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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 1.60 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 * static char *rcsid_gods_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: gods.C,v 1.5 2006/09/07 10:01:58 pippijn Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28
29 24
30/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t. 26 * monster race initialization. b.t.
32 */ 27 */
33 28
36#include <global.h> 31#include <global.h>
37#include <living.h> 32#include <living.h>
38#include <object.h> 33#include <object.h>
39#include <spells.h> 34#include <spells.h>
40#include <sounds.h> 35#include <sounds.h>
41#ifndef __CEXTRACT__
42#include <sproto.h> 36#include <sproto.h>
43#endif
44 37
45/** 38/**
46 * Returns the id of specified god. 39 * Returns the id of specified god.
47 */ 40 */
48int lookup_god_by_name(const char *name) { 41static int
49 int godnr=-1; 42lookup_god_by_name (shstr_cmp name)
50 size_t nmlen = strlen(name); 43{
51 44 if (name)
52 if (name && strcmp(name,"none")) {
53 godlink *gl;
54 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
55 if(!strncmp(name, gl->name, MIN((size_t) strlen(gl->name), nmlen))) 46 if (gl->name == name)
56 break; 47 return gl->id;
57 if(gl) godnr = gl->id; 48
58 } 49 return -1;
59 return godnr;
60} 50}
61 51
62/** 52/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 53 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 54 */
65object *find_god(const char *name) { 55object *
66 object *god=NULL; 56find_god (shstr_cmp name)
67 57{
68 if(name) { 58 if (name)
69 godlink *gl;
70
71 for(gl=first_god;gl;gl=gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
72 if(!strcmp(name,gl->name)) break; 60 if (gl->name == name)
73 if(gl) god=pntr_to_god_obj(gl); 61 return pntr_to_god_obj (gl);
74 } 62
75 return god; 63 return 0;
64}
65
66/**
67 * Returns a string that is the name of the god that should be natively worshipped by a
68 * creature of who has race *race
69 * if we can't find a god that is appropriate, we return NULL
70 */
71static shstr_tmp
72get_god_for_race (shstr_cmp race)
73{
74 if (race)
75 for (godlink *gl = first_god; gl; gl = gl->next)
76 if (gl->arch->race == race)
77 return gl->name;
78
79 return shstr_tmp ();
76} 80}
77 81
78/** 82/**
79 * Determines if op worships a god. 83 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god. 84 * Returns the godname if they do or "none" if they have no god.
81 * In the case of an NPC, if they have no god, we try and guess 85 * In the case of an NPC, if they have no god, we try and guess
82 * who they should worship based on their race. If that fails we 86 * who they should worship based on their race. If that fails we
83 * give them a random one. 87 * give them a random one.
84 */ 88 */
85 89shstr_tmp
86const char *determine_god(object *op) { 90determine_god (object *op)
87 int godnr = -1; 91{
88 const char *godname;
89
90 /* spells */ 92 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
92 op->title)
93 {
94 if (lookup_god_by_name(op->title)>=0) return op->title; 94 if (lookup_god_by_name (op->title) >= 0)
95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
95 } 98 {
96
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) {
98
99 /* find a god based on race */ 99 /* find a god based on race */
100 if(!op->title) { 100 if (!op->title)
101 if (op->race !=NULL) {
102 godname=get_god_for_race(op->race); 101 op->title = get_god_for_race (op->race);
103 if (godname!=NULL) {
104 op->title = godname;
105 }
106 }
107 }
108 102
109 /* find a random god */ 103 /* find a random god */
110 if(!op->title) { 104 if (!op->title)
111 godlink *gl = first_god; 105 {
112
113 godnr = rndm(1, gl->id); 106 int godnr = rndm (1, first_god->id);
114 while(gl) { 107
108 for (godlink *gl = first_god; gl; gl = gl->next)
115 if(gl->id == godnr) break; 109 if (gl->id == godnr)
116 gl=gl->next;
117 } 110 {
118 op->title = gl->name; 111 op->title = gl->name;
112 break;
119 } 113 }
114 }
120 115
121 return op->title; 116 return op->title;
122 } 117 }
123 118
124
125 /* The god the player worships is in the praying skill (native skill 119 /* The god the player worships is in the praying skill (native skill
126 * not skill tool). Since a player can only have one instance of 120 * not skill tool). Since a player can only have one instance of
127 * that skill, once we find it, we can return, either with the 121 * that skill, once we find it, we can return, either with the
128 * title or "none". 122 * title or "none".
129 */ 123 */
130 if(op->type==PLAYER) { 124 if (op->type == PLAYER)
131 object *tmp;
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
134 if (tmp->title) return (tmp->title); 127 {
135 else return("none"); 128 if (tmp->title)
129 return tmp->title;
130
131 break;
136 } 132 }
137 } 133
138 return ("none"); 134 return shstr_none;
139} 135}
140 136
141/** 137/**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 138 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */ 139 */
140static int
144static int same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
145{ 142{
146 if (s1 == NULL) 143 if (s1 == s2)
147 if (s2 == NULL)
148 return 1; 144 return 1;
149 else 145 else if (s1 && s2)
150 return 0; 146 return !strcmp (s1, s2);
151 else 147 else
152 if (s2 == NULL)
153 return 0; 148 return 0;
154 else
155 return strcmp (s1, s2) == 0;
156} 149}
157
158 150
159/** 151/**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 152 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
161 * Any matching items in the inventory are deleted, and a 153 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player. 154 * message is displayed to the player.
163 */ 155 */
156static void
164static void follower_remove_similar_item (object *op, object *item) 157follower_remove_similar_item (object *op, object *item)
165{ 158{
166 object *tmp, *next; 159 object *tmp, *next;
167 160
168 if (op && op->type == PLAYER && op->contr) { 161 if (op && op->type == PLAYER && op->contr)
162 {
169 /* search the inventory */ 163 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 164 for (tmp = op->inv; tmp != NULL; tmp = next)
165 {
171 next = tmp->below; /* backup in case we remove tmp */ 166 next = tmp->below; /* backup in case we remove tmp */
172 167
173 if (tmp->type == item->type 168 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 169 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 170 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
176 && same_string (tmp->msg, item->msg)
177 && same_string (tmp->slaying, item->slaying)) {
178 171 {
179 /* message */ 172 /* message */
180 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 173 new_draw_info_format (NDI_UNIQUE, 0, op,
182 "The %s crumble to dust!", query_short_name(tmp)); 174 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
183 else 175 query_short_name (tmp));
184 new_draw_info_format(NDI_UNIQUE,0,op, 176
185 "The %s crumbles to dust!", query_short_name(tmp)); 177 tmp->destroy ();
186
187 remove_ob(tmp); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */
190 } 178 }
179
191 if (tmp->inv) 180 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 181 follower_remove_similar_item (tmp, item);
193 } 182 }
194 } 183 }
195} 184}
196 185
197/** 186/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 187 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0. 188 * Returns 1 if found, else 0.
200 */ 189 */
190static int
201static int follower_has_similar_item (object *op, object *item) 191follower_has_similar_item (object *op, object *item)
202{ 192{
203 object *tmp; 193 object *tmp;
204 194
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 195 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
196 {
206 if (tmp->type == item->type 197 if (tmp->type == item->type
207 && same_string (tmp->name, item->name) 198 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title) 199 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
209 && same_string (tmp->msg, item->msg)
210 && same_string (tmp->slaying, item->slaying))
211 return 1; 200 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item)) 201 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1; 202 return 1;
214 } 203 }
204 return 0;
205}
206
207/**
208 * God gives an item to the player.
209 */
210static int
211god_gives_present (object *op, object *god, treasure *tr)
212{
213 if (!tr->item)
215 return 0; 214 return 0;
216}
217 215
218/**
219 * God gives an item to the player.
220 */
221static int god_gives_present (object *op, object *god, treasure *tr)
222{
223 object *tmp;
224
225 if (follower_has_similar_item (op, &tr->item->clone)) 216 if (follower_has_similar_item (op, tr->item))
226 return 0;
227
228 tmp = arch_to_object (tr->item);
229 new_draw_info_format (NDI_UNIQUE, 0, op,
230 "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
231 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER)
233 esrv_send_item (op, tmp);
234 return 1; 217 return 0;
235}
236 218
237/** 219 object *tmp = tr->item->instance ();
238 * Player prays at altar. 220 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
239 * Checks for god changing, divine intervention, and so on. 221 op->insert (tmp);
240 */
241void pray_at_altar(object *pl, object *altar, object *skill) {
242 object *pl_god=find_god(determine_god(pl));
243 222
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
245 return; 223 return 1;
246
247 /* If non consecrate altar, don't do anything */
248 if (!altar->other_arch) return;
249
250 /* hmm. what happend depends on pl's current god, level, etc */
251 if(!pl_god) { /*new convert */
252 become_follower(pl,&altar->other_arch->clone);
253 return;
254
255 } else if(!strcmp(&pl_god->name,altar->other_arch->clone.name)) {
256 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10;
258
259 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ?
261 bonus : -1*(pl->stats.grace/10));
262 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) {
264 pl->stats.grace+=bonus/2;
265 }
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) {
267 pl->stats.grace=(2*pl->stats.maxgrace);
268 }
269
270 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out.
272 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */
274
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0)
276 god_intervention(pl,pl_god, skill);
277
278 } else { /* praying to another god! */
279 uint64 loss = 0;
280 int angry=1;
281
282 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before
287 * using its values.
288 */
289 if(pl_god->other_arch &&
290 (altar->other_arch->name==pl_god->other_arch->name)) {
291 angry=2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) {
293 object *tmp;
294
295 /* you really screwed up */
296 angry=3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
298 "Foul Priest! %s punishes you!",&pl_god->name);
299 tmp=get_archetype(LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20);
301 } else
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 "Foolish heretic! %s is livid!",&pl_god->name);
304 } else
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
306 "Heretic! %s is angered!",&pl_god->name);
307
308 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj
310 */
311
312 loss = angry * (skill->stats.exp / 10);
313 if(loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW),
315 skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
316
317 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get
319 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) {
321 become_follower(pl,&altar->other_arch->clone);
322 } else {
323 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl,
325 "A divine force pushes you off the altar.");
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */
327 }
328 }
329} 224}
330 225
331/** 226/**
332 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
333 */ 228 */
229static void
334static void check_special_prayers (object *op, object *god) 230check_special_prayers (object *op, object *god)
335{ 231{
336 /* Ensure that 'op' doesn't know any special prayers that are not granted 232 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'. 233 * by 'god'.
338 */ 234 */
339 treasure *tr; 235 treasure *tr;
340 object *tmp, *next_tmp; 236 object *tmp, *next_tmp;
341 int remove=0; 237 int remove = 0;
342 238
343 /* Outer loop iterates over all special prayer marks */ 239 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 240 for (tmp = op->inv; tmp; tmp = next_tmp)
241 {
345 next_tmp = tmp->below; 242 next_tmp = tmp->below;
346 243
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 244 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
349 */ 246 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
351 continue; 248 continue;
352 249
353 if (god->randomitems == NULL) { 250 if (god->randomitems == NULL)
251 {
354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); 252 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
355 do_forget_spell (op, tmp->name); 253 do_forget_spell (op, tmp->name);
356 continue; 254 continue;
357 } 255 }
358 256
359 /* Inner loop tries to find the special prayer in the god's treasure 257 /* Inner loop tries to find the special prayer in the god's treasure
360 * list. We default that the spell should be removed. 258 * list. We default that the spell should be removed.
361 */ 259 */
362 remove=1; 260 remove = 1;
363 for (tr = god->randomitems->items; tr; tr = tr->next) 261 for (tr = god->randomitems->items; tr; tr = tr->next)
364 { 262 {
365 object *item; 263 object *item;
366 264
367 if (tr->item == NULL) 265 if (!tr->item)
368 continue; 266 continue;
267
369 item = &tr->item->clone; 268 item = tr->item;
370 269
371 /* Basically, see if the matching spell is granted by this god. */ 270 /* Basically, see if the matching spell is granted by this god. */
372 271
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 272 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
273 {
374 remove=0; 274 remove = 0;
375 break; 275 break;
376 } 276 }
377 } 277 }
278
378 if (remove) { 279 if (remove)
379 /* just do the work of removing the spell ourselves - we already 280 do_forget_spell (op, tmp->name);
380 * know that the player knows the spell
381 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
383 "You lose knowledge of %s.", &tmp->name);
384 player_unready_range_ob(op->contr, tmp);
385 remove_ob(tmp);
386 free_object(tmp);
387 }
388
389 }
390}
391
392/**
393 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven
396 * items (from the former cult).
397 */
398void become_follower (object *op, object *new_god) {
399 object *old_god = NULL; /* old god */
400 treasure *tr;
401 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.*/
404
405 281 }
406 old_god = find_god(determine_god(op)); 282}
407 283
408 /* take away any special god-characteristic items. */ 284/**
409 for(item=op->inv;item!=NULL;item=next) { 285 * Unapplies up to number worth of items of type
410 next = item->below;
411 /* remove all invisible startequip items which are
412 * not skill, exp or force
413 */ 286 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 287static void
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 288stop_using_item (object *op, int type, int number)
416 (item->type != FORCE)) { 289{
417 290 for (object *tmp = op->inv; tmp && number; tmp = tmp->below)
418 if (item->type == SPELL) 291 if (tmp->type == type && tmp->flag [FLAG_APPLIED])
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op,
420 "You lose knowledge of %s.", &item->name);
421 player_unready_range_ob(op->contr, item);
422 remove_ob(item);
423 free_object(item);
424 }
425 }
426
427 /* remove any godgiven items from the old god */
428 if (old_god) {
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) {
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone);
432 }
433 }
434
435 if(!op||!new_god) return;
436
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!",
439 &new_god->name);
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) {
441 object *tmp = get_archetype(LOOSE_MANA);
442 cast_magic_storm(op,tmp, new_god->level+10);
443 }
444 return;
445 }
446
447
448 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452 god_gives_present(op,new_god,tr); }
453
454
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
456 "You become a follower of %s!",&new_god->name);
457
458 for (skop = op->inv; skop != NULL; skop=skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
460
461 /* Player has no skill - give them the skill */
462 if (!skop) {
463 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways.
465 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill);
467 link_player_skills(op);
468 }
469
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */
471
472 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that.
474 * - gros, 21th July 2006.
475 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD)))
477 { 292 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD); 293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
479 undeadified=1; 294 --number;
480 } 295 }
296}
481 297
482 if(skop->title) { /* get rid of old god */ 298/**
483 new_draw_info_format(NDI_UNIQUE,0,op, 299 * If the god does/doesnt have this flag, we
484 "%s's blessing is withdrawn from you.", &skop->title); 300 * give/remove it from the experience object if it doesnt/does
485 /* The point of this is to really show what abilities the player just lost */ 301 * already exist. For players only!
486 if (sk_applied || undeadified) { 302 */
487 303static void
488 CLEAR_FLAG(skop,FLAG_APPLIED); 304update_priest_flag (object *god, object *exp_ob, uint32 flag)
489 (void) change_abil(op,skop); 305{
306 if (god->flag [flag] && !exp_ob->flag [flag])
307 exp_ob->flag [flag];
308 else if (exp_ob->flag [flag] && !god->flag [flag])
309 {
310 /* When this is called with the exp_ob set to the player,
311 * this check is broken, because most all players arch
312 * allow use of weapons. I'm not actually sure why this
313 * check is here - I guess if you had a case where the
314 * value in the archetype (wisdom) should over ride the restrictions
315 * the god places on it, this may make sense. But I don't think
316 * there is any case like that.
490 } 317 */
318
319/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
320 exp_ob->clr_flag (flag);
491 } 321 };
492
493 /* now change to the new gods attributes to exp_obj */
494 skop->title = new_god->name;
495 skop->path_attuned=new_god->path_attuned;
496 skop->path_repelled=new_god->path_repelled;
497 skop->path_denied=new_god->path_denied;
498 /* copy god's resistances */
499 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist));
500
501 /* make sure that certain immunities do NOT get passed
502 * to the follower!
503 */
504 for (i=0; i<NROFATTACKS; i++)
505 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD ||
506 i==ATNR_ELECTRICITY || i==ATNR_POISON))
507 skop->resist[i] = 30;
508
509 skop->stats.hp= (sint16) new_god->last_heal;
510 skop->stats.sp= (sint16) new_god->last_sp;
511 skop->stats.grace= (sint16) new_god->last_grace;
512 skop->stats.food= (sint16) new_god->last_eat;
513 skop->stats.luck= (sint8) new_god->stats.luck;
514 /* gods may pass on certain flag properties */
515 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK);
516 update_priest_flag(new_god,skop,FLAG_REFL_SPELL);
517 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE);
518 update_priest_flag(new_god,skop,FLAG_STEALTH);
519 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS);
520 update_priest_flag(new_god,skop,FLAG_UNDEAD);
521 update_priest_flag(new_god,skop,FLAG_BLIND);
522 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */
523
524 new_draw_info_format(NDI_UNIQUE,0,op,
525 "You are bathed in %s's aura.",&new_god->name);
526
527 /* 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
529 * have used armour/weapons in the first place.
530 *
531 * 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.
533 */
534 if (!present_in_ob_by_name(FORCE, "no weapon force", op))
535 update_priest_flag(new_god,skop,FLAG_USE_WEAPON);
536 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR);
537
538 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons"))
539 stop_using_item(op,WEAPON,2);
540
541 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) {
542 stop_using_item(op,ARMOUR,1);
543 stop_using_item(op,HELMET,1);
544 stop_using_item(op,BOOTS,1);
545 stop_using_item(op,GLOVES,1);
546 stop_using_item(op,SHIELD,1);
547 }
548
549 SET_FLAG(skop,FLAG_APPLIED);
550 (void) change_abil(op,skop);
551
552 /* return to previous skill status */
553 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED);
554
555 check_special_prayers (op, new_god);
556} 322}
557 323
558/** 324/**
559 * Forbids or let player use something item type. 325 * Forbids or let player use something item type.
560 * op is the player. 326 * op is the player.
561 * exp_obj is the widsom experience. 327 * exp_obj is the widsom experience.
562 * flag is the flag to check against. 328 * flag is the flag to check against.
563 * string is the string to print out. 329 * string is the string to print out.
564 */ 330 */
565 331static int
566int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { 332worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
567 333{
568 if(QUERY_FLAG(&op->arch->clone,flag)) 334 if (op->arch->flag [flag])
569 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { 335 if (op->flag [flag] != exp_obj->flag [flag])
336 {
570 update_priest_flag(exp_obj,op,flag); 337 update_priest_flag (exp_obj, op, flag);
571 if(QUERY_FLAG(op,flag)) 338 if (op->flag [flag])
572 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 339 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
573 else { 340 else
341 {
574 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 342 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
575 return 1; 343 return 1;
344 }
576 } 345 }
577 } 346
578 return 0; 347 return 0;
579} 348}
580 349
581/** 350/**
582 * Unapplies up to number worth of items of type 351 * This function is called whenever a player has
352 * switched to a new god. It handles basically all the stat changes
353 * that happen to the player, including the removal of godgiven
354 * items (from the former cult).
583 */ 355 */
584void stop_using_item ( object *op, int type, int number ) { 356void
585 object *tmp; 357become_follower (object *op, object *new_god)
586
587 for(tmp=op->inv;tmp&&number;tmp=tmp->below)
588 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) {
589 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
590 number--;
591 }
592}
593
594/**
595 * If the god does/doesnt have this flag, we
596 * give/remove it from the experience object if it doesnt/does
597 * already exist. For players only!
598 */
599
600void update_priest_flag (object *god, object *exp_ob, uint32 flag) {
601 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag))
602 SET_FLAG(exp_ob,flag);
603 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag))
604 {
605 /* When this is called with the exp_ob set to the player,
606 * this check is broken, because most all players arch
607 * allow use of weapons. I'm not actually sure why this
608 * check is here - I guess if you had a case where the
609 * 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
611 * there is any case like that.
612 */
613
614/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
615 CLEAR_FLAG(exp_ob,flag);
616 };
617}
618
619
620
621archetype *determine_holy_arch (object *god, const char *type)
622{ 358{
359 object *old_god = NULL; /* old god */
623 treasure *tr; 360 treasure *tr;
361 object *item, *skop, *next;
362 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
624 363
364 old_god = find_god (determine_god (op));
365
366 /* take away any special god-characteristic items. */
367 for (item = op->inv; item; item = next)
368 {
369 next = item->below;
370
371 // remove all invisible startequip items which are not skill, exp or force
372 if (item->flag [FLAG_STARTEQUIP] && item->invisible &&
373 (item->type != SKILL) && (item->type != FORCE))
374 {
375 if (item->type == SPELL)
376 {
377 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
378 esrv_remove_spell (op->contr, item);
379 }
380
381 item->destroy ();
382 }
383 }
384
385 /* remove any godgiven items from the old god */
386 if (old_god)
387 for (tr = old_god->randomitems->items; tr; tr = tr->next)
388 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
389 follower_remove_similar_item (op, tr->item);
390
391 if (!op || !new_god)
392 return;
393
394 if (new_god->slaying && op->race.contains (new_god->slaying))
395 {
396 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
397
398 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
399 {
400 object *tmp = get_archetype (LOOSE_MANA);
401
402 cast_magic_storm (op, tmp, new_god->level + 10);
403 }
404
405 return;
406 }
407
408 /* give the player any special god-characteristic-items. */
409 for (tr = new_god->randomitems->items; tr; tr = tr->next)
410 {
411 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
412 && tr->item->type != BOOK && tr->item->type != SPELL)
413 god_gives_present (op, new_god, tr);
414 }
415
416 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
417
418 for (skop = op->inv; skop; skop = skop->below)
419 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
420 break;
421
422 /* Player has no skill - give them the skill */
423 if (!skop)
424 /* The archetype should always be defined - if we crash here because it doesn't,
425 * things are really messed up anyways.
426 */
427 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
428
429 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
430
431 /* Clear the "undead" status. We also need to force a call to change_abil,
432 * so I set undeadified for that.
433 * - gros, 21th July 2006.
434 */
435 if (old_god && old_god->flag [FLAG_UNDEAD])
436 {
437 skop->clr_flag (FLAG_UNDEAD);
438 undeadified = 1;
439 }
440
441 if (skop->title)
442 {
443 /* get rid of old god */
444 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
445
446 /* The point of this is to really show what abilities the player just lost */
447 if (sk_applied || undeadified)
448 {
449 skop->clr_flag (FLAG_APPLIED);
450 change_abil (op, skop);
451 }
452 }
453
454 /* now change to the new gods attributes to exp_obj */
455 skop->title = new_god->name;
456 skop->path_attuned = new_god->path_attuned;
457 skop->path_repelled = new_god->path_repelled;
458 skop->path_denied = new_god->path_denied;
459 /* copy god's resistances */
460 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
461
462 /* make sure that certain immunities do NOT get passed
463 * to the follower!
464 */
465 for (i = 0; i < NROFATTACKS; i++)
466 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
467 skop->resist[i] = 30;
468
469 skop->stats.hp = (sint16) new_god->last_heal;
470 skop->stats.sp = (sint16) new_god->last_sp;
471 skop->stats.grace = (sint16) new_god->last_grace;
472 skop->stats.food = (sint16) new_god->last_eat;
473 skop->stats.luck = (sint8) new_god->stats.luck;
474 /* gods may pass on certain flag properties */
475 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
476 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
477 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
478 update_priest_flag (new_god, skop, FLAG_STEALTH);
479 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
480 update_priest_flag (new_god, skop, FLAG_UNDEAD);
481 update_priest_flag (new_god, skop, FLAG_BLIND);
482 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
483
484 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
485
486 /* Weapon/armour use are special...handle flag toggles here as this can
487 * only happen when gods are worshipped and if the new priest could
488 * have used armour/weapons in the first place.
489 *
490 * This also can happen for monks which cannot use weapons. In this case
491 * do not allow to use weapons even if the god otherwise would allow it.
492 */
493 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
494 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
495
496 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
497
498 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
499 stop_using_item (op, WEAPON, 2);
500
501 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
502 {
503 stop_using_item (op, ARMOUR, 1);
504 stop_using_item (op, HELMET, 1);
505 stop_using_item (op, BOOTS, 1);
506 stop_using_item (op, GLOVES, 1);
507 stop_using_item (op, SHIELD, 1);
508 }
509
510 skop->set_flag (FLAG_APPLIED);
511 change_abil (op, skop);
512
513 /* return to previous skill status */
514 if (!sk_applied)
515 skop->clr_flag (FLAG_APPLIED);
516
517 check_special_prayers (op, new_god);
518}
519
520archetype *
521determine_holy_arch (object *god, shstr_cmp type)
522{
523 treasure *tr;
524
625 if ( ! god || ! god->randomitems) { 525 if (!god || !god->randomitems)
526 {
626 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " 527 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
627 "randomitems\n");
628 return NULL; 528 return 0;
629 } 529 }
630 530
631 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 531 for (tr = god->randomitems->items; tr; tr = tr->next)
632 object *item; 532 {
633
634 if ( ! tr->item) 533 if (!tr->item)
635 continue; 534 continue;
636 item = &tr->item->clone;
637 535
536 object *item = tr->item;
537
638 if (item->type == BOOK && item->invisible 538 if (item->type == BOOK && item->invisible && item->name == type)
639 && strcmp (item->name, type) == 0)
640 return item->other_arch; 539 return item->other_arch;
641 } 540 }
642 return NULL; 541
542 return 0;
643} 543}
644 544
645/** 545/**
646 * God helps player by removing curse and/or damnation. 546 * God helps player by removing curse and/or damnation.
647 */ 547 */
548static int
648static int god_removes_curse (object *op, int remove_damnation) 549god_removes_curse (object *op, int remove_damnation)
649{ 550{
650 object *tmp;
651 int success = 0; 551 int success = 0;
652 552
653 for (tmp = op->inv; tmp; tmp = tmp->below) { 553 for (object *tmp = op->inv; tmp; tmp = tmp->below)
554 {
654 if (tmp->invisible) 555 if (tmp->invisible)
655 continue; 556 continue;
557
656 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 558 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
657 continue; 559 continue;
658 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 560
561 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
562 {
659 success = 1; 563 success = 1;
660 CLEAR_FLAG (tmp, FLAG_DAMNED); 564 tmp->clr_flag (FLAG_DAMNED);
661 CLEAR_FLAG (tmp, FLAG_CURSED); 565 tmp->clr_flag (FLAG_CURSED);
662 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 566 tmp->clr_flag (FLAG_KNOWN_CURSED);
663 if (op->type == PLAYER)
664 esrv_send_item (op, tmp);
665 }
666 }
667 567
568 if (object *pl = tmp->visible_to ())
569 esrv_update_item (UPD_FLAGS, pl, tmp);
570 }
571 }
572
668 if (success) 573 if (success)
669 new_draw_info (NDI_UNIQUE, 0, op, 574 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
670 "You feel like someone is helping you."); 575
671 return success; 576 return success;
672} 577}
673 578
579static int
674static int follower_level_to_enchantments (int level, int difficulty) 580follower_level_to_enchantments (int level, int difficulty)
675{ 581{
676 if (difficulty < 1) { 582 if (difficulty < 1)
677 LOG (llevError, "follower_level_to_enchantments(): " 583 {
678 "difficulty %d is invalid\n", difficulty); 584 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
679 return 0; 585 return 0;
680 } 586 }
681 587
682 if (level <= 20) 588 if (level <= 20)
683 return level / difficulty; 589 return level / difficulty;
590
684 if (level <= 40) 591 if (level <= 40)
685 return (20 + (level - 20) / 2) / difficulty; 592 return (20 + (level - 20) / 2) / difficulty;
593
686 return (30 + (level - 40) / 4) / difficulty; 594 return (30 + (level - 40) / 4) / difficulty;
595}
596
597/**
598 * God checks item the player is using.
599 * Return either -1 (bad), 0 (neutral) or
600 * 1 (item is ok). If you are using the item of an enemy
601 * god, it can be bad...-b.t.
602 */
603static int
604god_examines_item (object *god, object *item)
605{
606 char buf[MAX_BUF];
607
608 if (!god || !item)
609 return 0;
610
611 if (!item->title)
612 return 1; /* unclaimed item are ok */
613
614 sprintf (buf, "of %s", &god->name);
615 if (!strcmp (&item->title, buf))
616 return 1; /* belongs to that God */
617
618 if (god->title)
619 { /* check if we have any enemy blessed item */
620 sprintf (buf, "of %s", &god->title);
621 if (!strcmp (&item->title, buf))
622 {
623 if (item->env)
624 {
625 char buf[MAX_BUF];
626
627 sprintf (buf, "Heretic! You are using %s!", query_name (item));
628 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
629 }
630
631 return -1;
632 }
633 }
634
635 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
687} 636}
688 637
689/** 638/**
690 * God wants to enchant weapon. 639 * God wants to enchant weapon.
691 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 640 * 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 641 * it isn't a weapon for another god. If all is all right, update weapon with
693 * attacktype, slaying and such. 642 * attacktype, slaying and such.
694 */ 643 */
644static int
695static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) 645god_enchants_weapon (object *op, object *god, object *tr, object *skill)
696{ 646{
697 char buf[MAX_BUF];
698 object *weapon; 647 object *weapon;
699 uint32 attacktype; 648 uint32 attacktype;
700 int tmp; 649 int tmp;
701 650
702 for (weapon = op->inv; weapon; weapon = weapon->below) 651 for (weapon = op->inv; weapon; weapon = weapon->below)
703 if ((weapon->type == WEAPON || weapon->type == BOW) 652 if ((weapon->type == WEAPON || weapon->type == BOW) && weapon->flag [FLAG_APPLIED])
704 && QUERY_FLAG (weapon, FLAG_APPLIED))
705 break; 653 break;
654
706 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 655 if (!weapon || god_examines_item (god, weapon) <= 0)
707 return 0;
708
709 /* First give it a title, so other gods won't touch it */
710 if ( ! weapon->title) {
711 sprintf (buf, "of %s", &god->name);
712 weapon->title = buf;
713 if (op->type == PLAYER)
714 esrv_update_item (UPD_NAME, op, weapon);
715 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
716 }
717
718 /* Allow the weapon to slay enemies */
719 if ( ! weapon->slaying && god->slaying) {
720 weapon->slaying = god->slaying;
721 new_draw_info_format (NDI_UNIQUE, 0, op,
722 "Your %s now hungers to slay enemies of your god!",
723 &weapon->name);
724 return 1;
725 }
726
727 /* Add the gods attacktype */
728 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
729 if ((attacktype & god->attacktype) != god->attacktype) {
730 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
731 weapon->attacktype = attacktype | god->attacktype;
732 return 1;
733 }
734
735 /* Higher magic value */
736 tmp = follower_level_to_enchantments (skill->level, tr->level);
737 if (weapon->magic < tmp) {
738 new_draw_info (NDI_UNIQUE, 0, op,
739 "A phosphorescent glow envelops your weapon!");
740 weapon->magic++;
741 if (op->type == PLAYER)
742 esrv_update_item (UPD_NAME, op, weapon);
743 return 1;
744 }
745
746 return 0; 656 return 0;
747}
748 657
658 /* First give it a title, so other gods won't touch it */
659 if (!weapon->title)
660 {
661 weapon->title = format ("of %s", &god->name);
662
663 if (object *pl = weapon->visible_to ())
664 esrv_update_item (UPD_NAME, pl, weapon);
665
666 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
667 }
668
669 /* Allow the weapon to slay enemies */
670 if (!weapon->slaying && god->slaying)
671 {
672 weapon->slaying = god->slaying;
673 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
674 return 1;
675 }
676
677 /* Add the gods attacktype */
678 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
679 if ((attacktype & god->attacktype) != god->attacktype)
680 {
681 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
682 weapon->attacktype = attacktype | god->attacktype;
683 return 1;
684 }
685
686 /* Higher magic value */
687 tmp = follower_level_to_enchantments (skill->level, tr->level);
688 if (weapon->magic < tmp)
689 {
690 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
691 weapon->magic++;
692
693 if (object *pl = weapon->visible_to ())
694 esrv_update_item (UPD_NAME, pl, weapon);
695
696 return 1;
697 }
698
699 return 0;
700}
701
702/**
703 * Checks and maybe punishes someone praying.
704 * All applied items are examined, if player is using more items of other gods,
705 * s/he loses experience in praying or general experience if no praying.
706 */
707static int
708god_examines_priest (object *op, object *god)
709{
710 int reaction = 1;
711 object *item = NULL, *skop;
712
713 for (item = op->inv; item; item = item->below)
714 if (item->flag [FLAG_APPLIED])
715 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
716
717 /* well, well. Looks like we screwed up. Time for god's revenge */
718 if (reaction < 0)
719 {
720 int loss = 10000000;
721 int angry = abs (reaction);
722
723 for (skop = op->inv; skop; skop = skop->below)
724 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
725 break;
726
727 if (skop)
728 loss = 0.05f * skop->stats.exp;
729
730 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
731
732 if (random_roll (0, angry, op, PREFER_LOW))
733 {
734 object *tmp = get_archetype (LOOSE_MANA);
735
736 cast_magic_storm (op, tmp, op->level + (angry * 3));
737 }
738
739 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
740 }
741
742 return reaction;
743}
749 744
750/** 745/**
751 * Every once in a while the god will intervene to help the worshiper. 746 * 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 747 * Later, this fctn can be used to supply quests, etc for the
753 * priest. -b.t. 748 * priest. -b.t.
754 * called from pray_at_altar() currently. 749 * called from pray_at_altar() currently.
755 */ 750 */
756 751static void
757void god_intervention (object *op, object *god, object *skill) 752god_intervention (object *op, object *god, object *skill)
758{ 753{
759 treasure *tr; 754 treasure *tr;
760 755
761 if ( ! god || ! god->randomitems) { 756 if (!god || !god->randomitems)
762 LOG (llevError, 757 {
763 "BUG: god_intervention(): no god or god without randomitems\n"); 758 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
764 return; 759 return;
765 } 760 }
766 761
767 check_special_prayers (op, god); 762 check_special_prayers (op, god);
768 763
769 /* lets do some checks of whether we are kosher with our god */ 764 /* lets do some checks of whether we are kosher with our god */
770 if (god_examines_priest (op, god) < 0) 765 if (god_examines_priest (op, god) < 0)
771 return; 766 return;
772 767
768 op->play_sound (sound_find ("god_intervention"));
773 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 769 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
774 770
775 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 771 for (tr = god->randomitems->items; tr; tr = tr->next)
772 {
776 object *item; 773 object *item;
777 774
778 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 775 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
779 continue; 776 continue;
780 777
781 /* Treasurelist - generate some treasure for the follower */ 778 /* Treasurelist - generate some treasure for the follower */
782 if (tr->name) { 779 if (tr->name)
780 {
783 treasurelist *tl = find_treasurelist (tr->name); 781 treasurelist *tl = treasurelist::find (tr->name);
782
784 if (tl == NULL) 783 if (tl == NULL)
785 continue; 784 continue;
786 785
787 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " 786 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
788 "eyes. You catch it before it falls to the ground.");
789 787
790 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD 788 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
791 | GT_UPDATE_INV, skill->level, 0); 789 return;
790 }
791
792 if (!tr->item)
793 continue;
794
795 item = tr->item;
796
797 /* Grace limit */
798 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
799 {
800 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
801 {
802 /* Follower lacks the required grace for the following
803 * treasure list items. */
804
805 object *tmp = get_archetype (HOLY_POSSESSION);
806 cast_change_ability (op, op, tmp, 0, 1);
807 tmp->destroy ();
808 return;
809 }
810
811 continue;
812 }
813
814 /* Restore grace */
815 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
816 {
817 if (op->stats.grace >= 0)
818 continue;
819
820 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
821 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
822 return;
823 }
824
825 /* Heal damage */
826 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
827 {
828 if (op->stats.hp >= op->stats.maxhp)
829 continue;
830
831 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
832 op->stats.hp = op->stats.maxhp;
833 return;
834 }
835
836 /* Restore spellpoints */
837 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
838 {
839 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
840
841 /* Restore to 50 .. 100%, if sp < 50% */
842 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
843
844 if (op->stats.sp >= max / 2)
845 continue;
846
847 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
848 op->stats.sp = new_sp;
849 }
850
851 /* Various heal spells */
852 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
853 {
854 object *tmp = archetype::get (item->slaying);
855 int success = cast_heal (op, op, tmp, 0);
856 tmp->destroy ();
857
858 if (success)
792 return; 859 return;
860 else
861 continue;
862 }
863
864 /* Remove curse */
865 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
793 } 866 {
867 if (god_removes_curse (op, 0))
868 return;
869 else
870 continue;
871 }
794 872
795 if ( ! tr->item) { 873 /* Remove damnation */
796 LOG (llevError, "BUG: empty entry in %s's treasure list\n", 874 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
797 &god->name); 875 {
876 if (god_removes_curse (op, 1))
877 return;
878 else
879 continue;
880 }
881
882 /* Heal depletion */
883 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
884 {
885 object *depl;
886 archetype *at;
887 int i;
888
889 if ((at = archetype::find (shstr_depletion)) == NULL)
890 {
891 LOG (llevError, "Could not find archetype depletion.\n");
798 continue; 892 continue;
799 }
800 item = &tr->item->clone;
801
802 /* Grace limit */
803 if (item->type == BOOK && item->invisible
804 && strcmp (item->name, "grace limit") == 0) {
805 if (op->stats.grace < item->stats.grace
806 || op->stats.grace < op->stats.maxgrace) {
807 object *tmp;
808
809 /* Follower lacks the required grace for the following
810 * treasure list items. */
811
812 tmp = get_archetype(HOLY_POSSESSION);
813 cast_change_ability(op, op, tmp, 0, 1);
814 free_object(tmp);
815 return;
816 } 893 }
817 continue;
818 }
819 894
820 /* Restore grace */ 895 depl = present_arch_in_ob (at, op);
821 if (item->type == BOOK && item->invisible 896
822 && strcmp (item->name, "restore grace") == 0) 897 if (depl == NULL)
823 {
824 if (op->stats.grace >= 0)
825 continue; 898 continue;
826 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 899
900 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
901
902 for (i = 0; i < NUM_STATS; i++)
903 if (depl->stats.stat (i))
904 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
905
906 depl->destroy ();
907 op->update_stats ();
908 return;
909 }
910
911 /* Voices */
912 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
913 {
914 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
915 new_draw_info (NDI_WHITE, 0, op, item->msg);
916 return;
917 }
918
919 /* Messages */
920 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
921 {
827 new_draw_info (NDI_UNIQUE, 0, op, 922 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
828 "You are returned to a state of grace."); 923 return;
924 }
925
926 /* Enchant weapon */
927 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
928 {
929 if (god_enchants_weapon (op, god, item, skill))
829 return; 930 return;
830 } 931 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; 932 continue;
838 new_draw_info (NDI_UNIQUE, 0, op, 933 }
839 "A white light surrounds and heals you!"); 934
840 op->stats.hp = op->stats.maxhp; 935 /* Spellbooks - works correctly only for prayers */
936 if (item->type == SPELL)
937 {
938 if (check_spell_known (op, item->name))
939 continue;
940 if (item->level > skill->level)
941 continue;
942
943 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
944 do_learn_spell (op, item, 1);
945 return;
946
947 }
948
949 /* Other gifts */
950 if (!item->invisible)
951 {
952 if (god_gives_present (op, god, tr))
841 return; 953 return;
842 } 954 else
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; 955 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 { 956 }
957 /* else ignore it */
958 }
959
960 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
961}
962
963/**
964 * Player prays at altar.
965 * Checks for god changing, divine intervention, and so on.
966 */
967void
968pray_at_altar (object *pl, object *altar, object *skill)
969{
970 object *pl_god = find_god (determine_god (pl));
971
972 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
973 return;
974
975 /* If non consecrate altar, don't do anything */
976 if (!altar->other_arch)
977 return;
978
979 /* hmm. what happend depends on pl's current god, level, etc */
980 if (!pl_god)
981 { /*new convert */
982 become_follower (pl, altar->other_arch);
983 return;
984 }
985 else if (pl_god->name == altar->other_arch->object::name)
986 {
987 /* pray at your gods altar */
988 /* this leads to very low levels of wis and pray to result in no doubling! */
989 int bonus = (pl->stats.Wis + skill->level) / 10;
990
991 /* we can get neg grace up faster */
992 if (pl->stats.grace < 0)
993 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
994
995 /* we can super-charge grace to 2x max */
996 if (pl->stats.grace < 2 * pl->stats.maxgrace)
997 pl->stats.grace += bonus / 2;
998 else
999 pl->stats.grace = 2 * pl->stats.maxgrace;
1000
1001 /* Every once in a while, the god decides to checkup on their
1002 * follower, and may intervene to help them out.
1003 */
1004 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1005
1006 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1007 god_intervention (pl, pl_god, skill);
1008 }
1009 else
1010 { /* praying to another god! */
1011 uint64 loss = 0;
1012 int angry = 1;
1013
1014 /* I believe the logic for detecting opposing gods was completely
1015 * broken - I think it should work now. altar->other_arch
1016 * points to the god of this altar (which we have
1017 * already verified is non null). pl_god->other_arch
1018 * is the opposing god - we need to verify that exists before
1019 * using its values.
1020 */
1021 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1022 {
1023 angry = 2;
1024 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1025 {
862 object *tmp; 1026 object *tmp;
863 int success;
864 1027
865 tmp = get_archetype_by_object_name(item->slaying); 1028 /* you really screwed up */
866 1029 angry = 3;
867 success = cast_heal (op, op, tmp, 0); 1030 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
868 free_object(tmp); 1031 tmp = get_archetype (LOOSE_MANA);
869 if (success) return; 1032 cast_magic_storm (pl, tmp, pl_god->level + 20);
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
880 continue;
881 }
882
883 /* Remove damnation */
884 if (item->type == BOOK && item->invisible
885 && strcmp (item->name, "remove damnation") == 0)
886 {
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 } 1033 }
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 1034 else
945 continue; 1035 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
946 }
947
948 /* Spellbooks - works correctly only for prayers */
949 if (item->type == SPELL)
950 { 1036 }
951 if (check_spell_known (op, item->name)) 1037 else
952 continue; 1038 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
953 if (item->level > skill->level)
954 continue;
955 1039
956 new_draw_info_format(NDI_UNIQUE, 0, op, 1040 /* whether we will be successfull in defecting or not -
957 "%s grants you use of a special prayer!", &god->name); 1041 * we lose experience from the clerical experience obj
958 do_learn_spell (op, item, 1); 1042 */
959 return;
960 1043
1044 loss = angry * (skill->stats.exp / 10);
1045 if (loss)
1046 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
1047
1048 /* May switch Gods, but its random chance based on our current level
1049 * note it gets harder to swap gods the higher we get
1050 */
1051 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1052 become_follower (pl, altar->other_arch);
1053 else
961 } 1054 {
962 1055 /* toss this player off the altar. He can try again. */
963 /* Other gifts */ 1056 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
964 if ( ! item->invisible) { 1057 pl->contr->fire_on = 0;
965 if (god_gives_present (op, god, tr)) 1058 pl->speed_left = 1.f;
966 return; 1059 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
967 else
968 continue;
969 }
970 /* else ignore it */
971 }
972
973 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
974}
975
976/**
977 * Checks and maybe punishes someone praying.
978 * 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.
980 */
981int god_examines_priest (object *op, object *god) {
982 int reaction=1;
983 object *item=NULL, *skop;
984
985 for(item=op->inv;item;item=item->below) {
986 if(QUERY_FLAG(item,FLAG_APPLIED)) {
987 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1);
988 }
989 }
990
991 /* well, well. Looks like we screwed up. Time for god's revenge */
992 if(reaction<0) {
993 int loss = 10000000;
994 int angry = abs(reaction);
995
996 for (skop = op->inv; skop != NULL; skop=skop->below)
997 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
998
999 if (skop)
1000 loss = (int) (0.05 * (float) skop->stats.exp);
1001 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW),
1002 skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1003 if(random_roll(0, angry, op, PREFER_LOW)) {
1004 object *tmp = get_archetype(LOOSE_MANA);
1005 cast_magic_storm(op,tmp,op->level+(angry*3));
1006 }
1007 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
1008 "%s becomes angry and punishes you!",&god->name);
1009 }
1010 return reaction;
1011}
1012
1013/**
1014 * God checks item the player is using.
1015 * Return either -1 (bad), 0 (neutral) or
1016 * 1 (item is ok). If you are using the item of an enemy
1017 * god, it can be bad...-b.t.
1018 */
1019
1020int god_examines_item(object *god, object *item) {
1021 char buf[MAX_BUF];
1022
1023 if(!god||!item) return 0;
1024
1025 if(!item->title) return 1; /* unclaimed item are ok */
1026
1027 sprintf(buf,"of %s",&god->name);
1028 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */
1029
1030 if(god->title) { /* check if we have any enemy blessed item*/
1031 sprintf(buf,"of %s", &god->title);
1032 if(!strcmp(item->title,buf)) {
1033 if(item->env) {
1034 char buf[MAX_BUF];
1035 sprintf(buf,"Heretic! You are using %s!",query_name(item));
1036 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf);
1037 } 1060 }
1038 return -1;
1039 }
1040 } 1061 }
1041
1042 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1043} 1062}
1044 1063
1045/**
1046 * Returns priest's god's id.
1047 * Straight calls lookup_god_by_name
1048 */
1049
1050int get_god(object *priest) {
1051 int godnr=lookup_god_by_name(determine_god(priest));
1052
1053 return godnr;
1054}
1055
1056/**
1057 * Returns a string that is the name of the god that should be natively worshipped by a
1058 * creature of who has race *race
1059 * if we can't find a god that is appropriate, we return NULL
1060 */
1061const char *get_god_for_race(const char *race) {
1062 godlink *gl=first_god;
1063 const char *godname=NULL;
1064
1065 if (race == NULL) return NULL;
1066 while(gl) {
1067 if (!strcasecmp(gl->arch->clone.race, race)) {
1068 godname=gl->name;
1069 break;
1070 }
1071 gl=gl->next;
1072 }
1073 return godname;
1074}
1075/** 1064/**
1076 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1065 * 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 1066 * 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. 1067 * the spell attacktype contains AT_HOLYWORD. -b.t.
1079 */ 1068 */
1080 1069int
1081int tailor_god_spell(object *spellop, object *caster) { 1070tailor_god_spell (object *spellop, object *caster)
1071{
1082 object *god=find_god(determine_god(caster)); 1072 object *god = find_god (determine_god (caster));
1083 int caster_is_spell=0; 1073 int caster_is_spell = 0;
1084 1074
1085 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; 1075 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1076 caster_is_spell = 1;
1086 1077
1087 /* if caster is a rune or the like, it doesn't worship anything. However, 1078 /* 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 1079 * if this object is owned by someone, then the god that they worship
1089 * is relevant, so use that. 1080 * is relevant, so use that.
1090 */ 1081 */
1091 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); 1082 if (!god && caster->owner)
1083 god = find_god (determine_god (caster->owner));
1092 1084
1093 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { 1085 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1086 {
1094 if ( ! caster_is_spell) 1087 if (!caster_is_spell)
1095 new_draw_info(NDI_UNIQUE, 0, caster,
1096 "This prayer is useless unless you worship an appropriate god"); 1088 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1097 else 1089 else
1098 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1090 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1099 free_object(spellop); 1091
1092 spellop->destroy ();
1100 return 0; 1093 return 0;
1101 } 1094 }
1102 1095
1103 /* either holy word or godpower attacks will set the slaying field */ 1096 /* either holy word or godpower attacks will set the slaying field */
1104 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { 1097 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1098 {
1105 if (spellop->slaying) 1099 if (spellop->slaying)
1106 spellop->slaying = NULL; 1100 spellop->slaying = NULL;
1107 1101
1108 if(!caster_is_spell) 1102 if (!caster_is_spell)
1109 spellop->slaying = god->slaying; 1103 spellop->slaying = god->slaying;
1110 else if(caster->slaying) 1104 else if (caster->slaying)
1111 spellop->slaying = caster->slaying; 1105 spellop->slaying = caster->slaying;
1112 } 1106 }
1113 1107
1114 /* only the godpower attacktype adds the god's attack onto the spell */ 1108 /* only the godpower attacktype adds the god's attack onto the spell */
1115 if(spellop->attacktype & AT_GODPOWER) 1109 if (spellop->attacktype & AT_GODPOWER)
1116 spellop->attacktype=spellop->attacktype|god->attacktype; 1110 spellop->attacktype = spellop->attacktype | god->attacktype;
1117 1111
1118 /* tack on the god's name to the spell */ 1112 /* tack on the god's name to the spell */
1119 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1113 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1114 {
1120 spellop->title = god->name; 1115 spellop->title = god->name;
1121 if(spellop->title){ 1116 if (spellop->title)
1117 {
1122 char buf[MAX_BUF]; 1118 char buf[MAX_BUF];
1119
1123 sprintf(buf,"%s of %s",&spellop->name, &spellop->title); 1120 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1124 spellop->name = spellop->name_pl = buf; 1121 spellop->name = spellop->name_pl = buf;
1125 } 1122 }
1126 } 1123 }
1127 1124
1128 return 1; 1125 return 1;
1129} 1126}
1130

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