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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 1.48 by root, Mon Oct 12 14:00:59 2009 UTC

1/* 1/*
2 * static char *rcsid_gods_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: gods.C,v 1.4 2006/09/03 00:18:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * 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 Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28
29 24
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 26 * monster race initialization. b.t.
32 */ 27 */
33 28
36#include <global.h> 31#include <global.h>
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
40#include <sounds.h> 35#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 36#include <sproto.h>
43#endif
44 37
45/** 38/**
46 * Returns the id of specified god. 39 * Returns the id of specified god.
47 */ 40 */
48int lookup_god_by_name(const char *name) { 41int
49 int godnr=-1; 42lookup_god_by_name (shstr_cmp name)
50 size_t nmlen = strlen(name); 43{
51 44 if (name)
52 if(name && strcmp(name,"none")) {
53 godlink *gl;
54 for(gl=first_god;gl;gl=gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 46 if (gl->name == name)
56 break; 47 return gl->id;
57 if(gl) godnr=gl->id; 48
58 } 49 return -1;
59 return godnr;
60} 50}
61 51
62/** 52/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 53 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 54 */
65object *find_god(const char *name) { 55object *
66 object *god=NULL; 56find_god (shstr_cmp name)
67 57{
68 if(name) { 58 if (name)
69 godlink *gl;
70
71 for(gl=first_god;gl;gl=gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 60 if (gl->name == name)
73 if(gl) god=pntr_to_god_obj(gl); 61 return pntr_to_god_obj (gl);
74 } 62
75 return god; 63 return 0;
64}
65
66/**
67 * Returns a string that is the name of the god that should be natively worshipped by a
68 * creature of who has race *race
69 * if we can't find a god that is appropriate, we return NULL
70 */
71static shstr_tmp
72get_god_for_race (shstr_cmp race)
73{
74 if (race)
75 for (godlink *gl = first_god; gl; gl = gl->next)
76 if (gl->arch->race == race)
77 return gl->name;
78
79 return shstr_tmp ();
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 89shstr_tmp
86const char *determine_god(object *op) { 90determine_god (object *op)
87 int godnr = -1; 91{
88 const char *godname;
89
90 /* spells */ 92 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 93 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; 94 if (lookup_god_by_name (op->title) >= 0)
95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
95 } 98 {
96
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) {
98
99 /* find a god based on race */ 99 /* find a god based on race */
100 if(!op->title) { 100 if (!op->title)
101 if (op->race !=NULL) {
102 godname=get_god_for_race(op->race); 101 op->title = get_god_for_race (op->race);
103 if (godname!=NULL) {
104 op->title = godname;
105 }
106 }
107 }
108 102
109 /* find a random god */ 103 /* find a random god */
110 if(!op->title) { 104 if (!op->title)
111 godlink *gl = first_god; 105 {
112
113 godnr = rndm(1, gl->id); 106 int godnr = rndm (1, first_god->id);
114 while(gl) { 107
108 for (godlink *gl = first_god; gl; gl = gl->next)
115 if(gl->id == godnr) break; 109 if (gl->id == godnr)
116 gl=gl->next;
117 } 110 {
118 op->title = gl->name; 111 op->title = gl->name;
112 break;
119 } 113 }
114 }
120 115
121 return op->title; 116 return op->title;
122 } 117 }
123 118
124
125 /* The god the player worships is in the praying skill (native skill 119 /* 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 120 * 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 121 * that skill, once we find it, we can return, either with the
128 * title or "none". 122 * title or "none".
129 */ 123 */
130 if(op->type==PLAYER) { 124 if (op->type == PLAYER)
131 object *tmp;
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
134 if (tmp->title) return (tmp->title); 127 {
135 else return("none"); 128 if (tmp->title)
129 return tmp->title;
130
131 break;
136 } 132 }
137 } 133
138 return ("none"); 134 return shstr_none;
139} 135}
140 136
141/** 137/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 138 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 139 */
140static int
144static int same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
145{ 142{
146 if (s1 == NULL) 143 if (s1 == s2)
147 if (s2 == NULL)
148 return 1; 144 return 1;
149 else 145 else if (s1 && s2)
150 return 0; 146 return !strcmp (s1, s2);
151 else 147 else
152 if (s2 == NULL)
153 return 0; 148 return 0;
154 else
155 return strcmp (s1, s2) == 0;
156} 149}
157
158 150
159/** 151/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 152 * 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 153 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 154 * message is displayed to the player.
163 */ 155 */
156static void
164static void follower_remove_similar_item (object *op, object *item) 157follower_remove_similar_item (object *op, object *item)
165{ 158{
166 object *tmp, *next; 159 object *tmp, *next;
167 160
168 if (op && op->type == PLAYER && op->contr) { 161 if (op && op->type == PLAYER && op->contr)
162 {
169 /* search the inventory */ 163 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 164 for (tmp = op->inv; tmp != NULL; tmp = next)
165 {
171 next = tmp->below; /* backup in case we remove tmp */ 166 next = tmp->below; /* backup in case we remove tmp */
172 167
173 if (tmp->type == item->type 168 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 169 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 170 && 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)) {
178 171 {
179 /* message */ 172 /* message */
180 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 173 new_draw_info_format (NDI_UNIQUE, 0, op,
182 "The %s crumble to dust!", query_short_name(tmp)); 174 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
183 else 175 query_short_name (tmp));
184 new_draw_info_format(NDI_UNIQUE,0,op, 176
185 "The %s crumbles to dust!", query_short_name(tmp)); 177 tmp->destroy ();
186
187 remove_ob(tmp); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */
190 } 178 }
179
191 if (tmp->inv) 180 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 181 follower_remove_similar_item (tmp, item);
193 } 182 }
194 } 183 }
195} 184}
196 185
197/** 186/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 187 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 188 * Returns 1 if found, else 0.
200 */ 189 */
190static int
201static int follower_has_similar_item (object *op, object *item) 191follower_has_similar_item (object *op, object *item)
202{ 192{
203 object *tmp; 193 object *tmp;
204 194
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 195 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
196 {
206 if (tmp->type == item->type 197 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 198 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 199 && 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; 200 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 201 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 202 return 1;
214 } 203 }
204 return 0;
205}
206
207/**
208 * God gives an item to the player.
209 */
210static int
211god_gives_present (object *op, object *god, treasure *tr)
212{
213 if (!tr->item)
215 return 0; 214 return 0;
216}
217 215
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)) 216 if (follower_has_similar_item (op, tr->item))
226 return 0;
227
228 tmp = arch_to_object (tr->item);
229 new_draw_info_format (NDI_UNIQUE, 0, op,
230 "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
231 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER)
233 esrv_send_item (op, tmp);
234 return 1; 217 return 0;
218
219 object *tmp = arch_to_object (tr->item);
220 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
221 op->insert (tmp);
222
223 return 1;
235} 224}
236 225
237/** 226/**
238 * Player prays at altar. 227 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 228 * Checks for god changing, divine intervention, and so on.
240 */ 229 */
230void
241void pray_at_altar(object *pl, object *altar, object *skill) { 231pray_at_altar (object *pl, object *altar, object *skill)
232{
242 object *pl_god=find_god(determine_god(pl)); 233 object *pl_god = find_god (determine_god (pl));
243 234
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) 235 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
236 return;
237
238 /* If non consecrate altar, don't do anything */
239 if (!altar->other_arch)
240 return;
241
242 /* hmm. what happend depends on pl's current god, level, etc */
243 if (!pl_god)
244 { /*new convert */
245 become_follower (pl, altar->other_arch);
245 return; 246 return;
246 247 }
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)) { 248 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
249 {
256 /* pray at your gods altar */ 250 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10; 251 int bonus = (pl->stats.Wis + skill->level) / 10;
258 252
259 /* we can get neg grace up faster */ 253 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 254 if (pl->stats.grace < 0)
261 bonus : -1*(pl->stats.grace/10)); 255 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
256
262 /* we can super-charge grace to 2x max */ 257 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 258 if (pl->stats.grace < 2 * pl->stats.maxgrace)
264 pl->stats.grace+=bonus/2; 259 pl->stats.grace += bonus / 2;
265 } 260 else
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) {
267 pl->stats.grace=(2*pl->stats.maxgrace); 261 pl->stats.grace = 2 * pl->stats.maxgrace;
268 }
269 262
270 /* Every once in a while, the god decides to checkup on their 263 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out. 264 * follower, and may intervene to help them out.
272 */ 265 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 266 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
274 267
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 268 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
276 god_intervention(pl,pl_god, skill); 269 god_intervention (pl, pl_god, skill);
277 270 }
278 } else { /* praying to another god! */ 271 else
272 { /* praying to another god! */
279 uint64 loss = 0; 273 uint64 loss = 0;
280 int angry=1; 274 int angry = 1;
281 275
282 /* I believe the logic for detecting opposing gods was completely 276 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch 277 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have 278 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch 279 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before 280 * is the opposing god - we need to verify that exists before
287 * using its values. 281 * using its values.
288 */ 282 */
289 if(pl_god->other_arch && 283 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
290 (altar->other_arch->name==pl_god->other_arch->name)) { 284 {
291 angry=2; 285 angry = 2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 286 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
287 {
293 object *tmp; 288 object *tmp;
294 289
295 /* you really screwed up */ 290 /* you really screwed up */
296 angry=3; 291 angry = 3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 292 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); 293 tmp = get_archetype (LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20); 294 cast_magic_storm (pl, tmp, pl_god->level + 20);
301 } else 295 }
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 "Foolish heretic! %s is livid!",&pl_god->name);
304 } else 296 else
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 297 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); 298 }
307 299 else
300 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
301
308 /* whether we will be successfull in defecting or not - 302 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj 303 * we lose experience from the clerical experience obj
310 */ 304 */
311 305
312 loss = angry * (skill->stats.exp / 10); 306 loss = angry * (skill->stats.exp / 10);
313 if(loss) 307 if (loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 308 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);
316 309
317 /* May switch Gods, but its random chance based on our current level 310 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get 311 * note it gets harder to swap gods the higher we get
319 */ 312 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 313 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
321 become_follower(pl,&altar->other_arch->clone); 314 become_follower (pl, altar->other_arch);
322 } else { 315 else
316 {
323 /* toss this player off the altar. He can try again. */ 317 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 318 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."); 319 pl->contr->fire_on = 0;
320 pl->speed_left = 1.f;
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 321 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
327 } 322 }
328 } 323 }
329} 324}
330 325
331/** 326/**
332 * Removes special prayers given by a god. 327 * Removes special prayers given by a god.
333 */ 328 */
329static void
334static void check_special_prayers (object *op, object *god) 330check_special_prayers (object *op, object *god)
335{ 331{
336 /* Ensure that 'op' doesn't know any special prayers that are not granted 332 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'. 333 * by 'god'.
338 */ 334 */
339 treasure *tr; 335 treasure *tr;
340 object *tmp, *next_tmp; 336 object *tmp, *next_tmp;
341 int remove=0; 337 int remove = 0;
342 338
343 /* Outer loop iterates over all special prayer marks */ 339 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 340 for (tmp = op->inv; tmp; tmp = next_tmp)
341 {
345 next_tmp = tmp->below; 342 next_tmp = tmp->below;
346 343
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 344 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 345 * in that category, not something we need to worry about.
349 */ 346 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 347 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
351 continue; 348 continue;
352 349
353 if (god->randomitems == NULL) { 350 if (god->randomitems == NULL)
351 {
354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); 352 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
355 do_forget_spell (op, tmp->name); 353 do_forget_spell (op, tmp->name);
356 continue; 354 continue;
357 } 355 }
358 356
359 /* Inner loop tries to find the special prayer in the god's treasure 357 /* Inner loop tries to find the special prayer in the god's treasure
360 * list. We default that the spell should be removed. 358 * list. We default that the spell should be removed.
361 */ 359 */
362 remove=1; 360 remove = 1;
363 for (tr = god->randomitems->items; tr; tr = tr->next) 361 for (tr = god->randomitems->items; tr; tr = tr->next)
364 { 362 {
365 object *item; 363 object *item;
366 364
367 if (tr->item == NULL) 365 if (!tr->item)
368 continue; 366 continue;
367
369 item = &tr->item->clone; 368 item = tr->item;
370 369
371 /* Basically, see if the matching spell is granted by this god. */ 370 /* Basically, see if the matching spell is granted by this god. */
372 371
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 372 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
373 {
374 remove=0; 374 remove = 0;
375 break; 375 break;
376 } 376 }
377 } 377 }
378
378 if (remove) { 379 if (remove)
379 /* just do the work of removing the spell ourselves - we already 380 do_forget_spell (op, tmp->name);
380 * know that the player knows the spell
381 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
383 "You lose knowledge of %s.", &tmp->name);
384 player_unready_range_ob(op->contr, tmp);
385 remove_ob(tmp);
386 free_object(tmp);
387 }
388
389 } 381 }
390} 382}
391 383
392/** 384/**
393 * This function is called whenever a player has 385 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes 386 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven 387 * that happen to the player, including the removal of godgiven
396 * items (from the former cult). 388 * items (from the former cult).
397 */ 389 */
390void
398void become_follower (object *op, object *new_god) { 391become_follower (object *op, object *new_god)
392{
399 object *old_god = NULL; /* old god */ 393 object *old_god = NULL; /* old god */
400 treasure *tr; 394 treasure *tr;
401 object *item, *skop, *next; 395 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.*/ 396 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
404 397
405
406 old_god = find_god(determine_god(op)); 398 old_god = find_god (determine_god (op));
407 399
408 /* take away any special god-characteristic items. */ 400 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) { 401 for (item = op->inv; item; item = next)
402 {
410 next = item->below; 403 next = item->below;
404
411 /* remove all invisible startequip items which are 405 // 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 && 406 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 407 (item->type != SKILL) && (item->type != FORCE))
416 (item->type != FORCE)) { 408 {
417
418 if (item->type == SPELL) 409 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 410 {
420 "You lose knowledge of %s.", &item->name); 411 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
412 esrv_remove_spell (op->contr, item);
413 }
414
421 player_unready_range_ob(op->contr, item); 415 player_unready_range_ob (op->contr, item);
422 remove_ob(item); 416 item->destroy ();
423 free_object(item);
424 } 417 }
425 }
426 418 }
419
427 /* remove any godgiven items from the old god */ 420 /* remove any godgiven items from the old god */
428 if (old_god) { 421 if (old_god)
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 422 for (tr = old_god->randomitems->items; tr; tr = tr->next)
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 423 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 424 follower_remove_similar_item (op, tr->item);
432 } 425
433 } 426 if (!op || !new_god)
427 return;
428
429 if (new_god->slaying && op->race.contains (new_god->slaying))
434 430 {
435 if(!op||!new_god) return;
436
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 431 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
439 &new_god->name); 432
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 433 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
434 {
441 object *tmp = get_archetype(LOOSE_MANA); 435 object *tmp = get_archetype (LOOSE_MANA);
436
442 cast_magic_storm(op,tmp, new_god->level+10); 437 cast_magic_storm (op, tmp, new_god->level + 10);
443 } 438 }
439
444 return; 440 return;
445 } 441 }
446 442
447
448 /* give the player any special god-characteristic-items. */ 443 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 444 for (tr = new_god->randomitems->items; tr; tr = tr->next)
445 {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 446 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 447 && tr->item->type != BOOK && tr->item->type != SPELL)
452 god_gives_present(op,new_god,tr); } 448 god_gives_present (op, new_god, tr);
449 }
453 450
451 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
454 452
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
456 "You become a follower of %s!",&new_god->name);
457
458 for (skop = op->inv; skop != NULL; skop=skop->below) 453 for (skop = op->inv; skop; skop = skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 454 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
455 break;
460 456
461 /* Player has no skill - give them the skill */ 457 /* Player has no skill - give them the skill */
462 if (!skop) { 458 if (!skop)
463 /* The arhetype should always be defined - if we crash here because it doesn't, 459 /* The archetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 460 * things are really messed up anyways.
465 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill);
467 link_player_skills(op);
468 }
469
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */
471
472 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that.
474 * - gros, 21th July 2006.
475 */ 461 */
462 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
463
464 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
465
466 /* Clear the "undead" status. We also need to force a call to change_abil,
467 * so I set undeadified for that.
468 * - gros, 21th July 2006.
469 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 470 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
477 { 471 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 472 CLEAR_FLAG (skop, FLAG_UNDEAD);
479 undeadified=1; 473 undeadified = 1;
480 } 474 }
481 475
476 if (skop->title)
477 {
482 if(skop->title) { /* get rid of old god */ 478 /* get rid of old god */
483 new_draw_info_format(NDI_UNIQUE,0,op, 479 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
484 "%s's blessing is withdrawn from you.", &skop->title); 480
485 /* The point of this is to really show what abilities the player just lost */ 481 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) { 482 if (sk_applied || undeadified)
487 483 {
488 CLEAR_FLAG(skop,FLAG_APPLIED); 484 CLEAR_FLAG (skop, FLAG_APPLIED);
489 (void) change_abil(op,skop); 485 change_abil (op, skop);
490 } 486 }
491 } 487 }
492 488
493 /* now change to the new gods attributes to exp_obj */ 489 /* now change to the new gods attributes to exp_obj */
494 skop->title = new_god->name; 490 skop->title = new_god->name;
495 skop->path_attuned=new_god->path_attuned; 491 skop->path_attuned = new_god->path_attuned;
496 skop->path_repelled=new_god->path_repelled; 492 skop->path_repelled = new_god->path_repelled;
497 skop->path_denied=new_god->path_denied; 493 skop->path_denied = new_god->path_denied;
498 /* copy god's resistances */ 494 /* copy god's resistances */
499 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 495 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
500 496
501 /* make sure that certain immunities do NOT get passed 497 /* make sure that certain immunities do NOT get passed
502 * to the follower! 498 * to the follower!
503 */ 499 */
504 for (i=0; i<NROFATTACKS; i++) 500 for (i = 0; i < NROFATTACKS; i++)
505 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 501 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; 502 skop->resist[i] = 30;
508 503
509 skop->stats.hp= (sint16) new_god->last_heal; 504 skop->stats.hp = (sint16) new_god->last_heal;
510 skop->stats.sp= (sint16) new_god->last_sp; 505 skop->stats.sp = (sint16) new_god->last_sp;
511 skop->stats.grace= (sint16) new_god->last_grace; 506 skop->stats.grace = (sint16) new_god->last_grace;
512 skop->stats.food= (sint16) new_god->last_eat; 507 skop->stats.food = (sint16) new_god->last_eat;
513 skop->stats.luck= (sint8) new_god->stats.luck; 508 skop->stats.luck = (sint8) new_god->stats.luck;
514 /* gods may pass on certain flag properties */ 509 /* gods may pass on certain flag properties */
515 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 510 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
516 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 511 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
517 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 512 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
518 update_priest_flag(new_god,skop,FLAG_STEALTH); 513 update_priest_flag (new_god, skop, FLAG_STEALTH);
519 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 514 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
520 update_priest_flag(new_god,skop,FLAG_UNDEAD); 515 update_priest_flag (new_god, skop, FLAG_UNDEAD);
521 update_priest_flag(new_god,skop,FLAG_BLIND); 516 update_priest_flag (new_god, skop, FLAG_BLIND);
522 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 517 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
523 518
524 new_draw_info_format(NDI_UNIQUE,0,op, 519 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);
526 520
527 /* Weapon/armour use are special...handle flag toggles here as this can 521 /* 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 522 * only happen when gods are worshipped and if the new priest could
529 * have used armour/weapons in the first place. 523 * have used armour/weapons in the first place.
530 * 524 *
531 * This also can happen for monks which cannot use weapons. In this case 525 * 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. 526 * do not allow to use weapons even if the god otherwise would allow it.
533 */ 527 */
534 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 528 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
535 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 529 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
530
536 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 531 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
537 532
538 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 533 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
539 stop_using_item(op,WEAPON,2); 534 stop_using_item (op, WEAPON, 2);
540 535
541 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 536 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
537 {
542 stop_using_item(op,ARMOUR,1); 538 stop_using_item (op, ARMOUR, 1);
543 stop_using_item(op,HELMET,1); 539 stop_using_item (op, HELMET, 1);
544 stop_using_item(op,BOOTS,1); 540 stop_using_item (op, BOOTS, 1);
545 stop_using_item(op,GLOVES,1); 541 stop_using_item (op, GLOVES, 1);
546 stop_using_item(op,SHIELD,1); 542 stop_using_item (op, SHIELD, 1);
547 } 543 }
548 544
549 SET_FLAG(skop,FLAG_APPLIED); 545 SET_FLAG (skop, FLAG_APPLIED);
550 (void) change_abil(op,skop); 546 (void) change_abil (op, skop);
551 547
552 /* return to previous skill status */ 548 /* return to previous skill status */
549 if (!sk_applied)
553 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 550 CLEAR_FLAG (skop, FLAG_APPLIED);
554 551
555 check_special_prayers (op, new_god); 552 check_special_prayers (op, new_god);
556} 553}
557 554
558/** 555/**
559 * Forbids or let player use something item type. 556 * Forbids or let player use something item type.
560 * op is the player. 557 * op is the player.
561 * exp_obj is the widsom experience. 558 * exp_obj is the widsom experience.
562 * flag is the flag to check against. 559 * flag is the flag to check against.
563 * string is the string to print out. 560 * string is the string to print out.
564 */ 561 */
565 562
563int
566int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 564worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
567 565{
568 if(QUERY_FLAG(&op->arch->clone,flag)) 566 if (QUERY_FLAG (op->arch, flag))
569 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 567 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
568 {
570 update_priest_flag(exp_obj,op,flag); 569 update_priest_flag (exp_obj, op, flag);
571 if(QUERY_FLAG(op,flag)) 570 if (QUERY_FLAG (op, flag))
572 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 571 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
573 else { 572 else
573 {
574 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 574 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
575 return 1; 575 return 1;
576 }
576 } 577 }
577 } 578
578 return 0; 579 return 0;
579} 580}
580 581
581/** 582/**
582 * Unapplies up to number worth of items of type 583 * Unapplies up to number worth of items of type
583 */ 584 */
585void
584void stop_using_item ( object *op, int type, int number ) { 586stop_using_item (object *op, int type, int number)
587{
585 object *tmp; 588 object *tmp;
586 589
587 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 590 for (tmp = op->inv; tmp && number; tmp = tmp->below)
588 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 591 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
592 {
589 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 593 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
590 number--; 594 number--;
591 } 595 }
592} 596}
593 597
594/** 598/**
595 * If the god does/doesnt have this flag, we 599 * If the god does/doesnt have this flag, we
596 * give/remove it from the experience object if it doesnt/does 600 * give/remove it from the experience object if it doesnt/does
597 * already exist. For players only! 601 * already exist. For players only!
598 */ 602 */
599 603
604void
600void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 605update_priest_flag (object *god, object *exp_ob, uint32 flag)
606{
601 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 607 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
602 SET_FLAG(exp_ob,flag); 608 SET_FLAG (exp_ob, flag);
603 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 609 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
604 { 610 {
605 /* When this is called with the exp_ob set to the player, 611 /* When this is called with the exp_ob set to the player,
606 * this check is broken, because most all players arch 612 * this check is broken, because most all players arch
607 * allow use of weapons. I'm not actually sure why this 613 * allow use of weapons. I'm not actually sure why this
608 * check is here - I guess if you had a case where the 614 * check is here - I guess if you had a case where the
609 * value in the archetype (wisdom) should over ride the restrictions 615 * 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 616 * the god places on it, this may make sense. But I don't think
611 * there is any case like that. 617 * there is any case like that.
612 */ 618 */
613 619
614/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 620/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
615 CLEAR_FLAG(exp_ob,flag); 621 CLEAR_FLAG (exp_ob, flag);
616 }; 622 };
617} 623}
618 624
619 625archetype *
620
621archetype *determine_holy_arch (object *god, const char *type) 626determine_holy_arch (object *god, shstr_cmp type)
622{ 627{
623 treasure *tr; 628 treasure *tr;
624 629
625 if ( ! god || ! god->randomitems) { 630 if (!god || !god->randomitems)
631 {
626 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 632 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
627 "randomitems\n");
628 return NULL; 633 return 0;
629 } 634 }
630 635
631 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 636 for (tr = god->randomitems->items; tr; tr = tr->next)
632 object *item; 637 {
633
634 if ( ! tr->item) 638 if (!tr->item)
635 continue; 639 continue;
636 item = &tr->item->clone;
637 640
641 object *item = tr->item;
642
638 if (item->type == BOOK && item->invisible 643 if (item->type == BOOK && item->invisible && item->name == type)
639 && strcmp (item->name, type) == 0)
640 return item->other_arch; 644 return item->other_arch;
641 } 645 }
642 return NULL; 646
647 return 0;
643} 648}
644 649
645/** 650/**
646 * God helps player by removing curse and/or damnation. 651 * God helps player by removing curse and/or damnation.
647 */ 652 */
653static int
648static int god_removes_curse (object *op, int remove_damnation) 654god_removes_curse (object *op, int remove_damnation)
649{ 655{
650 object *tmp;
651 int success = 0; 656 int success = 0;
652 657
653 for (tmp = op->inv; tmp; tmp = tmp->below) { 658 for (object *tmp = op->inv; tmp; tmp = tmp->below)
659 {
654 if (tmp->invisible) 660 if (tmp->invisible)
655 continue; 661 continue;
662
656 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 663 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
657 continue; 664 continue;
665
658 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 666 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
667 {
659 success = 1; 668 success = 1;
660 CLEAR_FLAG (tmp, FLAG_DAMNED); 669 CLEAR_FLAG (tmp, FLAG_DAMNED);
661 CLEAR_FLAG (tmp, FLAG_CURSED); 670 CLEAR_FLAG (tmp, FLAG_CURSED);
662 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 671 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
663 if (op->type == PLAYER)
664 esrv_send_item (op, tmp);
665 }
666 }
667 672
673 if (object *pl = tmp->visible_to ())
674 esrv_update_item (UPD_FLAGS, pl, tmp);
675 }
676 }
677
668 if (success) 678 if (success)
669 new_draw_info (NDI_UNIQUE, 0, op, 679 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
670 "You feel like someone is helping you."); 680
671 return success; 681 return success;
672} 682}
673 683
684static int
674static int follower_level_to_enchantments (int level, int difficulty) 685follower_level_to_enchantments (int level, int difficulty)
675{ 686{
676 if (difficulty < 1) { 687 if (difficulty < 1)
677 LOG (llevError, "follower_level_to_enchantments(): " 688 {
678 "difficulty %d is invalid\n", difficulty); 689 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
679 return 0; 690 return 0;
680 } 691 }
681 692
682 if (level <= 20) 693 if (level <= 20)
683 return level / difficulty; 694 return level / difficulty;
695
684 if (level <= 40) 696 if (level <= 40)
685 return (20 + (level - 20) / 2) / difficulty; 697 return (20 + (level - 20) / 2) / difficulty;
698
686 return (30 + (level - 40) / 4) / difficulty; 699 return (30 + (level - 40) / 4) / difficulty;
687} 700}
688 701
689/** 702/**
690 * God wants to enchant weapon. 703 * God wants to enchant weapon.
691 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 704 * 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 705 * it isn't a weapon for another god. If all is all right, update weapon with
693 * attacktype, slaying and such. 706 * attacktype, slaying and such.
694 */ 707 */
708static int
695static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 709god_enchants_weapon (object *op, object *god, object *tr, object *skill)
696{ 710{
697 char buf[MAX_BUF];
698 object *weapon; 711 object *weapon;
699 uint32 attacktype; 712 uint32 attacktype;
700 int tmp; 713 int tmp;
701 714
702 for (weapon = op->inv; weapon; weapon = weapon->below) 715 for (weapon = op->inv; weapon; weapon = weapon->below)
703 if ((weapon->type == WEAPON || weapon->type == BOW) 716 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
704 && QUERY_FLAG (weapon, FLAG_APPLIED))
705 break; 717 break;
718
706 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 719 if (!weapon || 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; 720 return 0;
747}
748 721
722 /* First give it a title, so other gods won't touch it */
723 if (!weapon->title)
724 {
725 weapon->title = format ("of %s", &god->name);
726
727 if (object *pl = weapon->visible_to ())
728 esrv_update_item (UPD_NAME, pl, weapon);
729
730 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
731 }
732
733 /* Allow the weapon to slay enemies */
734 if (!weapon->slaying && god->slaying)
735 {
736 weapon->slaying = god->slaying;
737 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
738 return 1;
739 }
740
741 /* Add the gods attacktype */
742 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
743 if ((attacktype & god->attacktype) != god->attacktype)
744 {
745 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
746 weapon->attacktype = attacktype | god->attacktype;
747 return 1;
748 }
749
750 /* Higher magic value */
751 tmp = follower_level_to_enchantments (skill->level, tr->level);
752 if (weapon->magic < tmp)
753 {
754 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
755 weapon->magic++;
756
757 if (object *pl = weapon->visible_to ())
758 esrv_update_item (UPD_NAME, pl, weapon);
759
760 return 1;
761 }
762
763 return 0;
764}
749 765
750/** 766/**
751 * Every once in a while the god will intervene to help the worshiper. 767 * 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 768 * Later, this fctn can be used to supply quests, etc for the
753 * priest. -b.t. 769 * priest. -b.t.
754 * called from pray_at_altar() currently. 770 * called from pray_at_altar() currently.
755 */ 771 */
756 772void
757void god_intervention (object *op, object *god, object *skill) 773god_intervention (object *op, object *god, object *skill)
758{ 774{
759 treasure *tr; 775 treasure *tr;
760 776
761 if ( ! god || ! god->randomitems) { 777 if (!god || !god->randomitems)
762 LOG (llevError, 778 {
763 "BUG: god_intervention(): no god or god without randomitems\n"); 779 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
764 return; 780 return;
765 } 781 }
766 782
767 check_special_prayers (op, god); 783 check_special_prayers (op, god);
768 784
769 /* lets do some checks of whether we are kosher with our god */ 785 /* lets do some checks of whether we are kosher with our god */
770 if (god_examines_priest (op, god) < 0) 786 if (god_examines_priest (op, god) < 0)
771 return; 787 return;
772 788
789 op->play_sound (sound_find ("god_intervention"));
773 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 790 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
774 791
775 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 792 for (tr = god->randomitems->items; tr; tr = tr->next)
793 {
776 object *item; 794 object *item;
777 795
778 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 796 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
779 continue; 797 continue;
780 798
781 /* Treasurelist - generate some treasure for the follower */ 799 /* Treasurelist - generate some treasure for the follower */
782 if (tr->name) { 800 if (tr->name)
801 {
783 treasurelist *tl = find_treasurelist (tr->name); 802 treasurelist *tl = treasurelist::find (tr->name);
803
784 if (tl == NULL) 804 if (tl == NULL)
785 continue; 805 continue;
786 806
787 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 807 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
788 "eyes. You catch it before it falls to the ground.");
789 808
790 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 809 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
791 | GT_UPDATE_INV, skill->level, 0); 810 return;
811 }
812
813 if (!tr->item)
814 continue;
815
816 item = tr->item;
817
818 /* Grace limit */
819 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
820 {
821 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
822 {
823 /* Follower lacks the required grace for the following
824 * treasure list items. */
825
826 object *tmp = get_archetype (HOLY_POSSESSION);
827 cast_change_ability (op, op, tmp, 0, 1);
828 tmp->destroy ();
829 return;
830 }
831
832 continue;
833 }
834
835 /* Restore grace */
836 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
837 {
838 if (op->stats.grace >= 0)
839 continue;
840
841 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
842 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
843 return;
844 }
845
846 /* Heal damage */
847 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
848 {
849 if (op->stats.hp >= op->stats.maxhp)
850 continue;
851
852 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
853 op->stats.hp = op->stats.maxhp;
854 return;
855 }
856
857 /* Restore spellpoints */
858 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
859 {
860 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
861
862 /* Restore to 50 .. 100%, if sp < 50% */
863 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
864
865 if (op->stats.sp >= max / 2)
866 continue;
867
868 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
869 op->stats.sp = new_sp;
870 }
871
872 /* Various heal spells */
873 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
874 {
875 object *tmp = archetype::get (item->slaying);
876 int success = cast_heal (op, op, tmp, 0);
877 tmp->destroy ();
878
879 if (success)
792 return; 880 return;
881 else
882 continue;
883 }
884
885 /* Remove curse */
886 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
793 } 887 {
888 if (god_removes_curse (op, 0))
889 return;
890 else
891 continue;
892 }
794 893
795 if ( ! tr->item) { 894 /* Remove damnation */
796 LOG (llevError, "BUG: empty entry in %s's treasure list\n", 895 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
797 &god->name); 896 {
897 if (god_removes_curse (op, 1))
898 return;
899 else
900 continue;
901 }
902
903 /* Heal depletion */
904 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
905 {
906 object *depl;
907 archetype *at;
908 int i;
909
910 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
911 {
912 LOG (llevError, "Could not find archetype depletion.\n");
798 continue; 913 continue;
799 }
800 item = &tr->item->clone;
801
802 /* Grace limit */
803 if (item->type == BOOK && item->invisible
804 && strcmp (item->name, "grace limit") == 0) {
805 if (op->stats.grace < item->stats.grace
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;
816 } 914 }
817 continue;
818 }
819 915
820 /* Restore grace */ 916 depl = present_arch_in_ob (at, op);
821 if (item->type == BOOK && item->invisible 917
822 && strcmp (item->name, "restore grace") == 0) 918 if (depl == NULL)
823 {
824 if (op->stats.grace >= 0)
825 continue; 919 continue;
826 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 920
921 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
922
923 for (i = 0; i < NUM_STATS; i++)
924 if (depl->stats.stat (i))
925 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
926
927 depl->destroy ();
928 op->update_stats ();
929 return;
930 }
931
932 /* Voices */
933 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
936 new_draw_info (NDI_WHITE, 0, op, item->msg);
937 return;
938 }
939
940 /* Messages */
941 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
942 {
827 new_draw_info (NDI_UNIQUE, 0, op, 943 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
828 "You are returned to a state of grace."); 944 return;
945 }
946
947 /* Enchant weapon */
948 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
949 {
950 if (god_enchants_weapon (op, god, item, skill))
829 return; 951 return;
830 } 952 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; 953 continue;
838 new_draw_info (NDI_UNIQUE, 0, op, 954 }
839 "A white light surrounds and heals you!"); 955
840 op->stats.hp = op->stats.maxhp; 956 /* Spellbooks - works correctly only for prayers */
957 if (item->type == SPELL)
958 {
959 if (check_spell_known (op, item->name))
960 continue;
961 if (item->level > skill->level)
962 continue;
963
964 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
965 do_learn_spell (op, item, 1);
966 return;
967
968 }
969
970 /* Other gifts */
971 if (!item->invisible)
972 {
973 if (god_gives_present (op, god, tr))
841 return; 974 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 975 else
880 continue; 976 continue;
881 }
882
883 /* Remove damnation */
884 if (item->type == BOOK && item->invisible
885 && strcmp (item->name, "remove damnation") == 0)
886 { 977 }
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 */ 978 /* else ignore it */
971 } 979 }
972 980
973 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 981 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
974} 982}
975 983
976/** 984/**
977 * Checks and maybe punishes someone praying. 985 * Checks and maybe punishes someone praying.
978 * All applied items are examined, if player is using more items of other gods, 986 * 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. 987 * s/he loses experience in praying or general experience if no praying.
980 */ 988 */
989int
981int god_examines_priest (object *op, object *god) { 990god_examines_priest (object *op, object *god)
991{
982 int reaction=1; 992 int reaction = 1;
983 object *item=NULL, *skop; 993 object *item = NULL, *skop;
984 994
985 for(item=op->inv;item;item=item->below) { 995 for (item = op->inv; item; item = item->below)
986 if(QUERY_FLAG(item,FLAG_APPLIED)) { 996 if (QUERY_FLAG (item, FLAG_APPLIED))
987 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 997 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
988 }
989 }
990 998
991 /* well, well. Looks like we screwed up. Time for god's revenge */ 999 /* well, well. Looks like we screwed up. Time for god's revenge */
992 if(reaction<0) { 1000 if (reaction < 0)
1001 {
993 int loss = 10000000; 1002 int loss = 10000000;
994 int angry = abs(reaction); 1003 int angry = abs (reaction);
995 1004
996 for (skop = op->inv; skop != NULL; skop=skop->below) 1005 for (skop = op->inv; skop; skop = skop->below)
997 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1006 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1007 break;
998 1008
999 if (skop) 1009 if (skop)
1000 loss = (int) (0.05 * (float) skop->stats.exp); 1010 loss = 0.05f * skop->stats.exp;
1001 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1011
1002 skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); 1012 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1013
1003 if(random_roll(0, angry, op, PREFER_LOW)) { 1014 if (random_roll (0, angry, op, PREFER_LOW))
1015 {
1004 object *tmp = get_archetype(LOOSE_MANA); 1016 object *tmp = get_archetype (LOOSE_MANA);
1017
1005 cast_magic_storm(op,tmp,op->level+(angry*3)); 1018 cast_magic_storm (op, tmp, op->level + (angry * 3));
1006 } 1019 }
1007 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1020
1008 "%s becomes angry and punishes you!",&god->name); 1021 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1009 } 1022 }
1023
1010 return reaction; 1024 return reaction;
1011} 1025}
1012 1026
1013/** 1027/**
1014 * God checks item the player is using. 1028 * God checks item the player is using.
1015 * Return either -1 (bad), 0 (neutral) or 1029 * Return either -1 (bad), 0 (neutral) or
1016 * 1 (item is ok). If you are using the item of an enemy 1030 * 1 (item is ok). If you are using the item of an enemy
1017 * god, it can be bad...-b.t. 1031 * god, it can be bad...-b.t.
1018 */ 1032 */
1019 1033int
1020int god_examines_item(object *god, object *item) { 1034god_examines_item (object *god, object *item)
1035{
1021 char buf[MAX_BUF]; 1036 char buf[MAX_BUF];
1022 1037
1023 if(!god||!item) return 0; 1038 if (!god || !item)
1039 return 0;
1024 1040
1025 if(!item->title) return 1; /* unclaimed item are ok */ 1041 if (!item->title)
1042 return 1; /* unclaimed item are ok */
1026 1043
1027 sprintf(buf,"of %s",&god->name); 1044 sprintf (buf, "of %s", &god->name);
1028 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1045 if (!strcmp (&item->title, buf))
1046 return 1; /* belongs to that God */
1029 1047
1030 if(god->title) { /* check if we have any enemy blessed item*/ 1048 if (god->title)
1049 { /* check if we have any enemy blessed item */
1031 sprintf(buf,"of %s", &god->title); 1050 sprintf (buf, "of %s", &god->title);
1032 if(!strcmp(item->title,buf)) { 1051 if (!strcmp (&item->title, buf))
1052 {
1033 if(item->env) { 1053 if (item->env)
1054 {
1034 char buf[MAX_BUF]; 1055 char buf[MAX_BUF];
1056
1035 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1057 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1036 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1058 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1037 } 1059 }
1060
1038 return -1; 1061 return -1;
1039 } 1062 }
1040 } 1063 }
1041 1064
1042 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1065 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1043} 1066}
1044 1067
1045/** 1068/**
1046 * Returns priest's god's id. 1069 * Returns priest's god's id.
1047 * Straight calls lookup_god_by_name 1070 * Straight calls lookup_god_by_name
1048 */ 1071 */
1049 1072int
1050int get_god(object *priest) { 1073get_god (object *priest)
1074{
1051 int godnr=lookup_god_by_name(determine_god(priest)); 1075 return lookup_god_by_name (determine_god (priest));
1052
1053 return godnr;
1054} 1076}
1055 1077
1056/**
1057 * Returns a string that is the name of the god that should be natively worshipped by a
1058 * creature of who has race *race
1059 * if we can't find a god that is appropriate, we return NULL
1060 */
1061const char *get_god_for_race(const char *race) {
1062 godlink *gl=first_god;
1063 const char *godname=NULL;
1064
1065 if (race == NULL) return NULL;
1066 while(gl) {
1067 if (!strcasecmp(gl->arch->clone.race, race)) {
1068 godname=gl->name;
1069 break;
1070 }
1071 gl=gl->next;
1072 }
1073 return godname;
1074}
1075/** 1078/**
1076 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1079 * 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 1080 * 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. 1081 * the spell attacktype contains AT_HOLYWORD. -b.t.
1079 */ 1082 */
1080 1083int
1081int tailor_god_spell(object *spellop, object *caster) { 1084tailor_god_spell (object *spellop, object *caster)
1085{
1082 object *god=find_god(determine_god(caster)); 1086 object *god = find_god (determine_god (caster));
1083 int caster_is_spell=0; 1087 int caster_is_spell = 0;
1084 1088
1085 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1089 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1090 caster_is_spell = 1;
1086 1091
1087 /* if caster is a rune or the like, it doesn't worship anything. However, 1092 /* 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 1093 * if this object is owned by someone, then the god that they worship
1089 * is relevant, so use that. 1094 * is relevant, so use that.
1090 */ 1095 */
1091 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1096 if (!god && caster->owner)
1097 god = find_god (determine_god (caster->owner));
1092 1098
1093 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1099 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1100 {
1094 if ( ! caster_is_spell) 1101 if (!caster_is_spell)
1095 new_draw_info(NDI_UNIQUE, 0, caster,
1096 "This prayer is useless unless you worship an appropriate god"); 1102 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1097 else 1103 else
1098 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1104 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1099 free_object(spellop); 1105
1106 spellop->destroy ();
1100 return 0; 1107 return 0;
1101 } 1108 }
1102 1109
1103 /* either holy word or godpower attacks will set the slaying field */ 1110 /* either holy word or godpower attacks will set the slaying field */
1104 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1111 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1112 {
1105 if (spellop->slaying) 1113 if (spellop->slaying)
1106 spellop->slaying = NULL; 1114 spellop->slaying = NULL;
1107 1115
1108 if(!caster_is_spell) 1116 if (!caster_is_spell)
1109 spellop->slaying = god->slaying; 1117 spellop->slaying = god->slaying;
1110 else if(caster->slaying) 1118 else if (caster->slaying)
1111 spellop->slaying = caster->slaying; 1119 spellop->slaying = caster->slaying;
1112 } 1120 }
1113 1121
1114 /* only the godpower attacktype adds the god's attack onto the spell */ 1122 /* only the godpower attacktype adds the god's attack onto the spell */
1115 if(spellop->attacktype & AT_GODPOWER) 1123 if (spellop->attacktype & AT_GODPOWER)
1116 spellop->attacktype=spellop->attacktype|god->attacktype; 1124 spellop->attacktype = spellop->attacktype | god->attacktype;
1117 1125
1118 /* tack on the god's name to the spell */ 1126 /* tack on the god's name to the spell */
1119 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1127 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1128 {
1120 spellop->title = god->name; 1129 spellop->title = god->name;
1121 if(spellop->title){ 1130 if (spellop->title)
1131 {
1122 char buf[MAX_BUF]; 1132 char buf[MAX_BUF];
1133
1123 sprintf(buf,"%s of %s",&spellop->name, &spellop->title); 1134 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1124 spellop->name = spellop->name_pl = buf; 1135 spellop->name = spellop->name_pl = buf;
1125 } 1136 }
1126 } 1137 }
1127 1138
1128 return 1; 1139 return 1;
1129} 1140}
1130

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