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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.18 by pippijn, Mon Jan 15 21:06:20 2007 UTC vs.
Revision 1.28 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24
25 23
26/* 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
27 * monster race initialization. b.t. 25 * monster race initialization. b.t.
28 */ 26 */
29 27
50 godlink *gl; 48 godlink *gl;
51 49
52 for (gl = first_god; gl; gl = gl->next) 50 for (gl = first_god; gl; gl = gl->next)
53 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 51 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
54 break; 52 break;
53
55 if (gl) 54 if (gl)
56 godnr = gl->id; 55 godnr = gl->id;
57 } 56 }
57
58 return godnr; 58 return godnr;
59} 59}
60 60
61/** 61/**
62 * Returns pointer to specified god's object through pntr_to_god_obj.. 62 * Returns pointer to specified god's object through pntr_to_god_obj..
124 godnr = rndm (1, gl->id); 124 godnr = rndm (1, gl->id);
125 while (gl) 125 while (gl)
126 { 126 {
127 if (gl->id == godnr) 127 if (gl->id == godnr)
128 break; 128 break;
129
129 gl = gl->next; 130 gl = gl->next;
130 } 131 }
132
131 op->title = gl->name; 133 op->title = gl->name;
132 } 134 }
133 135
134 return op->title; 136 return op->title;
135 } 137 }
171 return 0; 173 return 0;
172 else 174 else
173 return strcmp (s1, s2) == 0; 175 return strcmp (s1, s2) == 0;
174} 176}
175 177
176
177/** 178/**
178 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 179 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
179 * Any matching items in the inventory are deleted, and a 180 * Any matching items in the inventory are deleted, and a
180 * message is displayed to the player. 181 * message is displayed to the player.
181 */ 182 */
243 object *tmp; 244 object *tmp;
244 245
245 if (!tr->item) 246 if (!tr->item)
246 return 0; 247 return 0;
247 248
248 if (follower_has_similar_item (op, &tr->item->clone)) 249 if (follower_has_similar_item (op, tr->item))
249 return 0; 250 return 0;
250 251
251 tmp = arch_to_object (tr->item); 252 tmp = arch_to_object (tr->item);
252 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); 253 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
253 tmp = insert_ob_in_ob (tmp, op); 254 tmp = insert_ob_in_ob (tmp, op);
274 return; 275 return;
275 276
276 /* hmm. what happend depends on pl's current god, level, etc */ 277 /* hmm. what happend depends on pl's current god, level, etc */
277 if (!pl_god) 278 if (!pl_god)
278 { /*new convert */ 279 { /*new convert */
279 become_follower (pl, &altar->other_arch->clone); 280 become_follower (pl, altar->other_arch);
280 return; 281 return;
281 282
282 } 283 }
283 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name)) 284 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
284 { 285 {
285 /* pray at your gods altar */ 286 /* pray at your gods altar */
286 int bonus = (pl->stats.Wis + skill->level) / 10; 287 int bonus = (pl->stats.Wis + skill->level) / 10;
287 288
288 /* we can get neg grace up faster */ 289 /* we can get neg grace up faster */
317 * points to the god of this altar (which we have 318 * points to the god of this altar (which we have
318 * already verified is non null). pl_god->other_arch 319 * already verified is non null). pl_god->other_arch
319 * is the opposing god - we need to verify that exists before 320 * is the opposing god - we need to verify that exists before
320 * using its values. 321 * using its values.
321 */ 322 */
322 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name)) 323 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
323 { 324 {
324 angry = 2; 325 angry = 2;
325 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) 326 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
326 { 327 {
327 object *tmp; 328 object *tmp;
348 349
349 /* May switch Gods, but its random chance based on our current level 350 /* May switch Gods, but its random chance based on our current level
350 * note it gets harder to swap gods the higher we get 351 * note it gets harder to swap gods the higher we get
351 */ 352 */
352 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) 353 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
353 {
354 become_follower (pl, &altar->other_arch->clone); 354 become_follower (pl, altar->other_arch);
355 }
356 else 355 else
357 { 356 {
358 /* toss this player off the altar. He can try again. */ 357 /* toss this player off the altar. He can try again. */
359 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); 358 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
359 pl->contr->fire_on = 0;
360 pl->speed_left = 1.f;
360 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ 361 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
361 } 362 }
362 } 363 }
363} 364}
364 365
401 { 402 {
402 object *item; 403 object *item;
403 404
404 if (!tr->item) 405 if (!tr->item)
405 continue; 406 continue;
407
406 item = &tr->item->clone; 408 item = tr->item;
407 409
408 /* Basically, see if the matching spell is granted by this god. */ 410 /* Basically, see if the matching spell is granted by this god. */
409 411
410 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 412 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
411 { 413 {
412 remove = 0; 414 remove = 0;
413 break; 415 break;
414 } 416 }
415 } 417 }
460 } 462 }
461 } 463 }
462 464
463 /* remove any godgiven items from the old god */ 465 /* remove any godgiven items from the old god */
464 if (old_god) 466 if (old_god)
465 {
466 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) 467 for (tr = old_god->randomitems->items; tr; tr = tr->next)
467 {
468 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 468 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
469 follower_remove_similar_item (op, &tr->item->clone); 469 follower_remove_similar_item (op, tr->item);
470 }
471 }
472 470
473 if (!op || !new_god) 471 if (!op || !new_god)
474 return; 472 return;
475 473
476 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 474 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
477 { 475 {
478 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); 476 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
477
479 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 478 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
480 { 479 {
481 object *tmp = get_archetype (LOOSE_MANA); 480 object *tmp = get_archetype (LOOSE_MANA);
482 481
483 cast_magic_storm (op, tmp, new_god->level + 10); 482 cast_magic_storm (op, tmp, new_god->level + 10);
484 } 483 }
484
485 return; 485 return;
486 } 486 }
487 487
488 488
489 /* give the player any special god-characteristic-items. */ 489 /* give the player any special god-characteristic-items. */
490 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) 490 for (tr = new_god->randomitems->items; tr; tr = tr->next)
491 { 491 {
492 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 492 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
493 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 493 && tr->item->type != BOOK && tr->item->type != SPELL)
494 god_gives_present (op, new_god, tr); 494 god_gives_present (op, new_god, tr);
495 } 495 }
496 496
497 497
498 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); 498 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
505 if (!skop) 505 if (!skop)
506 { 506 {
507 /* The arhetype should always be defined - if we crash here because it doesn't, 507 /* The arhetype should always be defined - if we crash here because it doesn't,
508 * things are really messed up anyways. 508 * things are really messed up anyways.
509 */ 509 */
510 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); 510 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
511 link_player_skills (op); 511 link_player_skills (op);
512 } 512 }
513 513
514 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 514 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
515 515
610 610
611int 611int
612worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) 612worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
613{ 613{
614 614
615 if (QUERY_FLAG (&op->arch->clone, flag)) 615 if (QUERY_FLAG (op->arch, flag))
616 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) 616 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
617 { 617 {
618 update_priest_flag (exp_obj, op, flag); 618 update_priest_flag (exp_obj, op, flag);
619 if (QUERY_FLAG (op, flag)) 619 if (QUERY_FLAG (op, flag))
620 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); 620 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
681 { 681 {
682 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); 682 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
683 return NULL; 683 return NULL;
684 } 684 }
685 685
686 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 686 for (tr = god->randomitems->items; tr; tr = tr->next)
687 { 687 {
688 object *item;
689
690 if (!tr->item) 688 if (!tr->item)
691 continue; 689 continue;
692 690
693 item = &tr->item->clone; 691 object *item = tr->item;
694 692
695 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 693 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
696 return item->other_arch; 694 return item->other_arch;
697 } 695 }
698 return NULL; 696 return NULL;
740 738
741 if (level <= 20) 739 if (level <= 20)
742 return level / difficulty; 740 return level / difficulty;
743 if (level <= 40) 741 if (level <= 40)
744 return (20 + (level - 20) / 2) / difficulty; 742 return (20 + (level - 20) / 2) / difficulty;
743
745 return (30 + (level - 40) / 4) / difficulty; 744 return (30 + (level - 40) / 4) / difficulty;
746} 745}
747 746
748/** 747/**
749 * God wants to enchant weapon. 748 * God wants to enchant weapon.
760 int tmp; 759 int tmp;
761 760
762 for (weapon = op->inv; weapon; weapon = weapon->below) 761 for (weapon = op->inv; weapon; weapon = weapon->below)
763 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 762 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
764 break; 763 break;
764
765 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 765 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
766 return 0; 766 return 0;
767 767
768 /* First give it a title, so other gods won't touch it */ 768 /* First give it a title, so other gods won't touch it */
769 if (!weapon->title) 769 if (!weapon->title)
831 if (god_examines_priest (op, god) < 0) 831 if (god_examines_priest (op, god) < 0)
832 return; 832 return;
833 833
834 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 834 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
835 835
836 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 836 for (tr = god->randomitems->items; tr; tr = tr->next)
837 { 837 {
838 object *item; 838 object *item;
839 839
840 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) 840 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
841 continue; 841 continue;
842 842
843 /* Treasurelist - generate some treasure for the follower */ 843 /* Treasurelist - generate some treasure for the follower */
844 if (tr->name) 844 if (tr->name)
845 { 845 {
846 treasurelist *tl = find_treasurelist (tr->name); 846 treasurelist *tl = treasurelist::find (tr->name);
847 847
848 if (tl == NULL) 848 if (tl == NULL)
849 continue; 849 continue;
850 850
851 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); 851 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
855 } 855 }
856 856
857 if (!tr->item) 857 if (!tr->item)
858 continue; 858 continue;
859 859
860 item = &tr->item->clone; 860 item = tr->item;
861 861
862 /* Grace limit */ 862 /* Grace limit */
863 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 863 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
864 { 864 {
865 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) 865 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
963 continue; 963 continue;
964 964
965 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); 965 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
966 966
967 for (i = 0; i < NUM_STATS; i++) 967 for (i = 0; i < NUM_STATS; i++)
968 if (get_attr_value (&depl->stats, i)) 968 if (depl->stats.stat (i))
969 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 969 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
970 970
971 depl->destroy (); 971 depl->destroy ();
972 op->update_stats (); 972 op->update_stats ();
973 return; 973 return;
1135 1135
1136 if (race == NULL) 1136 if (race == NULL)
1137 return NULL; 1137 return NULL;
1138 while (gl) 1138 while (gl)
1139 { 1139 {
1140 if (!strcasecmp (gl->arch->clone.race, race)) 1140 if (!strcasecmp (gl->arch->race, race))
1141 { 1141 {
1142 godname = gl->name; 1142 godname = gl->name;
1143 break; 1143 break;
1144 } 1144 }
1145 gl = gl->next; 1145 gl = gl->next;

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