
880 /* Restore grace */
881 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
882 {
883 if (op->stats.grace >= 0)
786 continue; 884 continue;
885 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
886 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
887 return;
888 }
787 889
788 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 890 /* Heal damage */
789 "eyes. You catch it before it falls to the ground."); 891 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
892 {
893 if (op->stats.hp >= op->stats.maxhp)
894 continue;
895 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
896 op->stats.hp = op->stats.maxhp;
897 return;
898 }
790 899
791 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 900 /* Restore spellpoints */
792 | GT_UPDATE_INV, skill->level, 0); 901 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
902 {
903 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
904
905 /* Restore to 50 .. 100%, if sp < 50% */
906 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
907
908 if (op->stats.sp >= max / 2)
909 continue;
910 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
911 op->stats.sp = new_sp;
912 }
913
914 /* Various heal spells */
915 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
916 {
917 object *tmp;
918 int success;
919
920 tmp = get_archetype_by_object_name (item->slaying);
921
922 success = cast_heal (op, op, tmp, 0);
923 tmp->destroy (0);
924 if (success)
793 return; 925 return;
794 } 926 else
795
796 if ( ! tr->item) {
797 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
798 god->name);
799 continue; 927 continue;
800 } 928 }
801 item = &tr->item->clone;
802 929
803 /* Grace limit */ 930 /* Remove curse */
804 if (item->type == BOOK && item->invisible 931 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
805 && strcmp (item->name, "grace limit") == 0) { 932 {
806 if (op->stats.grace < item->stats.grace 933 if (god_removes_curse (op, 0))
807 || op->stats.grace < op->stats.maxgrace) {
808 object *tmp;
809
810 /* Follower lacks the required grace for the following
811 * treasure list items. */
812
813 tmp = get_archetype(HOLY_POSSESSION);
814 cast_change_ability(op, op, tmp, 0, 1);
815 free_object(tmp);
816 return; 934 return;
935 else
936 continue;
937 }
938
939 /* Remove damnation */
940 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
941 {
942 if (god_removes_curse (op, 1))
943 return;
944 else
945 continue;
946 }
947
948 /* Heal depletion */
949 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
950 {
951 object *depl;
952 archetype *at;
953 int i;
954
955 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
956 {
957 LOG (llevError, "Could not find archetype depletion.\n");
958 continue;
817 } 959 }
960 depl = present_arch_in_ob (at, op);
961 if (depl == NULL)
818 continue; 962 continue;
819 } 963 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
820 964 for (i = 0; i < NUM_STATS; i++)
821 /* Restore grace */ 965 if (get_attr_value (&depl->stats, i))
822 if (item->type == BOOK && item->invisible 966 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
823 && strcmp (item->name, "restore grace") == 0) 967 depl->remove ();
968 depl->destroy (0);
969 fix_player (op);
970 return;
824 { 971 }
825 if (op->stats.grace >= 0) 972
826 continue; 973 /* Voices */
827 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 974 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
975 {
976 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
977 new_draw_info (NDI_WHITE, 0, op, item->msg);
978 return;
979 }
980
981 /* Messages */
982 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
983 {
828 new_draw_info (NDI_UNIQUE, 0, op, 984 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
829 "You are returned to a state of grace."); 985 return;
986 }
987
988 /* Enchant weapon */
989 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
990 {
991 if (god_enchants_weapon (op, god, item, skill))
830 return; 992 return;
831 } 993 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; 994 continue;
839 new_draw_info (NDI_UNIQUE, 0, op, 995 }
840 "A white light surrounds and heals you!"); 996
841 op->stats.hp = op->stats.maxhp; 997 /* Spellbooks - works correctly only for prayers */
998 if (item->type == SPELL)
999 {
1000 if (check_spell_known (op, item->name))
1001 continue;
1002 if (item->level > skill->level)
1003 continue;
1004
1005 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1006 do_learn_spell (op, item, 1);
1007 return;
1008
1009 }
1010
1011 /* Other gifts */
1012 if (!item->invisible)
1013 {
1014 if (god_gives_present (op, god, tr))
842 return; 1015 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 1016 else
881 continue; 1017 continue;
882 }
883
884 /* Remove damnation */
885 if (item->type == BOOK && item->invisible
886 && strcmp (item->name, "remove damnation") == 0)
887 { 1018 }
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 */ 1019 /* else ignore it */
972 } 1020 }
973 1021
974 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
975} 1023}
976 1024
977/** 1025/**
978 * Checks and maybe punishes someone praying. 1026 * Checks and maybe punishes someone praying.
979 * All applied items are examined, if player is using more items of other gods, 1027 * 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. 1028 * s/he loses experience in praying or general experience if no praying.
981 */ 1029 */
1030int
982int god_examines_priest (object *op, object *god) { 1031god_examines_priest (object *op, object *god)
1032{
983 int reaction=1; 1033 int reaction = 1;
984 object *item=NULL, *skop; 1034 object *item = NULL, *skop;
985 1035
986 for(item=op->inv;item;item=item->below) { 1036 for (item = op->inv; item; item = item->below)
1037 {
987 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1038 if (QUERY_FLAG (item, FLAG_APPLIED))
1039 {
988 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1040 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
989 } 1041 }
990 } 1042 }
991 1043
992 /* well, well. Looks like we screwed up. Time for god's revenge */ 1044 /* well, well. Looks like we screwed up. Time for god's revenge */
993 if(reaction<0) { 1045 if (reaction < 0)
1046 {
994 int loss = 10000000; 1047 int loss = 10000000;
995 int angry = abs(reaction); 1048 int angry = abs (reaction);
996 1049
997 for (skop = op->inv; skop != NULL; skop=skop->below) 1050 for (skop = op->inv; skop != NULL; skop = skop->below)
998 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1051 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1052 break;
999 1053
1000 if (skop) 1054 if (skop)
1001 loss = (int) (0.05 * (float) skop->stats.exp); 1055 loss = (int) (0.05 * (float) skop->stats.exp);
1002 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1056 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1003 skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP);
1004 if(random_roll(0, angry, op, PREFER_LOW)) { 1057 if (random_roll (0, angry, op, PREFER_LOW))
1058 {
1005 object *tmp = get_archetype(LOOSE_MANA); 1059 object *tmp = get_archetype (LOOSE_MANA);
1060
1006 cast_magic_storm(op,tmp,op->level+(angry*3)); 1061 cast_magic_storm (op, tmp, op->level + (angry * 3));
1007 } 1062 }
1008 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1063 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1009 "%s becomes angry and punishes you!",god->name);
1010 } 1064 }
1011 return reaction; 1065 return reaction;
1012} 1066}
1013 1067
1014/** 1068/**
1015 * God checks item the player is using. 1069 * God checks item the player is using.
1016 * Return either -1 (bad), 0 (neutral) or 1070 * Return either -1 (bad), 0 (neutral) or
1017 * 1 (item is ok). If you are using the item of an enemy 1071 * 1 (item is ok). If you are using the item of an enemy
1018 * god, it can be bad...-b.t. 1072 * god, it can be bad...-b.t.
1019 */ 1073 */
1020 1074
1075int
1021int god_examines_item(object *god, object *item) { 1076god_examines_item (object *god, object *item)
1077{
1022 char buf[MAX_BUF]; 1078 char buf[MAX_BUF];
1023 1079
1024 if(!god||!item) return 0; 1080 if (!god || !item)
1081 return 0;
1025 1082
1026 if(!item->title) return 1; /* unclaimed item are ok */ 1083 if (!item->title)
1084 return 1; /* unclaimed item are ok */
1027 1085
1028 sprintf(buf,"of %s",god->name); 1086 sprintf (buf, "of %s", &god->name);
1029 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1087 if (!strcmp (item->title, buf))
1088 return 1; /* belongs to that God */
1030 1089
1031 if(god->title) { /* check if we have any enemy blessed item*/ 1090 if (god->title)
1091 { /* check if we have any enemy blessed item */
1032 sprintf(buf,"of %s",god->title); 1092 sprintf (buf, "of %s", &god->title);
1033 if(!strcmp(item->title,buf)) { 1093 if (!strcmp (item->title, buf))
1094 {
1034 if(item->env) { 1095 if (item->env)
1096 {
1035 char buf[MAX_BUF]; 1097 char buf[MAX_BUF];
1098
1036 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1099 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1037 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1100 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1038 } 1101 }
1039 return -1; 1102 return -1;
1040 } 1103 }
1041 } 1104 }
1042 1105
1043 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1106 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1044} 1107}
1045 1108
1046/** 1109/**
1047 * Returns priest's god's id. 1110 * Returns priest's god's id.
1048 * Straight calls lookup_god_by_name 1111 * Straight calls lookup_god_by_name
1049 */ 1112 */
1050 1113
1114int
1051int get_god(object *priest) { 1115get_god (object *priest)
1116{
1052 int godnr=lookup_god_by_name(determine_god(priest)); 1117 int godnr = lookup_god_by_name (determine_god (priest));
1053 1118
1054 return godnr; 1119 return godnr;
1055} 1120}
1056 1121
1057/** 1122/**
1058 * Returns a string that is the name of the god that should be natively worshipped by a 1123 * Returns a string that is the name of the god that should be natively worshipped by a
1059 * creature of who has race *race 1124 * creature of who has race *race
1060 * if we can't find a god that is appropriate, we return NULL 1125 * if we can't find a god that is appropriate, we return NULL
1061 */ 1126 */
1127const char *
1062const char *get_god_for_race(const char *race) { 1128get_god_for_race (const char *race)
1129{
1063 godlink *gl=first_god; 1130 godlink *gl = first_god;
1064 const char *godname=NULL; 1131 const char *godname = NULL;
1065 1132
1066 if (race == NULL) return NULL; 1133 if (race == NULL)
1134 return NULL;
1067 while(gl) { 1135 while (gl)
1136 {
1068 if (!strcasecmp(gl->arch->clone.race, race)) { 1137 if (!strcasecmp (gl->arch->clone.race, race))
1138 {
1069 godname=gl->name; 1139 godname = gl->name;
1070 break; 1140 break;
1071 } 1141 }
1072 gl=gl->next; 1142 gl = gl->next;
1073 } 1143 }
1074 return godname; 1144 return godname;
1075} 1145}
1146
1076/** 1147/**
1077 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1148 * 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 1149 * 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. 1150 * the spell attacktype contains AT_HOLYWORD. -b.t.
1080 */ 1151 */
1081 1152
1153int
1082int tailor_god_spell(object *spellop, object *caster) { 1154tailor_god_spell (object *spellop, object *caster)
1155{
1083 object *god=find_god(determine_god(caster)); 1156 object *god = find_god (determine_god (caster));
1084 int caster_is_spell=0; 1157 int caster_is_spell = 0;
1085 1158
1086 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1159 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1160 caster_is_spell = 1;
1087 1161
1088 /* if caster is a rune or the like, it doesn't worship anything. However, 1162 /* if caster is a rune or the like, it doesn't worship anything. However,
1089 * if this object is owned by someone, then the god that they worship 1163 * if this object is owned by someone, then the god that they worship
1090 * is relevant, so use that. 1164 * is relevant, so use that.
1091 */ 1165 */
1166 if (!god && get_owner (caster))
1092 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1167 god = find_god (determine_god (get_owner (caster)));
1093 1168
1094 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1169 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1170 {
1095 if ( ! caster_is_spell) 1171 if (!caster_is_spell)
1096 new_draw_info(NDI_UNIQUE, 0, caster,
1097 "This prayer is useless unless you worship an appropriate god"); 1172 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1098 else 1173 else
1099 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1174 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1100 free_object(spellop); 1175 spellop->destroy (0);
1101 return 0; 1176 return 0;
1102 } 1177 }
1103 1178
1104 /* either holy word or godpower attacks will set the slaying field */ 1179 /* either holy word or godpower attacks will set the slaying field */
1105 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1180 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1181 {
1106 if (spellop->slaying) { 1182 if (spellop->slaying)
1107 free_string(spellop->slaying);
1108 spellop->slaying = NULL; 1183 spellop->slaying = NULL;
1109 } 1184
1110 if(!caster_is_spell) 1185 if (!caster_is_spell)
1111 spellop->slaying = add_string(god->slaying); 1186 spellop->slaying = god->slaying;
1112 else if(caster->slaying) 1187 else if (caster->slaying)
1113 spellop->slaying = add_string(caster->slaying); 1188 spellop->slaying = caster->slaying;
1114 } 1189 }
1115 1190
1116 /* only the godpower attacktype adds the god's attack onto the spell */ 1191 /* only the godpower attacktype adds the god's attack onto the spell */
1117 if(spellop->attacktype & AT_GODPOWER) 1192 if (spellop->attacktype & AT_GODPOWER)
1118 spellop->attacktype=spellop->attacktype|god->attacktype; 1193 spellop->attacktype = spellop->attacktype | god->attacktype;
1119 1194
1120 /* tack on the god's name to the spell */ 1195 /* tack on the god's name to the spell */
1121 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1196 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1197 {
1198 spellop->title = god->name;
1122 if(spellop->title) 1199 if (spellop->title)
1123 free_string(spellop->title); 1200 {
1124 spellop->title=add_string(god->name);
1125 if(spellop->title){
1126 char buf[MAX_BUF]; 1201 char buf[MAX_BUF];
1202
1127 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1203 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1128 FREE_AND_COPY(spellop->name, buf); 1204 spellop->name = spellop->name_pl = buf;
1129 FREE_AND_COPY(spellop->name_pl, buf);
1130 } 1205 }
1131 } 1206 }
1132 1207
1133 return 1; 1208 return 1;
1134} 1209}
1135

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