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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.12 by elmex, Wed Dec 20 10:31:00 2006 UTC vs.
Revision 1.42 by root, Wed Dec 31 18:07:41 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 24/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
26 * monster race initialization. b.t. 25 * monster race initialization. b.t.
27 */ 26 */
28 27
31#include <global.h> 30#include <global.h>
32#include <living.h> 31#include <living.h>
33#include <object.h> 32#include <object.h>
34#include <spells.h> 33#include <spells.h>
35#include <sounds.h> 34#include <sounds.h>
36#ifndef __CEXTRACT__
37# include <sproto.h> 35#include <sproto.h>
38#endif
39 36
40/** 37/**
41 * Returns the id of specified god. 38 * Returns the id of specified god.
42 */ 39 */
43int 40int
44lookup_god_by_name (const char *name) 41lookup_god_by_name (const char *name)
45{ 42{
46 int godnr = -1; 43 shstr_cmp sname (name);
47 size_t nmlen = strlen (name);
48 44
49 if (name && strcmp (name, "none")) 45 if (sname)
50 {
51 godlink *gl;
52
53 for (gl = first_god; gl; gl = gl->next) 46 for (godlink *gl = first_god; gl; gl = gl->next)
54 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 47 if (gl->name == name)
55 break;
56 if (gl)
57 godnr = gl->id; 48 return gl->id;
58 } 49
59 return godnr; 50 return -1;
60} 51}
61 52
62/** 53/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 54 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 55 */
65object * 56object *
66find_god (const char *name) 57find_god (const char *name)
67{ 58{
68 object *god = NULL;
69
70 if (name) 59 if (name)
71 {
72 godlink *gl;
73
74 for (gl = first_god; gl; gl = gl->next) 60 for (godlink *gl = first_god; gl; gl = gl->next)
75 if (!strcmp (name, gl->name)) 61 if (!strcmp (name, gl->name))
76 break;
77 if (gl)
78 god = pntr_to_god_obj (gl); 62 return pntr_to_god_obj (gl);
79 } 63
80 return god; 64 return 0;
81} 65}
82 66
83/** 67/**
84 * Determines if op worships a god. 68 * Determines if op worships a god.
85 * Returns the godname if they do or "none" if they have no god. 69 * Returns the godname if they do or "none" if they have no god.
86 * In the case of an NPC, if they have no god, we try and guess 70 * In the case of an NPC, if they have no god, we try and guess
87 * who they should worship based on their race. If that fails we 71 * who they should worship based on their race. If that fails we
88 * give them a random one. 72 * give them a random one.
89 */ 73 */
90 74shstr_tmp
91const char *
92determine_god (object *op) 75determine_god (object *op)
93{ 76{
94 int godnr = -1;
95 const char *godname;
96
97 /* spells */ 77 /* spells */
98 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 78 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
99 {
100 if (lookup_god_by_name (op->title) >= 0) 79 if (lookup_god_by_name (op->title) >= 0)
101 return op->title; 80 return op->title;
81
82 if (!op->is_player () && op->flag [FLAG_ALIVE])
102 } 83 {
103
104 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
105 {
106
107 /* find a god based on race */ 84 /* find a god based on race */
108 if (!op->title) 85 if (!op->title)
109 {
110 if (op->race != NULL)
111 {
112 godname = get_god_for_race (op->race); 86 op->title = get_god_for_race (op->race);
113 if (godname != NULL)
114 {
115 op->title = godname;
116 }
117 }
118 }
119 87
120 /* find a random god */ 88 /* find a random god */
121 if (!op->title) 89 if (!op->title)
122 { 90 {
123 godlink *gl = first_god;
124
125 godnr = rndm (1, gl->id); 91 int godnr = rndm (1, first_god->id);
126 while (gl) 92
127 { 93 for (godlink *gl = first_god; gl && gl->id != godnr; gl = gl->next)
128 if (gl->id == godnr) 94 if (gl->id == godnr)
95 {
96 op->title = gl->name;
129 break; 97 break;
130 gl = gl->next;
131 } 98 }
132 op->title = gl->name;
133 } 99 }
134 100
135 return op->title; 101 return op->title;
136 } 102 }
137
138 103
139 /* The god the player worships is in the praying skill (native skill 104 /* The god the player worships is in the praying skill (native skill
140 * not skill tool). Since a player can only have one instance of 105 * not skill tool). Since a player can only have one instance of
141 * that skill, once we find it, we can return, either with the 106 * that skill, once we find it, we can return, either with the
142 * title or "none". 107 * title or "none".
143 */ 108 */
144 if (op->type == PLAYER) 109 if (op->type == PLAYER)
145 {
146 object *tmp;
147
148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 110 for (object *tmp = op->inv; tmp; tmp = tmp->below)
149 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 111 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
150 { 112 {
151 if (tmp->title) 113 if (tmp->title)
152 return (tmp->title); 114 return tmp->title;
153 else 115
154 return ("none"); 116 break;
155 } 117 }
156 } 118
157 return ("none"); 119 return shstr_none;
158} 120}
159 121
160/** 122/**
161 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 123 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
162 */ 124 */
163static int 125static int
164same_string (const char *s1, const char *s2) 126same_string (const char *s1, const char *s2)
165{ 127{
166 if (s1 == NULL) 128 if (s1 == s2)
167 if (s2 == NULL)
168 return 1; 129 return 1;
130 else if (s1 && s2)
131 return !strcmp (s1, s2);
169 else 132 else
170 return 0;
171 else if (s2 == NULL)
172 return 0; 133 return 0;
173 else
174 return strcmp (s1, s2) == 0;
175} 134}
176
177 135
178/** 136/**
179 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 137 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
180 * Any matching items in the inventory are deleted, and a 138 * Any matching items in the inventory are deleted, and a
181 * message is displayed to the player. 139 * message is displayed to the player.
194 152
195 if (tmp->type == item->type 153 if (tmp->type == item->type
196 && same_string (tmp->name, item->name) 154 && same_string (tmp->name, item->name)
197 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) 155 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
198 { 156 {
199
200 /* message */ 157 /* message */
201 if (tmp->nrof > 1) 158 new_draw_info_format (NDI_UNIQUE, 0, op,
202 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp)); 159 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
203 else 160 query_short_name (tmp));
204 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
205 161
206 tmp->remove (); /* remove obj from players inv. */ 162 tmp->destroy ();
207 esrv_del_item (op->contr, tmp->count); /* notify client */
208 tmp->destroy (); /* free object */
209 } 163 }
210 164
211 if (tmp->inv) 165 if (tmp->inv)
212 follower_remove_similar_item (tmp, item); 166 follower_remove_similar_item (tmp, item);
213 } 167 }
239 * God gives an item to the player. 193 * God gives an item to the player.
240 */ 194 */
241static int 195static int
242god_gives_present (object *op, object *god, treasure *tr) 196god_gives_present (object *op, object *god, treasure *tr)
243{ 197{
244 object *tmp; 198 if (!tr->item)
245
246 if (follower_has_similar_item (op, &tr->item->clone))
247 return 0; 199 return 0;
248 200
201 if (follower_has_similar_item (op, tr->item))
202 return 0;
203
249 tmp = arch_to_object (tr->item); 204 object *tmp = arch_to_object (tr->item);
250 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); 205 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
251 tmp = insert_ob_in_ob (tmp, op); 206 op->insert (tmp);
252 if (op->type == PLAYER) 207
253 esrv_send_item (op, tmp);
254 return 1; 208 return 1;
255} 209}
256 210
257/** 211/**
258 * Player prays at altar. 212 * Player prays at altar.
271 return; 225 return;
272 226
273 /* hmm. what happend depends on pl's current god, level, etc */ 227 /* hmm. what happend depends on pl's current god, level, etc */
274 if (!pl_god) 228 if (!pl_god)
275 { /*new convert */ 229 { /*new convert */
276 become_follower (pl, &altar->other_arch->clone); 230 become_follower (pl, altar->other_arch);
277 return; 231 return;
278
279 } 232 }
280 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name)) 233 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
281 { 234 {
282 /* pray at your gods altar */ 235 /* pray at your gods altar */
283 int bonus = (pl->stats.Wis + skill->level) / 10; 236 int bonus = (pl->stats.Wis + skill->level) / 10;
284 237
285 /* we can get neg grace up faster */ 238 /* we can get neg grace up faster */
286 if (pl->stats.grace < 0) 239 if (pl->stats.grace < 0)
287 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); 240 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
241
288 /* we can super-charge grace to 2x max */ 242 /* we can super-charge grace to 2x max */
289 if (pl->stats.grace < (2 * pl->stats.maxgrace)) 243 if (pl->stats.grace < 2 * pl->stats.maxgrace)
290 {
291 pl->stats.grace += bonus / 2; 244 pl->stats.grace += bonus / 2;
292 } 245 else
293 if (pl->stats.grace > (2 * pl->stats.maxgrace))
294 {
295 pl->stats.grace = (2 * pl->stats.maxgrace); 246 pl->stats.grace = 2 * pl->stats.maxgrace;
296 }
297 247
298 /* Every once in a while, the god decides to checkup on their 248 /* Every once in a while, the god decides to checkup on their
299 * follower, and may intervene to help them out. 249 * follower, and may intervene to help them out.
300 */ 250 */
301 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ 251 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
302 252
303 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) 253 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
304 god_intervention (pl, pl_god, skill); 254 god_intervention (pl, pl_god, skill);
305
306 } 255 }
307 else 256 else
308 { /* praying to another god! */ 257 { /* praying to another god! */
309 uint64 loss = 0; 258 uint64 loss = 0;
310 int angry = 1; 259 int angry = 1;
314 * points to the god of this altar (which we have 263 * points to the god of this altar (which we have
315 * already verified is non null). pl_god->other_arch 264 * already verified is non null). pl_god->other_arch
316 * is the opposing god - we need to verify that exists before 265 * is the opposing god - we need to verify that exists before
317 * using its values. 266 * using its values.
318 */ 267 */
319 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name)) 268 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
320 { 269 {
321 angry = 2; 270 angry = 2;
322 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) 271 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
323 { 272 {
324 object *tmp; 273 object *tmp;
345 294
346 /* May switch Gods, but its random chance based on our current level 295 /* May switch Gods, but its random chance based on our current level
347 * note it gets harder to swap gods the higher we get 296 * note it gets harder to swap gods the higher we get
348 */ 297 */
349 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) 298 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
350 {
351 become_follower (pl, &altar->other_arch->clone); 299 become_follower (pl, altar->other_arch);
352 }
353 else 300 else
354 { 301 {
355 /* toss this player off the altar. He can try again. */ 302 /* toss this player off the altar. He can try again. */
356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); 303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
304 pl->contr->fire_on = 0;
305 pl->speed_left = 1.f;
357 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ 306 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
358 } 307 }
359 } 308 }
360} 309}
361 310
396 remove = 1; 345 remove = 1;
397 for (tr = god->randomitems->items; tr; tr = tr->next) 346 for (tr = god->randomitems->items; tr; tr = tr->next)
398 { 347 {
399 object *item; 348 object *item;
400 349
401 if (tr->item == NULL) 350 if (!tr->item)
402 continue; 351 continue;
352
403 item = &tr->item->clone; 353 item = tr->item;
404 354
405 /* Basically, see if the matching spell is granted by this god. */ 355 /* Basically, see if the matching spell is granted by this god. */
406 356
407 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 357 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
408 { 358 {
409 remove = 0; 359 remove = 0;
410 break; 360 break;
411 } 361 }
412 } 362 }
363
413 if (remove) 364 if (remove)
414 { 365 do_forget_spell (op, tmp->name);
415 /* just do the work of removing the spell ourselves - we already
416 * know that the player knows the spell
417 */
418 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
419 player_unready_range_ob (op->contr, tmp);
420 tmp->destroy ();
421 }
422
423 } 366 }
424} 367}
425 368
426/** 369/**
427 * This function is called whenever a player has 370 * This function is called whenever a player has
435 object *old_god = NULL; /* old god */ 378 object *old_god = NULL; /* old god */
436 treasure *tr; 379 treasure *tr;
437 object *item, *skop, *next; 380 object *item, *skop, *next;
438 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ 381 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
439 382
440
441 old_god = find_god (determine_god (op)); 383 old_god = find_god (determine_god (op));
442 384
443 /* take away any special god-characteristic items. */ 385 /* take away any special god-characteristic items. */
444 for (item = op->inv; item != NULL; item = next) 386 for (item = op->inv; item; item = next)
445 { 387 {
446 next = item->below; 388 next = item->below;
389
447 // remove all invisible startequip items which are not skill, exp or force 390 // remove all invisible startequip items which are not skill, exp or force
448 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 391 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
449 (item->type != SKILL) && (item->type != FORCE)) 392 (item->type != SKILL) && (item->type != FORCE))
450 { 393 {
451
452 if (item->type == SPELL) 394 if (item->type == SPELL)
395 {
453 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); 396 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
397 esrv_remove_spell (op->contr, item);
398 }
454 399
455 player_unready_range_ob (op->contr, item); 400 player_unready_range_ob (op->contr, item);
456 item->destroy (); 401 item->destroy ();
457 } 402 }
458 } 403 }
459 404
460 /* remove any godgiven items from the old god */ 405 /* remove any godgiven items from the old god */
461 if (old_god) 406 if (old_god)
462 {
463 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) 407 for (tr = old_god->randomitems->items; tr; tr = tr->next)
464 {
465 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 408 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
466 follower_remove_similar_item (op, &tr->item->clone); 409 follower_remove_similar_item (op, tr->item);
467 }
468 }
469 410
470 if (!op || !new_god) 411 if (!op || !new_god)
471 return; 412 return;
472 413
473 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 414 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
474 { 415 {
475 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); 416 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
417
476 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 418 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
477 { 419 {
478 object *tmp = get_archetype (LOOSE_MANA); 420 object *tmp = get_archetype (LOOSE_MANA);
479 421
480 cast_magic_storm (op, tmp, new_god->level + 10); 422 cast_magic_storm (op, tmp, new_god->level + 10);
481 } 423 }
424
482 return; 425 return;
483 } 426 }
484 427
485
486 /* give the player any special god-characteristic-items. */ 428 /* give the player any special god-characteristic-items. */
487 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) 429 for (tr = new_god->randomitems->items; tr; tr = tr->next)
488 { 430 {
489 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 431 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
490 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 432 && tr->item->type != BOOK && tr->item->type != SPELL)
491 god_gives_present (op, new_god, tr); 433 god_gives_present (op, new_god, tr);
492 } 434 }
493 435
494
495 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); 436 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
496 437
497 for (skop = op->inv; skop != NULL; skop = skop->below) 438 for (skop = op->inv; skop; skop = skop->below)
498 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 439 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
499 break; 440 break;
500 441
501 /* Player has no skill - give them the skill */ 442 /* Player has no skill - give them the skill */
502 if (!skop) 443 if (!skop)
503 {
504 /* The arhetype should always be defined - if we crash here because it doesn't, 444 /* The archetype should always be defined - if we crash here because it doesn't,
505 * things are really messed up anyways. 445 * things are really messed up anyways.
506 */ 446 */
507 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); 447 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
508 link_player_skills (op);
509 }
510 448
511 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 449 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
512 450
513 /* Clear the "undead" status. We also need to force a call to change_abil, 451 /* Clear the "undead" status. We also need to force a call to change_abil,
514 * so I set undeadified for that. 452 * so I set undeadified for that.
515 * - gros, 21th July 2006. 453 * - gros, 21th July 2006.
516 */ 454 */
517 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 455 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
518 { 456 {
519 CLEAR_FLAG (skop, FLAG_UNDEAD); 457 CLEAR_FLAG (skop, FLAG_UNDEAD);
520 undeadified = 1; 458 undeadified = 1;
521 } 459 }
522 460
523 if (skop->title) 461 if (skop->title)
524 { /* get rid of old god */ 462 {
463 /* get rid of old god */
525 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); 464 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
465
526 /* The point of this is to really show what abilities the player just lost */ 466 /* The point of this is to really show what abilities the player just lost */
527 if (sk_applied || undeadified) 467 if (sk_applied || undeadified)
528 { 468 {
529
530 CLEAR_FLAG (skop, FLAG_APPLIED); 469 CLEAR_FLAG (skop, FLAG_APPLIED);
531 (void) change_abil (op, skop); 470 change_abil (op, skop);
532 } 471 }
533 } 472 }
534 473
535 /* now change to the new gods attributes to exp_obj */ 474 /* now change to the new gods attributes to exp_obj */
536 skop->title = new_god->name; 475 skop->title = new_god->name;
571 * This also can happen for monks which cannot use weapons. In this case 510 * This also can happen for monks which cannot use weapons. In this case
572 * do not allow to use weapons even if the god otherwise would allow it. 511 * do not allow to use weapons even if the god otherwise would allow it.
573 */ 512 */
574 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 513 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
575 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 514 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
515
576 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 516 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
577 517
578 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 518 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
579 stop_using_item (op, WEAPON, 2); 519 stop_using_item (op, WEAPON, 2);
580 520
606 */ 546 */
607 547
608int 548int
609worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) 549worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
610{ 550{
611
612 if (QUERY_FLAG (&op->arch->clone, flag)) 551 if (QUERY_FLAG (op->arch, flag))
613 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) 552 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
614 { 553 {
615 update_priest_flag (exp_obj, op, flag); 554 update_priest_flag (exp_obj, op, flag);
616 if (QUERY_FLAG (op, flag)) 555 if (QUERY_FLAG (op, flag))
617 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); 556 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
619 { 558 {
620 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); 559 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
621 return 1; 560 return 1;
622 } 561 }
623 } 562 }
563
624 return 0; 564 return 0;
625} 565}
626 566
627/** 567/**
628 * Unapplies up to number worth of items of type 568 * Unapplies up to number worth of items of type
665/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 605/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
666 CLEAR_FLAG (exp_ob, flag); 606 CLEAR_FLAG (exp_ob, flag);
667 }; 607 };
668} 608}
669 609
670
671
672archetype * 610archetype *
673determine_holy_arch (object *god, const char *type) 611determine_holy_arch (object *god, const char *type)
674{ 612{
675 treasure *tr; 613 treasure *tr;
676 614
677 if (!god || !god->randomitems) 615 if (!god || !god->randomitems)
678 { 616 {
679 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); 617 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
680 return NULL; 618 return 0;
681 } 619 }
682 620
683 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 621 for (tr = god->randomitems->items; tr; tr = tr->next)
684 { 622 {
685 object *item;
686
687 if (!tr->item) 623 if (!tr->item)
688 continue; 624 continue;
689 item = &tr->item->clone; 625
626 object *item = tr->item;
690 627
691 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 628 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
692 return item->other_arch; 629 return item->other_arch;
693 } 630 }
631
694 return NULL; 632 return 0;
695} 633}
696 634
697/** 635/**
698 * God helps player by removing curse and/or damnation. 636 * God helps player by removing curse and/or damnation.
699 */ 637 */
700static int 638static int
701god_removes_curse (object *op, int remove_damnation) 639god_removes_curse (object *op, int remove_damnation)
702{ 640{
703 object *tmp;
704 int success = 0; 641 int success = 0;
705 642
706 for (tmp = op->inv; tmp; tmp = tmp->below) 643 for (object *tmp = op->inv; tmp; tmp = tmp->below)
707 { 644 {
708 if (tmp->invisible) 645 if (tmp->invisible)
709 continue; 646 continue;
647
710 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 648 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
711 continue; 649 continue;
650
712 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 651 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
713 { 652 {
714 success = 1; 653 success = 1;
715 CLEAR_FLAG (tmp, FLAG_DAMNED); 654 CLEAR_FLAG (tmp, FLAG_DAMNED);
716 CLEAR_FLAG (tmp, FLAG_CURSED); 655 CLEAR_FLAG (tmp, FLAG_CURSED);
717 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 656 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
718 if (op->type == PLAYER) 657
658 if (object *pl = tmp->visible_to ())
719 esrv_send_item (op, tmp); 659 esrv_update_item (UPD_FLAGS, pl, tmp);
720 } 660 }
721 } 661 }
722 662
723 if (success) 663 if (success)
724 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); 664 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
665
725 return success; 666 return success;
726} 667}
727 668
728static int 669static int
729follower_level_to_enchantments (int level, int difficulty) 670follower_level_to_enchantments (int level, int difficulty)
734 return 0; 675 return 0;
735 } 676 }
736 677
737 if (level <= 20) 678 if (level <= 20)
738 return level / difficulty; 679 return level / difficulty;
680
739 if (level <= 40) 681 if (level <= 40)
740 return (20 + (level - 20) / 2) / difficulty; 682 return (20 + (level - 20) / 2) / difficulty;
683
741 return (30 + (level - 40) / 4) / difficulty; 684 return (30 + (level - 40) / 4) / difficulty;
742} 685}
743 686
744/** 687/**
745 * God wants to enchant weapon. 688 * God wants to enchant weapon.
748 * attacktype, slaying and such. 691 * attacktype, slaying and such.
749 */ 692 */
750static int 693static int
751god_enchants_weapon (object *op, object *god, object *tr, object *skill) 694god_enchants_weapon (object *op, object *god, object *tr, object *skill)
752{ 695{
753 char buf[MAX_BUF];
754 object *weapon; 696 object *weapon;
755 uint32 attacktype; 697 uint32 attacktype;
756 int tmp; 698 int tmp;
757 699
758 for (weapon = op->inv; weapon; weapon = weapon->below) 700 for (weapon = op->inv; weapon; weapon = weapon->below)
759 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 701 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
760 break; 702 break;
703
761 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 704 if (!weapon || god_examines_item (god, weapon) <= 0)
762 return 0; 705 return 0;
763 706
764 /* First give it a title, so other gods won't touch it */ 707 /* First give it a title, so other gods won't touch it */
765 if (!weapon->title) 708 if (!weapon->title)
766 { 709 {
767 sprintf (buf, "of %s", &god->name); 710 weapon->title = format ("of %s", &god->name);
768 weapon->title = buf; 711
769 if (op->type == PLAYER) 712 if (object *pl = weapon->visible_to ())
770 esrv_update_item (UPD_NAME, op, weapon); 713 esrv_update_item (UPD_NAME, pl, weapon);
714
771 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); 715 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
772 } 716 }
773 717
774 /* Allow the weapon to slay enemies */ 718 /* Allow the weapon to slay enemies */
775 if (!weapon->slaying && god->slaying) 719 if (!weapon->slaying && god->slaying)
792 tmp = follower_level_to_enchantments (skill->level, tr->level); 736 tmp = follower_level_to_enchantments (skill->level, tr->level);
793 if (weapon->magic < tmp) 737 if (weapon->magic < tmp)
794 { 738 {
795 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); 739 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
796 weapon->magic++; 740 weapon->magic++;
797 if (op->type == PLAYER) 741
742 if (object *pl = weapon->visible_to ())
798 esrv_update_item (UPD_NAME, op, weapon); 743 esrv_update_item (UPD_NAME, pl, weapon);
744
799 return 1; 745 return 1;
800 } 746 }
801 747
802 return 0; 748 return 0;
803} 749}
804
805 750
806/** 751/**
807 * Every once in a while the god will intervene to help the worshiper. 752 * Every once in a while the god will intervene to help the worshiper.
808 * Later, this fctn can be used to supply quests, etc for the 753 * Later, this fctn can be used to supply quests, etc for the
809 * priest. -b.t. 754 * priest. -b.t.
810 * called from pray_at_altar() currently. 755 * called from pray_at_altar() currently.
811 */ 756 */
812
813void 757void
814god_intervention (object *op, object *god, object *skill) 758god_intervention (object *op, object *god, object *skill)
815{ 759{
816 treasure *tr; 760 treasure *tr;
817 761
825 769
826 /* lets do some checks of whether we are kosher with our god */ 770 /* lets do some checks of whether we are kosher with our god */
827 if (god_examines_priest (op, god) < 0) 771 if (god_examines_priest (op, god) < 0)
828 return; 772 return;
829 773
774 op->play_sound (sound_find ("god_intervention"));
830 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 775 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
831 776
832 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 777 for (tr = god->randomitems->items; tr; tr = tr->next)
833 { 778 {
834 object *item; 779 object *item;
835 780
836 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) 781 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
837 continue; 782 continue;
838 783
839 /* Treasurelist - generate some treasure for the follower */ 784 /* Treasurelist - generate some treasure for the follower */
840 if (tr->name) 785 if (tr->name)
841 { 786 {
842 treasurelist *tl = find_treasurelist (tr->name); 787 treasurelist *tl = treasurelist::find (tr->name);
843 788
844 if (tl == NULL) 789 if (tl == NULL)
845 continue; 790 continue;
846 791
847 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); 792 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
848 793
849 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); 794 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
850 return; 795 return;
851 } 796 }
852 797
853 if (!tr->item) 798 if (!tr->item)
854 {
855 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
856 continue; 799 continue;
857 } 800
858 item = &tr->item->clone; 801 item = tr->item;
859 802
860 /* Grace limit */ 803 /* Grace limit */
861 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 804 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
862 { 805 {
863 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) 806 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
870 tmp = get_archetype (HOLY_POSSESSION); 813 tmp = get_archetype (HOLY_POSSESSION);
871 cast_change_ability (op, op, tmp, 0, 1); 814 cast_change_ability (op, op, tmp, 0, 1);
872 tmp->destroy (); 815 tmp->destroy ();
873 return; 816 return;
874 } 817 }
818
875 continue; 819 continue;
876 } 820 }
877 821
878 /* Restore grace */ 822 /* Restore grace */
879 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 823 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
903 /* Restore to 50 .. 100%, if sp < 50% */ 847 /* Restore to 50 .. 100%, if sp < 50% */
904 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); 848 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
905 849
906 if (op->stats.sp >= max / 2) 850 if (op->stats.sp >= max / 2)
907 continue; 851 continue;
852
908 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); 853 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
909 op->stats.sp = new_sp; 854 op->stats.sp = new_sp;
910 } 855 }
911 856
912 /* Various heal spells */ 857 /* Various heal spells */
913 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) 858 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
914 { 859 {
915 object *tmp;
916 int success;
917
918 tmp = get_archetype_by_object_name (item->slaying); 860 object *tmp = archetype::get (item->slaying);
919
920 success = cast_heal (op, op, tmp, 0); 861 int success = cast_heal (op, op, tmp, 0);
921 tmp->destroy (); 862 tmp->destroy ();
863
922 if (success) 864 if (success)
923 return; 865 return;
924 else 866 else
925 continue; 867 continue;
926 } 868 }
961 continue; 903 continue;
962 904
963 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); 905 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
964 906
965 for (i = 0; i < NUM_STATS; i++) 907 for (i = 0; i < NUM_STATS; i++)
966 if (get_attr_value (&depl->stats, i)) 908 if (depl->stats.stat (i))
967 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 909 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
968 910
969 depl->destroy (); 911 depl->destroy ();
970 fix_player (op); 912 op->update_stats ();
971 return; 913 return;
972 } 914 }
973 915
974 /* Voices */ 916 /* Voices */
975 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) 917 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
976 { 918 {
977 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); 919 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
978 new_draw_info (NDI_WHITE, 0, op, item->msg); 920 new_draw_info (NDI_WHITE, 0, op, item->msg);
979 return; 921 return;
980 } 922 }
981 923
982 /* Messages */ 924 /* Messages */
1033{ 975{
1034 int reaction = 1; 976 int reaction = 1;
1035 object *item = NULL, *skop; 977 object *item = NULL, *skop;
1036 978
1037 for (item = op->inv; item; item = item->below) 979 for (item = op->inv; item; item = item->below)
1038 {
1039 if (QUERY_FLAG (item, FLAG_APPLIED)) 980 if (QUERY_FLAG (item, FLAG_APPLIED))
1040 {
1041 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); 981 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1042 }
1043 }
1044 982
1045 /* well, well. Looks like we screwed up. Time for god's revenge */ 983 /* well, well. Looks like we screwed up. Time for god's revenge */
1046 if (reaction < 0) 984 if (reaction < 0)
1047 { 985 {
1048 int loss = 10000000; 986 int loss = 10000000;
1049 int angry = abs (reaction); 987 int angry = abs (reaction);
1050 988
1051 for (skop = op->inv; skop != NULL; skop = skop->below) 989 for (skop = op->inv; skop; skop = skop->below)
1052 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 990 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1053 break; 991 break;
1054 992
1055 if (skop) 993 if (skop)
1056 loss = (int) (0.05 * (float) skop->stats.exp); 994 loss = 0.05f * skop->stats.exp;
995
1057 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); 996 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
997
1058 if (random_roll (0, angry, op, PREFER_LOW)) 998 if (random_roll (0, angry, op, PREFER_LOW))
1059 { 999 {
1060 object *tmp = get_archetype (LOOSE_MANA); 1000 object *tmp = get_archetype (LOOSE_MANA);
1061 1001
1062 cast_magic_storm (op, tmp, op->level + (angry * 3)); 1002 cast_magic_storm (op, tmp, op->level + (angry * 3));
1063 } 1003 }
1004
1064 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); 1005 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1065 } 1006 }
1007
1066 return reaction; 1008 return reaction;
1067} 1009}
1068 1010
1069/** 1011/**
1070 * God checks item the player is using. 1012 * God checks item the player is using.
1113 */ 1055 */
1114 1056
1115int 1057int
1116get_god (object *priest) 1058get_god (object *priest)
1117{ 1059{
1118 int godnr = lookup_god_by_name (determine_god (priest)); 1060 return lookup_god_by_name (determine_god (priest));
1119
1120 return godnr;
1121} 1061}
1122 1062
1123/** 1063/**
1124 * Returns a string that is the name of the god that should be natively worshipped by a 1064 * Returns a string that is the name of the god that should be natively worshipped by a
1125 * creature of who has race *race 1065 * creature of who has race *race
1126 * if we can't find a god that is appropriate, we return NULL 1066 * if we can't find a god that is appropriate, we return NULL
1127 */ 1067 */
1128const char * 1068shstr_tmp
1129get_god_for_race (const char *race) 1069get_god_for_race (const char *race)
1130{ 1070{
1131 godlink *gl = first_god; 1071 if (race)
1132 const char *godname = NULL; 1072 for (godlink *gl = first_god; gl; gl = gl->next)
1133
1134 if (race == NULL)
1135 return NULL;
1136 while (gl)
1137 {
1138 if (!strcasecmp (gl->arch->clone.race, race)) 1073 if (!strcasecmp (gl->arch->race, race))
1139 { 1074 return gl->name;
1140 godname = gl->name; 1075
1141 break; 1076 return shstr_tmp ();
1142 }
1143 gl = gl->next;
1144 }
1145 return godname;
1146} 1077}
1147 1078
1148/** 1079/**
1149 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1080 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1150 * Returns false if there was no race to assign to the slaying field of the spell, but 1081 * Returns false if there was no race to assign to the slaying field of the spell, but
1151 * the spell attacktype contains AT_HOLYWORD. -b.t. 1082 * the spell attacktype contains AT_HOLYWORD. -b.t.
1152 */ 1083 */
1153
1154int 1084int
1155tailor_god_spell (object *spellop, object *caster) 1085tailor_god_spell (object *spellop, object *caster)
1156{ 1086{
1157 object *god = find_god (determine_god (caster)); 1087 object *god = find_god (determine_god (caster));
1158 int caster_is_spell = 0; 1088 int caster_is_spell = 0;

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