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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.45 by root, Thu Jan 1 16:05:13 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 1.2 2006/08/25 17:11:53 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
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28
29 23
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 24/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 25 * monster race initialization. b.t.
32 */ 26 */
33 27
36#include <global.h> 30#include <global.h>
37#include <living.h> 31#include <living.h>
38#include <object.h> 32#include <object.h>
39#include <spells.h> 33#include <spells.h>
40#include <sounds.h> 34#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 35#include <sproto.h>
43#endif
44 36
45/** 37/**
46 * Returns the id of specified god. 38 * Returns the id of specified god.
47 */ 39 */
48int lookup_god_by_name(const char *name) { 40int
49 int godnr=-1; 41lookup_god_by_name (shstr_cmp name)
50 size_t nmlen = strlen(name); 42{
51 43 if (name)
52 if(name && strcmp(name,"none")) {
53 godlink *gl;
54 for(gl=first_god;gl;gl=gl->next) 44 for (godlink *gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 45 if (gl->name == name)
56 break; 46 return gl->id;
57 if(gl) godnr=gl->id; 47
58 } 48 return -1;
59 return godnr;
60} 49}
61 50
62/** 51/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 52 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 53 */
65object *find_god(const char *name) { 54object *
66 object *god=NULL; 55find_god (shstr_cmp name)
67 56{
68 if(name) { 57 if (name)
69 godlink *gl;
70
71 for(gl=first_god;gl;gl=gl->next) 58 for (godlink *gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 59 if (gl->name == name)
73 if(gl) god=pntr_to_god_obj(gl); 60 return pntr_to_god_obj (gl);
74 } 61
75 return god; 62 return 0;
63}
64
65/**
66 * Returns a string that is the name of the god that should be natively worshipped by a
67 * creature of who has race *race
68 * if we can't find a god that is appropriate, we return NULL
69 */
70static shstr_tmp
71get_god_for_race (shstr_cmp race)
72{
73 if (race)
74 for (godlink *gl = first_god; gl; gl = gl->next)
75 if (gl->arch->race == race)
76 return gl->name;
77
78 return shstr_tmp ();
76} 79}
77 80
78/** 81/**
79 * Determines if op worships a god. 82 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god. 83 * 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 84 * 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 85 * who they should worship based on their race. If that fails we
83 * give them a random one. 86 * give them a random one.
84 */ 87 */
85 88shstr_tmp
86const char *determine_god(object *op) { 89determine_god (object *op)
87 int godnr = -1; 90{
88 const char *godname;
89
90 /* spells */ 91 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 92 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
92 op->title) 93 if (lookup_god_by_name (op->title) >= 0)
93 { 94 return op->title;
94 if (lookup_god_by_name(op->title)>=0) return op->title; 95
96 if (!op->is_player () && op->flag [FLAG_ALIVE])
95 } 97 {
96
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) {
98
99 /* find a god based on race */ 98 /* find a god based on race */
100 if(!op->title) { 99 if (!op->title)
101 if (op->race !=NULL) { 100 op->title = get_god_for_race (op->race);
102 godname=get_god_for_race(op->race); 101
103 if (godname!=NULL) { 102 /* find a random god */
104 op->title = add_string(godname); 103 if (!op->title)
105 } 104 {
105 int godnr = rndm (1, first_god->id);
106
107 for (godlink *gl = first_god; gl && gl->id != godnr; gl = gl->next)
108 if (gl->id == godnr)
109 {
110 op->title = gl->name;
111 break;
112 }
113 }
114
115 return op->title;
106 } 116 }
107 }
108 117
109 /* find a random god */
110 if(!op->title) {
111 godlink *gl = first_god;
112
113 godnr = rndm(1, gl->id);
114 while(gl) {
115 if(gl->id == godnr) break;
116 gl=gl->next;
117 }
118 op->title = add_string(gl->name);
119 }
120
121 return op->title;
122 }
123
124
125 /* The god the player worships is in the praying skill (native skill 118 /* 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 119 * 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 120 * that skill, once we find it, we can return, either with the
128 * title or "none". 121 * title or "none".
129 */ 122 */
130 if(op->type==PLAYER) { 123 if (op->type == PLAYER)
131 object *tmp;
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 124 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 125 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
134 if (tmp->title) return (tmp->title); 126 {
135 else return("none"); 127 if (tmp->title)
136 } 128 return tmp->title;
137 } 129
138 return ("none"); 130 break;
131 }
132
133 return shstr_none;
139} 134}
140 135
141/** 136/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 137 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 138 */
139static int
144static int same_string (const char *s1, const char *s2) 140same_string (const char *s1, const char *s2)
145{ 141{
146 if (s1 == NULL) 142 if (s1 == s2)
147 if (s2 == NULL)
148 return 1; 143 return 1;
149 else 144 else if (s1 && s2)
150 return 0; 145 return !strcmp (s1, s2);
151 else 146 else
152 if (s2 == NULL)
153 return 0; 147 return 0;
154 else
155 return strcmp (s1, s2) == 0;
156} 148}
157
158 149
159/** 150/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 151 * 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 152 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 153 * message is displayed to the player.
163 */ 154 */
155static void
164static void follower_remove_similar_item (object *op, object *item) 156follower_remove_similar_item (object *op, object *item)
165{ 157{
166 object *tmp, *next; 158 object *tmp, *next;
167 159
168 if (op && op->type == PLAYER && op->contr) { 160 if (op && op->type == PLAYER && op->contr)
161 {
169 /* search the inventory */ 162 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 163 for (tmp = op->inv; tmp != NULL; tmp = next)
171 next = tmp->below; /* backup in case we remove tmp */
172 164 {
165 next = tmp->below; /* backup in case we remove tmp */
166
173 if (tmp->type == item->type 167 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 168 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 169 && 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) 170 {
177 && same_string (tmp->slaying, item->slaying)) {
178
179 /* message */ 171 /* message */
180 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 172 new_draw_info_format (NDI_UNIQUE, 0, op,
182 "The %s crumble to dust!", query_short_name(tmp)); 173 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
183 else 174 query_short_name (tmp));
184 new_draw_info_format(NDI_UNIQUE,0,op, 175
185 "The %s crumbles to dust!", query_short_name(tmp)); 176 tmp->destroy ();
186 177 }
187 remove_ob(tmp); /* remove obj from players inv. */ 178
188 esrv_del_item(op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */
190 }
191 if (tmp->inv) 179 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 180 follower_remove_similar_item (tmp, item);
193 } 181 }
194 } 182 }
195} 183}
196 184
197/** 185/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 186 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 187 * Returns 1 if found, else 0.
200 */ 188 */
189static int
201static int follower_has_similar_item (object *op, object *item) 190follower_has_similar_item (object *op, object *item)
202{ 191{
203 object *tmp; 192 object *tmp;
204 193
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 194 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
195 {
206 if (tmp->type == item->type 196 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 197 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 198 && 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; 199 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 200 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 201 return 1;
214 } 202 }
203 return 0;
204}
205
206/**
207 * God gives an item to the player.
208 */
209static int
210god_gives_present (object *op, object *god, treasure *tr)
211{
212 if (!tr->item)
215 return 0; 213 return 0;
216}
217 214
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)) 215 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; 216 return 0;
217
218 object *tmp = arch_to_object (tr->item);
219 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
220 op->insert (tmp);
221
222 return 1;
235} 223}
236 224
237/** 225/**
238 * Player prays at altar. 226 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 227 * Checks for god changing, divine intervention, and so on.
240 */ 228 */
229void
241void pray_at_altar(object *pl, object *altar, object *skill) { 230pray_at_altar (object *pl, object *altar, object *skill)
231{
242 object *pl_god=find_god(determine_god(pl)); 232 object *pl_god = find_god (determine_god (pl));
243 233
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) 234 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
235 return;
236
237 /* If non consecrate altar, don't do anything */
238 if (!altar->other_arch)
239 return;
240
241 /* hmm. what happend depends on pl's current god, level, etc */
242 if (!pl_god)
243 { /*new convert */
244 become_follower (pl, altar->other_arch);
245 return; 245 return;
246 246 }
247 /* If non consecrate altar, don't do anything */
248 if (!altar->other_arch) return;
249
250 /* hmm. what happend depends on pl's current god, level, etc */
251 if(!pl_god) { /*new convert */
252 become_follower(pl,&altar->other_arch->clone);
253 return;
254
255 } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) { 247 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
248 {
256 /* pray at your gods altar */ 249 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10; 250 int bonus = (pl->stats.Wis + skill->level) / 10;
258 251
259 /* we can get neg grace up faster */ 252 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 253 if (pl->stats.grace < 0)
261 bonus : -1*(pl->stats.grace/10)); 254 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
255
262 /* we can super-charge grace to 2x max */ 256 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 257 if (pl->stats.grace < 2 * pl->stats.maxgrace)
264 pl->stats.grace+=bonus/2; 258 pl->stats.grace += bonus / 2;
265 } 259 else
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) {
267 pl->stats.grace=(2*pl->stats.maxgrace); 260 pl->stats.grace = 2 * pl->stats.maxgrace;
268 }
269 261
270 /* Every once in a while, the god decides to checkup on their 262 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out. 263 * follower, and may intervene to help them out.
272 */ 264 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 265 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
274 266
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 267 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
276 god_intervention(pl,pl_god, skill); 268 god_intervention (pl, pl_god, skill);
277 269 }
278 } else { /* praying to another god! */ 270 else
271 { /* praying to another god! */
279 uint64 loss = 0; 272 uint64 loss = 0;
280 int angry=1; 273 int angry = 1;
281 274
282 /* I believe the logic for detecting opposing gods was completely 275 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch 276 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have 277 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch 278 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before 279 * is the opposing god - we need to verify that exists before
287 * using its values. 280 * using its values.
288 */ 281 */
289 if(pl_god->other_arch && 282 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
290 (altar->other_arch->name==pl_god->other_arch->name)) { 283 {
291 angry=2; 284 angry = 2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 285 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
293 object *tmp; 286 {
287 object *tmp;
294 288
295 /* you really screwed up */ 289 /* you really screwed up */
296 angry=3; 290 angry = 3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 291 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); 292 tmp = get_archetype (LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20); 293 cast_magic_storm (pl, tmp, pl_god->level + 20);
301 } else 294 }
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 295 else
303 "Foolish heretic! %s is livid!",pl_god->name); 296 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
304 } else 297 }
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 298 else
306 "Heretic! %s is angered!",pl_god->name); 299 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
307 300
308 /* whether we will be successfull in defecting or not - 301 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj 302 * we lose experience from the clerical experience obj
310 */ 303 */
311 304
312 loss = angry * (skill->stats.exp / 10); 305 loss = angry * (skill->stats.exp / 10);
313 if(loss) 306 if (loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 307 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);
316 308
317 /* May switch Gods, but its random chance based on our current level 309 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get 310 * note it gets harder to swap gods the higher we get
319 */ 311 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 312 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
321 become_follower(pl,&altar->other_arch->clone); 313 become_follower (pl, altar->other_arch);
322 } else { 314 else
315 {
323 /* toss this player off the altar. He can try again. */ 316 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 317 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."); 318 pl->contr->fire_on = 0;
319 pl->speed_left = 1.f;
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 320 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
327 } 321 }
328 } 322 }
329} 323}
330 324
331/** 325/**
332 * Removes special prayers given by a god. 326 * Removes special prayers given by a god.
333 */ 327 */
328static void
334static void check_special_prayers (object *op, object *god) 329check_special_prayers (object *op, object *god)
335{ 330{
336 /* Ensure that 'op' doesn't know any special prayers that are not granted 331 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'. 332 * by 'god'.
338 */ 333 */
339 treasure *tr; 334 treasure *tr;
340 object *tmp, *next_tmp; 335 object *tmp, *next_tmp;
341 int remove=0; 336 int remove = 0;
342 337
343 /* Outer loop iterates over all special prayer marks */ 338 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 339 for (tmp = op->inv; tmp; tmp = next_tmp)
340 {
345 next_tmp = tmp->below; 341 next_tmp = tmp->below;
346 342
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 343 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 344 * in that category, not something we need to worry about.
349 */ 345 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 346 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
351 continue; 347 continue;
352 348
353 if (god->randomitems == NULL) { 349 if (god->randomitems == NULL)
350 {
354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name); 351 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
355 do_forget_spell (op, tmp->name); 352 do_forget_spell (op, tmp->name);
356 continue; 353 continue;
357 } 354 }
358 355
359 /* Inner loop tries to find the special prayer in the god's treasure 356 /* Inner loop tries to find the special prayer in the god's treasure
360 * list. We default that the spell should be removed. 357 * list. We default that the spell should be removed.
361 */ 358 */
362 remove=1; 359 remove = 1;
363 for (tr = god->randomitems->items; tr; tr = tr->next) 360 for (tr = god->randomitems->items; tr; tr = tr->next)
364 { 361 {
365 object *item; 362 object *item;
366 363
367 if (tr->item == NULL) 364 if (!tr->item)
368 continue; 365 continue;
366
369 item = &tr->item->clone; 367 item = tr->item;
370 368
371 /* Basically, see if the matching spell is granted by this god. */ 369 /* Basically, see if the matching spell is granted by this god. */
372 370
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 371 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
374 remove=0; 372 {
375 break; 373 remove = 0;
376 } 374 break;
377 } 375 }
378 if (remove) { 376 }
379 /* just do the work of removing the spell ourselves - we already
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 }
388 377
378 if (remove)
379 do_forget_spell (op, tmp->name);
389 } 380 }
390} 381}
391 382
392/** 383/**
393 * This function is called whenever a player has 384 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes 385 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven 386 * that happen to the player, including the removal of godgiven
396 * items (from the former cult). 387 * items (from the former cult).
397 */ 388 */
389void
398void become_follower (object *op, object *new_god) { 390become_follower (object *op, object *new_god)
391{
399 object *old_god = NULL; /* old god */ 392 object *old_god = NULL; /* old god */
400 treasure *tr; 393 treasure *tr;
401 object *item, *skop, *next; 394 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.*/ 395 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
404 396
405
406 old_god = find_god(determine_god(op)); 397 old_god = find_god (determine_god (op));
407 398
408 /* take away any special god-characteristic items. */ 399 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) { 400 for (item = op->inv; item; item = next)
401 {
410 next = item->below; 402 next = item->below;
411 /* remove all invisible startequip items which are 403
412 * not skill, exp or force 404 // remove all invisible startequip items which are not skill, exp or force
413 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 405 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 406 (item->type != SKILL) && (item->type != FORCE))
416 (item->type != FORCE)) { 407 {
417
418 if (item->type == SPELL) 408 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 409 {
420 "You lose knowledge of %s.", item->name); 410 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
411 esrv_remove_spell (op->contr, item);
412 }
413
421 player_unready_range_ob(op->contr, item); 414 player_unready_range_ob (op->contr, item);
422 remove_ob(item); 415 item->destroy ();
423 free_object(item); 416 }
424 }
425 }
426 417 }
418
427 /* remove any godgiven items from the old god */ 419 /* remove any godgiven items from the old god */
428 if (old_god) { 420 if (old_god)
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 421 for (tr = old_god->randomitems->items; tr; tr = tr->next)
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 422 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 423 follower_remove_similar_item (op, tr->item);
432 } 424
433 } 425 if (!op || !new_god)
426 return;
427
428 if (op->race && new_god->slaying && op->race.contains (new_god->slaying))
434 429 {
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!", 430 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
439 new_god->name); 431
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 432 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
433 {
441 object *tmp = get_archetype(LOOSE_MANA); 434 object *tmp = get_archetype (LOOSE_MANA);
435
442 cast_magic_storm(op,tmp, new_god->level+10); 436 cast_magic_storm (op, tmp, new_god->level + 10);
443 } 437 }
444 return;
445 }
446 438
439 return;
440 }
447 441
448 /* give the player any special god-characteristic-items. */ 442 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 443 for (tr = new_god->randomitems->items; tr; tr = tr->next)
444 {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 445 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 446 && tr->item->type != BOOK && tr->item->type != SPELL)
452 god_gives_present(op,new_god,tr); } 447 god_gives_present (op, new_god, tr);
448 }
453 449
450 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
454 451
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) 452 for (skop = op->inv; skop; skop = skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 453 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
454 break;
460 455
461 /* Player has no skill - give them the skill */ 456 /* Player has no skill - give them the skill */
462 if (!skop) { 457 if (!skop)
463 /* The arhetype should always be defined - if we crash here because it doesn't, 458 /* The archetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 459 * 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 */ 460 */
461 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
462
463 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
464
465 /* Clear the "undead" status. We also need to force a call to change_abil,
466 * so I set undeadified for that.
467 * - gros, 21th July 2006.
468 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 469 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
477 { 470 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 471 CLEAR_FLAG (skop, FLAG_UNDEAD);
479 undeadified=1; 472 undeadified = 1;
480 } 473 }
481 474
475 if (skop->title)
476 {
482 if(skop->title) { /* get rid of old god */ 477 /* get rid of old god */
483 new_draw_info_format(NDI_UNIQUE,0,op, 478 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); 479
485 /* The point of this is to really show what abilities the player just lost */ 480 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) { 481 if (sk_applied || undeadified)
487 482 {
488 CLEAR_FLAG(skop,FLAG_APPLIED); 483 CLEAR_FLAG (skop, FLAG_APPLIED);
489 (void) change_abil(op,skop); 484 change_abil (op, skop);
490 } 485 }
491 free_string(skop->title);
492 } 486 }
493 487
494 /* now change to the new gods attributes to exp_obj */ 488 /* now change to the new gods attributes to exp_obj */
495 skop->title = add_string(new_god->name); 489 skop->title = new_god->name;
496 skop->path_attuned=new_god->path_attuned; 490 skop->path_attuned = new_god->path_attuned;
497 skop->path_repelled=new_god->path_repelled; 491 skop->path_repelled = new_god->path_repelled;
498 skop->path_denied=new_god->path_denied; 492 skop->path_denied = new_god->path_denied;
499 /* copy god's resistances */ 493 /* copy god's resistances */
500 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 494 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
501 495
502 /* make sure that certain immunities do NOT get passed 496 /* make sure that certain immunities do NOT get passed
503 * to the follower! 497 * to the follower!
504 */ 498 */
505 for (i=0; i<NROFATTACKS; i++) 499 for (i = 0; i < NROFATTACKS; i++)
506 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 500 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
507 i==ATNR_ELECTRICITY || i==ATNR_POISON))
508 skop->resist[i] = 30; 501 skop->resist[i] = 30;
509 502
510 skop->stats.hp= (sint16) new_god->last_heal; 503 skop->stats.hp = (sint16) new_god->last_heal;
511 skop->stats.sp= (sint16) new_god->last_sp; 504 skop->stats.sp = (sint16) new_god->last_sp;
512 skop->stats.grace= (sint16) new_god->last_grace; 505 skop->stats.grace = (sint16) new_god->last_grace;
513 skop->stats.food= (sint16) new_god->last_eat; 506 skop->stats.food = (sint16) new_god->last_eat;
514 skop->stats.luck= (sint8) new_god->stats.luck; 507 skop->stats.luck = (sint8) new_god->stats.luck;
515 /* gods may pass on certain flag properties */ 508 /* gods may pass on certain flag properties */
516 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 509 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
517 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 510 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
518 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 511 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
519 update_priest_flag(new_god,skop,FLAG_STEALTH); 512 update_priest_flag (new_god, skop, FLAG_STEALTH);
520 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 513 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
521 update_priest_flag(new_god,skop,FLAG_UNDEAD); 514 update_priest_flag (new_god, skop, FLAG_UNDEAD);
522 update_priest_flag(new_god,skop,FLAG_BLIND); 515 update_priest_flag (new_god, skop, FLAG_BLIND);
523 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 516 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
524 517
525 new_draw_info_format(NDI_UNIQUE,0,op, 518 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
526 "You are bathed in %s's aura.",new_god->name);
527 519
528 /* Weapon/armour use are special...handle flag toggles here as this can 520 /* Weapon/armour use are special...handle flag toggles here as this can
529 * only happen when gods are worshipped and if the new priest could 521 * only happen when gods are worshipped and if the new priest could
530 * have used armour/weapons in the first place. 522 * have used armour/weapons in the first place.
531 * 523 *
532 * This also can happen for monks which cannot use weapons. In this case 524 * This also can happen for monks which cannot use weapons. In this case
533 * do not allow to use weapons even if the god otherwise would allow it. 525 * do not allow to use weapons even if the god otherwise would allow it.
534 */ 526 */
535 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 527 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
536 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 528 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
529
537 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 530 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
538 531
539 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 532 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
540 stop_using_item(op,WEAPON,2); 533 stop_using_item (op, WEAPON, 2);
541 534
542 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 535 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
536 {
543 stop_using_item(op,ARMOUR,1); 537 stop_using_item (op, ARMOUR, 1);
544 stop_using_item(op,HELMET,1); 538 stop_using_item (op, HELMET, 1);
545 stop_using_item(op,BOOTS,1); 539 stop_using_item (op, BOOTS, 1);
546 stop_using_item(op,GLOVES,1); 540 stop_using_item (op, GLOVES, 1);
547 stop_using_item(op,SHIELD,1); 541 stop_using_item (op, SHIELD, 1);
548 } 542 }
549 543
550 SET_FLAG(skop,FLAG_APPLIED); 544 SET_FLAG (skop, FLAG_APPLIED);
551 (void) change_abil(op,skop); 545 (void) change_abil (op, skop);
552 546
553 /* return to previous skill status */ 547 /* return to previous skill status */
548 if (!sk_applied)
554 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 549 CLEAR_FLAG (skop, FLAG_APPLIED);
555 550
556 check_special_prayers (op, new_god); 551 check_special_prayers (op, new_god);
557} 552}
558 553
559/** 554/**
560 * Forbids or let player use something item type. 555 * Forbids or let player use something item type.
561 * op is the player. 556 * op is the player.
562 * exp_obj is the widsom experience. 557 * exp_obj is the widsom experience.
563 * flag is the flag to check against. 558 * flag is the flag to check against.
564 * string is the string to print out. 559 * string is the string to print out.
565 */ 560 */
566 561
562int
567int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 563worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
568 564{
569 if(QUERY_FLAG(&op->arch->clone,flag)) 565 if (QUERY_FLAG (op->arch, flag))
570 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 566 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
567 {
571 update_priest_flag(exp_obj,op,flag); 568 update_priest_flag (exp_obj, op, flag);
572 if(QUERY_FLAG(op,flag)) 569 if (QUERY_FLAG (op, flag))
573 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 570 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
574 else { 571 else
572 {
575 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 573 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
576 return 1; 574 return 1;
575 }
577 } 576 }
578 } 577
579 return 0; 578 return 0;
580} 579}
581 580
582/** 581/**
583 * Unapplies up to number worth of items of type 582 * Unapplies up to number worth of items of type
584 */ 583 */
584void
585void stop_using_item ( object *op, int type, int number ) { 585stop_using_item (object *op, int type, int number)
586{
586 object *tmp; 587 object *tmp;
587 588
588 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 589 for (tmp = op->inv; tmp && number; tmp = tmp->below)
589 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 590 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
591 {
590 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 592 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
591 number--; 593 number--;
592 } 594 }
593} 595}
594 596
595/** 597/**
596 * If the god does/doesnt have this flag, we 598 * If the god does/doesnt have this flag, we
597 * give/remove it from the experience object if it doesnt/does 599 * give/remove it from the experience object if it doesnt/does
598 * already exist. For players only! 600 * already exist. For players only!
599 */ 601 */
600 602
603void
601void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 604update_priest_flag (object *god, object *exp_ob, uint32 flag)
605{
602 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 606 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
603 SET_FLAG(exp_ob,flag); 607 SET_FLAG (exp_ob, flag);
604 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 608 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
605 { 609 {
606 /* When this is called with the exp_ob set to the player, 610 /* When this is called with the exp_ob set to the player,
607 * this check is broken, because most all players arch 611 * this check is broken, because most all players arch
608 * allow use of weapons. I'm not actually sure why this 612 * allow use of weapons. I'm not actually sure why this
609 * check is here - I guess if you had a case where the 613 * check is here - I guess if you had a case where the
610 * value in the archetype (wisdom) should over ride the restrictions 614 * value in the archetype (wisdom) should over ride the restrictions
611 * the god places on it, this may make sense. But I don't think 615 * the god places on it, this may make sense. But I don't think
612 * there is any case like that. 616 * there is any case like that.
613 */ 617 */
614 618
615/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 619/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
616 CLEAR_FLAG(exp_ob,flag); 620 CLEAR_FLAG (exp_ob, flag);
617 }; 621 };
618} 622}
619 623
620 624archetype *
621
622archetype *determine_holy_arch (object *god, const char *type) 625determine_holy_arch (object *god, shstr_cmp type)
623{ 626{
624 treasure *tr; 627 treasure *tr;
625 628
626 if ( ! god || ! god->randomitems) { 629 if (!god || !god->randomitems)
630 {
627 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 631 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
628 "randomitems\n");
629 return NULL; 632 return 0;
630 } 633 }
631 634
632 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 635 for (tr = god->randomitems->items; tr; tr = tr->next)
633 object *item; 636 {
634
635 if ( ! tr->item) 637 if (!tr->item)
636 continue; 638 continue;
637 item = &tr->item->clone;
638 639
640 object *item = tr->item;
641
639 if (item->type == BOOK && item->invisible 642 if (item->type == BOOK && item->invisible && item->name == type)
640 && strcmp (item->name, type) == 0)
641 return item->other_arch; 643 return item->other_arch;
642 } 644 }
643 return NULL; 645
646 return 0;
644} 647}
645 648
646/** 649/**
647 * God helps player by removing curse and/or damnation. 650 * God helps player by removing curse and/or damnation.
648 */ 651 */
652static int
649static int god_removes_curse (object *op, int remove_damnation) 653god_removes_curse (object *op, int remove_damnation)
650{ 654{
651 object *tmp;
652 int success = 0; 655 int success = 0;
653 656
654 for (tmp = op->inv; tmp; tmp = tmp->below) { 657 for (object *tmp = op->inv; tmp; tmp = tmp->below)
658 {
655 if (tmp->invisible) 659 if (tmp->invisible)
656 continue; 660 continue;
661
657 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 662 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
658 continue; 663 continue;
664
659 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 665 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
666 {
660 success = 1; 667 success = 1;
661 CLEAR_FLAG (tmp, FLAG_DAMNED); 668 CLEAR_FLAG (tmp, FLAG_DAMNED);
662 CLEAR_FLAG (tmp, FLAG_CURSED); 669 CLEAR_FLAG (tmp, FLAG_CURSED);
663 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 670 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
664 if (op->type == PLAYER)
665 esrv_send_item (op, tmp);
666 }
667 }
668 671
672 if (object *pl = tmp->visible_to ())
673 esrv_update_item (UPD_FLAGS, pl, tmp);
674 }
675 }
676
669 if (success) 677 if (success)
670 new_draw_info (NDI_UNIQUE, 0, op, 678 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
671 "You feel like someone is helping you."); 679
672 return success; 680 return success;
673} 681}
674 682
683static int
675static int follower_level_to_enchantments (int level, int difficulty) 684follower_level_to_enchantments (int level, int difficulty)
676{ 685{
677 if (difficulty < 1) { 686 if (difficulty < 1)
678 LOG (llevError, "follower_level_to_enchantments(): " 687 {
679 "difficulty %d is invalid\n", difficulty); 688 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
680 return 0; 689 return 0;
681 } 690 }
682 691
683 if (level <= 20) 692 if (level <= 20)
684 return level / difficulty; 693 return level / difficulty;
694
685 if (level <= 40) 695 if (level <= 40)
686 return (20 + (level - 20) / 2) / difficulty; 696 return (20 + (level - 20) / 2) / difficulty;
697
687 return (30 + (level - 40) / 4) / difficulty; 698 return (30 + (level - 40) / 4) / difficulty;
688} 699}
689 700
690/** 701/**
691 * God wants to enchant weapon. 702 * God wants to enchant weapon.
692 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 703 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
693 * it isn't a weapon for another god. If all is all right, update weapon with 704 * it isn't a weapon for another god. If all is all right, update weapon with
694 * attacktype, slaying and such. 705 * attacktype, slaying and such.
695 */ 706 */
707static int
696static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 708god_enchants_weapon (object *op, object *god, object *tr, object *skill)
697{ 709{
698 char buf[MAX_BUF];
699 object *weapon; 710 object *weapon;
700 uint32 attacktype; 711 uint32 attacktype;
701 int tmp; 712 int tmp;
702 713
703 for (weapon = op->inv; weapon; weapon = weapon->below) 714 for (weapon = op->inv; weapon; weapon = weapon->below)
704 if ((weapon->type == WEAPON || weapon->type == BOW) 715 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
705 && QUERY_FLAG (weapon, FLAG_APPLIED))
706 break; 716 break;
717
707 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 718 if (!weapon || god_examines_item (god, weapon) <= 0)
708 return 0;
709
710 /* First give it a title, so other gods won't touch it */
711 if ( ! weapon->title) {
712 sprintf (buf, "of %s", god->name);
713 weapon->title = add_string (buf);
714 if (op->type == PLAYER)
715 esrv_update_item (UPD_NAME, op, weapon);
716 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
717 }
718
719 /* Allow the weapon to slay enemies */
720 if ( ! weapon->slaying && god->slaying) {
721 weapon->slaying = add_string (god->slaying);
722 new_draw_info_format (NDI_UNIQUE, 0, op,
723 "Your %s now hungers to slay enemies of your god!",
724 weapon->name);
725 return 1;
726 }
727
728 /* Add the gods attacktype */
729 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
730 if ((attacktype & god->attacktype) != god->attacktype) {
731 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
732 weapon->attacktype = attacktype | god->attacktype;
733 return 1;
734 }
735
736 /* Higher magic value */
737 tmp = follower_level_to_enchantments (skill->level, tr->level);
738 if (weapon->magic < tmp) {
739 new_draw_info (NDI_UNIQUE, 0, op,
740 "A phosphorescent glow envelops your weapon!");
741 weapon->magic++;
742 if (op->type == PLAYER)
743 esrv_update_item (UPD_NAME, op, weapon);
744 return 1;
745 }
746
747 return 0; 719 return 0;
748}
749 720
721 /* First give it a title, so other gods won't touch it */
722 if (!weapon->title)
723 {
724 weapon->title = format ("of %s", &god->name);
725
726 if (object *pl = weapon->visible_to ())
727 esrv_update_item (UPD_NAME, pl, weapon);
728
729 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
730 }
731
732 /* Allow the weapon to slay enemies */
733 if (!weapon->slaying && god->slaying)
734 {
735 weapon->slaying = god->slaying;
736 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
737 return 1;
738 }
739
740 /* Add the gods attacktype */
741 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
742 if ((attacktype & god->attacktype) != god->attacktype)
743 {
744 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
745 weapon->attacktype = attacktype | god->attacktype;
746 return 1;
747 }
748
749 /* Higher magic value */
750 tmp = follower_level_to_enchantments (skill->level, tr->level);
751 if (weapon->magic < tmp)
752 {
753 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
754 weapon->magic++;
755
756 if (object *pl = weapon->visible_to ())
757 esrv_update_item (UPD_NAME, pl, weapon);
758
759 return 1;
760 }
761
762 return 0;
763}
750 764
751/** 765/**
752 * Every once in a while the god will intervene to help the worshiper. 766 * Every once in a while the god will intervene to help the worshiper.
753 * Later, this fctn can be used to supply quests, etc for the 767 * Later, this fctn can be used to supply quests, etc for the
754 * priest. -b.t. 768 * priest. -b.t.
755 * called from pray_at_altar() currently. 769 * called from pray_at_altar() currently.
756 */ 770 */
757 771void
758void god_intervention (object *op, object *god, object *skill) 772god_intervention (object *op, object *god, object *skill)
759{ 773{
760 treasure *tr; 774 treasure *tr;
761 775
762 if ( ! god || ! god->randomitems) { 776 if (!god || !god->randomitems)
763 LOG (llevError, 777 {
764 "BUG: god_intervention(): no god or god without randomitems\n"); 778 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
765 return; 779 return;
766 } 780 }
767 781
768 check_special_prayers (op, god); 782 check_special_prayers (op, god);
769 783
770 /* lets do some checks of whether we are kosher with our god */ 784 /* lets do some checks of whether we are kosher with our god */
771 if (god_examines_priest (op, god) < 0) 785 if (god_examines_priest (op, god) < 0)
772 return; 786 return;
773 787
788 op->play_sound (sound_find ("god_intervention"));
774 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 789 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
775 790
776 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 791 for (tr = god->randomitems->items; tr; tr = tr->next)
792 {
777 object *item; 793 object *item;
778 794
779 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 795 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
780 continue; 796 continue;
781 797
782 /* Treasurelist - generate some treasure for the follower */ 798 /* Treasurelist - generate some treasure for the follower */
783 if (tr->name) { 799 if (tr->name)
800 {
784 treasurelist *tl = find_treasurelist (tr->name); 801 treasurelist *tl = treasurelist::find (tr->name);
802
785 if (tl == NULL) 803 if (tl == NULL)
786 continue; 804 continue;
787 805
788 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 806 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
789 "eyes. You catch it before it falls to the ground.");
790 807
791 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 808 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
792 | GT_UPDATE_INV, skill->level, 0); 809 return;
810 }
811
812 if (!tr->item)
813 continue;
814
815 item = tr->item;
816
817 /* Grace limit */
818 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
819 {
820 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
821 {
822 /* Follower lacks the required grace for the following
823 * treasure list items. */
824
825 object *tmp = get_archetype (HOLY_POSSESSION);
826 cast_change_ability (op, op, tmp, 0, 1);
827 tmp->destroy ();
828 return;
829 }
830
831 continue;
832 }
833
834 /* Restore grace */
835 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
836 {
837 if (op->stats.grace >= 0)
838 continue;
839
840 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
841 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
842 return;
843 }
844
845 /* Heal damage */
846 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
847 {
848 if (op->stats.hp >= op->stats.maxhp)
849 continue;
850
851 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
852 op->stats.hp = op->stats.maxhp;
853 return;
854 }
855
856 /* Restore spellpoints */
857 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
858 {
859 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
860
861 /* Restore to 50 .. 100%, if sp < 50% */
862 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
863
864 if (op->stats.sp >= max / 2)
865 continue;
866
867 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
868 op->stats.sp = new_sp;
869 }
870
871 /* Various heal spells */
872 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
873 {
874 object *tmp = archetype::get (item->slaying);
875 int success = cast_heal (op, op, tmp, 0);
876 tmp->destroy ();
877
878 if (success)
793 return; 879 return;
880 else
881 continue;
882 }
883
884 /* Remove curse */
885 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
794 } 886 {
887 if (god_removes_curse (op, 0))
888 return;
889 else
890 continue;
891 }
795 892
796 if ( ! tr->item) { 893 /* Remove damnation */
797 LOG (llevError, "BUG: empty entry in %s's treasure list\n", 894 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
798 god->name); 895 {
896 if (god_removes_curse (op, 1))
897 return;
898 else
899 continue;
900 }
901
902 /* Heal depletion */
903 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
904 {
905 object *depl;
906 archetype *at;
907 int i;
908
909 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
910 {
911 LOG (llevError, "Could not find archetype depletion.\n");
799 continue; 912 continue;
800 }
801 item = &tr->item->clone;
802
803 /* Grace limit */
804 if (item->type == BOOK && item->invisible
805 && strcmp (item->name, "grace limit") == 0) {
806 if (op->stats.grace < item->stats.grace
807 || op->stats.grace < op->stats.maxgrace) {
808 object *tmp;
809
810 /* Follower lacks the required grace for the following
811 * treasure list items. */
812
813 tmp = get_archetype(HOLY_POSSESSION);
814 cast_change_ability(op, op, tmp, 0, 1);
815 free_object(tmp);
816 return;
817 } 913 }
818 continue;
819 }
820 914
821 /* Restore grace */ 915 depl = present_arch_in_ob (at, op);
822 if (item->type == BOOK && item->invisible 916
823 && strcmp (item->name, "restore grace") == 0) 917 if (depl == NULL)
824 {
825 if (op->stats.grace >= 0)
826 continue; 918 continue;
827 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 919
920 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
921
922 for (i = 0; i < NUM_STATS; i++)
923 if (depl->stats.stat (i))
924 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
925
926 depl->destroy ();
927 op->update_stats ();
928 return;
929 }
930
931 /* Voices */
932 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
933 {
934 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
935 new_draw_info (NDI_WHITE, 0, op, item->msg);
936 return;
937 }
938
939 /* Messages */
940 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
941 {
828 new_draw_info (NDI_UNIQUE, 0, op, 942 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
829 "You are returned to a state of grace."); 943 return;
944 }
945
946 /* Enchant weapon */
947 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
948 {
949 if (god_enchants_weapon (op, god, item, skill))
830 return; 950 return;
831 } 951 else
832
833 /* Heal damage */
834 if (item->type == BOOK && item->invisible
835 && strcmp (item->name, "restore hitpoints") == 0)
836 {
837 if (op->stats.hp >= op->stats.maxhp)
838 continue; 952 continue;
839 new_draw_info (NDI_UNIQUE, 0, op, 953 }
840 "A white light surrounds and heals you!"); 954
841 op->stats.hp = op->stats.maxhp; 955 /* Spellbooks - works correctly only for prayers */
956 if (item->type == SPELL)
957 {
958 if (check_spell_known (op, item->name))
959 continue;
960 if (item->level > skill->level)
961 continue;
962
963 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
964 do_learn_spell (op, item, 1);
965 return;
966
967 }
968
969 /* Other gifts */
970 if (!item->invisible)
971 {
972 if (god_gives_present (op, god, tr))
842 return; 973 return;
843 }
844
845 /* Restore spellpoints */
846 if (item->type == BOOK && item->invisible
847 && strcmp (item->name, "restore spellpoints") == 0)
848 {
849 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
850 /* Restore to 50 .. 100%, if sp < 50% */
851 int new_sp = (int) (random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
852 if (op->stats.sp >= max / 2)
853 continue;
854 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes "
855 "your head but doesn't hurt you!");
856 op->stats.sp = new_sp;
857 }
858
859 /* Various heal spells */
860 if (item->type == BOOK && item->invisible
861 && strcmp (item->name, "heal spell") == 0)
862 {
863 object *tmp;
864 int success;
865
866 tmp = get_archetype_by_object_name(item->slaying);
867
868 success = cast_heal (op, op, tmp, 0);
869 free_object(tmp);
870 if (success) return;
871 else continue;
872 }
873
874 /* Remove curse */
875 if (item->type == BOOK && item->invisible
876 && strcmp (item->name, "remove curse") == 0)
877 {
878 if (god_removes_curse (op, 0))
879 return;
880 else 974 else
881 continue; 975 continue;
882 }
883
884 /* Remove damnation */
885 if (item->type == BOOK && item->invisible
886 && strcmp (item->name, "remove damnation") == 0)
887 { 976 }
888 if (god_removes_curse (op, 1))
889 return;
890 else
891 continue;
892 }
893
894 /* Heal depletion */
895 if (item->type == BOOK && item->invisible
896 && strcmp (item->name, "heal depletion") == 0)
897 {
898 object *depl;
899 archetype *at;
900 int i;
901
902 if ((at = find_archetype(ARCH_DEPLETION)) == NULL) {
903 LOG (llevError, "Could not find archetype depletion.\n");
904 continue;
905 }
906 depl = present_arch_in_ob (at, op);
907 if (depl == NULL)
908 continue;
909 new_draw_info (NDI_UNIQUE, 0, op,
910 "Shimmering light surrounds and restores you!");
911 for (i = 0; i < NUM_STATS; i++)
912 if (get_attr_value (&depl->stats, i))
913 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
914 remove_ob (depl);
915 free_object (depl);
916 fix_player (op);
917 return;
918 }
919
920 /* Voices */
921 if (item->type == BOOK && item->invisible
922 && strcmp (item->name, "voice_behind") == 0)
923 {
924 new_draw_info (NDI_UNIQUE, 0, op,
925 "You hear a voice from behind you, but you don't dare to "
926 "turn around:");
927 new_draw_info (NDI_WHITE, 0, op, item->msg);
928 return;
929 }
930
931 /* Messages */
932 if (item->type == BOOK && item->invisible
933 && strcmp (item->name, "message") == 0)
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
936 return;
937 }
938
939 /* Enchant weapon */
940 if (item->type == BOOK && item->invisible
941 && strcmp (item->name, "enchant weapon") == 0)
942 {
943 if (god_enchants_weapon (op, god, item, skill))
944 return;
945 else
946 continue;
947 }
948
949 /* Spellbooks - works correctly only for prayers */
950 if (item->type == SPELL)
951 {
952 if (check_spell_known (op, item->name))
953 continue;
954 if (item->level > skill->level)
955 continue;
956
957 new_draw_info_format(NDI_UNIQUE, 0, op,
958 "%s grants you use of a special prayer!", god->name);
959 do_learn_spell (op, item, 1);
960 return;
961
962 }
963
964 /* Other gifts */
965 if ( ! item->invisible) {
966 if (god_gives_present (op, god, tr))
967 return;
968 else
969 continue;
970 }
971 /* else ignore it */ 977 /* else ignore it */
972 } 978 }
973 979
974 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 980 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
975} 981}
976 982
977/** 983/**
978 * Checks and maybe punishes someone praying. 984 * Checks and maybe punishes someone praying.
979 * All applied items are examined, if player is using more items of other gods, 985 * All applied items are examined, if player is using more items of other gods,
980 * s/he loses experience in praying or general experience if no praying. 986 * s/he loses experience in praying or general experience if no praying.
981 */ 987 */
988int
982int god_examines_priest (object *op, object *god) { 989god_examines_priest (object *op, object *god)
990{
983 int reaction=1; 991 int reaction = 1;
984 object *item=NULL, *skop; 992 object *item = NULL, *skop;
985 993
986 for(item=op->inv;item;item=item->below) { 994 for (item = op->inv; item; item = item->below)
987 if(QUERY_FLAG(item,FLAG_APPLIED)) { 995 if (QUERY_FLAG (item, FLAG_APPLIED))
988 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 996 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
989 }
990 }
991 997
992 /* well, well. Looks like we screwed up. Time for god's revenge */ 998 /* well, well. Looks like we screwed up. Time for god's revenge */
993 if(reaction<0) { 999 if (reaction < 0)
1000 {
994 int loss = 10000000; 1001 int loss = 10000000;
995 int angry = abs(reaction); 1002 int angry = abs (reaction);
996 1003
997 for (skop = op->inv; skop != NULL; skop=skop->below) 1004 for (skop = op->inv; skop; skop = skop->below)
998 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1005 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1006 break;
999 1007
1000 if (skop) 1008 if (skop)
1001 loss = (int) (0.05 * (float) skop->stats.exp); 1009 loss = 0.05f * skop->stats.exp;
1002 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1010
1003 skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP); 1011 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1012
1004 if(random_roll(0, angry, op, PREFER_LOW)) { 1013 if (random_roll (0, angry, op, PREFER_LOW))
1014 {
1005 object *tmp = get_archetype(LOOSE_MANA); 1015 object *tmp = get_archetype (LOOSE_MANA);
1016
1006 cast_magic_storm(op,tmp,op->level+(angry*3)); 1017 cast_magic_storm (op, tmp, op->level + (angry * 3));
1007 } 1018 }
1008 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1019
1009 "%s becomes angry and punishes you!",god->name); 1020 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1010 } 1021 }
1022
1011 return reaction; 1023 return reaction;
1012} 1024}
1013 1025
1014/** 1026/**
1015 * God checks item the player is using. 1027 * God checks item the player is using.
1016 * Return either -1 (bad), 0 (neutral) or 1028 * Return either -1 (bad), 0 (neutral) or
1017 * 1 (item is ok). If you are using the item of an enemy 1029 * 1 (item is ok). If you are using the item of an enemy
1018 * god, it can be bad...-b.t. 1030 * god, it can be bad...-b.t.
1019 */ 1031 */
1020 1032int
1021int god_examines_item(object *god, object *item) { 1033god_examines_item (object *god, object *item)
1034{
1022 char buf[MAX_BUF]; 1035 char buf[MAX_BUF];
1023 1036
1024 if(!god||!item) return 0; 1037 if (!god || !item)
1038 return 0;
1025 1039
1026 if(!item->title) return 1; /* unclaimed item are ok */ 1040 if (!item->title)
1041 return 1; /* unclaimed item are ok */
1027 1042
1028 sprintf(buf,"of %s",god->name); 1043 sprintf (buf, "of %s", &god->name);
1029 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1044 if (!strcmp (&item->title, buf))
1045 return 1; /* belongs to that God */
1030 1046
1031 if(god->title) { /* check if we have any enemy blessed item*/ 1047 if (god->title)
1048 { /* check if we have any enemy blessed item */
1032 sprintf(buf,"of %s",god->title); 1049 sprintf (buf, "of %s", &god->title);
1033 if(!strcmp(item->title,buf)) { 1050 if (!strcmp (&item->title, buf))
1051 {
1034 if(item->env) { 1052 if (item->env)
1053 {
1035 char buf[MAX_BUF]; 1054 char buf[MAX_BUF];
1055
1036 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1056 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1037 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1057 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1038 } 1058 }
1059
1039 return -1; 1060 return -1;
1040 } 1061 }
1041 } 1062 }
1042 1063
1043 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1064 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1044} 1065}
1045 1066
1046/** 1067/**
1047 * Returns priest's god's id. 1068 * Returns priest's god's id.
1048 * Straight calls lookup_god_by_name 1069 * Straight calls lookup_god_by_name
1049 */ 1070 */
1050 1071int
1051int get_god(object *priest) { 1072get_god (object *priest)
1073{
1052 int godnr=lookup_god_by_name(determine_god(priest)); 1074 return lookup_god_by_name (determine_god (priest));
1053
1054 return godnr;
1055} 1075}
1056 1076
1057/**
1058 * Returns a string that is the name of the god that should be natively worshipped by a
1059 * creature of who has race *race
1060 * if we can't find a god that is appropriate, we return NULL
1061 */
1062const char *get_god_for_race(const char *race) {
1063 godlink *gl=first_god;
1064 const char *godname=NULL;
1065
1066 if (race == NULL) return NULL;
1067 while(gl) {
1068 if (!strcasecmp(gl->arch->clone.race, race)) {
1069 godname=gl->name;
1070 break;
1071 }
1072 gl=gl->next;
1073 }
1074 return godname;
1075}
1076/** 1077/**
1077 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1078 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1078 * Returns false if there was no race to assign to the slaying field of the spell, but 1079 * Returns false if there was no race to assign to the slaying field of the spell, but
1079 * the spell attacktype contains AT_HOLYWORD. -b.t. 1080 * the spell attacktype contains AT_HOLYWORD. -b.t.
1080 */ 1081 */
1081 1082int
1082int tailor_god_spell(object *spellop, object *caster) { 1083tailor_god_spell (object *spellop, object *caster)
1084{
1083 object *god=find_god(determine_god(caster)); 1085 object *god = find_god (determine_god (caster));
1084 int caster_is_spell=0; 1086 int caster_is_spell = 0;
1085 1087
1086 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1088 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1089 caster_is_spell = 1;
1087 1090
1088 /* if caster is a rune or the like, it doesn't worship anything. However, 1091 /* if caster is a rune or the like, it doesn't worship anything. However,
1089 * if this object is owned by someone, then the god that they worship 1092 * if this object is owned by someone, then the god that they worship
1090 * is relevant, so use that. 1093 * is relevant, so use that.
1091 */ 1094 */
1092 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1095 if (!god && caster->owner)
1096 god = find_god (determine_god (caster->owner));
1093 1097
1094 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1098 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1099 {
1095 if ( ! caster_is_spell) 1100 if (!caster_is_spell)
1096 new_draw_info(NDI_UNIQUE, 0, caster,
1097 "This prayer is useless unless you worship an appropriate god"); 1101 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1098 else 1102 else
1099 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1103 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1100 free_object(spellop); 1104
1105 spellop->destroy ();
1101 return 0; 1106 return 0;
1102 } 1107 }
1103 1108
1104 /* either holy word or godpower attacks will set the slaying field */ 1109 /* either holy word or godpower attacks will set the slaying field */
1105 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1110 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1111 {
1106 if (spellop->slaying) { 1112 if (spellop->slaying)
1107 free_string(spellop->slaying);
1108 spellop->slaying = NULL; 1113 spellop->slaying = NULL;
1109 } 1114
1110 if(!caster_is_spell) 1115 if (!caster_is_spell)
1111 spellop->slaying = add_string(god->slaying); 1116 spellop->slaying = god->slaying;
1112 else if(caster->slaying) 1117 else if (caster->slaying)
1113 spellop->slaying = add_string(caster->slaying); 1118 spellop->slaying = caster->slaying;
1114 } 1119 }
1115 1120
1116 /* only the godpower attacktype adds the god's attack onto the spell */ 1121 /* only the godpower attacktype adds the god's attack onto the spell */
1117 if(spellop->attacktype & AT_GODPOWER) 1122 if (spellop->attacktype & AT_GODPOWER)
1118 spellop->attacktype=spellop->attacktype|god->attacktype; 1123 spellop->attacktype = spellop->attacktype | god->attacktype;
1119 1124
1120 /* tack on the god's name to the spell */ 1125 /* tack on the god's name to the spell */
1121 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1126 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1127 {
1128 spellop->title = god->name;
1122 if(spellop->title) 1129 if (spellop->title)
1123 free_string(spellop->title); 1130 {
1124 spellop->title=add_string(god->name);
1125 if(spellop->title){
1126 char buf[MAX_BUF]; 1131 char buf[MAX_BUF];
1132
1127 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1133 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1128 FREE_AND_COPY(spellop->name, buf); 1134 spellop->name = spellop->name_pl = buf;
1129 FREE_AND_COPY(spellop->name_pl, buf); 1135 }
1130 }
1131 } 1136 }
1132 1137
1133 return 1; 1138 return 1;
1134} 1139}
1135

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