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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 1.6 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_gods_c = 3 * static char *rcsid_gods_c =
3 * "$Id: gods.C,v 1.5 2006/09/07 10:01:58 pippijn Exp $"; 4 * "$Id: gods.C,v 1.6 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
37#include <living.h> 38#include <living.h>
38#include <object.h> 39#include <object.h>
39#include <spells.h> 40#include <spells.h>
40#include <sounds.h> 41#include <sounds.h>
41#ifndef __CEXTRACT__ 42#ifndef __CEXTRACT__
42#include <sproto.h> 43# include <sproto.h>
43#endif 44#endif
44 45
45/** 46/**
46 * Returns the id of specified god. 47 * Returns the id of specified god.
47 */ 48 */
49int
48int lookup_god_by_name(const char *name) { 50lookup_god_by_name (const char *name)
51{
49 int godnr=-1; 52 int godnr = -1;
50 size_t nmlen = strlen(name); 53 size_t nmlen = strlen (name);
51 54
52 if (name && strcmp(name,"none")) { 55 if (name && strcmp (name, "none"))
56 {
53 godlink *gl; 57 godlink *gl;
58
54 for (gl = first_god; gl; gl = gl->next) 59 for (gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name, gl->name, MIN((size_t) strlen(gl->name), nmlen))) 60 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
56 break; 61 break;
62 if (gl)
57 if(gl) godnr = gl->id; 63 godnr = gl->id;
58 } 64 }
59 return godnr; 65 return godnr;
60} 66}
61 67
62/** 68/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 69 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 70 */
71object *
65object *find_god(const char *name) { 72find_god (const char *name)
73{
66 object *god=NULL; 74 object *god = NULL;
67 75
68 if(name) { 76 if (name)
77 {
69 godlink *gl; 78 godlink *gl;
70 79
71 for(gl=first_god;gl;gl=gl->next) 80 for (gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 81 if (!strcmp (name, gl->name))
82 break;
83 if (gl)
73 if(gl) god=pntr_to_god_obj(gl); 84 god = pntr_to_god_obj (gl);
74 } 85 }
75 return god; 86 return god;
76} 87}
77 88
78/** 89/**
79 * Determines if op worships a god. 90 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god. 91 * 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 92 * 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 93 * who they should worship based on their race. If that fails we
83 * give them a random one. 94 * give them a random one.
84 */ 95 */
85 96
97const char *
86const char *determine_god(object *op) { 98determine_god (object *op)
99{
87 int godnr = -1; 100 int godnr = -1;
88 const char *godname; 101 const char *godname;
89 102
90 /* spells */ 103 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 104 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 } 105 {
106 if (lookup_god_by_name (op->title) >= 0)
107 return op->title;
108 }
96 109
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { 110 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
98 111 {
112
99 /* find a god based on race */ 113 /* find a god based on race */
100 if(!op->title) { 114 if (!op->title)
115 {
101 if (op->race !=NULL) { 116 if (op->race != NULL)
117 {
102 godname=get_god_for_race(op->race); 118 godname = get_god_for_race (op->race);
103 if (godname!=NULL) { 119 if (godname != NULL)
120 {
104 op->title = godname; 121 op->title = godname;
105 } 122 }
106 } 123 }
107 } 124 }
108 125
109 /* find a random god */ 126 /* find a random god */
110 if(!op->title) { 127 if (!op->title)
128 {
111 godlink *gl = first_god; 129 godlink *gl = first_god;
112 130
113 godnr = rndm(1, gl->id); 131 godnr = rndm (1, gl->id);
114 while(gl) { 132 while (gl)
133 {
115 if(gl->id == godnr) break; 134 if (gl->id == godnr)
135 break;
116 gl=gl->next; 136 gl = gl->next;
117 } 137 }
118 op->title = gl->name; 138 op->title = gl->name;
119 } 139 }
120 140
121 return op->title; 141 return op->title;
122 } 142 }
123 143
124 144
125 /* The god the player worships is in the praying skill (native skill 145 /* 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 146 * 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 147 * that skill, once we find it, we can return, either with the
128 * title or "none". 148 * title or "none".
129 */ 149 */
130 if(op->type==PLAYER) { 150 if (op->type == PLAYER)
151 {
131 object *tmp; 152 object *tmp;
153
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 154 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 155 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
156 {
157 if (tmp->title)
134 if (tmp->title) return (tmp->title); 158 return (tmp->title);
159 else
135 else return("none"); 160 return ("none");
136 } 161 }
137 } 162 }
138 return ("none"); 163 return ("none");
139} 164}
140 165
141/** 166/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 167 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 168 */
169static int
144static int same_string (const char *s1, const char *s2) 170same_string (const char *s1, const char *s2)
145{ 171{
172 if (s1 == NULL)
146 if (s1 == NULL) 173 if (s2 == NULL)
147 if (s2 == NULL)
148 return 1; 174 return 1;
149 else
150 return 0;
151 else 175 else
152 if (s2 == NULL)
153 return 0; 176 return 0;
154 else 177 else if (s2 == NULL)
178 return 0;
179 else
155 return strcmp (s1, s2) == 0; 180 return strcmp (s1, s2) == 0;
156} 181}
157 182
158 183
159/** 184/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 185 * 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 186 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 187 * message is displayed to the player.
163 */ 188 */
189static void
164static void follower_remove_similar_item (object *op, object *item) 190follower_remove_similar_item (object *op, object *item)
165{ 191{
166 object *tmp, *next; 192 object *tmp, *next;
167 193
168 if (op && op->type == PLAYER && op->contr) { 194 if (op && op->type == PLAYER && op->contr)
195 {
169 /* search the inventory */ 196 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 197 for (tmp = op->inv; tmp != NULL; tmp = next)
198 {
171 next = tmp->below; /* backup in case we remove tmp */ 199 next = tmp->below; /* backup in case we remove tmp */
172 200
173 if (tmp->type == item->type 201 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 202 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 203 && 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)) {
178 204 {
205
179 /* message */ 206 /* message */
180 if (tmp->nrof > 1) 207 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 208 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 209 else
184 new_draw_info_format(NDI_UNIQUE,0,op, 210 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)); 211
186
187 remove_ob(tmp); /* remove obj from players inv. */ 212 remove_ob (tmp); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */ 213 esrv_del_item (op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */ 214 free_object (tmp); /* free object */
190 } 215 }
191 if (tmp->inv) 216 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 217 follower_remove_similar_item (tmp, item);
193 } 218 }
194 } 219 }
195} 220}
196 221
197/** 222/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 223 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 224 * Returns 1 if found, else 0.
200 */ 225 */
226static int
201static int follower_has_similar_item (object *op, object *item) 227follower_has_similar_item (object *op, object *item)
202{ 228{
203 object *tmp; 229 object *tmp;
204 230
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 231 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
232 {
206 if (tmp->type == item->type 233 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 234 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 235 && 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; 236 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 237 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 238 return 1;
214 } 239 }
240 return 0;
241}
242
243/**
244 * God gives an item to the player.
245 */
246static int
247god_gives_present (object *op, object *god, treasure *tr)
248{
249 object *tmp;
250
251 if (follower_has_similar_item (op, &tr->item->clone))
215 return 0; 252 return 0;
216}
217 253
218/**
219 * God gives an item to the player.
220 */
221static int god_gives_present (object *op, object *god, treasure *tr)
222{
223 object *tmp;
224
225 if (follower_has_similar_item (op, &tr->item->clone))
226 return 0;
227
228 tmp = arch_to_object (tr->item); 254 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)); 255 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); 256 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER) 257 if (op->type == PLAYER)
233 esrv_send_item (op, tmp); 258 esrv_send_item (op, tmp);
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->clone);
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->clone.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 &&
290 (altar->other_arch->name==pl_god->other_arch->name)) { 324 if (pl_god->other_arch && (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)))
355 {
321 become_follower(pl,&altar->other_arch->clone); 356 become_follower (pl, &altar->other_arch->clone);
357 }
322 } else { 358 else
359 {
323 /* toss this player off the altar. He can try again. */ 360 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 361 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
325 "A divine force pushes you off the altar.");
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 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 == NULL)
351 continue; 407 continue;
352
353 if (god->randomitems == NULL) {
354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
355 do_forget_spell (op, tmp->name);
356 continue;
357 }
358
359 /* Inner loop tries to find the special prayer in the god's treasure
360 * list. We default that the spell should be removed.
361 */
362 remove=1;
363 for (tr = god->randomitems->items; tr; tr = tr->next)
364 {
365 object *item;
366
367 if (tr->item == NULL)
368 continue;
369 item = &tr->item->clone; 408 item = &tr->item->clone;
370 409
371 /* Basically, see if the matching spell is granted by this god. */ 410 /* Basically, see if the matching spell is granted by this god. */
372 411
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 412 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
413 {
374 remove=0; 414 remove = 0;
375 break; 415 break;
376 } 416 }
377 } 417 }
378 if (remove) { 418 if (remove)
419 {
379 /* just do the work of removing the spell ourselves - we already 420 /* just do the work of removing the spell ourselves - we already
380 * know that the player knows the spell 421 * know that the player knows the spell
381 */ 422 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 423 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); 424 player_unready_range_ob (op->contr, tmp);
385 remove_ob(tmp); 425 remove_ob (tmp);
386 free_object(tmp); 426 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
412 * not skill, exp or force 454 * not skill, exp or force
413 */ 455 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 456 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 457 (item->type != SKILL) && (item->type != EXPERIENCE) && (item->type != FORCE))
416 (item->type != FORCE)) { 458 {
417 459
418 if (item->type == SPELL) 460 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 461 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
420 "You lose knowledge of %s.", &item->name);
421 player_unready_range_ob(op->contr, item); 462 player_unready_range_ob (op->contr, item);
422 remove_ob(item); 463 remove_ob (item);
423 free_object(item); 464 free_object (item);
424 } 465 }
425 }
426 466 }
467
427 /* remove any godgiven items from the old god */ 468 /* remove any godgiven items from the old god */
428 if (old_god) { 469 if (old_god)
470 {
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 471 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next)
472 {
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 473 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 474 follower_remove_similar_item (op, &tr->item->clone);
432 } 475 }
433 }
434 476 }
435 if(!op||!new_god) return;
436 477
478 if (!op || !new_god)
479 return;
480
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 481 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
482 {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 483 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
439 &new_god->name);
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 484 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
485 {
441 object *tmp = get_archetype(LOOSE_MANA); 486 object *tmp = get_archetype (LOOSE_MANA);
487
442 cast_magic_storm(op,tmp, new_god->level+10); 488 cast_magic_storm (op, tmp, new_god->level + 10);
443 } 489 }
444 return; 490 return;
445 } 491 }
446 492
447 493
448 /* give the player any special god-characteristic-items. */ 494 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 495 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next)
496 {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 497 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 498 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452 god_gives_present(op,new_god,tr); } 499 god_gives_present (op, new_god, tr);
500 }
453 501
454 502
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 503 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);
457 504
458 for (skop = op->inv; skop != NULL; skop=skop->below) 505 for (skop = op->inv; skop != NULL; skop = skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 506 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
507 break;
460 508
461 /* Player has no skill - give them the skill */ 509 /* Player has no skill - give them the skill */
462 if (!skop) { 510 if (!skop)
511 {
463 /* The arhetype should always be defined - if we crash here because it doesn't, 512 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 513 * things are really messed up anyways.
465 */ 514 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 515 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
467 link_player_skills(op); 516 link_player_skills (op);
468 } 517 }
469 518
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 519 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
471 520
472 /* Clear the "undead" status. We also need to force a call to change_abil, 521 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that. 522 * so I set undeadified for that.
474 * - gros, 21th July 2006. 523 * - gros, 21th July 2006.
475 */ 524 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) 525 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
477 { 526 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 527 CLEAR_FLAG (skop, FLAG_UNDEAD);
479 undeadified=1; 528 undeadified = 1;
480 } 529 }
481 530
482 if(skop->title) { /* get rid of old god */ 531 if (skop->title)
483 new_draw_info_format(NDI_UNIQUE,0,op, 532 { /* get rid of old god */
484 "%s's blessing is withdrawn from you.", &skop->title); 533 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 */ 534 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) { 535 if (sk_applied || undeadified)
536 {
487 537
488 CLEAR_FLAG(skop,FLAG_APPLIED); 538 CLEAR_FLAG (skop, FLAG_APPLIED);
489 (void) change_abil(op,skop); 539 (void) change_abil (op, skop);
490 } 540 }
491 } 541 }
492 542
493 /* now change to the new gods attributes to exp_obj */ 543 /* now change to the new gods attributes to exp_obj */
494 skop->title = new_god->name; 544 skop->title = new_god->name;
495 skop->path_attuned=new_god->path_attuned; 545 skop->path_attuned = new_god->path_attuned;
496 skop->path_repelled=new_god->path_repelled; 546 skop->path_repelled = new_god->path_repelled;
497 skop->path_denied=new_god->path_denied; 547 skop->path_denied = new_god->path_denied;
498 /* copy god's resistances */ 548 /* copy god's resistances */
499 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 549 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
500 550
501 /* make sure that certain immunities do NOT get passed 551 /* make sure that certain immunities do NOT get passed
502 * to the follower! 552 * to the follower!
503 */ 553 */
504 for (i=0; i<NROFATTACKS; i++) 554 for (i = 0; i < NROFATTACKS; i++)
505 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 555 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; 556 skop->resist[i] = 30;
508 557
509 skop->stats.hp= (sint16) new_god->last_heal; 558 skop->stats.hp = (sint16) new_god->last_heal;
510 skop->stats.sp= (sint16) new_god->last_sp; 559 skop->stats.sp = (sint16) new_god->last_sp;
511 skop->stats.grace= (sint16) new_god->last_grace; 560 skop->stats.grace = (sint16) new_god->last_grace;
512 skop->stats.food= (sint16) new_god->last_eat; 561 skop->stats.food = (sint16) new_god->last_eat;
513 skop->stats.luck= (sint8) new_god->stats.luck; 562 skop->stats.luck = (sint8) new_god->stats.luck;
514 /* gods may pass on certain flag properties */ 563 /* gods may pass on certain flag properties */
515 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); 564 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
516 update_priest_flag(new_god,skop,FLAG_REFL_SPELL); 565 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
517 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); 566 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
518 update_priest_flag(new_god,skop,FLAG_STEALTH); 567 update_priest_flag (new_god, skop, FLAG_STEALTH);
519 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); 568 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
520 update_priest_flag(new_god,skop,FLAG_UNDEAD); 569 update_priest_flag (new_god, skop, FLAG_UNDEAD);
521 update_priest_flag(new_god,skop,FLAG_BLIND); 570 update_priest_flag (new_god, skop, FLAG_BLIND);
522 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 571 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
523 572
524 new_draw_info_format(NDI_UNIQUE,0,op, 573 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);
526 574
527 /* Weapon/armour use are special...handle flag toggles here as this can 575 /* 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 576 * only happen when gods are worshipped and if the new priest could
529 * have used armour/weapons in the first place. 577 * have used armour/weapons in the first place.
530 * 578 *
531 * This also can happen for monks which cannot use weapons. In this case 579 * 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. 580 * do not allow to use weapons even if the god otherwise would allow it.
533 */ 581 */
534 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 582 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
535 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 583 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
536 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 584 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
537 585
538 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 586 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
539 stop_using_item(op,WEAPON,2); 587 stop_using_item (op, WEAPON, 2);
540 588
541 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 589 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
590 {
542 stop_using_item(op,ARMOUR,1); 591 stop_using_item (op, ARMOUR, 1);
543 stop_using_item(op,HELMET,1); 592 stop_using_item (op, HELMET, 1);
544 stop_using_item(op,BOOTS,1); 593 stop_using_item (op, BOOTS, 1);
545 stop_using_item(op,GLOVES,1); 594 stop_using_item (op, GLOVES, 1);
546 stop_using_item(op,SHIELD,1); 595 stop_using_item (op, SHIELD, 1);
547 } 596 }
548 597
549 SET_FLAG(skop,FLAG_APPLIED); 598 SET_FLAG (skop, FLAG_APPLIED);
550 (void) change_abil(op,skop); 599 (void) change_abil (op, skop);
551 600
552 /* return to previous skill status */ 601 /* return to previous skill status */
602 if (!sk_applied)
553 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); 603 CLEAR_FLAG (skop, FLAG_APPLIED);
554 604
555 check_special_prayers (op, new_god); 605 check_special_prayers (op, new_god);
556} 606}
557 607
558/** 608/**
559 * Forbids or let player use something item type. 609 * Forbids or let player use something item type.
560 * op is the player. 610 * op is the player.
561 * exp_obj is the widsom experience. 611 * exp_obj is the widsom experience.
562 * flag is the flag to check against. 612 * flag is the flag to check against.
563 * string is the string to print out. 613 * string is the string to print out.
564 */ 614 */
565 615
616int
566int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 617worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
618{
567 619
568 if(QUERY_FLAG(&op->arch->clone,flag)) 620 if (QUERY_FLAG (&op->arch->clone, flag))
569 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 621 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
622 {
570 update_priest_flag(exp_obj,op,flag); 623 update_priest_flag (exp_obj, op, flag);
571 if(QUERY_FLAG(op,flag)) 624 if (QUERY_FLAG (op, flag))
572 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 625 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
573 else { 626 else
627 {
574 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 628 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
575 return 1; 629 return 1;
630 }
576 } 631 }
577 }
578 return 0; 632 return 0;
579} 633}
580 634
581/** 635/**
582 * Unapplies up to number worth of items of type 636 * Unapplies up to number worth of items of type
583 */ 637 */
638void
584void stop_using_item ( object *op, int type, int number ) { 639stop_using_item (object *op, int type, int number)
640{
585 object *tmp; 641 object *tmp;
586 642
587 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 643 for (tmp = op->inv; tmp && number; tmp = tmp->below)
588 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 644 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
645 {
589 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 646 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
590 number--; 647 number--;
591 } 648 }
592} 649}
593 650
594/** 651/**
595 * If the god does/doesnt have this flag, we 652 * If the god does/doesnt have this flag, we
596 * give/remove it from the experience object if it doesnt/does 653 * give/remove it from the experience object if it doesnt/does
597 * already exist. For players only! 654 * already exist. For players only!
598 */ 655 */
599 656
657void
600void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 658update_priest_flag (object *god, object *exp_ob, uint32 flag)
659{
601 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 660 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
602 SET_FLAG(exp_ob,flag); 661 SET_FLAG (exp_ob, flag);
603 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 662 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
604 { 663 {
605 /* When this is called with the exp_ob set to the player, 664 /* When this is called with the exp_ob set to the player,
606 * this check is broken, because most all players arch 665 * this check is broken, because most all players arch
607 * allow use of weapons. I'm not actually sure why this 666 * allow use of weapons. I'm not actually sure why this
608 * check is here - I guess if you had a case where the 667 * check is here - I guess if you had a case where the
609 * value in the archetype (wisdom) should over ride the restrictions 668 * 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 669 * the god places on it, this may make sense. But I don't think
611 * there is any case like that. 670 * there is any case like that.
612 */ 671 */
613 672
614/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 673/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
615 CLEAR_FLAG(exp_ob,flag); 674 CLEAR_FLAG (exp_ob, flag);
616 }; 675 };
617} 676}
618 677
619 678
620 679
680archetype *
621archetype *determine_holy_arch (object *god, const char *type) 681determine_holy_arch (object *god, const char *type)
622{ 682{
623 treasure *tr; 683 treasure *tr;
624 684
625 if ( ! god || ! god->randomitems) { 685 if (!god || !god->randomitems)
686 {
626 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 687 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
627 "randomitems\n");
628 return NULL; 688 return NULL;
629 } 689 }
630 690
631 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 691 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
692 {
632 object *item; 693 object *item;
633 694
634 if ( ! tr->item) 695 if (!tr->item)
635 continue; 696 continue;
636 item = &tr->item->clone; 697 item = &tr->item->clone;
637 698
638 if (item->type == BOOK && item->invisible 699 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
639 && strcmp (item->name, type) == 0)
640 return item->other_arch; 700 return item->other_arch;
641 } 701 }
642 return NULL; 702 return NULL;
643} 703}
644 704
645/** 705/**
646 * God helps player by removing curse and/or damnation. 706 * God helps player by removing curse and/or damnation.
647 */ 707 */
708static int
648static int god_removes_curse (object *op, int remove_damnation) 709god_removes_curse (object *op, int remove_damnation)
649{ 710{
650 object *tmp; 711 object *tmp;
651 int success = 0; 712 int success = 0;
652 713
653 for (tmp = op->inv; tmp; tmp = tmp->below) { 714 for (tmp = op->inv; tmp; tmp = tmp->below)
715 {
654 if (tmp->invisible) 716 if (tmp->invisible)
655 continue; 717 continue;
656 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 718 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
657 continue; 719 continue;
658 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 720 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
721 {
659 success = 1; 722 success = 1;
660 CLEAR_FLAG (tmp, FLAG_DAMNED); 723 CLEAR_FLAG (tmp, FLAG_DAMNED);
661 CLEAR_FLAG (tmp, FLAG_CURSED); 724 CLEAR_FLAG (tmp, FLAG_CURSED);
662 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
663 if (op->type == PLAYER) 726 if (op->type == PLAYER)
664 esrv_send_item (op, tmp); 727 esrv_send_item (op, tmp);
665 } 728 }
666 } 729 }
667 730
668 if (success) 731 if (success)
669 new_draw_info (NDI_UNIQUE, 0, op, 732 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; 733 return success;
672} 734}
673 735
736static int
674static int follower_level_to_enchantments (int level, int difficulty) 737follower_level_to_enchantments (int level, int difficulty)
675{ 738{
676 if (difficulty < 1) { 739 if (difficulty < 1)
677 LOG (llevError, "follower_level_to_enchantments(): " 740 {
678 "difficulty %d is invalid\n", difficulty); 741 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
679 return 0; 742 return 0;
680 } 743 }
681 744
682 if (level <= 20) 745 if (level <= 20)
683 return level / difficulty; 746 return level / difficulty;
684 if (level <= 40) 747 if (level <= 40)
685 return (20 + (level - 20) / 2) / difficulty; 748 return (20 + (level - 20) / 2) / difficulty;
686 return (30 + (level - 40) / 4) / difficulty; 749 return (30 + (level - 40) / 4) / difficulty;
687} 750}
688 751
689/** 752/**
690 * God wants to enchant weapon. 753 * God wants to enchant weapon.
691 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 754 * 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 755 * it isn't a weapon for another god. If all is all right, update weapon with
693 * attacktype, slaying and such. 756 * attacktype, slaying and such.
694 */ 757 */
758static int
695static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 759god_enchants_weapon (object *op, object *god, object *tr, object *skill)
696{ 760{
697 char buf[MAX_BUF]; 761 char buf[MAX_BUF];
698 object *weapon; 762 object *weapon;
699 uint32 attacktype; 763 uint32 attacktype;
700 int tmp; 764 int tmp;
701 765
702 for (weapon = op->inv; weapon; weapon = weapon->below) 766 for (weapon = op->inv; weapon; weapon = weapon->below)
703 if ((weapon->type == WEAPON || weapon->type == BOW) 767 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
704 && QUERY_FLAG (weapon, FLAG_APPLIED))
705 break; 768 break;
706 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 769 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; 770 return 0;
771
772 /* First give it a title, so other gods won't touch it */
773 if (!weapon->title)
774 {
775 sprintf (buf, "of %s", &god->name);
776 weapon->title = buf;
777 if (op->type == PLAYER)
778 esrv_update_item (UPD_NAME, op, weapon);
779 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
780 }
781
782 /* Allow the weapon to slay enemies */
783 if (!weapon->slaying && god->slaying)
784 {
785 weapon->slaying = god->slaying;
786 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
787 return 1;
788 }
789
790 /* Add the gods attacktype */
791 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
792 if ((attacktype & god->attacktype) != god->attacktype)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
795 weapon->attacktype = attacktype | god->attacktype;
796 return 1;
797 }
798
799 /* Higher magic value */
800 tmp = follower_level_to_enchantments (skill->level, tr->level);
801 if (weapon->magic < tmp)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
804 weapon->magic++;
805 if (op->type == PLAYER)
806 esrv_update_item (UPD_NAME, op, weapon);
807 return 1;
808 }
809
810 return 0;
747} 811}
748 812
749 813
750/** 814/**
751 * Every once in a while the god will intervene to help the worshiper. 815 * 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 816 * Later, this fctn can be used to supply quests, etc for the
753 * priest. -b.t. 817 * priest. -b.t.
754 * called from pray_at_altar() currently. 818 * called from pray_at_altar() currently.
755 */ 819 */
756 820
821void
757void god_intervention (object *op, object *god, object *skill) 822god_intervention (object *op, object *god, object *skill)
758{ 823{
759 treasure *tr; 824 treasure *tr;
760 825
761 if ( ! god || ! god->randomitems) { 826 if (!god || !god->randomitems)
762 LOG (llevError, 827 {
763 "BUG: god_intervention(): no god or god without randomitems\n"); 828 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
764 return; 829 return;
765 } 830 }
766 831
767 check_special_prayers (op, god); 832 check_special_prayers (op, god);
768 833
769 /* lets do some checks of whether we are kosher with our god */ 834 /* lets do some checks of whether we are kosher with our god */
770 if (god_examines_priest (op, god) < 0) 835 if (god_examines_priest (op, god) < 0)
771 return; 836 return;
772 837
773 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 838 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
774 839
775 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 840 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
841 {
776 object *item; 842 object *item;
777 843
778 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 844 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
845 continue;
846
847 /* Treasurelist - generate some treasure for the follower */
848 if (tr->name)
849 {
850 treasurelist *tl = find_treasurelist (tr->name);
851
852 if (tl == NULL)
779 continue; 853 continue;
780 854
781 /* Treasurelist - generate some treasure for the follower */ 855 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) { 856
783 treasurelist *tl = find_treasurelist (tr->name); 857 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
784 if (tl == NULL) 858 return;
859 }
860
861 if (!tr->item)
862 {
863 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
864 continue;
865 }
866 item = &tr->item->clone;
867
868 /* Grace limit */
869 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
870 {
871 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
872 {
873 object *tmp;
874
875 /* Follower lacks the required grace for the following
876 * treasure list items. */
877
878 tmp = get_archetype (HOLY_POSSESSION);
879 cast_change_ability (op, op, tmp, 0, 1);
880 free_object (tmp);
881 return;
882 }
883 continue;
884 }
885
886 /* Restore grace */
887 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
888 {
889 if (op->stats.grace >= 0)
785 continue; 890 continue;
891 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
892 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
893 return;
894 }
786 895
787 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 896 /* Heal damage */
788 "eyes. You catch it before it falls to the ground."); 897 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
898 {
899 if (op->stats.hp >= op->stats.maxhp)
900 continue;
901 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
902 op->stats.hp = op->stats.maxhp;
903 return;
904 }
789 905
790 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 906 /* Restore spellpoints */
791 | GT_UPDATE_INV, skill->level, 0); 907 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
908 {
909 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
910
911 /* Restore to 50 .. 100%, if sp < 50% */
912 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
913
914 if (op->stats.sp >= max / 2)
915 continue;
916 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
917 op->stats.sp = new_sp;
918 }
919
920 /* Various heal spells */
921 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
922 {
923 object *tmp;
924 int success;
925
926 tmp = get_archetype_by_object_name (item->slaying);
927
928 success = cast_heal (op, op, tmp, 0);
929 free_object (tmp);
930 if (success)
792 return; 931 return;
793 } 932 else
794
795 if ( ! tr->item) {
796 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
797 &god->name);
798 continue; 933 continue;
799 } 934 }
800 item = &tr->item->clone;
801 935
802 /* Grace limit */ 936 /* Remove curse */
803 if (item->type == BOOK && item->invisible 937 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
804 && strcmp (item->name, "grace limit") == 0) { 938 {
805 if (op->stats.grace < item->stats.grace 939 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; 940 return;
941 else
942 continue;
943 }
944
945 /* Remove damnation */
946 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
947 {
948 if (god_removes_curse (op, 1))
949 return;
950 else
951 continue;
952 }
953
954 /* Heal depletion */
955 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
956 {
957 object *depl;
958 archetype *at;
959 int i;
960
961 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
962 {
963 LOG (llevError, "Could not find archetype depletion.\n");
964 continue;
816 } 965 }
966 depl = present_arch_in_ob (at, op);
967 if (depl == NULL)
817 continue; 968 continue;
818 } 969 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
819 970 for (i = 0; i < NUM_STATS; i++)
820 /* Restore grace */ 971 if (get_attr_value (&depl->stats, i))
821 if (item->type == BOOK && item->invisible 972 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
822 && strcmp (item->name, "restore grace") == 0) 973 remove_ob (depl);
974 free_object (depl);
975 fix_player (op);
976 return;
823 { 977 }
824 if (op->stats.grace >= 0) 978
825 continue; 979 /* Voices */
826 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 980 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
981 {
982 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
983 new_draw_info (NDI_WHITE, 0, op, item->msg);
984 return;
985 }
986
987 /* Messages */
988 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
989 {
827 new_draw_info (NDI_UNIQUE, 0, op, 990 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
828 "You are returned to a state of grace."); 991 return;
992 }
993
994 /* Enchant weapon */
995 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
996 {
997 if (god_enchants_weapon (op, god, item, skill))
829 return; 998 return;
830 } 999 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; 1000 continue;
838 new_draw_info (NDI_UNIQUE, 0, op, 1001 }
839 "A white light surrounds and heals you!"); 1002
840 op->stats.hp = op->stats.maxhp; 1003 /* Spellbooks - works correctly only for prayers */
1004 if (item->type == SPELL)
1005 {
1006 if (check_spell_known (op, item->name))
1007 continue;
1008 if (item->level > skill->level)
1009 continue;
1010
1011 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1012 do_learn_spell (op, item, 1);
1013 return;
1014
1015 }
1016
1017 /* Other gifts */
1018 if (!item->invisible)
1019 {
1020 if (god_gives_present (op, god, tr))
841 return; 1021 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 1022 else
880 continue; 1023 continue;
881 }
882
883 /* Remove damnation */
884 if (item->type == BOOK && item->invisible
885 && strcmp (item->name, "remove damnation") == 0)
886 { 1024 }
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 */ 1025 /* else ignore it */
971 } 1026 }
972 1027
973 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 1028 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
974} 1029}
975 1030
976/** 1031/**
977 * Checks and maybe punishes someone praying. 1032 * Checks and maybe punishes someone praying.
978 * All applied items are examined, if player is using more items of other gods, 1033 * 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. 1034 * s/he loses experience in praying or general experience if no praying.
980 */ 1035 */
1036int
981int god_examines_priest (object *op, object *god) { 1037god_examines_priest (object *op, object *god)
1038{
982 int reaction=1; 1039 int reaction = 1;
983 object *item=NULL, *skop; 1040 object *item = NULL, *skop;
984 1041
985 for(item=op->inv;item;item=item->below) { 1042 for (item = op->inv; item; item = item->below)
1043 {
986 if(QUERY_FLAG(item,FLAG_APPLIED)) { 1044 if (QUERY_FLAG (item, FLAG_APPLIED))
1045 {
987 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 1046 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
988 } 1047 }
989 } 1048 }
990 1049
991 /* well, well. Looks like we screwed up. Time for god's revenge */ 1050 /* well, well. Looks like we screwed up. Time for god's revenge */
992 if(reaction<0) { 1051 if (reaction < 0)
1052 {
993 int loss = 10000000; 1053 int loss = 10000000;
994 int angry = abs(reaction); 1054 int angry = abs (reaction);
995 1055
996 for (skop = op->inv; skop != NULL; skop=skop->below) 1056 for (skop = op->inv; skop != NULL; skop = skop->below)
997 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 1057 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1058 break;
998 1059
999 if (skop) 1060 if (skop)
1000 loss = (int) (0.05 * (float) skop->stats.exp); 1061 loss = (int) (0.05 * (float) skop->stats.exp);
1001 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1062 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)) { 1063 if (random_roll (0, angry, op, PREFER_LOW))
1064 {
1004 object *tmp = get_archetype(LOOSE_MANA); 1065 object *tmp = get_archetype (LOOSE_MANA);
1066
1005 cast_magic_storm(op,tmp,op->level+(angry*3)); 1067 cast_magic_storm (op, tmp, op->level + (angry * 3));
1006 } 1068 }
1007 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1069 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 } 1070 }
1010 return reaction; 1071 return reaction;
1011} 1072}
1012 1073
1013/** 1074/**
1014 * God checks item the player is using. 1075 * God checks item the player is using.
1015 * Return either -1 (bad), 0 (neutral) or 1076 * Return either -1 (bad), 0 (neutral) or
1016 * 1 (item is ok). If you are using the item of an enemy 1077 * 1 (item is ok). If you are using the item of an enemy
1017 * god, it can be bad...-b.t. 1078 * god, it can be bad...-b.t.
1018 */ 1079 */
1019 1080
1081int
1020int god_examines_item(object *god, object *item) { 1082god_examines_item (object *god, object *item)
1083{
1021 char buf[MAX_BUF]; 1084 char buf[MAX_BUF];
1022 1085
1023 if(!god||!item) return 0; 1086 if (!god || !item)
1087 return 0;
1024 1088
1025 if(!item->title) return 1; /* unclaimed item are ok */ 1089 if (!item->title)
1090 return 1; /* unclaimed item are ok */
1026 1091
1027 sprintf(buf,"of %s",&god->name); 1092 sprintf (buf, "of %s", &god->name);
1028 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ 1093 if (!strcmp (item->title, buf))
1094 return 1; /* belongs to that God */
1029 1095
1030 if(god->title) { /* check if we have any enemy blessed item*/ 1096 if (god->title)
1097 { /* check if we have any enemy blessed item */
1031 sprintf(buf,"of %s", &god->title); 1098 sprintf (buf, "of %s", &god->title);
1032 if(!strcmp(item->title,buf)) { 1099 if (!strcmp (item->title, buf))
1100 {
1033 if(item->env) { 1101 if (item->env)
1102 {
1034 char buf[MAX_BUF]; 1103 char buf[MAX_BUF];
1104
1035 sprintf(buf,"Heretic! You are using %s!",query_name(item)); 1105 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1036 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); 1106 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1037 } 1107 }
1038 return -1; 1108 return -1;
1039 } 1109 }
1040 } 1110 }
1041 1111
1042 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1112 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1043} 1113}
1044 1114
1045/** 1115/**
1046 * Returns priest's god's id. 1116 * Returns priest's god's id.
1047 * Straight calls lookup_god_by_name 1117 * Straight calls lookup_god_by_name
1048 */ 1118 */
1049 1119
1120int
1050int get_god(object *priest) { 1121get_god (object *priest)
1122{
1051 int godnr=lookup_god_by_name(determine_god(priest)); 1123 int godnr = lookup_god_by_name (determine_god (priest));
1052 1124
1053 return godnr; 1125 return godnr;
1054} 1126}
1055 1127
1056/** 1128/**
1057 * Returns a string that is the name of the god that should be natively worshipped by a 1129 * Returns a string that is the name of the god that should be natively worshipped by a
1058 * creature of who has race *race 1130 * creature of who has race *race
1059 * if we can't find a god that is appropriate, we return NULL 1131 * if we can't find a god that is appropriate, we return NULL
1060 */ 1132 */
1133const char *
1061const char *get_god_for_race(const char *race) { 1134get_god_for_race (const char *race)
1135{
1062 godlink *gl=first_god; 1136 godlink *gl = first_god;
1063 const char *godname=NULL; 1137 const char *godname = NULL;
1064 1138
1065 if (race == NULL) return NULL; 1139 if (race == NULL)
1140 return NULL;
1066 while(gl) { 1141 while (gl)
1142 {
1067 if (!strcasecmp(gl->arch->clone.race, race)) { 1143 if (!strcasecmp (gl->arch->clone.race, race))
1144 {
1068 godname=gl->name; 1145 godname = gl->name;
1069 break; 1146 break;
1070 } 1147 }
1071 gl=gl->next; 1148 gl = gl->next;
1072 } 1149 }
1073 return godname; 1150 return godname;
1074} 1151}
1152
1075/** 1153/**
1076 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1154 * 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 1155 * 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. 1156 * the spell attacktype contains AT_HOLYWORD. -b.t.
1079 */ 1157 */
1080 1158
1159int
1081int tailor_god_spell(object *spellop, object *caster) { 1160tailor_god_spell (object *spellop, object *caster)
1161{
1082 object *god=find_god(determine_god(caster)); 1162 object *god = find_god (determine_god (caster));
1083 int caster_is_spell=0; 1163 int caster_is_spell = 0;
1084 1164
1085 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1165 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1166 caster_is_spell = 1;
1086 1167
1087 /* if caster is a rune or the like, it doesn't worship anything. However, 1168 /* 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 1169 * if this object is owned by someone, then the god that they worship
1089 * is relevant, so use that. 1170 * is relevant, so use that.
1090 */ 1171 */
1172 if (!god && get_owner (caster))
1091 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1173 god = find_god (determine_god (get_owner (caster)));
1092 1174
1093 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1175 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1176 {
1094 if ( ! caster_is_spell) 1177 if (!caster_is_spell)
1095 new_draw_info(NDI_UNIQUE, 0, caster,
1096 "This prayer is useless unless you worship an appropriate god"); 1178 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1097 else 1179 else
1098 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1180 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1099 free_object(spellop); 1181 free_object (spellop);
1100 return 0; 1182 return 0;
1101 } 1183 }
1102 1184
1103 /* either holy word or godpower attacks will set the slaying field */ 1185 /* either holy word or godpower attacks will set the slaying field */
1104 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1186 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1187 {
1105 if (spellop->slaying) 1188 if (spellop->slaying)
1106 spellop->slaying = NULL; 1189 spellop->slaying = NULL;
1107 1190
1108 if(!caster_is_spell) 1191 if (!caster_is_spell)
1109 spellop->slaying = god->slaying; 1192 spellop->slaying = god->slaying;
1110 else if(caster->slaying) 1193 else if (caster->slaying)
1111 spellop->slaying = caster->slaying; 1194 spellop->slaying = caster->slaying;
1112 } 1195 }
1113 1196
1114 /* only the godpower attacktype adds the god's attack onto the spell */ 1197 /* only the godpower attacktype adds the god's attack onto the spell */
1115 if(spellop->attacktype & AT_GODPOWER) 1198 if (spellop->attacktype & AT_GODPOWER)
1116 spellop->attacktype=spellop->attacktype|god->attacktype; 1199 spellop->attacktype = spellop->attacktype | god->attacktype;
1117 1200
1118 /* tack on the god's name to the spell */ 1201 /* tack on the god's name to the spell */
1119 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1202 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1203 {
1120 spellop->title = god->name; 1204 spellop->title = god->name;
1121 if(spellop->title){ 1205 if (spellop->title)
1206 {
1122 char buf[MAX_BUF]; 1207 char buf[MAX_BUF];
1208
1123 sprintf(buf,"%s of %s",&spellop->name, &spellop->title); 1209 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1124 spellop->name = spellop->name_pl = buf; 1210 spellop->name = spellop->name_pl = buf;
1125 } 1211 }
1126 } 1212 }
1127 1213
1128 return 1; 1214 return 1;
1129} 1215}
1130

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