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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.4 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.29 by root, Mon Aug 27 03:56:17 2007 UTC

1/* 1/*
2 * static char *rcsid_gods_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: gods.C,v 1.4 2006/09/03 00:18:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28
29 23
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 24/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 25 * monster race initialization. b.t.
32 */ 26 */
33 27
36#include <global.h> 30#include <global.h>
37#include <living.h> 31#include <living.h>
38#include <object.h> 32#include <object.h>
39#include <spells.h> 33#include <spells.h>
40#include <sounds.h> 34#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 35#include <sproto.h>
43#endif
44 36
45/** 37/**
46 * Returns the id of specified god. 38 * Returns the id of specified god.
47 */ 39 */
40int
48int lookup_god_by_name(const char *name) { 41lookup_god_by_name (const char *name)
42{
49 int godnr=-1; 43 int godnr = -1;
50 size_t nmlen = strlen(name); 44 size_t nmlen = strlen (name);
51 45
52 if(name && strcmp(name,"none")) { 46 if (name && strcmp (name, "none"))
47 {
53 godlink *gl; 48 godlink *gl;
49
54 for(gl=first_god;gl;gl=gl->next) 50 for (gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 51 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
56 break; 52 break;
53
54 if (gl)
57 if(gl) godnr=gl->id; 55 godnr = gl->id;
58 } 56 }
57
59 return godnr; 58 return godnr;
60} 59}
61 60
62/** 61/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 62 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 63 */
64object *
65object *find_god(const char *name) { 65find_god (const char *name)
66{
66 object *god=NULL; 67 object *god = NULL;
67 68
68 if(name) { 69 if (name)
70 {
69 godlink *gl; 71 godlink *gl;
70 72
71 for(gl=first_god;gl;gl=gl->next) 73 for (gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 74 if (!strcmp (name, gl->name))
75 break;
76 if (gl)
73 if(gl) god=pntr_to_god_obj(gl); 77 god = pntr_to_god_obj (gl);
74 } 78 }
75 return god; 79 return god;
76} 80}
77 81
78/** 82/**
79 * Determines if op worships a god. 83 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god. 84 * Returns the godname if they do or "none" if they have no god.
81 * In the case of an NPC, if they have no god, we try and guess 85 * In the case of an NPC, if they have no god, we try and guess
82 * who they should worship based on their race. If that fails we 86 * who they should worship based on their race. If that fails we
83 * give them a random one. 87 * give them a random one.
84 */ 88 */
85 89
90const char *
86const char *determine_god(object *op) { 91determine_god (object *op)
92{
87 int godnr = -1; 93 int godnr = -1;
88 const char *godname; 94 const char *godname;
89 95
90 /* spells */ 96 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 97 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
92 op->title)
93 {
94 if (lookup_god_by_name(op->title)>=0) return op->title;
95 } 98 {
99 if (lookup_god_by_name (op->title) >= 0)
100 return op->title;
101 }
96 102
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { 103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
98 104 {
105
99 /* find a god based on race */ 106 /* find a god based on race */
100 if(!op->title) { 107 if (!op->title)
108 {
101 if (op->race !=NULL) { 109 if (op->race)
110 {
102 godname=get_god_for_race(op->race); 111 godname = get_god_for_race (op->race);
112
103 if (godname!=NULL) { 113 if (godname)
104 op->title = godname; 114 op->title = godname;
105 }
106 } 115 }
107 } 116 }
108 117
109 /* find a random god */ 118 /* find a random god */
110 if(!op->title) { 119 if (!op->title)
120 {
111 godlink *gl = first_god; 121 godlink *gl = first_god;
112 122
113 godnr = rndm(1, gl->id); 123 godnr = rndm (1, gl->id);
114 while(gl) { 124 while (gl)
125 {
115 if(gl->id == godnr) break; 126 if (gl->id == godnr)
127 break;
128
116 gl=gl->next; 129 gl = gl->next;
117 } 130 }
131
118 op->title = gl->name; 132 op->title = gl->name;
119 } 133 }
120 134
121 return op->title; 135 return op->title;
122 } 136 }
123 137
124 138
125 /* The god the player worships is in the praying skill (native skill 139 /* The god the player worships is in the praying skill (native skill
126 * not skill tool). Since a player can only have one instance of 140 * not skill tool). Since a player can only have one instance of
127 * that skill, once we find it, we can return, either with the 141 * that skill, once we find it, we can return, either with the
128 * title or "none". 142 * title or "none".
129 */ 143 */
130 if(op->type==PLAYER) { 144 if (op->type == PLAYER)
131 object *tmp; 145 {
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 146 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 147 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
134 if (tmp->title) return (tmp->title); 148 {
149 if (tmp->title)
150 return tmp->title;
151 else
135 else return("none"); 152 return "none";
136 } 153 }
137 } 154 }
155
138 return ("none"); 156 return "none";
139} 157}
140 158
141/** 159/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 161 */
162static int
144static int same_string (const char *s1, const char *s2) 163same_string (const char *s1, const char *s2)
145{ 164{
165 if (s1 == NULL)
146 if (s1 == NULL) 166 if (s2 == NULL)
147 if (s2 == NULL)
148 return 1; 167 return 1;
149 else
150 return 0;
151 else 168 else
152 if (s2 == NULL)
153 return 0; 169 return 0;
154 else 170 else if (s2 == NULL)
171 return 0;
172 else
155 return strcmp (s1, s2) == 0; 173 return strcmp (s1, s2) == 0;
156} 174}
157
158 175
159/** 176/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 177 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
161 * Any matching items in the inventory are deleted, and a 178 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 179 * message is displayed to the player.
163 */ 180 */
181static void
164static void follower_remove_similar_item (object *op, object *item) 182follower_remove_similar_item (object *op, object *item)
165{ 183{
166 object *tmp, *next; 184 object *tmp, *next;
167 185
168 if (op && op->type == PLAYER && op->contr) { 186 if (op && op->type == PLAYER && op->contr)
187 {
169 /* search the inventory */ 188 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 189 for (tmp = op->inv; tmp != NULL; tmp = next)
190 {
171 next = tmp->below; /* backup in case we remove tmp */ 191 next = tmp->below; /* backup in case we remove tmp */
172 192
173 if (tmp->type == item->type 193 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 194 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 195 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
176 && same_string (tmp->msg, item->msg)
177 && same_string (tmp->slaying, item->slaying)) {
178 196 {
197
179 /* message */ 198 /* message */
180 if (tmp->nrof > 1) 199 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 200 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
182 "The %s crumble to dust!", query_short_name(tmp));
183 else 201 else
184 new_draw_info_format(NDI_UNIQUE,0,op, 202 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
185 "The %s crumbles to dust!", query_short_name(tmp)); 203
186
187 remove_ob(tmp); /* remove obj from players inv. */ 204 tmp->remove (); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */ 205 esrv_del_item (op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */ 206 tmp->destroy (); /* free object */
190 } 207 }
208
191 if (tmp->inv) 209 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 210 follower_remove_similar_item (tmp, item);
193 } 211 }
194 } 212 }
195} 213}
196 214
197/** 215/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 216 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 217 * Returns 1 if found, else 0.
200 */ 218 */
219static int
201static int follower_has_similar_item (object *op, object *item) 220follower_has_similar_item (object *op, object *item)
202{ 221{
203 object *tmp; 222 object *tmp;
204 223
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 224 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
225 {
206 if (tmp->type == item->type 226 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 227 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 228 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
209 && same_string (tmp->msg, item->msg)
210 && same_string (tmp->slaying, item->slaying))
211 return 1; 229 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 230 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 231 return 1;
214 } 232 }
233 return 0;
234}
235
236/**
237 * God gives an item to the player.
238 */
239static int
240god_gives_present (object *op, object *god, treasure *tr)
241{
242 object *tmp;
243
244 if (!tr->item)
215 return 0; 245 return 0;
216}
217 246
218/**
219 * God gives an item to the player.
220 */
221static int god_gives_present (object *op, object *god, treasure *tr)
222{
223 object *tmp;
224
225 if (follower_has_similar_item (op, &tr->item->clone)) 247 if (follower_has_similar_item (op, tr->item))
226 return 0; 248 return 0;
227 249
228 tmp = arch_to_object (tr->item); 250 tmp = arch_to_object (tr->item);
229 new_draw_info_format (NDI_UNIQUE, 0, op,
230 "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); 251 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
231 tmp = insert_ob_in_ob (tmp, op); 252 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER) 253 if (op->type == PLAYER)
233 esrv_send_item (op, tmp); 254 esrv_send_item (op, tmp);
255
234 return 1; 256 return 1;
235} 257}
236 258
237/** 259/**
238 * Player prays at altar. 260 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 261 * Checks for god changing, divine intervention, and so on.
240 */ 262 */
263void
241void pray_at_altar(object *pl, object *altar, object *skill) { 264pray_at_altar (object *pl, object *altar, object *skill)
265{
242 object *pl_god=find_god(determine_god(pl)); 266 object *pl_god = find_god (determine_god (pl));
243 267
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) 268 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
269 return;
270
271 /* If non consecrate altar, don't do anything */
272 if (!altar->other_arch)
273 return;
274
275 /* hmm. what happend depends on pl's current god, level, etc */
276 if (!pl_god)
277 { /*new convert */
278 become_follower (pl, altar->other_arch);
245 return; 279 return;
246 280 }
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)) { 281 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
282 {
256 /* pray at your gods altar */ 283 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10; 284 int bonus = (pl->stats.Wis + skill->level) / 10;
258 285
259 /* we can get neg grace up faster */ 286 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 287 if (pl->stats.grace < 0)
261 bonus : -1*(pl->stats.grace/10)); 288 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
262 /* we can super-charge grace to 2x max */ 289 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 290 if (pl->stats.grace < (2 * pl->stats.maxgrace))
291 {
264 pl->stats.grace+=bonus/2; 292 pl->stats.grace += bonus / 2;
265 } 293 }
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) { 294 if (pl->stats.grace > (2 * pl->stats.maxgrace))
295 {
267 pl->stats.grace=(2*pl->stats.maxgrace); 296 pl->stats.grace = (2 * pl->stats.maxgrace);
268 } 297 }
269 298
270 /* Every once in a while, the god decides to checkup on their 299 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out. 300 * follower, and may intervene to help them out.
272 */ 301 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 302 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
274 303
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 304 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
276 god_intervention(pl,pl_god, skill); 305 god_intervention (pl, pl_god, skill);
277 306 }
278 } else { /* praying to another god! */ 307 else
308 { /* praying to another god! */
279 uint64 loss = 0; 309 uint64 loss = 0;
280 int angry=1; 310 int angry = 1;
281 311
282 /* I believe the logic for detecting opposing gods was completely 312 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch 313 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have 314 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch 315 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before 316 * is the opposing god - we need to verify that exists before
287 * using its values. 317 * using its values.
288 */ 318 */
289 if(pl_god->other_arch && 319 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
290 (altar->other_arch->name==pl_god->other_arch->name)) { 320 {
291 angry=2; 321 angry = 2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 322 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
323 {
293 object *tmp; 324 object *tmp;
294 325
295 /* you really screwed up */ 326 /* you really screwed up */
296 angry=3; 327 angry = 3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 328 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); 329 tmp = get_archetype (LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20); 330 cast_magic_storm (pl, tmp, pl_god->level + 20);
301 } else 331 }
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 "Foolish heretic! %s is livid!",&pl_god->name);
304 } else 332 else
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 333 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); 334 }
307 335 else
336 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
337
308 /* whether we will be successfull in defecting or not - 338 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj 339 * we lose experience from the clerical experience obj
310 */ 340 */
311 341
312 loss = angry * (skill->stats.exp / 10); 342 loss = angry * (skill->stats.exp / 10);
313 if(loss) 343 if (loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 344 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);
316 345
317 /* May switch Gods, but its random chance based on our current level 346 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get 347 * note it gets harder to swap gods the higher we get
319 */ 348 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 349 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
321 become_follower(pl,&altar->other_arch->clone); 350 become_follower (pl, altar->other_arch);
322 } else { 351 else
352 {
323 /* toss this player off the altar. He can try again. */ 353 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 354 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."); 355 pl->contr->fire_on = 0;
356 pl->speed_left = 1.f;
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 357 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
327 } 358 }
328 } 359 }
329} 360}
330 361
331/** 362/**
332 * Removes special prayers given by a god. 363 * Removes special prayers given by a god.
333 */ 364 */
365static void
334static void check_special_prayers (object *op, object *god) 366check_special_prayers (object *op, object *god)
335{ 367{
336 /* Ensure that 'op' doesn't know any special prayers that are not granted 368 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'. 369 * by 'god'.
338 */ 370 */
339 treasure *tr; 371 treasure *tr;
340 object *tmp, *next_tmp; 372 object *tmp, *next_tmp;
341 int remove=0; 373 int remove = 0;
342 374
343 /* Outer loop iterates over all special prayer marks */ 375 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 376 for (tmp = op->inv; tmp; tmp = next_tmp)
377 {
345 next_tmp = tmp->below; 378 next_tmp = tmp->below;
346 379
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 380 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 381 * in that category, not something we need to worry about.
349 */ 382 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 383 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
384 continue;
385
386 if (god->randomitems == NULL)
387 {
388 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
389 do_forget_spell (op, tmp->name);
390 continue;
391 }
392
393 /* Inner loop tries to find the special prayer in the god's treasure
394 * list. We default that the spell should be removed.
395 */
396 remove = 1;
397 for (tr = god->randomitems->items; tr; tr = tr->next)
398 {
399 object *item;
400
401 if (!tr->item)
351 continue; 402 continue;
352 403
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; 404 item = tr->item;
370 405
371 /* Basically, see if the matching spell is granted by this god. */ 406 /* Basically, see if the matching spell is granted by this god. */
372 407
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 408 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
409 {
374 remove=0; 410 remove = 0;
375 break; 411 break;
376 } 412 }
377 } 413 }
378 if (remove) { 414 if (remove)
415 {
379 /* just do the work of removing the spell ourselves - we already 416 /* just do the work of removing the spell ourselves - we already
380 * know that the player knows the spell 417 * know that the player knows the spell
381 */ 418 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 419 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); 420 player_unready_range_ob (op->contr, tmp);
385 remove_ob(tmp); 421 tmp->destroy ();
386 free_object(tmp);
387 } 422 }
388 423
389 } 424 }
390} 425}
391 426
393 * This function is called whenever a player has 428 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes 429 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven 430 * that happen to the player, including the removal of godgiven
396 * items (from the former cult). 431 * items (from the former cult).
397 */ 432 */
433void
398void become_follower (object *op, object *new_god) { 434become_follower (object *op, object *new_god)
435{
399 object *old_god = NULL; /* old god */ 436 object *old_god = NULL; /* old god */
400 treasure *tr; 437 treasure *tr;
401 object *item, *skop, *next; 438 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.*/ 439 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
404 440
405 441
406 old_god = find_god(determine_god(op)); 442 old_god = find_god (determine_god (op));
407 443
408 /* take away any special god-characteristic items. */ 444 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) { 445 for (item = op->inv; item != NULL; item = next)
446 {
410 next = item->below; 447 next = item->below;
411 /* remove all invisible startequip items which are 448 // remove all invisible startequip items which are not skill, exp or force
412 * not skill, exp or force
413 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 449 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 450 (item->type != SKILL) && (item->type != FORCE))
416 (item->type != FORCE)) { 451 {
417 452
418 if (item->type == SPELL) 453 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 454 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); 455
421 player_unready_range_ob(op->contr, item); 456 player_unready_range_ob (op->contr, item);
422 remove_ob(item); 457 item->destroy ();
423 free_object(item);
424 } 458 }
425 }
426 459 }
460
427 /* remove any godgiven items from the old god */ 461 /* remove any godgiven items from the old god */
428 if (old_god) { 462 if (old_god)
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 463 for (tr = old_god->randomitems->items; tr; tr = tr->next)
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 464 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 465 follower_remove_similar_item (op, tr->item);
432 }
433 }
434
435 if(!op||!new_god) return;
436 466
467 if (!op || !new_god)
468 return;
469
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 470 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
471 {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 472 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
439 &new_god->name); 473
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 474 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
475 {
441 object *tmp = get_archetype(LOOSE_MANA); 476 object *tmp = get_archetype (LOOSE_MANA);
477
442 cast_magic_storm(op,tmp, new_god->level+10); 478 cast_magic_storm (op, tmp, new_god->level + 10);
443 } 479 }
480
444 return; 481 return;
445 } 482 }
446 483
447 484
448 /* give the player any special god-characteristic-items. */ 485 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 486 for (tr = new_god->randomitems->items; tr; tr = tr->next)
487 {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 488 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 489 && tr->item->type != BOOK && tr->item->type != SPELL)
452 god_gives_present(op,new_god,tr); } 490 god_gives_present (op, new_god, tr);
491 }
453 492
454 493
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 494 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);
457 495
458 for (skop = op->inv; skop != NULL; skop=skop->below) 496 for (skop = op->inv; skop != NULL; skop = skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 497 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
498 break;
460 499
461 /* Player has no skill - give them the skill */ 500 /* Player has no skill - give them the skill */
462 if (!skop) { 501 if (!skop)
502 {
463 /* The arhetype should always be defined - if we crash here because it doesn't, 503 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 504 * things are really messed up anyways.
465 */ 505 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 506 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
467 link_player_skills(op); 507 link_player_skills (op);
468 } 508 }
469 509
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 510 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
471 511
472 /* Clear the "undead" status. We also need to force a call to change_abil, 512 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that. 513 * so I set undeadified for that.
474 * - gros, 21th July 2006. 514 * - gros, 21th July 2006.
475 */ 515 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 516 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
477 { 517 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 518 CLEAR_FLAG (skop, FLAG_UNDEAD);
479 undeadified=1; 519 undeadified = 1;
480 } 520 }
481 521
482 if(skop->title) { /* get rid of old god */ 522 if (skop->title)
483 new_draw_info_format(NDI_UNIQUE,0,op, 523 { /* get rid of old god */
484 "%s's blessing is withdrawn from you.", &skop->title); 524 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 */ 525 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) { 526 if (sk_applied || undeadified)
527 {
487 528
488 CLEAR_FLAG(skop,FLAG_APPLIED); 529 CLEAR_FLAG (skop, FLAG_APPLIED);
489 (void) change_abil(op,skop); 530 (void) change_abil (op, skop);
490 } 531 }
491 } 532 }
492 533
493 /* now change to the new gods attributes to exp_obj */ 534 /* now change to the new gods attributes to exp_obj */
494 skop->title = new_god->name; 535 skop->title = new_god->name;
495 skop->path_attuned=new_god->path_attuned; 536 skop->path_attuned = new_god->path_attuned;
496 skop->path_repelled=new_god->path_repelled; 537 skop->path_repelled = new_god->path_repelled;
497 skop->path_denied=new_god->path_denied; 538 skop->path_denied = new_god->path_denied;
498 /* copy god's resistances */ 539 /* copy god's resistances */
499 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 540 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
500 541
501 /* make sure that certain immunities do NOT get passed 542 /* make sure that certain immunities do NOT get passed
502 * to the follower! 543 * to the follower!
503 */ 544 */
504 for (i=0; i<NROFATTACKS; i++) 545 for (i = 0; i < NROFATTACKS; i++)
505 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 546 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
506 i==ATNR_ELECTRICITY || i==ATNR_POISON))
507 skop->resist[i] = 30; 547 skop->resist[i] = 30;
508 548
509 skop->stats.hp= (sint16) new_god->last_heal; 549 skop->stats.hp = (sint16) new_god->last_heal;
510 skop->stats.sp= (sint16) new_god->last_sp; 550 skop->stats.sp = (sint16) new_god->last_sp;
511 skop->stats.grace= (sint16) new_god->last_grace; 551 skop->stats.grace = (sint16) new_god->last_grace;
512 skop->stats.food= (sint16) new_god->last_eat; 552 skop->stats.food = (sint16) new_god->last_eat;
513 skop->stats.luck= (sint8) new_god->stats.luck; 553 skop->stats.luck = (sint8) new_god->stats.luck;
514 /* gods may pass on certain flag properties */ 554 /* gods may pass on certain flag properties */
515 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 555 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
516 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 556 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
517 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 557 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
518 update_priest_flag(new_god,skop,FLAG_STEALTH); 558 update_priest_flag (new_god, skop, FLAG_STEALTH);
519 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 559 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
520 update_priest_flag(new_god,skop,FLAG_UNDEAD); 560 update_priest_flag (new_god, skop, FLAG_UNDEAD);
521 update_priest_flag(new_god,skop,FLAG_BLIND); 561 update_priest_flag (new_god, skop, FLAG_BLIND);
522 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 562 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
523 563
524 new_draw_info_format(NDI_UNIQUE,0,op, 564 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
525 "You are bathed in %s's aura.",&new_god->name);
526 565
527 /* Weapon/armour use are special...handle flag toggles here as this can 566 /* Weapon/armour use are special...handle flag toggles here as this can
528 * only happen when gods are worshipped and if the new priest could 567 * only happen when gods are worshipped and if the new priest could
529 * have used armour/weapons in the first place. 568 * have used armour/weapons in the first place.
530 * 569 *
531 * This also can happen for monks which cannot use weapons. In this case 570 * This also can happen for monks which cannot use weapons. In this case
532 * do not allow to use weapons even if the god otherwise would allow it. 571 * do not allow to use weapons even if the god otherwise would allow it.
533 */ 572 */
534 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 573 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
535 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 574 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
536 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 575 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
537 576
538 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 577 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
539 stop_using_item(op,WEAPON,2); 578 stop_using_item (op, WEAPON, 2);
540 579
541 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 580 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
581 {
542 stop_using_item(op,ARMOUR,1); 582 stop_using_item (op, ARMOUR, 1);
543 stop_using_item(op,HELMET,1); 583 stop_using_item (op, HELMET, 1);
544 stop_using_item(op,BOOTS,1); 584 stop_using_item (op, BOOTS, 1);
545 stop_using_item(op,GLOVES,1); 585 stop_using_item (op, GLOVES, 1);
546 stop_using_item(op,SHIELD,1); 586 stop_using_item (op, SHIELD, 1);
547 } 587 }
548 588
549 SET_FLAG(skop,FLAG_APPLIED); 589 SET_FLAG (skop, FLAG_APPLIED);
550 (void) change_abil(op,skop); 590 (void) change_abil (op, skop);
551 591
552 /* return to previous skill status */ 592 /* return to previous skill status */
593 if (!sk_applied)
553 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 594 CLEAR_FLAG (skop, FLAG_APPLIED);
554 595
555 check_special_prayers (op, new_god); 596 check_special_prayers (op, new_god);
556} 597}
557 598
558/** 599/**
559 * Forbids or let player use something item type. 600 * Forbids or let player use something item type.
560 * op is the player. 601 * op is the player.
561 * exp_obj is the widsom experience. 602 * exp_obj is the widsom experience.
562 * flag is the flag to check against. 603 * flag is the flag to check against.
563 * string is the string to print out. 604 * string is the string to print out.
564 */ 605 */
565 606
607int
566int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 608worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
609{
567 610
568 if(QUERY_FLAG(&op->arch->clone,flag)) 611 if (QUERY_FLAG (op->arch, flag))
569 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 612 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
613 {
570 update_priest_flag(exp_obj,op,flag); 614 update_priest_flag (exp_obj, op, flag);
571 if(QUERY_FLAG(op,flag)) 615 if (QUERY_FLAG (op, flag))
572 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 616 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
573 else { 617 else
618 {
574 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 619 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
575 return 1; 620 return 1;
621 }
576 } 622 }
577 }
578 return 0; 623 return 0;
579} 624}
580 625
581/** 626/**
582 * Unapplies up to number worth of items of type 627 * Unapplies up to number worth of items of type
583 */ 628 */
629void
584void stop_using_item ( object *op, int type, int number ) { 630stop_using_item (object *op, int type, int number)
631{
585 object *tmp; 632 object *tmp;
586 633
587 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 634 for (tmp = op->inv; tmp && number; tmp = tmp->below)
588 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 635 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
636 {
589 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 637 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
590 number--; 638 number--;
591 } 639 }
592} 640}
593 641
594/** 642/**
595 * If the god does/doesnt have this flag, we 643 * If the god does/doesnt have this flag, we
596 * give/remove it from the experience object if it doesnt/does 644 * give/remove it from the experience object if it doesnt/does
597 * already exist. For players only! 645 * already exist. For players only!
598 */ 646 */
599 647
648void
600void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 649update_priest_flag (object *god, object *exp_ob, uint32 flag)
650{
601 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 651 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
602 SET_FLAG(exp_ob,flag); 652 SET_FLAG (exp_ob, flag);
603 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 653 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
604 { 654 {
605 /* When this is called with the exp_ob set to the player, 655 /* When this is called with the exp_ob set to the player,
606 * this check is broken, because most all players arch 656 * this check is broken, because most all players arch
607 * allow use of weapons. I'm not actually sure why this 657 * allow use of weapons. I'm not actually sure why this
608 * check is here - I guess if you had a case where the 658 * check is here - I guess if you had a case where the
609 * value in the archetype (wisdom) should over ride the restrictions 659 * value in the archetype (wisdom) should over ride the restrictions
610 * the god places on it, this may make sense. But I don't think 660 * the god places on it, this may make sense. But I don't think
611 * there is any case like that. 661 * there is any case like that.
612 */ 662 */
613 663
614/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 664/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
615 CLEAR_FLAG(exp_ob,flag); 665 CLEAR_FLAG (exp_ob, flag);
616 }; 666 };
617} 667}
618 668
619 669
620 670
671archetype *
621archetype *determine_holy_arch (object *god, const char *type) 672determine_holy_arch (object *god, const char *type)
622{ 673{
623 treasure *tr; 674 treasure *tr;
624 675
625 if ( ! god || ! god->randomitems) { 676 if (!god || !god->randomitems)
677 {
626 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 678 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
627 "randomitems\n");
628 return NULL; 679 return NULL;
629 } 680 }
630 681
631 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 682 for (tr = god->randomitems->items; tr; tr = tr->next)
632 object *item; 683 {
633
634 if ( ! tr->item) 684 if (!tr->item)
635 continue; 685 continue;
636 item = &tr->item->clone;
637 686
638 if (item->type == BOOK && item->invisible 687 object *item = tr->item;
639 && strcmp (item->name, type) == 0) 688
689 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
640 return item->other_arch; 690 return item->other_arch;
641 } 691 }
642 return NULL; 692 return NULL;
643} 693}
644 694
645/** 695/**
646 * God helps player by removing curse and/or damnation. 696 * God helps player by removing curse and/or damnation.
647 */ 697 */
698static int
648static int god_removes_curse (object *op, int remove_damnation) 699god_removes_curse (object *op, int remove_damnation)
649{ 700{
650 object *tmp; 701 object *tmp;
651 int success = 0; 702 int success = 0;
652 703
653 for (tmp = op->inv; tmp; tmp = tmp->below) { 704 for (tmp = op->inv; tmp; tmp = tmp->below)
705 {
654 if (tmp->invisible) 706 if (tmp->invisible)
655 continue; 707 continue;
656 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 708 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
657 continue; 709 continue;
658 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 710 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
711 {
659 success = 1; 712 success = 1;
660 CLEAR_FLAG (tmp, FLAG_DAMNED); 713 CLEAR_FLAG (tmp, FLAG_DAMNED);
661 CLEAR_FLAG (tmp, FLAG_CURSED); 714 CLEAR_FLAG (tmp, FLAG_CURSED);
662 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 715 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
663 if (op->type == PLAYER) 716 if (op->type == PLAYER)
664 esrv_send_item (op, tmp); 717 esrv_send_item (op, tmp);
665 } 718 }
666 } 719 }
667 720
668 if (success) 721 if (success)
669 new_draw_info (NDI_UNIQUE, 0, op, 722 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
670 "You feel like someone is helping you.");
671 return success; 723 return success;
672} 724}
673 725
726static int
674static int follower_level_to_enchantments (int level, int difficulty) 727follower_level_to_enchantments (int level, int difficulty)
675{ 728{
676 if (difficulty < 1) { 729 if (difficulty < 1)
677 LOG (llevError, "follower_level_to_enchantments(): " 730 {
678 "difficulty %d is invalid\n", difficulty); 731 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
679 return 0; 732 return 0;
680 } 733 }
681 734
682 if (level <= 20) 735 if (level <= 20)
683 return level / difficulty; 736 return level / difficulty;
684 if (level <= 40) 737 if (level <= 40)
685 return (20 + (level - 20) / 2) / difficulty; 738 return (20 + (level - 20) / 2) / difficulty;
739
686 return (30 + (level - 40) / 4) / difficulty; 740 return (30 + (level - 40) / 4) / difficulty;
687} 741}
688 742
689/** 743/**
690 * God wants to enchant weapon. 744 * God wants to enchant weapon.
691 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 745 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
692 * it isn't a weapon for another god. If all is all right, update weapon with 746 * it isn't a weapon for another god. If all is all right, update weapon with
693 * attacktype, slaying and such. 747 * attacktype, slaying and such.
694 */ 748 */
749static int
695static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 750god_enchants_weapon (object *op, object *god, object *tr, object *skill)
696{ 751{
697 char buf[MAX_BUF]; 752 char buf[MAX_BUF];
698 object *weapon; 753 object *weapon;
699 uint32 attacktype; 754 uint32 attacktype;
700 int tmp; 755 int tmp;
701 756
702 for (weapon = op->inv; weapon; weapon = weapon->below) 757 for (weapon = op->inv; weapon; weapon = weapon->below)
703 if ((weapon->type == WEAPON || weapon->type == BOW) 758 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
704 && QUERY_FLAG (weapon, FLAG_APPLIED))
705 break; 759 break;
760
706 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 761 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
707 return 0;
708
709 /* First give it a title, so other gods won't touch it */
710 if ( ! weapon->title) {
711 sprintf (buf, "of %s", &god->name);
712 weapon->title = buf;
713 if (op->type == PLAYER)
714 esrv_update_item (UPD_NAME, op, weapon);
715 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
716 }
717
718 /* Allow the weapon to slay enemies */
719 if ( ! weapon->slaying && god->slaying) {
720 weapon->slaying = god->slaying;
721 new_draw_info_format (NDI_UNIQUE, 0, op,
722 "Your %s now hungers to slay enemies of your god!",
723 &weapon->name);
724 return 1;
725 }
726
727 /* Add the gods attacktype */
728 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
729 if ((attacktype & god->attacktype) != god->attacktype) {
730 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
731 weapon->attacktype = attacktype | god->attacktype;
732 return 1;
733 }
734
735 /* Higher magic value */
736 tmp = follower_level_to_enchantments (skill->level, tr->level);
737 if (weapon->magic < tmp) {
738 new_draw_info (NDI_UNIQUE, 0, op,
739 "A phosphorescent glow envelops your weapon!");
740 weapon->magic++;
741 if (op->type == PLAYER)
742 esrv_update_item (UPD_NAME, op, weapon);
743 return 1;
744 }
745
746 return 0; 762 return 0;
747}
748 763
764 /* First give it a title, so other gods won't touch it */
765 if (!weapon->title)
766 {
767 sprintf (buf, "of %s", &god->name);
768 weapon->title = buf;
769 if (op->type == PLAYER)
770 esrv_update_item (UPD_NAME, op, weapon);
771 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
772 }
773
774 /* Allow the weapon to slay enemies */
775 if (!weapon->slaying && god->slaying)
776 {
777 weapon->slaying = god->slaying;
778 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
779 return 1;
780 }
781
782 /* Add the gods attacktype */
783 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
784 if ((attacktype & god->attacktype) != god->attacktype)
785 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
787 weapon->attacktype = attacktype | god->attacktype;
788 return 1;
789 }
790
791 /* Higher magic value */
792 tmp = follower_level_to_enchantments (skill->level, tr->level);
793 if (weapon->magic < tmp)
794 {
795 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
796 weapon->magic++;
797 if (op->type == PLAYER)
798 esrv_update_item (UPD_NAME, op, weapon);
799 return 1;
800 }
801
802 return 0;
803}
749 804
750/** 805/**
751 * Every once in a while the god will intervene to help the worshiper. 806 * Every once in a while the god will intervene to help the worshiper.
752 * Later, this fctn can be used to supply quests, etc for the 807 * Later, this fctn can be used to supply quests, etc for the
753 * priest. -b.t. 808 * priest. -b.t.
754 * called from pray_at_altar() currently. 809 * called from pray_at_altar() currently.
755 */ 810 */
756 811void
757void god_intervention (object *op, object *god, object *skill) 812god_intervention (object *op, object *god, object *skill)
758{ 813{
759 treasure *tr; 814 treasure *tr;
760 815
761 if ( ! god || ! god->randomitems) { 816 if (!god || !god->randomitems)
762 LOG (llevError, 817 {
763 "BUG: god_intervention(): no god or god without randomitems\n"); 818 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
764 return; 819 return;
765 } 820 }
766 821
767 check_special_prayers (op, god); 822 check_special_prayers (op, god);
768 823
769 /* lets do some checks of whether we are kosher with our god */ 824 /* lets do some checks of whether we are kosher with our god */
770 if (god_examines_priest (op, god) < 0) 825 if (god_examines_priest (op, god) < 0)
771 return; 826 return;
772 827
828 op->play_sound (sound_find ("god_intervention"));
773 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 829 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
774 830
775 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 831 for (tr = god->randomitems->items; tr; tr = tr->next)
832 {
776 object *item; 833 object *item;
777 834
778 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 835 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
836 continue;
837
838 /* Treasurelist - generate some treasure for the follower */
839 if (tr->name)
840 {
841 treasurelist *tl = treasurelist::find (tr->name);
842
843 if (tl == NULL)
779 continue; 844 continue;
780 845
781 /* Treasurelist - generate some treasure for the follower */ 846 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
782 if (tr->name) { 847
783 treasurelist *tl = find_treasurelist (tr->name); 848 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
784 if (tl == NULL) 849 return;
850 }
851
852 if (!tr->item)
853 continue;
854
855 item = tr->item;
856
857 /* Grace limit */
858 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
859 {
860 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
861 {
862 object *tmp;
863
864 /* Follower lacks the required grace for the following
865 * treasure list items. */
866
867 tmp = get_archetype (HOLY_POSSESSION);
868 cast_change_ability (op, op, tmp, 0, 1);
869 tmp->destroy ();
870 return;
871 }
872
873 continue;
874 }
875
876 /* Restore grace */
877 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
878 {
879 if (op->stats.grace >= 0)
785 continue; 880 continue;
881 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
882 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
883 return;
884 }
786 885
787 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 886 /* Heal damage */
788 "eyes. You catch it before it falls to the ground."); 887 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
888 {
889 if (op->stats.hp >= op->stats.maxhp)
890 continue;
891 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
892 op->stats.hp = op->stats.maxhp;
893 return;
894 }
789 895
790 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 896 /* Restore spellpoints */
791 | GT_UPDATE_INV, skill->level, 0); 897 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
898 {
899 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
900
901 /* Restore to 50 .. 100%, if sp < 50% */
902 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
903
904 if (op->stats.sp >= max / 2)
905 continue;
906 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
907 op->stats.sp = new_sp;
908 }
909
910 /* Various heal spells */
911 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
912 {
913 object *tmp;
914 int success;
915
916 tmp = get_archetype_by_object_name (item->slaying);
917
918 success = cast_heal (op, op, tmp, 0);
919 tmp->destroy ();
920 if (success)
792 return; 921 return;
793 } 922 else
794
795 if ( ! tr->item) {
796 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
797 &god->name);
798 continue; 923 continue;
799 } 924 }
800 item = &tr->item->clone;
801 925
802 /* Grace limit */ 926 /* Remove curse */
803 if (item->type == BOOK && item->invisible 927 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
804 && strcmp (item->name, "grace limit") == 0) { 928 {
805 if (op->stats.grace < item->stats.grace 929 if (god_removes_curse (op, 0))
806 || op->stats.grace < op->stats.maxgrace) {
807 object *tmp;
808
809 /* Follower lacks the required grace for the following
810 * treasure list items. */
811
812 tmp = get_archetype(HOLY_POSSESSION);
813 cast_change_ability(op, op, tmp, 0, 1);
814 free_object(tmp);
815 return; 930 return;
931 else
932 continue;
933 }
934
935 /* Remove damnation */
936 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
937 {
938 if (god_removes_curse (op, 1))
939 return;
940 else
941 continue;
942 }
943
944 /* Heal depletion */
945 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
946 {
947 object *depl;
948 archetype *at;
949 int i;
950
951 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
952 {
953 LOG (llevError, "Could not find archetype depletion.\n");
954 continue;
816 } 955 }
956 depl = present_arch_in_ob (at, op);
957
958 if (depl == NULL)
817 continue; 959 continue;
818 }
819 960
820 /* Restore grace */ 961 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
821 if (item->type == BOOK && item->invisible 962
822 && strcmp (item->name, "restore grace") == 0) 963 for (i = 0; i < NUM_STATS; i++)
964 if (depl->stats.stat (i))
965 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
966
967 depl->destroy ();
968 op->update_stats ();
969 return;
823 { 970 }
824 if (op->stats.grace >= 0) 971
825 continue; 972 /* Voices */
826 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 973 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
974 {
975 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
976 new_draw_info (NDI_WHITE, 0, op, item->msg);
977 return;
978 }
979
980 /* Messages */
981 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
982 {
827 new_draw_info (NDI_UNIQUE, 0, op, 983 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
828 "You are returned to a state of grace."); 984 return;
985 }
986
987 /* Enchant weapon */
988 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
989 {
990 if (god_enchants_weapon (op, god, item, skill))
829 return; 991 return;
830 } 992 else
831
832 /* Heal damage */
833 if (item->type == BOOK && item->invisible
834 && strcmp (item->name, "restore hitpoints") == 0)
835 {
836 if (op->stats.hp >= op->stats.maxhp)
837 continue; 993 continue;
838 new_draw_info (NDI_UNIQUE, 0, op, 994 }
839 "A white light surrounds and heals you!"); 995
840 op->stats.hp = op->stats.maxhp; 996 /* Spellbooks - works correctly only for prayers */
997 if (item->type == SPELL)
998 {
999 if (check_spell_known (op, item->name))
1000 continue;
1001 if (item->level > skill->level)
1002 continue;
1003
1004 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1005 do_learn_spell (op, item, 1);
1006 return;
1007
1008 }
1009
1010 /* Other gifts */
1011 if (!item->invisible)
1012 {
1013 if (god_gives_present (op, god, tr))
841 return; 1014 return;
842 }
843
844 /* Restore spellpoints */
845 if (item->type == BOOK && item->invisible
846 && strcmp (item->name, "restore spellpoints") == 0)
847 {
848 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
849 /* Restore to 50 .. 100%, if sp < 50% */
850 int new_sp = (int) (random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
851 if (op->stats.sp >= max / 2)
852 continue;
853 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes "
854 "your head but doesn't hurt you!");
855 op->stats.sp = new_sp;
856 }
857
858 /* Various heal spells */
859 if (item->type == BOOK && item->invisible
860 && strcmp (item->name, "heal spell") == 0)
861 {
862 object *tmp;
863 int success;
864
865 tmp = get_archetype_by_object_name(item->slaying);
866
867 success = cast_heal (op, op, tmp, 0);
868 free_object(tmp);
869 if (success) return;
870 else continue;
871 }
872
873 /* Remove curse */
874 if (item->type == BOOK && item->invisible
875 && strcmp (item->name, "remove curse") == 0)
876 {
877 if (god_removes_curse (op, 0))
878 return;
879 else 1015 else
880 continue; 1016 continue;
881 }
882
883 /* Remove damnation */
884 if (item->type == BOOK && item->invisible
885 && strcmp (item->name, "remove damnation") == 0)
886 { 1017 }
887 if (god_removes_curse (op, 1))
888 return;
889 else
890 continue;
891 }
892
893 /* Heal depletion */
894 if (item->type == BOOK && item->invisible
895 && strcmp (item->name, "heal depletion") == 0)
896 {
897 object *depl;
898 archetype *at;
899 int i;
900
901 if ((at = find_archetype(ARCH_DEPLETION)) == NULL) {
902 LOG (llevError, "Could not find archetype depletion.\n");
903 continue;
904 }
905 depl = present_arch_in_ob (at, op);
906 if (depl == NULL)
907 continue;
908 new_draw_info (NDI_UNIQUE, 0, op,
909 "Shimmering light surrounds and restores you!");
910 for (i = 0; i < NUM_STATS; i++)
911 if (get_attr_value (&depl->stats, i))
912 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
913 remove_ob (depl);
914 free_object (depl);
915 fix_player (op);
916 return;
917 }
918
919 /* Voices */
920 if (item->type == BOOK && item->invisible
921 && strcmp (item->name, "voice_behind") == 0)
922 {
923 new_draw_info (NDI_UNIQUE, 0, op,
924 "You hear a voice from behind you, but you don't dare to "
925 "turn around:");
926 new_draw_info (NDI_WHITE, 0, op, item->msg);
927 return;
928 }
929
930 /* Messages */
931 if (item->type == BOOK && item->invisible
932 && strcmp (item->name, "message") == 0)
933 {
934 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
935 return;
936 }
937
938 /* Enchant weapon */
939 if (item->type == BOOK && item->invisible
940 && 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,
957 "%s grants you use of a special prayer!", &god->name);
958 do_learn_spell (op, item, 1);
959 return;
960
961 }
962
963 /* Other gifts */
964 if ( ! item->invisible) {
965 if (god_gives_present (op, god, tr))
966 return;
967 else
968 continue;
969 }
970 /* else ignore it */ 1018 /* else ignore it */
971 } 1019 }
972 1020
973 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1021 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
974} 1022}
975 1023
976/** 1024/**
977 * Checks and maybe punishes someone praying. 1025 * Checks and maybe punishes someone praying.
978 * All applied items are examined, if player is using more items of other gods, 1026 * All applied items are examined, if player is using more items of other gods,
979 * s/he loses experience in praying or general experience if no praying. 1027 * s/he loses experience in praying or general experience if no praying.
980 */ 1028 */
1029int
981int god_examines_priest (object *op, object *god) { 1030god_examines_priest (object *op, object *god)
1031{
982 int reaction=1; 1032 int reaction = 1;
983 object *item=NULL, *skop; 1033 object *item = NULL, *skop;
984 1034
985 for(item=op->inv;item;item=item->below) { 1035 for (item = op->inv; item; item = item->below)
1036 {
986 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1037 if (QUERY_FLAG (item, FLAG_APPLIED))
1038 {
987 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1039 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
988 } 1040 }
989 } 1041 }
990 1042
991 /* well, well. Looks like we screwed up. Time for god's revenge */ 1043 /* well, well. Looks like we screwed up. Time for god's revenge */
992 if(reaction<0) { 1044 if (reaction < 0)
1045 {
993 int loss = 10000000; 1046 int loss = 10000000;
994 int angry = abs(reaction); 1047 int angry = abs (reaction);
995 1048
996 for (skop = op->inv; skop != NULL; skop=skop->below) 1049 for (skop = op->inv; skop != NULL; skop = skop->below)
997 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1050 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1051 break;
998 1052
999 if (skop) 1053 if (skop)
1000 loss = (int) (0.05 * (float) skop->stats.exp); 1054 loss = (int) (0.05 * (float) skop->stats.exp);
1001 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1055 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1002 skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1003 if(random_roll(0, angry, op, PREFER_LOW)) { 1056 if (random_roll (0, angry, op, PREFER_LOW))
1057 {
1004 object *tmp = get_archetype(LOOSE_MANA); 1058 object *tmp = get_archetype (LOOSE_MANA);
1059
1005 cast_magic_storm(op,tmp,op->level+(angry*3)); 1060 cast_magic_storm (op, tmp, op->level + (angry * 3));
1006 } 1061 }
1007 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1062 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1008 "%s becomes angry and punishes you!",&god->name);
1009 } 1063 }
1010 return reaction; 1064 return reaction;
1011} 1065}
1012 1066
1013/** 1067/**
1014 * God checks item the player is using. 1068 * God checks item the player is using.
1015 * Return either -1 (bad), 0 (neutral) or 1069 * Return either -1 (bad), 0 (neutral) or
1016 * 1 (item is ok). If you are using the item of an enemy 1070 * 1 (item is ok). If you are using the item of an enemy
1017 * god, it can be bad...-b.t. 1071 * god, it can be bad...-b.t.
1018 */ 1072 */
1019 1073
1074int
1020int god_examines_item(object *god, object *item) { 1075god_examines_item (object *god, object *item)
1076{
1021 char buf[MAX_BUF]; 1077 char buf[MAX_BUF];
1022 1078
1023 if(!god||!item) return 0; 1079 if (!god || !item)
1080 return 0;
1024 1081
1025 if(!item->title) return 1; /* unclaimed item are ok */ 1082 if (!item->title)
1083 return 1; /* unclaimed item are ok */
1026 1084
1027 sprintf(buf,"of %s",&god->name); 1085 sprintf (buf, "of %s", &god->name);
1028 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1086 if (!strcmp (item->title, buf))
1087 return 1; /* belongs to that God */
1029 1088
1030 if(god->title) { /* check if we have any enemy blessed item*/ 1089 if (god->title)
1090 { /* check if we have any enemy blessed item */
1031 sprintf(buf,"of %s", &god->title); 1091 sprintf (buf, "of %s", &god->title);
1032 if(!strcmp(item->title,buf)) { 1092 if (!strcmp (item->title, buf))
1093 {
1033 if(item->env) { 1094 if (item->env)
1095 {
1034 char buf[MAX_BUF]; 1096 char buf[MAX_BUF];
1097
1035 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1098 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1036 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1099 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1037 } 1100 }
1038 return -1; 1101 return -1;
1039 } 1102 }
1040 } 1103 }
1041 1104
1042 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1105 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1043} 1106}
1044 1107
1045/** 1108/**
1046 * Returns priest's god's id. 1109 * Returns priest's god's id.
1047 * Straight calls lookup_god_by_name 1110 * Straight calls lookup_god_by_name
1048 */ 1111 */
1049 1112
1113int
1050int get_god(object *priest) { 1114get_god (object *priest)
1115{
1051 int godnr=lookup_god_by_name(determine_god(priest)); 1116 int godnr = lookup_god_by_name (determine_god (priest));
1052 1117
1053 return godnr; 1118 return godnr;
1054} 1119}
1055 1120
1056/** 1121/**
1057 * Returns a string that is the name of the god that should be natively worshipped by a 1122 * Returns a string that is the name of the god that should be natively worshipped by a
1058 * creature of who has race *race 1123 * creature of who has race *race
1059 * if we can't find a god that is appropriate, we return NULL 1124 * if we can't find a god that is appropriate, we return NULL
1060 */ 1125 */
1126const char *
1061const char *get_god_for_race(const char *race) { 1127get_god_for_race (const char *race)
1128{
1062 godlink *gl=first_god; 1129 godlink *gl = first_god;
1063 const char *godname=NULL; 1130 const char *godname = NULL;
1064 1131
1065 if (race == NULL) return NULL; 1132 if (race == NULL)
1133 return NULL;
1066 while(gl) { 1134 while (gl)
1135 {
1067 if (!strcasecmp(gl->arch->clone.race, race)) { 1136 if (!strcasecmp (gl->arch->race, race))
1137 {
1068 godname=gl->name; 1138 godname = gl->name;
1069 break; 1139 break;
1070 } 1140 }
1071 gl=gl->next; 1141 gl = gl->next;
1072 } 1142 }
1073 return godname; 1143 return godname;
1074} 1144}
1145
1075/** 1146/**
1076 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1147 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1077 * Returns false if there was no race to assign to the slaying field of the spell, but 1148 * Returns false if there was no race to assign to the slaying field of the spell, but
1078 * the spell attacktype contains AT_HOLYWORD. -b.t. 1149 * the spell attacktype contains AT_HOLYWORD. -b.t.
1079 */ 1150 */
1080 1151int
1081int tailor_god_spell(object *spellop, object *caster) { 1152tailor_god_spell (object *spellop, object *caster)
1153{
1082 object *god=find_god(determine_god(caster)); 1154 object *god = find_god (determine_god (caster));
1083 int caster_is_spell=0; 1155 int caster_is_spell = 0;
1084 1156
1085 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1157 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1158 caster_is_spell = 1;
1086 1159
1087 /* if caster is a rune or the like, it doesn't worship anything. However, 1160 /* if caster is a rune or the like, it doesn't worship anything. However,
1088 * if this object is owned by someone, then the god that they worship 1161 * if this object is owned by someone, then the god that they worship
1089 * is relevant, so use that. 1162 * is relevant, so use that.
1090 */ 1163 */
1091 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1164 if (!god && caster->owner)
1165 god = find_god (determine_god (caster->owner));
1092 1166
1093 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1167 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1168 {
1094 if ( ! caster_is_spell) 1169 if (!caster_is_spell)
1095 new_draw_info(NDI_UNIQUE, 0, caster,
1096 "This prayer is useless unless you worship an appropriate god"); 1170 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1097 else 1171 else
1098 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1172 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1099 free_object(spellop); 1173
1174 spellop->destroy ();
1100 return 0; 1175 return 0;
1101 } 1176 }
1102 1177
1103 /* either holy word or godpower attacks will set the slaying field */ 1178 /* either holy word or godpower attacks will set the slaying field */
1104 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1179 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1180 {
1105 if (spellop->slaying) 1181 if (spellop->slaying)
1106 spellop->slaying = NULL; 1182 spellop->slaying = NULL;
1107 1183
1108 if(!caster_is_spell) 1184 if (!caster_is_spell)
1109 spellop->slaying = god->slaying; 1185 spellop->slaying = god->slaying;
1110 else if(caster->slaying) 1186 else if (caster->slaying)
1111 spellop->slaying = caster->slaying; 1187 spellop->slaying = caster->slaying;
1112 } 1188 }
1113 1189
1114 /* only the godpower attacktype adds the god's attack onto the spell */ 1190 /* only the godpower attacktype adds the god's attack onto the spell */
1115 if(spellop->attacktype & AT_GODPOWER) 1191 if (spellop->attacktype & AT_GODPOWER)
1116 spellop->attacktype=spellop->attacktype|god->attacktype; 1192 spellop->attacktype = spellop->attacktype | god->attacktype;
1117 1193
1118 /* tack on the god's name to the spell */ 1194 /* tack on the god's name to the spell */
1119 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1195 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1196 {
1120 spellop->title = god->name; 1197 spellop->title = god->name;
1121 if(spellop->title){ 1198 if (spellop->title)
1199 {
1122 char buf[MAX_BUF]; 1200 char buf[MAX_BUF];
1201
1123 sprintf(buf,"%s of %s",&spellop->name, &spellop->title); 1202 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1124 spellop->name = spellop->name_pl = buf; 1203 spellop->name = spellop->name_pl = buf;
1125 } 1204 }
1126 } 1205 }
1127 1206
1128 return 1; 1207 return 1;
1129} 1208}
1130

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