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

1/*
2 * static char *rcsid_gods_c =
3 * "$Id: gods.C,v 1.4 2006/09/03 00:18:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29 24
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 26 * monster race initialization. b.t.
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
40#include <sounds.h> 35#include <sounds.h>
41#ifndef __CEXTRACT__ 36#ifndef __CEXTRACT__
42#include <sproto.h> 37# include <sproto.h>
43#endif 38#endif
44 39
45/** 40/**
46 * Returns the id of specified god. 41 * Returns the id of specified god.
47 */ 42 */
43int
48int lookup_god_by_name(const char *name) { 44lookup_god_by_name (const char *name)
45{
49 int godnr=-1; 46 int godnr = -1;
50 size_t nmlen = strlen(name); 47 size_t nmlen = strlen (name);
51 48
52 if(name && strcmp(name,"none")) { 49 if (name && strcmp (name, "none"))
50 {
53 godlink *gl; 51 godlink *gl;
52
54 for(gl=first_god;gl;gl=gl->next) 53 for (gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 54 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
56 break; 55 break;
56 if (gl)
57 if(gl) godnr=gl->id; 57 godnr = gl->id;
58 } 58 }
59 return godnr; 59 return godnr;
60} 60}
61 61
62/** 62/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 63 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 64 */
65object *
65object *find_god(const char *name) { 66find_god (const char *name)
67{
66 object *god=NULL; 68 object *god = NULL;
67 69
68 if(name) { 70 if (name)
71 {
69 godlink *gl; 72 godlink *gl;
70 73
71 for(gl=first_god;gl;gl=gl->next) 74 for (gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 75 if (!strcmp (name, gl->name))
76 break;
77 if (gl)
73 if(gl) god=pntr_to_god_obj(gl); 78 god = pntr_to_god_obj (gl);
74 } 79 }
75 return god; 80 return god;
76} 81}
77 82
78/** 83/**
79 * Determines if op worships a god. 84 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god. 85 * Returns the godname if they do or "none" if they have no god.
81 * In the case of an NPC, if they have no god, we try and guess 86 * In the case of an NPC, if they have no god, we try and guess
82 * who they should worship based on their race. If that fails we 87 * who they should worship based on their race. If that fails we
83 * give them a random one. 88 * give them a random one.
84 */ 89 */
85 90
91const char *
86const char *determine_god(object *op) { 92determine_god (object *op)
93{
87 int godnr = -1; 94 int godnr = -1;
88 const char *godname; 95 const char *godname;
89 96
90 /* spells */ 97 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 98 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
92 op->title)
93 {
94 if (lookup_god_by_name(op->title)>=0) return op->title;
95 } 99 {
100 if (lookup_god_by_name (op->title) >= 0)
101 return op->title;
102 }
96 103
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { 104 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
98 105 {
106
99 /* find a god based on race */ 107 /* find a god based on race */
100 if(!op->title) { 108 if (!op->title)
109 {
101 if (op->race !=NULL) { 110 if (op->race != NULL)
111 {
102 godname=get_god_for_race(op->race); 112 godname = get_god_for_race (op->race);
103 if (godname!=NULL) { 113 if (godname != NULL)
114 {
104 op->title = godname; 115 op->title = godname;
105 } 116 }
106 } 117 }
107 } 118 }
108 119
109 /* find a random god */ 120 /* find a random god */
110 if(!op->title) { 121 if (!op->title)
122 {
111 godlink *gl = first_god; 123 godlink *gl = first_god;
112 124
113 godnr = rndm(1, gl->id); 125 godnr = rndm (1, gl->id);
114 while(gl) { 126 while (gl)
127 {
115 if(gl->id == godnr) break; 128 if (gl->id == godnr)
129 break;
116 gl=gl->next; 130 gl = gl->next;
117 } 131 }
118 op->title = gl->name; 132 op->title = gl->name;
119 } 133 }
120 134
121 return op->title; 135 return op->title;
122 } 136 }
123 137
124 138
125 /* The god the player worships is in the praying skill (native skill 139 /* The god the player worships is in the praying skill (native skill
126 * not skill tool). Since a player can only have one instance of 140 * not skill tool). Since a player can only have one instance of
127 * that skill, once we find it, we can return, either with the 141 * that skill, once we find it, we can return, either with the
128 * title or "none". 142 * title or "none".
129 */ 143 */
130 if(op->type==PLAYER) { 144 if (op->type == PLAYER)
145 {
131 object *tmp; 146 object *tmp;
147
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 149 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
150 {
151 if (tmp->title)
134 if (tmp->title) return (tmp->title); 152 return (tmp->title);
153 else
135 else return("none"); 154 return ("none");
136 } 155 }
137 } 156 }
138 return ("none"); 157 return ("none");
139} 158}
140 159
141/** 160/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 161 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 162 */
163static int
144static int same_string (const char *s1, const char *s2) 164same_string (const char *s1, const char *s2)
145{ 165{
166 if (s1 == NULL)
146 if (s1 == NULL) 167 if (s2 == NULL)
147 if (s2 == NULL)
148 return 1; 168 return 1;
149 else
150 return 0;
151 else 169 else
152 if (s2 == NULL)
153 return 0; 170 return 0;
154 else 171 else if (s2 == NULL)
172 return 0;
173 else
155 return strcmp (s1, s2) == 0; 174 return strcmp (s1, s2) == 0;
156} 175}
157 176
158 177
159/** 178/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 179 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
161 * Any matching items in the inventory are deleted, and a 180 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 181 * message is displayed to the player.
163 */ 182 */
183static void
164static void follower_remove_similar_item (object *op, object *item) 184follower_remove_similar_item (object *op, object *item)
165{ 185{
166 object *tmp, *next; 186 object *tmp, *next;
167 187
168 if (op && op->type == PLAYER && op->contr) { 188 if (op && op->type == PLAYER && op->contr)
189 {
169 /* search the inventory */ 190 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 191 for (tmp = op->inv; tmp != NULL; tmp = next)
192 {
171 next = tmp->below; /* backup in case we remove tmp */ 193 next = tmp->below; /* backup in case we remove tmp */
172 194
173 if (tmp->type == item->type 195 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 196 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 197 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
176 && same_string (tmp->msg, item->msg)
177 && same_string (tmp->slaying, item->slaying)) {
178 198 {
199
179 /* message */ 200 /* message */
180 if (tmp->nrof > 1) 201 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 202 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
182 "The %s crumble to dust!", query_short_name(tmp));
183 else 203 else
184 new_draw_info_format(NDI_UNIQUE,0,op, 204 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
185 "The %s crumbles to dust!", query_short_name(tmp)); 205
186
187 remove_ob(tmp); /* remove obj from players inv. */ 206 tmp->remove (); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */ 207 esrv_del_item (op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */ 208 tmp->destroy (0); /* free object */
190 } 209 }
191 if (tmp->inv) 210 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 211 follower_remove_similar_item (tmp, item);
193 } 212 }
194 } 213 }
195} 214}
196 215
197/** 216/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 217 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 218 * Returns 1 if found, else 0.
200 */ 219 */
220static int
201static int follower_has_similar_item (object *op, object *item) 221follower_has_similar_item (object *op, object *item)
202{ 222{
203 object *tmp; 223 object *tmp;
204 224
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 225 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
226 {
206 if (tmp->type == item->type 227 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 228 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 229 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
209 && same_string (tmp->msg, item->msg)
210 && same_string (tmp->slaying, item->slaying))
211 return 1; 230 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 231 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 232 return 1;
214 } 233 }
234 return 0;
235}
236
237/**
238 * God gives an item to the player.
239 */
240static int
241god_gives_present (object *op, object *god, treasure *tr)
242{
243 object *tmp;
244
245 if (follower_has_similar_item (op, &tr->item->clone))
215 return 0; 246 return 0;
216}
217 247
218/**
219 * God gives an item to the player.
220 */
221static int god_gives_present (object *op, object *god, treasure *tr)
222{
223 object *tmp;
224
225 if (follower_has_similar_item (op, &tr->item->clone))
226 return 0;
227
228 tmp = arch_to_object (tr->item); 248 tmp = arch_to_object (tr->item);
229 new_draw_info_format (NDI_UNIQUE, 0, op,
230 "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); 249 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
231 tmp = insert_ob_in_ob (tmp, op); 250 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER) 251 if (op->type == PLAYER)
233 esrv_send_item (op, tmp); 252 esrv_send_item (op, tmp);
234 return 1; 253 return 1;
235} 254}
236 255
237/** 256/**
238 * Player prays at altar. 257 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 258 * Checks for god changing, divine intervention, and so on.
240 */ 259 */
260void
241void pray_at_altar(object *pl, object *altar, object *skill) { 261pray_at_altar (object *pl, object *altar, object *skill)
262{
242 object *pl_god=find_god(determine_god(pl)); 263 object *pl_god = find_god (determine_god (pl));
243 264
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) 265 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
266 return;
267
268 /* If non consecrate altar, don't do anything */
269 if (!altar->other_arch)
270 return;
271
272 /* hmm. what happend depends on pl's current god, level, etc */
273 if (!pl_god)
274 { /*new convert */
275 become_follower (pl, &altar->other_arch->clone);
245 return; 276 return;
246 277
247 /* If non consecrate altar, don't do anything */ 278 }
248 if (!altar->other_arch) return;
249
250 /* hmm. what happend depends on pl's current god, level, etc */
251 if(!pl_god) { /*new convert */
252 become_follower(pl,&altar->other_arch->clone);
253 return;
254
255 } else if(!strcmp(&pl_god->name,altar->other_arch->clone.name)) { 279 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
280 {
256 /* pray at your gods altar */ 281 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10; 282 int bonus = (pl->stats.Wis + skill->level) / 10;
258 283
259 /* we can get neg grace up faster */ 284 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 285 if (pl->stats.grace < 0)
261 bonus : -1*(pl->stats.grace/10)); 286 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
262 /* we can super-charge grace to 2x max */ 287 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 288 if (pl->stats.grace < (2 * pl->stats.maxgrace))
289 {
264 pl->stats.grace+=bonus/2; 290 pl->stats.grace += bonus / 2;
265 } 291 }
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) { 292 if (pl->stats.grace > (2 * pl->stats.maxgrace))
293 {
267 pl->stats.grace=(2*pl->stats.maxgrace); 294 pl->stats.grace = (2 * pl->stats.maxgrace);
268 } 295 }
269 296
270 /* Every once in a while, the god decides to checkup on their 297 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out. 298 * follower, and may intervene to help them out.
272 */ 299 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 300 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
274 301
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 302 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
276 god_intervention(pl,pl_god, skill); 303 god_intervention (pl, pl_god, skill);
277 304
278 } else { /* praying to another god! */ 305 }
306 else
307 { /* praying to another god! */
279 uint64 loss = 0; 308 uint64 loss = 0;
280 int angry=1; 309 int angry = 1;
281 310
282 /* I believe the logic for detecting opposing gods was completely 311 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch 312 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have 313 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch 314 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before 315 * is the opposing god - we need to verify that exists before
287 * using its values. 316 * using its values.
288 */ 317 */
289 if(pl_god->other_arch &&
290 (altar->other_arch->name==pl_god->other_arch->name)) { 318 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
319 {
291 angry=2; 320 angry = 2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 321 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
322 {
293 object *tmp; 323 object *tmp;
294 324
295 /* you really screwed up */ 325 /* you really screwed up */
296 angry=3; 326 angry = 3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 327 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
298 "Foul Priest! %s punishes you!",&pl_god->name);
299 tmp=get_archetype(LOOSE_MANA); 328 tmp = get_archetype (LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20); 329 cast_magic_storm (pl, tmp, pl_god->level + 20);
301 } else 330 }
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 "Foolish heretic! %s is livid!",&pl_god->name);
304 } else 331 else
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 332 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
306 "Heretic! %s is angered!",&pl_god->name); 333 }
307 334 else
335 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
336
308 /* whether we will be successfull in defecting or not - 337 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj 338 * we lose experience from the clerical experience obj
310 */ 339 */
311 340
312 loss = angry * (skill->stats.exp / 10); 341 loss = angry * (skill->stats.exp / 10);
313 if(loss) 342 if (loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 343 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
315 skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
316 344
317 /* May switch Gods, but its random chance based on our current level 345 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get 346 * note it gets harder to swap gods the higher we get
319 */ 347 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 348 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
349 {
321 become_follower(pl,&altar->other_arch->clone); 350 become_follower (pl, &altar->other_arch->clone);
351 }
322 } else { 352 else
353 {
323 /* toss this player off the altar. He can try again. */ 354 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 355 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
325 "A divine force pushes you off the altar.");
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 356 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
327 } 357 }
328 } 358 }
329} 359}
330 360
331/** 361/**
332 * Removes special prayers given by a god. 362 * Removes special prayers given by a god.
333 */ 363 */
364static void
334static void check_special_prayers (object *op, object *god) 365check_special_prayers (object *op, object *god)
335{ 366{
336 /* Ensure that 'op' doesn't know any special prayers that are not granted 367 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'. 368 * by 'god'.
338 */ 369 */
339 treasure *tr; 370 treasure *tr;
340 object *tmp, *next_tmp; 371 object *tmp, *next_tmp;
341 int remove=0; 372 int remove = 0;
342 373
343 /* Outer loop iterates over all special prayer marks */ 374 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 375 for (tmp = op->inv; tmp; tmp = next_tmp)
376 {
345 next_tmp = tmp->below; 377 next_tmp = tmp->below;
346 378
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 379 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 380 * in that category, not something we need to worry about.
349 */ 381 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 382 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
383 continue;
384
385 if (god->randomitems == NULL)
386 {
387 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
388 do_forget_spell (op, tmp->name);
389 continue;
390 }
391
392 /* Inner loop tries to find the special prayer in the god's treasure
393 * list. We default that the spell should be removed.
394 */
395 remove = 1;
396 for (tr = god->randomitems->items; tr; tr = tr->next)
397 {
398 object *item;
399
400 if (tr->item == NULL)
351 continue; 401 continue;
352
353 if (god->randomitems == NULL) {
354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
355 do_forget_spell (op, tmp->name);
356 continue;
357 }
358
359 /* Inner loop tries to find the special prayer in the god's treasure
360 * list. We default that the spell should be removed.
361 */
362 remove=1;
363 for (tr = god->randomitems->items; tr; tr = tr->next)
364 {
365 object *item;
366
367 if (tr->item == NULL)
368 continue;
369 item = &tr->item->clone; 402 item = &tr->item->clone;
370 403
371 /* Basically, see if the matching spell is granted by this god. */ 404 /* Basically, see if the matching spell is granted by this god. */
372 405
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 406 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
407 {
374 remove=0; 408 remove = 0;
375 break; 409 break;
376 } 410 }
377 } 411 }
378 if (remove) { 412 if (remove)
413 {
379 /* just do the work of removing the spell ourselves - we already 414 /* just do the work of removing the spell ourselves - we already
380 * know that the player knows the spell 415 * know that the player knows the spell
381 */ 416 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 417 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
383 "You lose knowledge of %s.", &tmp->name);
384 player_unready_range_ob(op->contr, tmp); 418 player_unready_range_ob (op->contr, tmp);
385 remove_ob(tmp); 419 tmp->remove ();
386 free_object(tmp); 420 tmp->destroy (0);
387 } 421 }
388 422
389 } 423 }
390} 424}
391 425
393 * This function is called whenever a player has 427 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes 428 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven 429 * that happen to the player, including the removal of godgiven
396 * items (from the former cult). 430 * items (from the former cult).
397 */ 431 */
432void
398void become_follower (object *op, object *new_god) { 433become_follower (object *op, object *new_god)
434{
399 object *old_god = NULL; /* old god */ 435 object *old_god = NULL; /* old god */
400 treasure *tr; 436 treasure *tr;
401 object *item, *skop, *next; 437 object *item, *skop, *next;
402 int i,sk_applied,
403 undeadified = 0; /* Turns to true if changing god can changes the undead status of the player.*/ 438 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
404 439
405 440
406 old_god = find_god(determine_god(op)); 441 old_god = find_god (determine_god (op));
407 442
408 /* take away any special god-characteristic items. */ 443 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) { 444 for (item = op->inv; item != NULL; item = next)
445 {
410 next = item->below; 446 next = item->below;
411 /* remove all invisible startequip items which are 447 /* remove all invisible startequip items which are
412 * not skill, exp or force 448 * not skill, exp or force
413 */ 449 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 450 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 451 (item->type != SKILL) && (item->type != EXPERIENCE) && (item->type != FORCE))
416 (item->type != FORCE)) { 452 {
417 453
418 if (item->type == SPELL) 454 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 455 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
420 "You lose knowledge of %s.", &item->name);
421 player_unready_range_ob(op->contr, item); 456 player_unready_range_ob (op->contr, item);
422 remove_ob(item); 457 item->remove ();
423 free_object(item); 458 item->destroy (0);
424 } 459 }
425 }
426 460 }
461
427 /* remove any godgiven items from the old god */ 462 /* remove any godgiven items from the old god */
428 if (old_god) { 463 if (old_god)
464 {
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 465 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next)
466 {
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 467 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 468 follower_remove_similar_item (op, &tr->item->clone);
432 } 469 }
433 }
434 470 }
435 if(!op||!new_god) return;
436 471
472 if (!op || !new_god)
473 return;
474
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 475 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
476 {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 477 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
439 &new_god->name);
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 478 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
479 {
441 object *tmp = get_archetype(LOOSE_MANA); 480 object *tmp = get_archetype (LOOSE_MANA);
481
442 cast_magic_storm(op,tmp, new_god->level+10); 482 cast_magic_storm (op, tmp, new_god->level + 10);
443 } 483 }
444 return; 484 return;
445 } 485 }
446 486
447 487
448 /* give the player any special god-characteristic-items. */ 488 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 489 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next)
490 {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 491 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 492 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452 god_gives_present(op,new_god,tr); } 493 god_gives_present (op, new_god, tr);
494 }
453 495
454 496
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 497 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
456 "You become a follower of %s!",&new_god->name);
457 498
458 for (skop = op->inv; skop != NULL; skop=skop->below) 499 for (skop = op->inv; skop != NULL; skop = skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 500 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
501 break;
460 502
461 /* Player has no skill - give them the skill */ 503 /* Player has no skill - give them the skill */
462 if (!skop) { 504 if (!skop)
505 {
463 /* The arhetype should always be defined - if we crash here because it doesn't, 506 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 507 * things are really messed up anyways.
465 */ 508 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 509 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
467 link_player_skills(op); 510 link_player_skills (op);
468 } 511 }
469 512
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 513 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
471 514
472 /* Clear the "undead" status. We also need to force a call to change_abil, 515 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that. 516 * so I set undeadified for that.
474 * - gros, 21th July 2006. 517 * - gros, 21th July 2006.
475 */ 518 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 519 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
477 { 520 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 521 CLEAR_FLAG (skop, FLAG_UNDEAD);
479 undeadified=1; 522 undeadified = 1;
480 } 523 }
481 524
482 if(skop->title) { /* get rid of old god */ 525 if (skop->title)
483 new_draw_info_format(NDI_UNIQUE,0,op, 526 { /* get rid of old god */
484 "%s's blessing is withdrawn from you.", &skop->title); 527 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
485 /* The point of this is to really show what abilities the player just lost */ 528 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) { 529 if (sk_applied || undeadified)
530 {
487 531
488 CLEAR_FLAG(skop,FLAG_APPLIED); 532 CLEAR_FLAG (skop, FLAG_APPLIED);
489 (void) change_abil(op,skop); 533 (void) change_abil (op, skop);
490 } 534 }
491 } 535 }
492 536
493 /* now change to the new gods attributes to exp_obj */ 537 /* now change to the new gods attributes to exp_obj */
494 skop->title = new_god->name; 538 skop->title = new_god->name;
495 skop->path_attuned=new_god->path_attuned; 539 skop->path_attuned = new_god->path_attuned;
496 skop->path_repelled=new_god->path_repelled; 540 skop->path_repelled = new_god->path_repelled;
497 skop->path_denied=new_god->path_denied; 541 skop->path_denied = new_god->path_denied;
498 /* copy god's resistances */ 542 /* copy god's resistances */
499 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 543 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
500 544
501 /* make sure that certain immunities do NOT get passed 545 /* make sure that certain immunities do NOT get passed
502 * to the follower! 546 * to the follower!
503 */ 547 */
504 for (i=0; i<NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
505 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 549 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
506 i==ATNR_ELECTRICITY || i==ATNR_POISON))
507 skop->resist[i] = 30; 550 skop->resist[i] = 30;
508 551
509 skop->stats.hp= (sint16) new_god->last_heal; 552 skop->stats.hp = (sint16) new_god->last_heal;
510 skop->stats.sp= (sint16) new_god->last_sp; 553 skop->stats.sp = (sint16) new_god->last_sp;
511 skop->stats.grace= (sint16) new_god->last_grace; 554 skop->stats.grace = (sint16) new_god->last_grace;
512 skop->stats.food= (sint16) new_god->last_eat; 555 skop->stats.food = (sint16) new_god->last_eat;
513 skop->stats.luck= (sint8) new_god->stats.luck; 556 skop->stats.luck = (sint8) new_god->stats.luck;
514 /* gods may pass on certain flag properties */ 557 /* gods may pass on certain flag properties */
515 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 558 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
516 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 559 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
517 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 560 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
518 update_priest_flag(new_god,skop,FLAG_STEALTH); 561 update_priest_flag (new_god, skop, FLAG_STEALTH);
519 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 562 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
520 update_priest_flag(new_god,skop,FLAG_UNDEAD); 563 update_priest_flag (new_god, skop, FLAG_UNDEAD);
521 update_priest_flag(new_god,skop,FLAG_BLIND); 564 update_priest_flag (new_god, skop, FLAG_BLIND);
522 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 565 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
523 566
524 new_draw_info_format(NDI_UNIQUE,0,op, 567 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
525 "You are bathed in %s's aura.",&new_god->name);
526 568
527 /* Weapon/armour use are special...handle flag toggles here as this can 569 /* Weapon/armour use are special...handle flag toggles here as this can
528 * only happen when gods are worshipped and if the new priest could 570 * only happen when gods are worshipped and if the new priest could
529 * have used armour/weapons in the first place. 571 * have used armour/weapons in the first place.
530 * 572 *
531 * This also can happen for monks which cannot use weapons. In this case 573 * This also can happen for monks which cannot use weapons. In this case
532 * do not allow to use weapons even if the god otherwise would allow it. 574 * do not allow to use weapons even if the god otherwise would allow it.
533 */ 575 */
534 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 576 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
535 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 577 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
536 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 578 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
537 579
538 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 580 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
539 stop_using_item(op,WEAPON,2); 581 stop_using_item (op, WEAPON, 2);
540 582
541 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 583 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
584 {
542 stop_using_item(op,ARMOUR,1); 585 stop_using_item (op, ARMOUR, 1);
543 stop_using_item(op,HELMET,1); 586 stop_using_item (op, HELMET, 1);
544 stop_using_item(op,BOOTS,1); 587 stop_using_item (op, BOOTS, 1);
545 stop_using_item(op,GLOVES,1); 588 stop_using_item (op, GLOVES, 1);
546 stop_using_item(op,SHIELD,1); 589 stop_using_item (op, SHIELD, 1);
547 } 590 }
548 591
549 SET_FLAG(skop,FLAG_APPLIED); 592 SET_FLAG (skop, FLAG_APPLIED);
550 (void) change_abil(op,skop); 593 (void) change_abil (op, skop);
551 594
552 /* return to previous skill status */ 595 /* return to previous skill status */
596 if (!sk_applied)
553 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 597 CLEAR_FLAG (skop, FLAG_APPLIED);
554 598
555 check_special_prayers (op, new_god); 599 check_special_prayers (op, new_god);
556} 600}
557 601
558/** 602/**
559 * Forbids or let player use something item type. 603 * Forbids or let player use something item type.
560 * op is the player. 604 * op is the player.
561 * exp_obj is the widsom experience. 605 * exp_obj is the widsom experience.
562 * flag is the flag to check against. 606 * flag is the flag to check against.
563 * string is the string to print out. 607 * string is the string to print out.
564 */ 608 */
565 609
610int
566int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 611worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
612{
567 613
568 if(QUERY_FLAG(&op->arch->clone,flag)) 614 if (QUERY_FLAG (&op->arch->clone, flag))
569 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 615 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
616 {
570 update_priest_flag(exp_obj,op,flag); 617 update_priest_flag (exp_obj, op, flag);
571 if(QUERY_FLAG(op,flag)) 618 if (QUERY_FLAG (op, flag))
572 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 619 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
573 else { 620 else
621 {
574 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 622 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
575 return 1; 623 return 1;
624 }
576 } 625 }
577 }
578 return 0; 626 return 0;
579} 627}
580 628
581/** 629/**
582 * Unapplies up to number worth of items of type 630 * Unapplies up to number worth of items of type
583 */ 631 */
632void
584void stop_using_item ( object *op, int type, int number ) { 633stop_using_item (object *op, int type, int number)
634{
585 object *tmp; 635 object *tmp;
586 636
587 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 637 for (tmp = op->inv; tmp && number; tmp = tmp->below)
588 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 638 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
639 {
589 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 640 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
590 number--; 641 number--;
591 } 642 }
592} 643}
593 644
594/** 645/**
595 * If the god does/doesnt have this flag, we 646 * If the god does/doesnt have this flag, we
596 * give/remove it from the experience object if it doesnt/does 647 * give/remove it from the experience object if it doesnt/does
597 * already exist. For players only! 648 * already exist. For players only!
598 */ 649 */
599 650
651void
600void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 652update_priest_flag (object *god, object *exp_ob, uint32 flag)
653{
601 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 654 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
602 SET_FLAG(exp_ob,flag); 655 SET_FLAG (exp_ob, flag);
603 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 656 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
604 { 657 {
605 /* When this is called with the exp_ob set to the player, 658 /* When this is called with the exp_ob set to the player,
606 * this check is broken, because most all players arch 659 * this check is broken, because most all players arch
607 * allow use of weapons. I'm not actually sure why this 660 * allow use of weapons. I'm not actually sure why this
608 * check is here - I guess if you had a case where the 661 * check is here - I guess if you had a case where the
609 * value in the archetype (wisdom) should over ride the restrictions 662 * 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 663 * the god places on it, this may make sense. But I don't think
611 * there is any case like that. 664 * there is any case like that.
612 */ 665 */
613 666
614/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 667/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
615 CLEAR_FLAG(exp_ob,flag); 668 CLEAR_FLAG (exp_ob, flag);
616 }; 669 };
617} 670}
618 671
619 672
620 673
674archetype *
621archetype *determine_holy_arch (object *god, const char *type) 675determine_holy_arch (object *god, const char *type)
622{ 676{
623 treasure *tr; 677 treasure *tr;
624 678
625 if ( ! god || ! god->randomitems) { 679 if (!god || !god->randomitems)
680 {
626 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 681 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
627 "randomitems\n");
628 return NULL; 682 return NULL;
629 } 683 }
630 684
631 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 685 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
686 {
632 object *item; 687 object *item;
633 688
634 if ( ! tr->item) 689 if (!tr->item)
635 continue; 690 continue;
636 item = &tr->item->clone; 691 item = &tr->item->clone;
637 692
638 if (item->type == BOOK && item->invisible 693 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
639 && strcmp (item->name, type) == 0)
640 return item->other_arch; 694 return item->other_arch;
641 } 695 }
642 return NULL; 696 return NULL;
643} 697}
644 698
645/** 699/**
646 * God helps player by removing curse and/or damnation. 700 * God helps player by removing curse and/or damnation.
647 */ 701 */
702static int
648static int god_removes_curse (object *op, int remove_damnation) 703god_removes_curse (object *op, int remove_damnation)
649{ 704{
650 object *tmp; 705 object *tmp;
651 int success = 0; 706 int success = 0;
652 707
653 for (tmp = op->inv; tmp; tmp = tmp->below) { 708 for (tmp = op->inv; tmp; tmp = tmp->below)
709 {
654 if (tmp->invisible) 710 if (tmp->invisible)
655 continue; 711 continue;
656 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 712 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
657 continue; 713 continue;
658 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
715 {
659 success = 1; 716 success = 1;
660 CLEAR_FLAG (tmp, FLAG_DAMNED); 717 CLEAR_FLAG (tmp, FLAG_DAMNED);
661 CLEAR_FLAG (tmp, FLAG_CURSED); 718 CLEAR_FLAG (tmp, FLAG_CURSED);
662 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 719 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
663 if (op->type == PLAYER) 720 if (op->type == PLAYER)
664 esrv_send_item (op, tmp); 721 esrv_send_item (op, tmp);
665 } 722 }
666 } 723 }
667 724
668 if (success) 725 if (success)
669 new_draw_info (NDI_UNIQUE, 0, op, 726 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; 727 return success;
672} 728}
673 729
730static int
674static int follower_level_to_enchantments (int level, int difficulty) 731follower_level_to_enchantments (int level, int difficulty)
675{ 732{
676 if (difficulty < 1) { 733 if (difficulty < 1)
677 LOG (llevError, "follower_level_to_enchantments(): " 734 {
678 "difficulty %d is invalid\n", difficulty); 735 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
679 return 0; 736 return 0;
680 } 737 }
681 738
682 if (level <= 20) 739 if (level <= 20)
683 return level / difficulty; 740 return level / difficulty;
684 if (level <= 40) 741 if (level <= 40)
685 return (20 + (level - 20) / 2) / difficulty; 742 return (20 + (level - 20) / 2) / difficulty;
686 return (30 + (level - 40) / 4) / difficulty; 743 return (30 + (level - 40) / 4) / difficulty;
687} 744}
688 745
689/** 746/**
690 * God wants to enchant weapon. 747 * God wants to enchant weapon.
691 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 748 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
692 * it isn't a weapon for another god. If all is all right, update weapon with 749 * it isn't a weapon for another god. If all is all right, update weapon with
693 * attacktype, slaying and such. 750 * attacktype, slaying and such.
694 */ 751 */
752static int
695static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 753god_enchants_weapon (object *op, object *god, object *tr, object *skill)
696{ 754{
697 char buf[MAX_BUF]; 755 char buf[MAX_BUF];
698 object *weapon; 756 object *weapon;
699 uint32 attacktype; 757 uint32 attacktype;
700 int tmp; 758 int tmp;
701 759
702 for (weapon = op->inv; weapon; weapon = weapon->below) 760 for (weapon = op->inv; weapon; weapon = weapon->below)
703 if ((weapon->type == WEAPON || weapon->type == BOW) 761 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
704 && QUERY_FLAG (weapon, FLAG_APPLIED))
705 break; 762 break;
706 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 763 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; 764 return 0;
765
766 /* First give it a title, so other gods won't touch it */
767 if (!weapon->title)
768 {
769 sprintf (buf, "of %s", &god->name);
770 weapon->title = buf;
771 if (op->type == PLAYER)
772 esrv_update_item (UPD_NAME, op, weapon);
773 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
774 }
775
776 /* Allow the weapon to slay enemies */
777 if (!weapon->slaying && god->slaying)
778 {
779 weapon->slaying = god->slaying;
780 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
781 return 1;
782 }
783
784 /* Add the gods attacktype */
785 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
786 if ((attacktype & god->attacktype) != god->attacktype)
787 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
789 weapon->attacktype = attacktype | god->attacktype;
790 return 1;
791 }
792
793 /* Higher magic value */
794 tmp = follower_level_to_enchantments (skill->level, tr->level);
795 if (weapon->magic < tmp)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
798 weapon->magic++;
799 if (op->type == PLAYER)
800 esrv_update_item (UPD_NAME, op, weapon);
801 return 1;
802 }
803
804 return 0;
747} 805}
748 806
749 807
750/** 808/**
751 * Every once in a while the god will intervene to help the worshiper. 809 * Every once in a while the god will intervene to help the worshiper.
752 * Later, this fctn can be used to supply quests, etc for the 810 * Later, this fctn can be used to supply quests, etc for the
753 * priest. -b.t. 811 * priest. -b.t.
754 * called from pray_at_altar() currently. 812 * called from pray_at_altar() currently.
755 */ 813 */
756 814
815void
757void god_intervention (object *op, object *god, object *skill) 816god_intervention (object *op, object *god, object *skill)
758{ 817{
759 treasure *tr; 818 treasure *tr;
760 819
761 if ( ! god || ! god->randomitems) { 820 if (!god || !god->randomitems)
762 LOG (llevError, 821 {
763 "BUG: god_intervention(): no god or god without randomitems\n"); 822 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
764 return; 823 return;
765 } 824 }
766 825
767 check_special_prayers (op, god); 826 check_special_prayers (op, god);
768 827
769 /* lets do some checks of whether we are kosher with our god */ 828 /* lets do some checks of whether we are kosher with our god */
770 if (god_examines_priest (op, god) < 0) 829 if (god_examines_priest (op, god) < 0)
771 return; 830 return;
772 831
773 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 832 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
774 833
775 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 834 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
835 {
776 object *item; 836 object *item;
777 837
778 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 838 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
839 continue;
840
841 /* Treasurelist - generate some treasure for the follower */
842 if (tr->name)
843 {
844 treasurelist *tl = find_treasurelist (tr->name);
845
846 if (tl == NULL)
779 continue; 847 continue;
780 848
781 /* Treasurelist - generate some treasure for the follower */ 849 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
782 if (tr->name) { 850
783 treasurelist *tl = find_treasurelist (tr->name); 851 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
784 if (tl == NULL) 852 return;
853 }
854
855 if (!tr->item)
856 {
857 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
858 continue;
859 }
860 item = &tr->item->clone;
861
862 /* Grace limit */
863 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
864 {
865 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
866 {
867 object *tmp;
868
869 /* Follower lacks the required grace for the following
870 * treasure list items. */
871
872 tmp = get_archetype (HOLY_POSSESSION);
873 cast_change_ability (op, op, tmp, 0, 1);
874 tmp->destroy (0);
875 return;
876 }
877 continue;
878 }
879
880 /* Restore grace */
881 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
882 {
883 if (op->stats.grace >= 0)
785 continue; 884 continue;
885 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
886 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
887 return;
888 }
786 889
787 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 890 /* Heal damage */
788 "eyes. You catch it before it falls to the ground."); 891 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
892 {
893 if (op->stats.hp >= op->stats.maxhp)
894 continue;
895 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
896 op->stats.hp = op->stats.maxhp;
897 return;
898 }
789 899
790 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 900 /* Restore spellpoints */
791 | GT_UPDATE_INV, skill->level, 0); 901 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
902 {
903 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
904
905 /* Restore to 50 .. 100%, if sp < 50% */
906 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
907
908 if (op->stats.sp >= max / 2)
909 continue;
910 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
911 op->stats.sp = new_sp;
912 }
913
914 /* Various heal spells */
915 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
916 {
917 object *tmp;
918 int success;
919
920 tmp = get_archetype_by_object_name (item->slaying);
921
922 success = cast_heal (op, op, tmp, 0);
923 tmp->destroy (0);
924 if (success)
792 return; 925 return;
793 } 926 else
794
795 if ( ! tr->item) {
796 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
797 &god->name);
798 continue; 927 continue;
799 } 928 }
800 item = &tr->item->clone;
801 929
802 /* Grace limit */ 930 /* Remove curse */
803 if (item->type == BOOK && item->invisible 931 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
804 && strcmp (item->name, "grace limit") == 0) { 932 {
805 if (op->stats.grace < item->stats.grace 933 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; 934 return;
935 else
936 continue;
937 }
938
939 /* Remove damnation */
940 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
941 {
942 if (god_removes_curse (op, 1))
943 return;
944 else
945 continue;
946 }
947
948 /* Heal depletion */
949 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
950 {
951 object *depl;
952 archetype *at;
953 int i;
954
955 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
956 {
957 LOG (llevError, "Could not find archetype depletion.\n");
958 continue;
816 } 959 }
960 depl = present_arch_in_ob (at, op);
961 if (depl == NULL)
817 continue; 962 continue;
818 } 963 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
819 964 for (i = 0; i < NUM_STATS; i++)
820 /* Restore grace */ 965 if (get_attr_value (&depl->stats, i))
821 if (item->type == BOOK && item->invisible 966 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
822 && strcmp (item->name, "restore grace") == 0) 967 depl->remove ();
968 depl->destroy (0);
969 fix_player (op);
970 return;
823 { 971 }
824 if (op->stats.grace >= 0) 972
825 continue; 973 /* Voices */
826 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 974 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
975 {
976 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
977 new_draw_info (NDI_WHITE, 0, op, item->msg);
978 return;
979 }
980
981 /* Messages */
982 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
983 {
827 new_draw_info (NDI_UNIQUE, 0, op, 984 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
828 "You are returned to a state of grace."); 985 return;
986 }
987
988 /* Enchant weapon */
989 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
990 {
991 if (god_enchants_weapon (op, god, item, skill))
829 return; 992 return;
830 } 993 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; 994 continue;
838 new_draw_info (NDI_UNIQUE, 0, op, 995 }
839 "A white light surrounds and heals you!"); 996
840 op->stats.hp = op->stats.maxhp; 997 /* Spellbooks - works correctly only for prayers */
998 if (item->type == SPELL)
999 {
1000 if (check_spell_known (op, item->name))
1001 continue;
1002 if (item->level > skill->level)
1003 continue;
1004
1005 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1006 do_learn_spell (op, item, 1);
1007 return;
1008
1009 }
1010
1011 /* Other gifts */
1012 if (!item->invisible)
1013 {
1014 if (god_gives_present (op, god, tr))
841 return; 1015 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 1016 else
880 continue; 1017 continue;
881 }
882
883 /* Remove damnation */
884 if (item->type == BOOK && item->invisible
885 && strcmp (item->name, "remove damnation") == 0)
886 { 1018 }
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 */ 1019 /* else ignore it */
971 } 1020 }
972 1021
973 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
974} 1023}
975 1024
976/** 1025/**
977 * Checks and maybe punishes someone praying. 1026 * Checks and maybe punishes someone praying.
978 * All applied items are examined, if player is using more items of other gods, 1027 * All applied items are examined, if player is using more items of other gods,
979 * s/he loses experience in praying or general experience if no praying. 1028 * s/he loses experience in praying or general experience if no praying.
980 */ 1029 */
1030int
981int god_examines_priest (object *op, object *god) { 1031god_examines_priest (object *op, object *god)
1032{
982 int reaction=1; 1033 int reaction = 1;
983 object *item=NULL, *skop; 1034 object *item = NULL, *skop;
984 1035
985 for(item=op->inv;item;item=item->below) { 1036 for (item = op->inv; item; item = item->below)
1037 {
986 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1038 if (QUERY_FLAG (item, FLAG_APPLIED))
1039 {
987 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1040 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
988 } 1041 }
989 } 1042 }
990 1043
991 /* well, well. Looks like we screwed up. Time for god's revenge */ 1044 /* well, well. Looks like we screwed up. Time for god's revenge */
992 if(reaction<0) { 1045 if (reaction < 0)
1046 {
993 int loss = 10000000; 1047 int loss = 10000000;
994 int angry = abs(reaction); 1048 int angry = abs (reaction);
995 1049
996 for (skop = op->inv; skop != NULL; skop=skop->below) 1050 for (skop = op->inv; skop != NULL; skop = skop->below)
997 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1051 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1052 break;
998 1053
999 if (skop) 1054 if (skop)
1000 loss = (int) (0.05 * (float) skop->stats.exp); 1055 loss = (int) (0.05 * (float) skop->stats.exp);
1001 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1056 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1002 skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1003 if(random_roll(0, angry, op, PREFER_LOW)) { 1057 if (random_roll (0, angry, op, PREFER_LOW))
1058 {
1004 object *tmp = get_archetype(LOOSE_MANA); 1059 object *tmp = get_archetype (LOOSE_MANA);
1060
1005 cast_magic_storm(op,tmp,op->level+(angry*3)); 1061 cast_magic_storm (op, tmp, op->level + (angry * 3));
1006 } 1062 }
1007 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1063 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1008 "%s becomes angry and punishes you!",&god->name);
1009 } 1064 }
1010 return reaction; 1065 return reaction;
1011} 1066}
1012 1067
1013/** 1068/**
1014 * God checks item the player is using. 1069 * God checks item the player is using.
1015 * Return either -1 (bad), 0 (neutral) or 1070 * Return either -1 (bad), 0 (neutral) or
1016 * 1 (item is ok). If you are using the item of an enemy 1071 * 1 (item is ok). If you are using the item of an enemy
1017 * god, it can be bad...-b.t. 1072 * god, it can be bad...-b.t.
1018 */ 1073 */
1019 1074
1075int
1020int god_examines_item(object *god, object *item) { 1076god_examines_item (object *god, object *item)
1077{
1021 char buf[MAX_BUF]; 1078 char buf[MAX_BUF];
1022 1079
1023 if(!god||!item) return 0; 1080 if (!god || !item)
1081 return 0;
1024 1082
1025 if(!item->title) return 1; /* unclaimed item are ok */ 1083 if (!item->title)
1084 return 1; /* unclaimed item are ok */
1026 1085
1027 sprintf(buf,"of %s",&god->name); 1086 sprintf (buf, "of %s", &god->name);
1028 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1087 if (!strcmp (item->title, buf))
1088 return 1; /* belongs to that God */
1029 1089
1030 if(god->title) { /* check if we have any enemy blessed item*/ 1090 if (god->title)
1091 { /* check if we have any enemy blessed item */
1031 sprintf(buf,"of %s", &god->title); 1092 sprintf (buf, "of %s", &god->title);
1032 if(!strcmp(item->title,buf)) { 1093 if (!strcmp (item->title, buf))
1094 {
1033 if(item->env) { 1095 if (item->env)
1096 {
1034 char buf[MAX_BUF]; 1097 char buf[MAX_BUF];
1098
1035 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1099 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1036 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1100 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1037 } 1101 }
1038 return -1; 1102 return -1;
1039 } 1103 }
1040 } 1104 }
1041 1105
1042 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1106 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1043} 1107}
1044 1108
1045/** 1109/**
1046 * Returns priest's god's id. 1110 * Returns priest's god's id.
1047 * Straight calls lookup_god_by_name 1111 * Straight calls lookup_god_by_name
1048 */ 1112 */
1049 1113
1114int
1050int get_god(object *priest) { 1115get_god (object *priest)
1116{
1051 int godnr=lookup_god_by_name(determine_god(priest)); 1117 int godnr = lookup_god_by_name (determine_god (priest));
1052 1118
1053 return godnr; 1119 return godnr;
1054} 1120}
1055 1121
1056/** 1122/**
1057 * Returns a string that is the name of the god that should be natively worshipped by a 1123 * Returns a string that is the name of the god that should be natively worshipped by a
1058 * creature of who has race *race 1124 * creature of who has race *race
1059 * if we can't find a god that is appropriate, we return NULL 1125 * if we can't find a god that is appropriate, we return NULL
1060 */ 1126 */
1127const char *
1061const char *get_god_for_race(const char *race) { 1128get_god_for_race (const char *race)
1129{
1062 godlink *gl=first_god; 1130 godlink *gl = first_god;
1063 const char *godname=NULL; 1131 const char *godname = NULL;
1064 1132
1065 if (race == NULL) return NULL; 1133 if (race == NULL)
1134 return NULL;
1066 while(gl) { 1135 while (gl)
1136 {
1067 if (!strcasecmp(gl->arch->clone.race, race)) { 1137 if (!strcasecmp (gl->arch->clone.race, race))
1138 {
1068 godname=gl->name; 1139 godname = gl->name;
1069 break; 1140 break;
1070 } 1141 }
1071 gl=gl->next; 1142 gl = gl->next;
1072 } 1143 }
1073 return godname; 1144 return godname;
1074} 1145}
1146
1075/** 1147/**
1076 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1148 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1077 * Returns false if there was no race to assign to the slaying field of the spell, but 1149 * Returns false if there was no race to assign to the slaying field of the spell, but
1078 * the spell attacktype contains AT_HOLYWORD. -b.t. 1150 * the spell attacktype contains AT_HOLYWORD. -b.t.
1079 */ 1151 */
1080 1152
1153int
1081int tailor_god_spell(object *spellop, object *caster) { 1154tailor_god_spell (object *spellop, object *caster)
1155{
1082 object *god=find_god(determine_god(caster)); 1156 object *god = find_god (determine_god (caster));
1083 int caster_is_spell=0; 1157 int caster_is_spell = 0;
1084 1158
1085 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1159 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1160 caster_is_spell = 1;
1086 1161
1087 /* if caster is a rune or the like, it doesn't worship anything. However, 1162 /* if caster is a rune or the like, it doesn't worship anything. However,
1088 * if this object is owned by someone, then the god that they worship 1163 * if this object is owned by someone, then the god that they worship
1089 * is relevant, so use that. 1164 * is relevant, so use that.
1090 */ 1165 */
1166 if (!god && get_owner (caster))
1091 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1167 god = find_god (determine_god (get_owner (caster)));
1092 1168
1093 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1169 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1170 {
1094 if ( ! caster_is_spell) 1171 if (!caster_is_spell)
1095 new_draw_info(NDI_UNIQUE, 0, caster,
1096 "This prayer is useless unless you worship an appropriate god"); 1172 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1097 else 1173 else
1098 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1174 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1099 free_object(spellop); 1175 spellop->destroy (0);
1100 return 0; 1176 return 0;
1101 } 1177 }
1102 1178
1103 /* either holy word or godpower attacks will set the slaying field */ 1179 /* either holy word or godpower attacks will set the slaying field */
1104 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1180 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1181 {
1105 if (spellop->slaying) 1182 if (spellop->slaying)
1106 spellop->slaying = NULL; 1183 spellop->slaying = NULL;
1107 1184
1108 if(!caster_is_spell) 1185 if (!caster_is_spell)
1109 spellop->slaying = god->slaying; 1186 spellop->slaying = god->slaying;
1110 else if(caster->slaying) 1187 else if (caster->slaying)
1111 spellop->slaying = caster->slaying; 1188 spellop->slaying = caster->slaying;
1112 } 1189 }
1113 1190
1114 /* only the godpower attacktype adds the god's attack onto the spell */ 1191 /* only the godpower attacktype adds the god's attack onto the spell */
1115 if(spellop->attacktype & AT_GODPOWER) 1192 if (spellop->attacktype & AT_GODPOWER)
1116 spellop->attacktype=spellop->attacktype|god->attacktype; 1193 spellop->attacktype = spellop->attacktype | god->attacktype;
1117 1194
1118 /* tack on the god's name to the spell */ 1195 /* tack on the god's name to the spell */
1119 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1196 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1197 {
1120 spellop->title = god->name; 1198 spellop->title = god->name;
1121 if(spellop->title){ 1199 if (spellop->title)
1200 {
1122 char buf[MAX_BUF]; 1201 char buf[MAX_BUF];
1202
1123 sprintf(buf,"%s of %s",&spellop->name, &spellop->title); 1203 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1124 spellop->name = spellop->name_pl = buf; 1204 spellop->name = spellop->name_pl = buf;
1125 } 1205 }
1126 } 1206 }
1127 1207
1128 return 1; 1208 return 1;
1129} 1209}
1130

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