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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.5 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.27 by root, Tue Jun 5 13:05:02 2007 UTC

1/* 1/*
2 * static char *rcsid_gods_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: gods.C,v 1.5 2006/09/07 10:01:58 pippijn Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
13 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
14 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
15 (at your option) any later version. 11 * 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, but
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
20 GNU General Public License for more details. 16 * 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 along
23 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27*/ 23 */
28
29 24
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 26 * monster race initialization. b.t.
32 */ 27 */
33 28
36#include <global.h> 31#include <global.h>
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
40#include <sounds.h> 35#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 36#include <sproto.h>
43#endif
44 37
45/** 38/**
46 * Returns the id of specified god. 39 * Returns the id of specified god.
47 */ 40 */
41int
48int lookup_god_by_name(const char *name) { 42lookup_god_by_name (const char *name)
43{
49 int godnr=-1; 44 int godnr = -1;
50 size_t nmlen = strlen(name); 45 size_t nmlen = strlen (name);
51 46
52 if (name && strcmp(name,"none")) { 47 if (name && strcmp (name, "none"))
48 {
53 godlink *gl; 49 godlink *gl;
50
54 for (gl = first_god; gl; gl = gl->next) 51 for (gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name, gl->name, MIN((size_t) strlen(gl->name), nmlen))) 52 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
56 break; 53 break;
54
55 if (gl)
57 if(gl) godnr = gl->id; 56 godnr = gl->id;
58 } 57 }
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;
130
116 gl=gl->next; 131 gl = gl->next;
117 } 132 }
133
118 op->title = gl->name; 134 op->title = gl->name;
119 } 135 }
120 136
121 return op->title; 137 return op->title;
122 } 138 }
123 139
124 140
125 /* The god the player worships is in the praying skill (native skill 141 /* 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 142 * 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 143 * that skill, once we find it, we can return, either with the
128 * title or "none". 144 * title or "none".
129 */ 145 */
130 if(op->type==PLAYER) { 146 if (op->type == PLAYER)
147 {
131 object *tmp; 148 object *tmp;
149
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 151 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
152 {
153 if (tmp->title)
134 if (tmp->title) return (tmp->title); 154 return (tmp->title);
155 else
135 else return("none"); 156 return ("none");
136 } 157 }
137 } 158 }
138 return ("none"); 159 return ("none");
139} 160}
140 161
141/** 162/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 163 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 164 */
165static int
144static int same_string (const char *s1, const char *s2) 166same_string (const char *s1, const char *s2)
145{ 167{
168 if (s1 == NULL)
146 if (s1 == NULL) 169 if (s2 == NULL)
147 if (s2 == NULL)
148 return 1; 170 return 1;
149 else
150 return 0;
151 else 171 else
152 if (s2 == NULL)
153 return 0; 172 return 0;
154 else 173 else if (s2 == NULL)
174 return 0;
175 else
155 return strcmp (s1, s2) == 0; 176 return strcmp (s1, s2) == 0;
156} 177}
157
158 178
159/** 179/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 180 * 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 181 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 182 * message is displayed to the player.
163 */ 183 */
184static void
164static void follower_remove_similar_item (object *op, object *item) 185follower_remove_similar_item (object *op, object *item)
165{ 186{
166 object *tmp, *next; 187 object *tmp, *next;
167 188
168 if (op && op->type == PLAYER && op->contr) { 189 if (op && op->type == PLAYER && op->contr)
190 {
169 /* search the inventory */ 191 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 192 for (tmp = op->inv; tmp != NULL; tmp = next)
193 {
171 next = tmp->below; /* backup in case we remove tmp */ 194 next = tmp->below; /* backup in case we remove tmp */
172 195
173 if (tmp->type == item->type 196 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 197 && same_string (tmp->name, item->name)
175 && 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))
176 && same_string (tmp->msg, item->msg)
177 && same_string (tmp->slaying, item->slaying)) {
178 199 {
200
179 /* message */ 201 /* message */
180 if (tmp->nrof > 1) 202 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 203 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 204 else
184 new_draw_info_format(NDI_UNIQUE,0,op, 205 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)); 206
186
187 remove_ob(tmp); /* remove obj from players inv. */ 207 tmp->remove (); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */ 208 esrv_del_item (op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */ 209 tmp->destroy (); /* free object */
190 } 210 }
211
191 if (tmp->inv) 212 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 213 follower_remove_similar_item (tmp, item);
193 } 214 }
194 } 215 }
195} 216}
196 217
197/** 218/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 219 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 220 * Returns 1 if found, else 0.
200 */ 221 */
222static int
201static int follower_has_similar_item (object *op, object *item) 223follower_has_similar_item (object *op, object *item)
202{ 224{
203 object *tmp; 225 object *tmp;
204 226
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
228 {
206 if (tmp->type == item->type 229 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 230 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 231 && 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; 232 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 233 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 234 return 1;
214 } 235 }
236 return 0;
237}
238
239/**
240 * God gives an item to the player.
241 */
242static int
243god_gives_present (object *op, object *god, treasure *tr)
244{
245 object *tmp;
246
247 if (!tr->item)
215 return 0; 248 return 0;
216}
217 249
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)) 250 if (follower_has_similar_item (op, tr->item))
226 return 0; 251 return 0;
227 252
228 tmp = arch_to_object (tr->item); 253 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)); 254 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); 255 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER) 256 if (op->type == PLAYER)
233 esrv_send_item (op, tmp); 257 esrv_send_item (op, tmp);
258
234 return 1; 259 return 1;
235} 260}
236 261
237/** 262/**
238 * Player prays at altar. 263 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on. 264 * Checks for god changing, divine intervention, and so on.
240 */ 265 */
266void
241void pray_at_altar(object *pl, object *altar, object *skill) { 267pray_at_altar (object *pl, object *altar, object *skill)
268{
242 object *pl_god=find_god(determine_god(pl)); 269 object *pl_god = find_god (determine_god (pl));
243 270
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) 271 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
272 return;
273
274 /* If non consecrate altar, don't do anything */
275 if (!altar->other_arch)
276 return;
277
278 /* hmm. what happend depends on pl's current god, level, etc */
279 if (!pl_god)
280 { /*new convert */
281 become_follower (pl, altar->other_arch);
245 return; 282 return;
246 283
247 /* If non consecrate altar, don't do anything */ 284 }
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)) { 285 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
286 {
256 /* pray at your gods altar */ 287 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10; 288 int bonus = (pl->stats.Wis + skill->level) / 10;
258 289
259 /* we can get neg grace up faster */ 290 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 291 if (pl->stats.grace < 0)
261 bonus : -1*(pl->stats.grace/10)); 292 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
262 /* we can super-charge grace to 2x max */ 293 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 294 if (pl->stats.grace < (2 * pl->stats.maxgrace))
295 {
264 pl->stats.grace+=bonus/2; 296 pl->stats.grace += bonus / 2;
265 } 297 }
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) { 298 if (pl->stats.grace > (2 * pl->stats.maxgrace))
299 {
267 pl->stats.grace=(2*pl->stats.maxgrace); 300 pl->stats.grace = (2 * pl->stats.maxgrace);
268 } 301 }
269 302
270 /* Every once in a while, the god decides to checkup on their 303 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out. 304 * follower, and may intervene to help them out.
272 */ 305 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 306 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
274 307
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 308 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
276 god_intervention(pl,pl_god, skill); 309 god_intervention (pl, pl_god, skill);
277 310
278 } else { /* praying to another god! */ 311 }
312 else
313 { /* praying to another god! */
279 uint64 loss = 0; 314 uint64 loss = 0;
280 int angry=1; 315 int angry = 1;
281 316
282 /* I believe the logic for detecting opposing gods was completely 317 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch 318 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have 319 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch 320 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before 321 * is the opposing god - we need to verify that exists before
287 * using its values. 322 * using its values.
288 */ 323 */
289 if(pl_god->other_arch && 324 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
290 (altar->other_arch->name==pl_god->other_arch->name)) { 325 {
291 angry=2; 326 angry = 2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 327 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
328 {
293 object *tmp; 329 object *tmp;
294 330
295 /* you really screwed up */ 331 /* you really screwed up */
296 angry=3; 332 angry = 3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 333 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); 334 tmp = get_archetype (LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20); 335 cast_magic_storm (pl, tmp, pl_god->level + 20);
301 } else 336 }
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 "Foolish heretic! %s is livid!",&pl_god->name);
304 } else 337 else
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 338 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); 339 }
307 340 else
341 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
342
308 /* whether we will be successfull in defecting or not - 343 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj 344 * we lose experience from the clerical experience obj
310 */ 345 */
311 346
312 loss = angry * (skill->stats.exp / 10); 347 loss = angry * (skill->stats.exp / 10);
313 if(loss) 348 if (loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 349 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);
316 350
317 /* May switch Gods, but its random chance based on our current level 351 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get 352 * note it gets harder to swap gods the higher we get
319 */ 353 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 354 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
321 become_follower(pl,&altar->other_arch->clone); 355 become_follower (pl, altar->other_arch);
322 } else { 356 else
357 {
323 /* toss this player off the altar. He can try again. */ 358 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 359 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."); 360 pl->contr->fire_on = 0;
361 pl->speed_left = 1.f;
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 362 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
327 } 363 }
328 } 364 }
329} 365}
330 366
331/** 367/**
332 * Removes special prayers given by a god. 368 * Removes special prayers given by a god.
333 */ 369 */
370static void
334static void check_special_prayers (object *op, object *god) 371check_special_prayers (object *op, object *god)
335{ 372{
336 /* Ensure that 'op' doesn't know any special prayers that are not granted 373 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'. 374 * by 'god'.
338 */ 375 */
339 treasure *tr; 376 treasure *tr;
340 object *tmp, *next_tmp; 377 object *tmp, *next_tmp;
341 int remove=0; 378 int remove = 0;
342 379
343 /* Outer loop iterates over all special prayer marks */ 380 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 381 for (tmp = op->inv; tmp; tmp = next_tmp)
382 {
345 next_tmp = tmp->below; 383 next_tmp = tmp->below;
346 384
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 385 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 386 * in that category, not something we need to worry about.
349 */ 387 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 388 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
389 continue;
390
391 if (god->randomitems == NULL)
392 {
393 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
394 do_forget_spell (op, tmp->name);
395 continue;
396 }
397
398 /* Inner loop tries to find the special prayer in the god's treasure
399 * list. We default that the spell should be removed.
400 */
401 remove = 1;
402 for (tr = god->randomitems->items; tr; tr = tr->next)
403 {
404 object *item;
405
406 if (!tr->item)
351 continue; 407 continue;
352 408
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; 409 item = tr->item;
370 410
371 /* Basically, see if the matching spell is granted by this god. */ 411 /* Basically, see if the matching spell is granted by this god. */
372 412
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 413 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
414 {
374 remove=0; 415 remove = 0;
375 break; 416 break;
376 } 417 }
377 } 418 }
378 if (remove) { 419 if (remove)
420 {
379 /* just do the work of removing the spell ourselves - we already 421 /* just do the work of removing the spell ourselves - we already
380 * know that the player knows the spell 422 * know that the player knows the spell
381 */ 423 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 424 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); 425 player_unready_range_ob (op->contr, tmp);
385 remove_ob(tmp); 426 tmp->destroy ();
386 free_object(tmp);
387 } 427 }
388 428
389 } 429 }
390} 430}
391 431
393 * This function is called whenever a player has 433 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes 434 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven 435 * that happen to the player, including the removal of godgiven
396 * items (from the former cult). 436 * items (from the former cult).
397 */ 437 */
438void
398void become_follower (object *op, object *new_god) { 439become_follower (object *op, object *new_god)
440{
399 object *old_god = NULL; /* old god */ 441 object *old_god = NULL; /* old god */
400 treasure *tr; 442 treasure *tr;
401 object *item, *skop, *next; 443 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.*/ 444 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
404 445
405 446
406 old_god = find_god(determine_god(op)); 447 old_god = find_god (determine_god (op));
407 448
408 /* take away any special god-characteristic items. */ 449 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) { 450 for (item = op->inv; item != NULL; item = next)
451 {
410 next = item->below; 452 next = item->below;
411 /* remove all invisible startequip items which are 453 // remove all invisible startequip items which are not skill, exp or force
412 * not skill, exp or force
413 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 454 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 455 (item->type != SKILL) && (item->type != FORCE))
416 (item->type != FORCE)) { 456 {
417 457
418 if (item->type == SPELL) 458 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 459 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); 460
421 player_unready_range_ob(op->contr, item); 461 player_unready_range_ob (op->contr, item);
422 remove_ob(item); 462 item->destroy ();
423 free_object(item);
424 } 463 }
425 }
426 464 }
465
427 /* remove any godgiven items from the old god */ 466 /* remove any godgiven items from the old god */
428 if (old_god) { 467 if (old_god)
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 468 for (tr = old_god->randomitems->items; tr; tr = tr->next)
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 469 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 470 follower_remove_similar_item (op, tr->item);
432 }
433 }
434
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); 478
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 479 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
480 {
441 object *tmp = get_archetype(LOOSE_MANA); 481 object *tmp = get_archetype (LOOSE_MANA);
482
442 cast_magic_storm(op,tmp, new_god->level+10); 483 cast_magic_storm (op, tmp, new_god->level + 10);
443 } 484 }
485
444 return; 486 return;
445 } 487 }
446 488
447 489
448 /* give the player any special god-characteristic-items. */ 490 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 491 for (tr = new_god->randomitems->items; tr; tr = tr->next)
492 {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 493 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 494 && tr->item->type != BOOK && tr->item->type != SPELL)
452 god_gives_present(op,new_god,tr); } 495 god_gives_present (op, new_god, tr);
496 }
453 497
454 498
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 499 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);
457 500
458 for (skop = op->inv; skop != NULL; skop=skop->below) 501 for (skop = op->inv; skop != NULL; skop = skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 502 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
503 break;
460 504
461 /* Player has no skill - give them the skill */ 505 /* Player has no skill - give them the skill */
462 if (!skop) { 506 if (!skop)
507 {
463 /* The arhetype should always be defined - if we crash here because it doesn't, 508 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 509 * things are really messed up anyways.
465 */ 510 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 511 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
467 link_player_skills(op); 512 link_player_skills (op);
468 } 513 }
469 514
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 515 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
471 516
472 /* Clear the "undead" status. We also need to force a call to change_abil, 517 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that. 518 * so I set undeadified for that.
474 * - gros, 21th July 2006. 519 * - gros, 21th July 2006.
475 */ 520 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 521 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
477 { 522 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 523 CLEAR_FLAG (skop, FLAG_UNDEAD);
479 undeadified=1; 524 undeadified = 1;
480 } 525 }
481 526
482 if(skop->title) { /* get rid of old god */ 527 if (skop->title)
483 new_draw_info_format(NDI_UNIQUE,0,op, 528 { /* get rid of old god */
484 "%s's blessing is withdrawn from you.", &skop->title); 529 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 */ 530 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) { 531 if (sk_applied || undeadified)
532 {
487 533
488 CLEAR_FLAG(skop,FLAG_APPLIED); 534 CLEAR_FLAG (skop, FLAG_APPLIED);
489 (void) change_abil(op,skop); 535 (void) change_abil (op, skop);
490 } 536 }
491 } 537 }
492 538
493 /* now change to the new gods attributes to exp_obj */ 539 /* now change to the new gods attributes to exp_obj */
494 skop->title = new_god->name; 540 skop->title = new_god->name;
495 skop->path_attuned=new_god->path_attuned; 541 skop->path_attuned = new_god->path_attuned;
496 skop->path_repelled=new_god->path_repelled; 542 skop->path_repelled = new_god->path_repelled;
497 skop->path_denied=new_god->path_denied; 543 skop->path_denied = new_god->path_denied;
498 /* copy god's resistances */ 544 /* copy god's resistances */
499 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 545 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
500 546
501 /* make sure that certain immunities do NOT get passed 547 /* make sure that certain immunities do NOT get passed
502 * to the follower! 548 * to the follower!
503 */ 549 */
504 for (i=0; i<NROFATTACKS; i++) 550 for (i = 0; i < NROFATTACKS; i++)
505 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 551 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; 552 skop->resist[i] = 30;
508 553
509 skop->stats.hp= (sint16) new_god->last_heal; 554 skop->stats.hp = (sint16) new_god->last_heal;
510 skop->stats.sp= (sint16) new_god->last_sp; 555 skop->stats.sp = (sint16) new_god->last_sp;
511 skop->stats.grace= (sint16) new_god->last_grace; 556 skop->stats.grace = (sint16) new_god->last_grace;
512 skop->stats.food= (sint16) new_god->last_eat; 557 skop->stats.food = (sint16) new_god->last_eat;
513 skop->stats.luck= (sint8) new_god->stats.luck; 558 skop->stats.luck = (sint8) new_god->stats.luck;
514 /* gods may pass on certain flag properties */ 559 /* gods may pass on certain flag properties */
515 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 560 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
516 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 561 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
517 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 562 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
518 update_priest_flag(new_god,skop,FLAG_STEALTH); 563 update_priest_flag (new_god, skop, FLAG_STEALTH);
519 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 564 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
520 update_priest_flag(new_god,skop,FLAG_UNDEAD); 565 update_priest_flag (new_god, skop, FLAG_UNDEAD);
521 update_priest_flag(new_god,skop,FLAG_BLIND); 566 update_priest_flag (new_god, skop, FLAG_BLIND);
522 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 567 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
523 568
524 new_draw_info_format(NDI_UNIQUE,0,op, 569 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);
526 570
527 /* Weapon/armour use are special...handle flag toggles here as this can 571 /* 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 572 * only happen when gods are worshipped and if the new priest could
529 * have used armour/weapons in the first place. 573 * have used armour/weapons in the first place.
530 * 574 *
531 * This also can happen for monks which cannot use weapons. In this case 575 * 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. 576 * do not allow to use weapons even if the god otherwise would allow it.
533 */ 577 */
534 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 578 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
535 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 579 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
536 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 580 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
537 581
538 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 582 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
539 stop_using_item(op,WEAPON,2); 583 stop_using_item (op, WEAPON, 2);
540 584
541 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 585 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
586 {
542 stop_using_item(op,ARMOUR,1); 587 stop_using_item (op, ARMOUR, 1);
543 stop_using_item(op,HELMET,1); 588 stop_using_item (op, HELMET, 1);
544 stop_using_item(op,BOOTS,1); 589 stop_using_item (op, BOOTS, 1);
545 stop_using_item(op,GLOVES,1); 590 stop_using_item (op, GLOVES, 1);
546 stop_using_item(op,SHIELD,1); 591 stop_using_item (op, SHIELD, 1);
547 } 592 }
548 593
549 SET_FLAG(skop,FLAG_APPLIED); 594 SET_FLAG (skop, FLAG_APPLIED);
550 (void) change_abil(op,skop); 595 (void) change_abil (op, skop);
551 596
552 /* return to previous skill status */ 597 /* return to previous skill status */
598 if (!sk_applied)
553 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 599 CLEAR_FLAG (skop, FLAG_APPLIED);
554 600
555 check_special_prayers (op, new_god); 601 check_special_prayers (op, new_god);
556} 602}
557 603
558/** 604/**
559 * Forbids or let player use something item type. 605 * Forbids or let player use something item type.
560 * op is the player. 606 * op is the player.
561 * exp_obj is the widsom experience. 607 * exp_obj is the widsom experience.
562 * flag is the flag to check against. 608 * flag is the flag to check against.
563 * string is the string to print out. 609 * string is the string to print out.
564 */ 610 */
565 611
612int
566int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 613worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
614{
567 615
568 if(QUERY_FLAG(&op->arch->clone,flag)) 616 if (QUERY_FLAG (op->arch, flag))
569 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 617 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
618 {
570 update_priest_flag(exp_obj,op,flag); 619 update_priest_flag (exp_obj, op, flag);
571 if(QUERY_FLAG(op,flag)) 620 if (QUERY_FLAG (op, flag))
572 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 621 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
573 else { 622 else
623 {
574 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 624 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
575 return 1; 625 return 1;
626 }
576 } 627 }
577 }
578 return 0; 628 return 0;
579} 629}
580 630
581/** 631/**
582 * Unapplies up to number worth of items of type 632 * Unapplies up to number worth of items of type
583 */ 633 */
634void
584void stop_using_item ( object *op, int type, int number ) { 635stop_using_item (object *op, int type, int number)
636{
585 object *tmp; 637 object *tmp;
586 638
587 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 639 for (tmp = op->inv; tmp && number; tmp = tmp->below)
588 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 640 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
641 {
589 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 642 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
590 number--; 643 number--;
591 } 644 }
592} 645}
593 646
594/** 647/**
595 * If the god does/doesnt have this flag, we 648 * If the god does/doesnt have this flag, we
596 * give/remove it from the experience object if it doesnt/does 649 * give/remove it from the experience object if it doesnt/does
597 * already exist. For players only! 650 * already exist. For players only!
598 */ 651 */
599 652
653void
600void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 654update_priest_flag (object *god, object *exp_ob, uint32 flag)
655{
601 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 656 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
602 SET_FLAG(exp_ob,flag); 657 SET_FLAG (exp_ob, flag);
603 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 658 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
604 { 659 {
605 /* When this is called with the exp_ob set to the player, 660 /* When this is called with the exp_ob set to the player,
606 * this check is broken, because most all players arch 661 * this check is broken, because most all players arch
607 * allow use of weapons. I'm not actually sure why this 662 * allow use of weapons. I'm not actually sure why this
608 * check is here - I guess if you had a case where the 663 * check is here - I guess if you had a case where the
609 * value in the archetype (wisdom) should over ride the restrictions 664 * 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 665 * the god places on it, this may make sense. But I don't think
611 * there is any case like that. 666 * there is any case like that.
612 */ 667 */
613 668
614/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 669/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
615 CLEAR_FLAG(exp_ob,flag); 670 CLEAR_FLAG (exp_ob, flag);
616 }; 671 };
617} 672}
618 673
619 674
620 675
676archetype *
621archetype *determine_holy_arch (object *god, const char *type) 677determine_holy_arch (object *god, const char *type)
622{ 678{
623 treasure *tr; 679 treasure *tr;
624 680
625 if ( ! god || ! god->randomitems) { 681 if (!god || !god->randomitems)
682 {
626 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 683 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
627 "randomitems\n");
628 return NULL; 684 return NULL;
629 } 685 }
630 686
631 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 687 for (tr = god->randomitems->items; tr; tr = tr->next)
632 object *item; 688 {
633
634 if ( ! tr->item) 689 if (!tr->item)
635 continue; 690 continue;
636 item = &tr->item->clone;
637 691
638 if (item->type == BOOK && item->invisible 692 object *item = tr->item;
639 && strcmp (item->name, type) == 0) 693
694 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
640 return item->other_arch; 695 return item->other_arch;
641 } 696 }
642 return NULL; 697 return NULL;
643} 698}
644 699
645/** 700/**
646 * God helps player by removing curse and/or damnation. 701 * God helps player by removing curse and/or damnation.
647 */ 702 */
703static int
648static int god_removes_curse (object *op, int remove_damnation) 704god_removes_curse (object *op, int remove_damnation)
649{ 705{
650 object *tmp; 706 object *tmp;
651 int success = 0; 707 int success = 0;
652 708
653 for (tmp = op->inv; tmp; tmp = tmp->below) { 709 for (tmp = op->inv; tmp; tmp = tmp->below)
710 {
654 if (tmp->invisible) 711 if (tmp->invisible)
655 continue; 712 continue;
656 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 713 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
657 continue; 714 continue;
658 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 715 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
716 {
659 success = 1; 717 success = 1;
660 CLEAR_FLAG (tmp, FLAG_DAMNED); 718 CLEAR_FLAG (tmp, FLAG_DAMNED);
661 CLEAR_FLAG (tmp, FLAG_CURSED); 719 CLEAR_FLAG (tmp, FLAG_CURSED);
662 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 720 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
663 if (op->type == PLAYER) 721 if (op->type == PLAYER)
664 esrv_send_item (op, tmp); 722 esrv_send_item (op, tmp);
665 } 723 }
666 } 724 }
667 725
668 if (success) 726 if (success)
669 new_draw_info (NDI_UNIQUE, 0, op, 727 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; 728 return success;
672} 729}
673 730
731static int
674static int follower_level_to_enchantments (int level, int difficulty) 732follower_level_to_enchantments (int level, int difficulty)
675{ 733{
676 if (difficulty < 1) { 734 if (difficulty < 1)
677 LOG (llevError, "follower_level_to_enchantments(): " 735 {
678 "difficulty %d is invalid\n", difficulty); 736 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
679 return 0; 737 return 0;
680 } 738 }
681 739
682 if (level <= 20) 740 if (level <= 20)
683 return level / difficulty; 741 return level / difficulty;
684 if (level <= 40) 742 if (level <= 40)
685 return (20 + (level - 20) / 2) / difficulty; 743 return (20 + (level - 20) / 2) / difficulty;
744
686 return (30 + (level - 40) / 4) / difficulty; 745 return (30 + (level - 40) / 4) / difficulty;
687} 746}
688 747
689/** 748/**
690 * God wants to enchant weapon. 749 * God wants to enchant weapon.
691 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 750 * 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 751 * it isn't a weapon for another god. If all is all right, update weapon with
693 * attacktype, slaying and such. 752 * attacktype, slaying and such.
694 */ 753 */
754static int
695static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 755god_enchants_weapon (object *op, object *god, object *tr, object *skill)
696{ 756{
697 char buf[MAX_BUF]; 757 char buf[MAX_BUF];
698 object *weapon; 758 object *weapon;
699 uint32 attacktype; 759 uint32 attacktype;
700 int tmp; 760 int tmp;
701 761
702 for (weapon = op->inv; weapon; weapon = weapon->below) 762 for (weapon = op->inv; weapon; weapon = weapon->below)
703 if ((weapon->type == WEAPON || weapon->type == BOW) 763 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
704 && QUERY_FLAG (weapon, FLAG_APPLIED))
705 break; 764 break;
765
706 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 766 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; 767 return 0;
768
769 /* First give it a title, so other gods won't touch it */
770 if (!weapon->title)
771 {
772 sprintf (buf, "of %s", &god->name);
773 weapon->title = buf;
774 if (op->type == PLAYER)
775 esrv_update_item (UPD_NAME, op, weapon);
776 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
777 }
778
779 /* Allow the weapon to slay enemies */
780 if (!weapon->slaying && god->slaying)
781 {
782 weapon->slaying = god->slaying;
783 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
784 return 1;
785 }
786
787 /* Add the gods attacktype */
788 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
789 if ((attacktype & god->attacktype) != god->attacktype)
790 {
791 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
792 weapon->attacktype = attacktype | god->attacktype;
793 return 1;
794 }
795
796 /* Higher magic value */
797 tmp = follower_level_to_enchantments (skill->level, tr->level);
798 if (weapon->magic < tmp)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
801 weapon->magic++;
802 if (op->type == PLAYER)
803 esrv_update_item (UPD_NAME, op, weapon);
804 return 1;
805 }
806
807 return 0;
747} 808}
748 809
749 810
750/** 811/**
751 * Every once in a while the god will intervene to help the worshiper. 812 * 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 813 * Later, this fctn can be used to supply quests, etc for the
753 * priest. -b.t. 814 * priest. -b.t.
754 * called from pray_at_altar() currently. 815 * called from pray_at_altar() currently.
755 */ 816 */
756 817
818void
757void god_intervention (object *op, object *god, object *skill) 819god_intervention (object *op, object *god, object *skill)
758{ 820{
759 treasure *tr; 821 treasure *tr;
760 822
761 if ( ! god || ! god->randomitems) { 823 if (!god || !god->randomitems)
762 LOG (llevError, 824 {
763 "BUG: god_intervention(): no god or god without randomitems\n"); 825 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
764 return; 826 return;
765 } 827 }
766 828
767 check_special_prayers (op, god); 829 check_special_prayers (op, god);
768 830
769 /* lets do some checks of whether we are kosher with our god */ 831 /* lets do some checks of whether we are kosher with our god */
770 if (god_examines_priest (op, god) < 0) 832 if (god_examines_priest (op, god) < 0)
771 return; 833 return;
772 834
773 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 835 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
774 836
775 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 837 for (tr = god->randomitems->items; tr; tr = tr->next)
838 {
776 object *item; 839 object *item;
777 840
778 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 841 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
842 continue;
843
844 /* Treasurelist - generate some treasure for the follower */
845 if (tr->name)
846 {
847 treasurelist *tl = treasurelist::find (tr->name);
848
849 if (tl == NULL)
779 continue; 850 continue;
780 851
781 /* Treasurelist - generate some treasure for the follower */ 852 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) { 853
783 treasurelist *tl = find_treasurelist (tr->name); 854 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
784 if (tl == NULL) 855 return;
856 }
857
858 if (!tr->item)
859 continue;
860
861 item = tr->item;
862
863 /* Grace limit */
864 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
865 {
866 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
867 {
868 object *tmp;
869
870 /* Follower lacks the required grace for the following
871 * treasure list items. */
872
873 tmp = get_archetype (HOLY_POSSESSION);
874 cast_change_ability (op, op, tmp, 0, 1);
875 tmp->destroy ();
876 return;
877 }
878 continue;
879 }
880
881 /* Restore grace */
882 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
883 {
884 if (op->stats.grace >= 0)
785 continue; 885 continue;
886 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
887 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
888 return;
889 }
786 890
787 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 891 /* Heal damage */
788 "eyes. You catch it before it falls to the ground."); 892 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
893 {
894 if (op->stats.hp >= op->stats.maxhp)
895 continue;
896 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
897 op->stats.hp = op->stats.maxhp;
898 return;
899 }
789 900
790 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 901 /* Restore spellpoints */
791 | GT_UPDATE_INV, skill->level, 0); 902 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
903 {
904 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
905
906 /* Restore to 50 .. 100%, if sp < 50% */
907 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
908
909 if (op->stats.sp >= max / 2)
910 continue;
911 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
912 op->stats.sp = new_sp;
913 }
914
915 /* Various heal spells */
916 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
917 {
918 object *tmp;
919 int success;
920
921 tmp = get_archetype_by_object_name (item->slaying);
922
923 success = cast_heal (op, op, tmp, 0);
924 tmp->destroy ();
925 if (success)
792 return; 926 return;
793 } 927 else
794
795 if ( ! tr->item) {
796 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
797 &god->name);
798 continue; 928 continue;
799 } 929 }
800 item = &tr->item->clone;
801 930
802 /* Grace limit */ 931 /* Remove curse */
803 if (item->type == BOOK && item->invisible 932 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
804 && strcmp (item->name, "grace limit") == 0) { 933 {
805 if (op->stats.grace < item->stats.grace 934 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; 935 return;
936 else
937 continue;
938 }
939
940 /* Remove damnation */
941 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
942 {
943 if (god_removes_curse (op, 1))
944 return;
945 else
946 continue;
947 }
948
949 /* Heal depletion */
950 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
951 {
952 object *depl;
953 archetype *at;
954 int i;
955
956 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
957 {
958 LOG (llevError, "Could not find archetype depletion.\n");
959 continue;
816 } 960 }
961 depl = present_arch_in_ob (at, op);
962
963 if (depl == NULL)
817 continue; 964 continue;
818 }
819 965
820 /* Restore grace */ 966 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
821 if (item->type == BOOK && item->invisible 967
822 && strcmp (item->name, "restore grace") == 0) 968 for (i = 0; i < NUM_STATS; i++)
969 if (depl->stats.stat (i))
970 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
971
972 depl->destroy ();
973 op->update_stats ();
974 return;
823 { 975 }
824 if (op->stats.grace >= 0) 976
825 continue; 977 /* Voices */
826 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 978 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
979 {
980 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
981 new_draw_info (NDI_WHITE, 0, op, item->msg);
982 return;
983 }
984
985 /* Messages */
986 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
987 {
827 new_draw_info (NDI_UNIQUE, 0, op, 988 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
828 "You are returned to a state of grace."); 989 return;
990 }
991
992 /* Enchant weapon */
993 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
994 {
995 if (god_enchants_weapon (op, god, item, skill))
829 return; 996 return;
830 } 997 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; 998 continue;
838 new_draw_info (NDI_UNIQUE, 0, op, 999 }
839 "A white light surrounds and heals you!"); 1000
840 op->stats.hp = op->stats.maxhp; 1001 /* Spellbooks - works correctly only for prayers */
1002 if (item->type == SPELL)
1003 {
1004 if (check_spell_known (op, item->name))
1005 continue;
1006 if (item->level > skill->level)
1007 continue;
1008
1009 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1010 do_learn_spell (op, item, 1);
1011 return;
1012
1013 }
1014
1015 /* Other gifts */
1016 if (!item->invisible)
1017 {
1018 if (god_gives_present (op, god, tr))
841 return; 1019 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 1020 else
880 continue; 1021 continue;
881 }
882
883 /* Remove damnation */
884 if (item->type == BOOK && item->invisible
885 && strcmp (item->name, "remove damnation") == 0)
886 { 1022 }
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 */ 1023 /* else ignore it */
971 } 1024 }
972 1025
973 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1026 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
974} 1027}
975 1028
976/** 1029/**
977 * Checks and maybe punishes someone praying. 1030 * Checks and maybe punishes someone praying.
978 * All applied items are examined, if player is using more items of other gods, 1031 * 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. 1032 * s/he loses experience in praying or general experience if no praying.
980 */ 1033 */
1034int
981int god_examines_priest (object *op, object *god) { 1035god_examines_priest (object *op, object *god)
1036{
982 int reaction=1; 1037 int reaction = 1;
983 object *item=NULL, *skop; 1038 object *item = NULL, *skop;
984 1039
985 for(item=op->inv;item;item=item->below) { 1040 for (item = op->inv; item; item = item->below)
1041 {
986 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1042 if (QUERY_FLAG (item, FLAG_APPLIED))
1043 {
987 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1044 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
988 } 1045 }
989 } 1046 }
990 1047
991 /* well, well. Looks like we screwed up. Time for god's revenge */ 1048 /* well, well. Looks like we screwed up. Time for god's revenge */
992 if(reaction<0) { 1049 if (reaction < 0)
1050 {
993 int loss = 10000000; 1051 int loss = 10000000;
994 int angry = abs(reaction); 1052 int angry = abs (reaction);
995 1053
996 for (skop = op->inv; skop != NULL; skop=skop->below) 1054 for (skop = op->inv; skop != NULL; skop = skop->below)
997 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1055 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1056 break;
998 1057
999 if (skop) 1058 if (skop)
1000 loss = (int) (0.05 * (float) skop->stats.exp); 1059 loss = (int) (0.05 * (float) skop->stats.exp);
1001 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1060 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)) { 1061 if (random_roll (0, angry, op, PREFER_LOW))
1062 {
1004 object *tmp = get_archetype(LOOSE_MANA); 1063 object *tmp = get_archetype (LOOSE_MANA);
1064
1005 cast_magic_storm(op,tmp,op->level+(angry*3)); 1065 cast_magic_storm (op, tmp, op->level + (angry * 3));
1006 } 1066 }
1007 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1067 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 } 1068 }
1010 return reaction; 1069 return reaction;
1011} 1070}
1012 1071
1013/** 1072/**
1014 * God checks item the player is using. 1073 * God checks item the player is using.
1015 * Return either -1 (bad), 0 (neutral) or 1074 * Return either -1 (bad), 0 (neutral) or
1016 * 1 (item is ok). If you are using the item of an enemy 1075 * 1 (item is ok). If you are using the item of an enemy
1017 * god, it can be bad...-b.t. 1076 * god, it can be bad...-b.t.
1018 */ 1077 */
1019 1078
1079int
1020int god_examines_item(object *god, object *item) { 1080god_examines_item (object *god, object *item)
1081{
1021 char buf[MAX_BUF]; 1082 char buf[MAX_BUF];
1022 1083
1023 if(!god||!item) return 0; 1084 if (!god || !item)
1085 return 0;
1024 1086
1025 if(!item->title) return 1; /* unclaimed item are ok */ 1087 if (!item->title)
1088 return 1; /* unclaimed item are ok */
1026 1089
1027 sprintf(buf,"of %s",&god->name); 1090 sprintf (buf, "of %s", &god->name);
1028 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1091 if (!strcmp (item->title, buf))
1092 return 1; /* belongs to that God */
1029 1093
1030 if(god->title) { /* check if we have any enemy blessed item*/ 1094 if (god->title)
1095 { /* check if we have any enemy blessed item */
1031 sprintf(buf,"of %s", &god->title); 1096 sprintf (buf, "of %s", &god->title);
1032 if(!strcmp(item->title,buf)) { 1097 if (!strcmp (item->title, buf))
1098 {
1033 if(item->env) { 1099 if (item->env)
1100 {
1034 char buf[MAX_BUF]; 1101 char buf[MAX_BUF];
1102
1035 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1103 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1036 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1104 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1037 } 1105 }
1038 return -1; 1106 return -1;
1039 } 1107 }
1040 } 1108 }
1041 1109
1042 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1110 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1043} 1111}
1044 1112
1045/** 1113/**
1046 * Returns priest's god's id. 1114 * Returns priest's god's id.
1047 * Straight calls lookup_god_by_name 1115 * Straight calls lookup_god_by_name
1048 */ 1116 */
1049 1117
1118int
1050int get_god(object *priest) { 1119get_god (object *priest)
1120{
1051 int godnr=lookup_god_by_name(determine_god(priest)); 1121 int godnr = lookup_god_by_name (determine_god (priest));
1052 1122
1053 return godnr; 1123 return godnr;
1054} 1124}
1055 1125
1056/** 1126/**
1057 * Returns a string that is the name of the god that should be natively worshipped by a 1127 * Returns a string that is the name of the god that should be natively worshipped by a
1058 * creature of who has race *race 1128 * creature of who has race *race
1059 * if we can't find a god that is appropriate, we return NULL 1129 * if we can't find a god that is appropriate, we return NULL
1060 */ 1130 */
1131const char *
1061const char *get_god_for_race(const char *race) { 1132get_god_for_race (const char *race)
1133{
1062 godlink *gl=first_god; 1134 godlink *gl = first_god;
1063 const char *godname=NULL; 1135 const char *godname = NULL;
1064 1136
1065 if (race == NULL) return NULL; 1137 if (race == NULL)
1138 return NULL;
1066 while(gl) { 1139 while (gl)
1140 {
1067 if (!strcasecmp(gl->arch->clone.race, race)) { 1141 if (!strcasecmp (gl->arch->race, race))
1142 {
1068 godname=gl->name; 1143 godname = gl->name;
1069 break; 1144 break;
1070 } 1145 }
1071 gl=gl->next; 1146 gl = gl->next;
1072 } 1147 }
1073 return godname; 1148 return godname;
1074} 1149}
1150
1075/** 1151/**
1076 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1152 * 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 1153 * 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. 1154 * the spell attacktype contains AT_HOLYWORD. -b.t.
1079 */ 1155 */
1080 1156int
1081int tailor_god_spell(object *spellop, object *caster) { 1157tailor_god_spell (object *spellop, object *caster)
1158{
1082 object *god=find_god(determine_god(caster)); 1159 object *god = find_god (determine_god (caster));
1083 int caster_is_spell=0; 1160 int caster_is_spell = 0;
1084 1161
1085 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1162 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1163 caster_is_spell = 1;
1086 1164
1087 /* if caster is a rune or the like, it doesn't worship anything. However, 1165 /* 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 1166 * if this object is owned by someone, then the god that they worship
1089 * is relevant, so use that. 1167 * is relevant, so use that.
1090 */ 1168 */
1091 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1169 if (!god && caster->owner)
1170 god = find_god (determine_god (caster->owner));
1092 1171
1093 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1172 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1173 {
1094 if ( ! caster_is_spell) 1174 if (!caster_is_spell)
1095 new_draw_info(NDI_UNIQUE, 0, caster,
1096 "This prayer is useless unless you worship an appropriate god"); 1175 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1097 else 1176 else
1098 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1177 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1099 free_object(spellop); 1178
1179 spellop->destroy ();
1100 return 0; 1180 return 0;
1101 } 1181 }
1102 1182
1103 /* either holy word or godpower attacks will set the slaying field */ 1183 /* either holy word or godpower attacks will set the slaying field */
1104 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1184 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1185 {
1105 if (spellop->slaying) 1186 if (spellop->slaying)
1106 spellop->slaying = NULL; 1187 spellop->slaying = NULL;
1107 1188
1108 if(!caster_is_spell) 1189 if (!caster_is_spell)
1109 spellop->slaying = god->slaying; 1190 spellop->slaying = god->slaying;
1110 else if(caster->slaying) 1191 else if (caster->slaying)
1111 spellop->slaying = caster->slaying; 1192 spellop->slaying = caster->slaying;
1112 } 1193 }
1113 1194
1114 /* only the godpower attacktype adds the god's attack onto the spell */ 1195 /* only the godpower attacktype adds the god's attack onto the spell */
1115 if(spellop->attacktype & AT_GODPOWER) 1196 if (spellop->attacktype & AT_GODPOWER)
1116 spellop->attacktype=spellop->attacktype|god->attacktype; 1197 spellop->attacktype = spellop->attacktype | god->attacktype;
1117 1198
1118 /* tack on the god's name to the spell */ 1199 /* tack on the god's name to the spell */
1119 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1200 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1201 {
1120 spellop->title = god->name; 1202 spellop->title = god->name;
1121 if(spellop->title){ 1203 if (spellop->title)
1204 {
1122 char buf[MAX_BUF]; 1205 char buf[MAX_BUF];
1206
1123 sprintf(buf,"%s of %s",&spellop->name, &spellop->title); 1207 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1124 spellop->name = spellop->name_pl = buf; 1208 spellop->name = spellop->name_pl = buf;
1125 } 1209 }
1126 } 1210 }
1127 1211
1128 return 1; 1212 return 1;
1129} 1213}
1130

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