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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 1.41 by root, Wed Dec 31 17:35:37 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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
40 * Returns the id of specified god. 38 * Returns the id of specified god.
41 */ 39 */
42int 40int
43lookup_god_by_name (const char *name) 41lookup_god_by_name (const char *name)
44{ 42{
45 int godnr = -1; 43 shstr_cmp sname (name);
46 size_t nmlen = strlen (name);
47 44
48 if (name && strcmp (name, "none")) 45 if (sname)
49 {
50 godlink *gl;
51
52 for (gl = first_god; gl; gl = gl->next) 46 for (godlink *gl = first_god; gl; gl = gl->next)
53 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 47 if (gl->name == name)
54 break;
55 if (gl)
56 godnr = gl->id; 48 return gl->id;
57 } 49
58 return godnr; 50 return -1;
59} 51}
60 52
61/** 53/**
62 * 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..
63 */ 55 */
64object * 56object *
65find_god (const char *name) 57find_god (const char *name)
66{ 58{
67 object *god = NULL;
68
69 if (name) 59 if (name)
70 {
71 godlink *gl;
72
73 for (gl = first_god; gl; gl = gl->next) 60 for (godlink *gl = first_god; gl; gl = gl->next)
74 if (!strcmp (name, gl->name)) 61 if (!strcmp (name, gl->name))
75 break;
76 if (gl)
77 god = pntr_to_god_obj (gl); 62 return pntr_to_god_obj (gl);
78 } 63
79 return god; 64 return 0;
80} 65}
81 66
82/** 67/**
83 * Determines if op worships a god. 68 * Determines if op worships a god.
84 * 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.
85 * 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
86 * 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
87 * give them a random one. 72 * give them a random one.
88 */ 73 */
89 74shstr_tmp
90const char *
91determine_god (object *op) 75determine_god (object *op)
92{ 76{
93 int godnr = -1;
94 const char *godname;
95
96 /* spells */ 77 /* spells */
97 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 78 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
98 {
99 if (lookup_god_by_name (op->title) >= 0) 79 if (lookup_god_by_name (op->title) >= 0)
100 return op->title; 80 return op->title;
81
82 if (!op->is_player () && op->flag [FLAG_ALIVE])
101 } 83 {
102
103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
104 {
105
106 /* find a god based on race */ 84 /* find a god based on race */
107 if (!op->title) 85 if (!op->title)
108 {
109 if (op->race != NULL)
110 {
111 godname = get_god_for_race (op->race); 86 op->title = get_god_for_race (op->race);
112 if (godname != NULL)
113 {
114 op->title = godname;
115 }
116 }
117 }
118 87
119 /* find a random god */ 88 /* find a random god */
120 if (!op->title) 89 if (!op->title)
121 { 90 {
122 godlink *gl = first_god;
123
124 godnr = rndm (1, gl->id); 91 int godnr = rndm (1, first_god->id);
125 while (gl) 92
126 { 93 for (godlink *gl = first_god; gl && gl->id != godnr; gl = gl->next)
127 if (gl->id == godnr) 94 if (gl->id == godnr)
95 {
96 op->title = gl->name;
128 break; 97 break;
129 gl = gl->next;
130 } 98 }
131 op->title = gl->name;
132 } 99 }
133 100
134 return op->title; 101 return op->title;
135 } 102 }
136
137 103
138 /* 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
139 * 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
140 * 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
141 * title or "none". 107 * title or "none".
142 */ 108 */
143 if (op->type == PLAYER) 109 if (op->type == PLAYER)
144 {
145 object *tmp;
146
147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 110 for (object *tmp = op->inv; tmp; tmp = tmp->below)
148 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 111 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
149 { 112 {
150 if (tmp->title) 113 if (tmp->title)
151 return (tmp->title); 114 return tmp->title;
152 else 115
153 return ("none"); 116 break;
154 } 117 }
155 } 118
156 return ("none"); 119 return shstr_none;
157} 120}
158 121
159/** 122/**
160 * 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
161 */ 124 */
162static int 125static int
163same_string (const char *s1, const char *s2) 126same_string (const char *s1, const char *s2)
164{ 127{
165 if (s1 == NULL) 128 if (s1 == s2)
166 if (s2 == NULL)
167 return 1; 129 return 1;
130 else if (s1 && s2)
131 return !strcmp (s1, s2);
168 else 132 else
169 return 0;
170 else if (s2 == NULL)
171 return 0; 133 return 0;
172 else
173 return strcmp (s1, s2) == 0;
174} 134}
175
176 135
177/** 136/**
178 * 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).
179 * Any matching items in the inventory are deleted, and a 138 * Any matching items in the inventory are deleted, and a
180 * message is displayed to the player. 139 * message is displayed to the player.
193 152
194 if (tmp->type == item->type 153 if (tmp->type == item->type
195 && same_string (tmp->name, item->name) 154 && same_string (tmp->name, item->name)
196 && 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))
197 { 156 {
198
199 /* message */ 157 /* message */
200 if (tmp->nrof > 1) 158 new_draw_info_format (NDI_UNIQUE, 0, op,
201 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!",
202 else 160 query_short_name (tmp));
203 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
204 161
205 tmp->remove (); /* remove obj from players inv. */ 162 tmp->destroy ();
206 esrv_del_item (op->contr, tmp->count); /* notify client */
207 tmp->destroy (); /* free object */
208 } 163 }
209 164
210 if (tmp->inv) 165 if (tmp->inv)
211 follower_remove_similar_item (tmp, item); 166 follower_remove_similar_item (tmp, item);
212 } 167 }
238 * God gives an item to the player. 193 * God gives an item to the player.
239 */ 194 */
240static int 195static int
241god_gives_present (object *op, object *god, treasure *tr) 196god_gives_present (object *op, object *god, treasure *tr)
242{ 197{
243 object *tmp;
244
245 if (!tr->item) 198 if (!tr->item)
246 return 0; 199 return 0;
247 200
248 if (follower_has_similar_item (op, &tr->item->clone)) 201 if (follower_has_similar_item (op, tr->item))
249 return 0; 202 return 0;
250 203
251 tmp = arch_to_object (tr->item); 204 object *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)); 205 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); 206 op->insert (tmp);
254 if (op->type == PLAYER)
255 esrv_send_item (op, tmp);
256 207
257 return 1; 208 return 1;
258} 209}
259 210
260/** 211/**
274 return; 225 return;
275 226
276 /* hmm. what happend depends on pl's current god, level, etc */ 227 /* hmm. what happend depends on pl's current god, level, etc */
277 if (!pl_god) 228 if (!pl_god)
278 { /*new convert */ 229 { /*new convert */
279 become_follower (pl, &altar->other_arch->clone); 230 become_follower (pl, altar->other_arch);
280 return; 231 return;
281
282 } 232 }
283 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name)) 233 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
284 { 234 {
285 /* pray at your gods altar */ 235 /* pray at your gods altar */
286 int bonus = (pl->stats.Wis + skill->level) / 10; 236 int bonus = (pl->stats.Wis + skill->level) / 10;
287 237
288 /* we can get neg grace up faster */ 238 /* we can get neg grace up faster */
289 if (pl->stats.grace < 0) 239 if (pl->stats.grace < 0)
290 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
291 /* we can super-charge grace to 2x max */ 242 /* we can super-charge grace to 2x max */
292 if (pl->stats.grace < (2 * pl->stats.maxgrace)) 243 if (pl->stats.grace < 2 * pl->stats.maxgrace)
293 {
294 pl->stats.grace += bonus / 2; 244 pl->stats.grace += bonus / 2;
295 } 245 else
296 if (pl->stats.grace > (2 * pl->stats.maxgrace))
297 {
298 pl->stats.grace = (2 * pl->stats.maxgrace); 246 pl->stats.grace = 2 * pl->stats.maxgrace;
299 }
300 247
301 /* 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
302 * follower, and may intervene to help them out. 249 * follower, and may intervene to help them out.
303 */ 250 */
304 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ 251 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
305 252
306 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) 253 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
307 god_intervention (pl, pl_god, skill); 254 god_intervention (pl, pl_god, skill);
308
309 } 255 }
310 else 256 else
311 { /* praying to another god! */ 257 { /* praying to another god! */
312 uint64 loss = 0; 258 uint64 loss = 0;
313 int angry = 1; 259 int angry = 1;
317 * points to the god of this altar (which we have 263 * points to the god of this altar (which we have
318 * already verified is non null). pl_god->other_arch 264 * already verified is non null). pl_god->other_arch
319 * is the opposing god - we need to verify that exists before 265 * is the opposing god - we need to verify that exists before
320 * using its values. 266 * using its values.
321 */ 267 */
322 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))
323 { 269 {
324 angry = 2; 270 angry = 2;
325 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)
326 { 272 {
327 object *tmp; 273 object *tmp;
348 294
349 /* 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
350 * note it gets harder to swap gods the higher we get 296 * note it gets harder to swap gods the higher we get
351 */ 297 */
352 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) 298 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
353 {
354 become_follower (pl, &altar->other_arch->clone); 299 become_follower (pl, altar->other_arch);
355 }
356 else 300 else
357 { 301 {
358 /* toss this player off the altar. He can try again. */ 302 /* 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."); 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;
360 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. */
361 } 307 }
362 } 308 }
363} 309}
364 310
401 { 347 {
402 object *item; 348 object *item;
403 349
404 if (!tr->item) 350 if (!tr->item)
405 continue; 351 continue;
352
406 item = &tr->item->clone; 353 item = tr->item;
407 354
408 /* Basically, see if the matching spell is granted by this god. */ 355 /* Basically, see if the matching spell is granted by this god. */
409 356
410 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 357 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
411 { 358 {
412 remove = 0; 359 remove = 0;
413 break; 360 break;
414 } 361 }
415 } 362 }
363
416 if (remove) 364 if (remove)
417 { 365 do_forget_spell (op, tmp->name);
418 /* just do the work of removing the spell ourselves - we already
419 * know that the player knows the spell
420 */
421 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
422 player_unready_range_ob (op->contr, tmp);
423 tmp->destroy ();
424 }
425
426 } 366 }
427} 367}
428 368
429/** 369/**
430 * This function is called whenever a player has 370 * This function is called whenever a player has
438 object *old_god = NULL; /* old god */ 378 object *old_god = NULL; /* old god */
439 treasure *tr; 379 treasure *tr;
440 object *item, *skop, *next; 380 object *item, *skop, *next;
441 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. */
442 382
443
444 old_god = find_god (determine_god (op)); 383 old_god = find_god (determine_god (op));
445 384
446 /* take away any special god-characteristic items. */ 385 /* take away any special god-characteristic items. */
447 for (item = op->inv; item != NULL; item = next) 386 for (item = op->inv; item; item = next)
448 { 387 {
449 next = item->below; 388 next = item->below;
389
450 // 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
451 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 391 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
452 (item->type != SKILL) && (item->type != FORCE)) 392 (item->type != SKILL) && (item->type != FORCE))
453 { 393 {
454
455 if (item->type == SPELL) 394 if (item->type == SPELL)
395 {
456 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 }
457 399
458 player_unready_range_ob (op->contr, item); 400 player_unready_range_ob (op->contr, item);
459 item->destroy (); 401 item->destroy ();
460 } 402 }
461 } 403 }
462 404
463 /* remove any godgiven items from the old god */ 405 /* remove any godgiven items from the old god */
464 if (old_god) 406 if (old_god)
465 {
466 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) 407 for (tr = old_god->randomitems->items; tr; tr = tr->next)
467 {
468 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 408 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
469 follower_remove_similar_item (op, &tr->item->clone); 409 follower_remove_similar_item (op, tr->item);
470 }
471 }
472 410
473 if (!op || !new_god) 411 if (!op || !new_god)
474 return; 412 return;
475 413
476 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))
477 { 415 {
478 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
479 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)
480 { 419 {
481 object *tmp = get_archetype (LOOSE_MANA); 420 object *tmp = get_archetype (LOOSE_MANA);
482 421
483 cast_magic_storm (op, tmp, new_god->level + 10); 422 cast_magic_storm (op, tmp, new_god->level + 10);
484 } 423 }
424
485 return; 425 return;
486 } 426 }
487 427
488
489 /* give the player any special god-characteristic-items. */ 428 /* give the player any special god-characteristic-items. */
490 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) 429 for (tr = new_god->randomitems->items; tr; tr = tr->next)
491 { 430 {
492 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 431 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
493 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 432 && tr->item->type != BOOK && tr->item->type != SPELL)
494 god_gives_present (op, new_god, tr); 433 god_gives_present (op, new_god, tr);
495 } 434 }
496 435
497
498 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);
499 437
500 for (skop = op->inv; skop != NULL; skop = skop->below) 438 for (skop = op->inv; skop; skop = skop->below)
501 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 439 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
502 break; 440 break;
503 441
504 /* Player has no skill - give them the skill */ 442 /* Player has no skill - give them the skill */
505 if (!skop) 443 if (!skop)
506 {
507 /* 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,
508 * things are really messed up anyways. 445 * things are really messed up anyways.
509 */ 446 */
510 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);
511 link_player_skills (op);
512 }
513 448
514 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 449 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
515 450
516 /* 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,
517 * so I set undeadified for that. 452 * so I set undeadified for that.
518 * - gros, 21th July 2006. 453 * - gros, 21th July 2006.
519 */ 454 */
520 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 455 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
521 { 456 {
522 CLEAR_FLAG (skop, FLAG_UNDEAD); 457 CLEAR_FLAG (skop, FLAG_UNDEAD);
523 undeadified = 1; 458 undeadified = 1;
524 } 459 }
525 460
526 if (skop->title) 461 if (skop->title)
527 { /* get rid of old god */ 462 {
463 /* get rid of old god */
528 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
529 /* 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 */
530 if (sk_applied || undeadified) 467 if (sk_applied || undeadified)
531 { 468 {
532
533 CLEAR_FLAG (skop, FLAG_APPLIED); 469 CLEAR_FLAG (skop, FLAG_APPLIED);
534 (void) change_abil (op, skop); 470 change_abil (op, skop);
535 } 471 }
536 } 472 }
537 473
538 /* now change to the new gods attributes to exp_obj */ 474 /* now change to the new gods attributes to exp_obj */
539 skop->title = new_god->name; 475 skop->title = new_god->name;
574 * 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
575 * 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.
576 */ 512 */
577 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 513 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
578 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 514 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
515
579 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 516 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
580 517
581 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 518 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
582 stop_using_item (op, WEAPON, 2); 519 stop_using_item (op, WEAPON, 2);
583 520
609 */ 546 */
610 547
611int 548int
612worship_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)
613{ 550{
614
615 if (QUERY_FLAG (&op->arch->clone, flag)) 551 if (QUERY_FLAG (op->arch, flag))
616 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) 552 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
617 { 553 {
618 update_priest_flag (exp_obj, op, flag); 554 update_priest_flag (exp_obj, op, flag);
619 if (QUERY_FLAG (op, flag)) 555 if (QUERY_FLAG (op, flag))
620 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);
622 { 558 {
623 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);
624 return 1; 560 return 1;
625 } 561 }
626 } 562 }
563
627 return 0; 564 return 0;
628} 565}
629 566
630/** 567/**
631 * Unapplies up to number worth of items of type 568 * Unapplies up to number worth of items of type
668/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 605/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
669 CLEAR_FLAG (exp_ob, flag); 606 CLEAR_FLAG (exp_ob, flag);
670 }; 607 };
671} 608}
672 609
673
674
675archetype * 610archetype *
676determine_holy_arch (object *god, const char *type) 611determine_holy_arch (object *god, const char *type)
677{ 612{
678 treasure *tr; 613 treasure *tr;
679 614
680 if (!god || !god->randomitems) 615 if (!god || !god->randomitems)
681 { 616 {
682 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");
683 return NULL; 618 return 0;
684 } 619 }
685 620
686 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 621 for (tr = god->randomitems->items; tr; tr = tr->next)
687 { 622 {
688 object *item;
689
690 if (!tr->item) 623 if (!tr->item)
691 continue; 624 continue;
692 625
693 item = &tr->item->clone; 626 object *item = tr->item;
694 627
695 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 628 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
696 return item->other_arch; 629 return item->other_arch;
697 } 630 }
631
698 return NULL; 632 return 0;
699} 633}
700 634
701/** 635/**
702 * God helps player by removing curse and/or damnation. 636 * God helps player by removing curse and/or damnation.
703 */ 637 */
704static int 638static int
705god_removes_curse (object *op, int remove_damnation) 639god_removes_curse (object *op, int remove_damnation)
706{ 640{
707 object *tmp;
708 int success = 0; 641 int success = 0;
709 642
710 for (tmp = op->inv; tmp; tmp = tmp->below) 643 for (object *tmp = op->inv; tmp; tmp = tmp->below)
711 { 644 {
712 if (tmp->invisible) 645 if (tmp->invisible)
713 continue; 646 continue;
647
714 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 648 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
715 continue; 649 continue;
650
716 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 651 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
717 { 652 {
718 success = 1; 653 success = 1;
719 CLEAR_FLAG (tmp, FLAG_DAMNED); 654 CLEAR_FLAG (tmp, FLAG_DAMNED);
720 CLEAR_FLAG (tmp, FLAG_CURSED); 655 CLEAR_FLAG (tmp, FLAG_CURSED);
721 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 656 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
722 if (op->type == PLAYER) 657
658 if (object *pl = tmp->visible_to ())
723 esrv_send_item (op, tmp); 659 esrv_update_item (UPD_FLAGS, pl, tmp);
724 } 660 }
725 } 661 }
726 662
727 if (success) 663 if (success)
728 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
729 return success; 666 return success;
730} 667}
731 668
732static int 669static int
733follower_level_to_enchantments (int level, int difficulty) 670follower_level_to_enchantments (int level, int difficulty)
738 return 0; 675 return 0;
739 } 676 }
740 677
741 if (level <= 20) 678 if (level <= 20)
742 return level / difficulty; 679 return level / difficulty;
680
743 if (level <= 40) 681 if (level <= 40)
744 return (20 + (level - 20) / 2) / difficulty; 682 return (20 + (level - 20) / 2) / difficulty;
683
745 return (30 + (level - 40) / 4) / difficulty; 684 return (30 + (level - 40) / 4) / difficulty;
746} 685}
747 686
748/** 687/**
749 * God wants to enchant weapon. 688 * God wants to enchant weapon.
752 * attacktype, slaying and such. 691 * attacktype, slaying and such.
753 */ 692 */
754static int 693static int
755god_enchants_weapon (object *op, object *god, object *tr, object *skill) 694god_enchants_weapon (object *op, object *god, object *tr, object *skill)
756{ 695{
757 char buf[MAX_BUF];
758 object *weapon; 696 object *weapon;
759 uint32 attacktype; 697 uint32 attacktype;
760 int tmp; 698 int tmp;
761 699
762 for (weapon = op->inv; weapon; weapon = weapon->below) 700 for (weapon = op->inv; weapon; weapon = weapon->below)
763 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))
764 break; 702 break;
703
765 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 704 if (!weapon || god_examines_item (god, weapon) <= 0)
766 return 0; 705 return 0;
767 706
768 /* 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 */
769 if (!weapon->title) 708 if (!weapon->title)
770 { 709 {
771 sprintf (buf, "of %s", &god->name); 710 weapon->title = format ("of %s", &god->name);
772 weapon->title = buf; 711
773 if (op->type == PLAYER) 712 if (object *pl = weapon->visible_to ())
774 esrv_update_item (UPD_NAME, op, weapon); 713 esrv_update_item (UPD_NAME, pl, weapon);
714
775 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!");
776 } 716 }
777 717
778 /* Allow the weapon to slay enemies */ 718 /* Allow the weapon to slay enemies */
779 if (!weapon->slaying && god->slaying) 719 if (!weapon->slaying && god->slaying)
796 tmp = follower_level_to_enchantments (skill->level, tr->level); 736 tmp = follower_level_to_enchantments (skill->level, tr->level);
797 if (weapon->magic < tmp) 737 if (weapon->magic < tmp)
798 { 738 {
799 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!");
800 weapon->magic++; 740 weapon->magic++;
801 if (op->type == PLAYER) 741
742 if (object *pl = weapon->visible_to ())
802 esrv_update_item (UPD_NAME, op, weapon); 743 esrv_update_item (UPD_NAME, pl, weapon);
744
803 return 1; 745 return 1;
804 } 746 }
805 747
806 return 0; 748 return 0;
807} 749}
808
809 750
810/** 751/**
811 * 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.
812 * 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
813 * priest. -b.t. 754 * priest. -b.t.
814 * called from pray_at_altar() currently. 755 * called from pray_at_altar() currently.
815 */ 756 */
816
817void 757void
818god_intervention (object *op, object *god, object *skill) 758god_intervention (object *op, object *god, object *skill)
819{ 759{
820 treasure *tr; 760 treasure *tr;
821 761
829 769
830 /* 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 */
831 if (god_examines_priest (op, god) < 0) 771 if (god_examines_priest (op, god) < 0)
832 return; 772 return;
833 773
774 op->play_sound (sound_find ("god_intervention"));
834 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!");
835 776
836 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 777 for (tr = god->randomitems->items; tr; tr = tr->next)
837 { 778 {
838 object *item; 779 object *item;
839 780
840 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) 781 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
841 continue; 782 continue;
842 783
843 /* Treasurelist - generate some treasure for the follower */ 784 /* Treasurelist - generate some treasure for the follower */
844 if (tr->name) 785 if (tr->name)
845 { 786 {
846 treasurelist *tl = find_treasurelist (tr->name); 787 treasurelist *tl = treasurelist::find (tr->name);
847 788
848 if (tl == NULL) 789 if (tl == NULL)
849 continue; 790 continue;
850 791
851 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.");
852 793
853 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);
854 return; 795 return;
855 } 796 }
856 797
857 if (!tr->item) 798 if (!tr->item)
858 continue; 799 continue;
859 800
860 item = &tr->item->clone; 801 item = tr->item;
861 802
862 /* Grace limit */ 803 /* Grace limit */
863 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)
864 { 805 {
865 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)
872 tmp = get_archetype (HOLY_POSSESSION); 813 tmp = get_archetype (HOLY_POSSESSION);
873 cast_change_ability (op, op, tmp, 0, 1); 814 cast_change_ability (op, op, tmp, 0, 1);
874 tmp->destroy (); 815 tmp->destroy ();
875 return; 816 return;
876 } 817 }
818
877 continue; 819 continue;
878 } 820 }
879 821
880 /* Restore grace */ 822 /* Restore grace */
881 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)
905 /* Restore to 50 .. 100%, if sp < 50% */ 847 /* Restore to 50 .. 100%, if sp < 50% */
906 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);
907 849
908 if (op->stats.sp >= max / 2) 850 if (op->stats.sp >= max / 2)
909 continue; 851 continue;
852
910 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!");
911 op->stats.sp = new_sp; 854 op->stats.sp = new_sp;
912 } 855 }
913 856
914 /* Various heal spells */ 857 /* Various heal spells */
915 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)
916 { 859 {
917 object *tmp;
918 int success;
919
920 tmp = get_archetype_by_object_name (item->slaying); 860 object *tmp = archetype::get (item->slaying);
921
922 success = cast_heal (op, op, tmp, 0); 861 int success = cast_heal (op, op, tmp, 0);
923 tmp->destroy (); 862 tmp->destroy ();
863
924 if (success) 864 if (success)
925 return; 865 return;
926 else 866 else
927 continue; 867 continue;
928 } 868 }
963 continue; 903 continue;
964 904
965 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!");
966 906
967 for (i = 0; i < NUM_STATS; i++) 907 for (i = 0; i < NUM_STATS; i++)
968 if (get_attr_value (&depl->stats, i)) 908 if (depl->stats.stat (i))
969 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 909 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
970 910
971 depl->destroy (); 911 depl->destroy ();
972 op->update_stats (); 912 op->update_stats ();
973 return; 913 return;
974 } 914 }
975 915
976 /* Voices */ 916 /* Voices */
977 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)
978 { 918 {
979 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:");
980 new_draw_info (NDI_WHITE, 0, op, item->msg); 920 new_draw_info (NDI_WHITE, 0, op, item->msg);
981 return; 921 return;
982 } 922 }
983 923
984 /* Messages */ 924 /* Messages */
1035{ 975{
1036 int reaction = 1; 976 int reaction = 1;
1037 object *item = NULL, *skop; 977 object *item = NULL, *skop;
1038 978
1039 for (item = op->inv; item; item = item->below) 979 for (item = op->inv; item; item = item->below)
1040 {
1041 if (QUERY_FLAG (item, FLAG_APPLIED)) 980 if (QUERY_FLAG (item, FLAG_APPLIED))
1042 {
1043 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);
1044 }
1045 }
1046 982
1047 /* 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 */
1048 if (reaction < 0) 984 if (reaction < 0)
1049 { 985 {
1050 int loss = 10000000; 986 int loss = 10000000;
1051 int angry = abs (reaction); 987 int angry = abs (reaction);
1052 988
1053 for (skop = op->inv; skop != NULL; skop = skop->below) 989 for (skop = op->inv; skop; skop = skop->below)
1054 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 990 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1055 break; 991 break;
1056 992
1057 if (skop) 993 if (skop)
1058 loss = (int) (0.05 * (float) skop->stats.exp); 994 loss = 0.05f * skop->stats.exp;
995
1059 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
1060 if (random_roll (0, angry, op, PREFER_LOW)) 998 if (random_roll (0, angry, op, PREFER_LOW))
1061 { 999 {
1062 object *tmp = get_archetype (LOOSE_MANA); 1000 object *tmp = get_archetype (LOOSE_MANA);
1063 1001
1064 cast_magic_storm (op, tmp, op->level + (angry * 3)); 1002 cast_magic_storm (op, tmp, op->level + (angry * 3));
1065 } 1003 }
1004
1066 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);
1067 } 1006 }
1007
1068 return reaction; 1008 return reaction;
1069} 1009}
1070 1010
1071/** 1011/**
1072 * God checks item the player is using. 1012 * God checks item the player is using.
1115 */ 1055 */
1116 1056
1117int 1057int
1118get_god (object *priest) 1058get_god (object *priest)
1119{ 1059{
1120 int godnr = lookup_god_by_name (determine_god (priest)); 1060 return lookup_god_by_name (determine_god (priest));
1121
1122 return godnr;
1123} 1061}
1124 1062
1125/** 1063/**
1126 * 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
1127 * creature of who has race *race 1065 * creature of who has race *race
1128 * 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
1129 */ 1067 */
1130const char * 1068shstr_tmp
1131get_god_for_race (const char *race) 1069get_god_for_race (const char *race)
1132{ 1070{
1133 godlink *gl = first_god; 1071 if (race)
1134 const char *godname = NULL; 1072 for (godlink *gl = first_god; gl; gl = gl->next)
1135
1136 if (race == NULL)
1137 return NULL;
1138 while (gl)
1139 {
1140 if (!strcasecmp (gl->arch->clone.race, race)) 1073 if (!strcasecmp (gl->arch->race, race))
1141 { 1074 return gl->name;
1142 godname = gl->name; 1075
1143 break; 1076 return shstr_null;
1144 }
1145 gl = gl->next;
1146 }
1147 return godname;
1148} 1077}
1149 1078
1150/** 1079/**
1151 * 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.
1152 * 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

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