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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.3 by root, Tue Aug 29 08:01:37 2006 UTC

1/* 1/*
2 * static char *rcsid_gods_c = 2 * static char *rcsid_gods_c =
3 * "$Id: gods.C,v 1.2 2006/08/25 17:11:53 root Exp $"; 3 * "$Id: gods.C,v 1.3 2006/08/29 08:01:37 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
48int lookup_god_by_name(const char *name) { 48int lookup_god_by_name(const char *name) {
49 int godnr=-1; 49 int godnr=-1;
50 size_t nmlen = strlen(name); 50 size_t nmlen = strlen(name);
51 51
52 if(name && strcmp(name,"none")) { 52 if(name && strcmp(name,"none")) {
53 godlink *gl; 53 godlink *gl;
54 for(gl=first_god;gl;gl=gl->next) 54 for(gl=first_god;gl;gl=gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) 55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen)))
56 break; 56 break;
57 if(gl) godnr=gl->id; 57 if(gl) godnr=gl->id;
58 } 58 }
59 return godnr; 59 return godnr;
60} 60}
61 61
62/** 62/**
64 */ 64 */
65object *find_god(const char *name) { 65object *find_god(const char *name) {
66 object *god=NULL; 66 object *god=NULL;
67 67
68 if(name) { 68 if(name) {
69 godlink *gl; 69 godlink *gl;
70 70
71 for(gl=first_god;gl;gl=gl->next) 71 for(gl=first_god;gl;gl=gl->next)
72 if(!strcmp(name,gl->name)) break; 72 if(!strcmp(name,gl->name)) break;
73 if(gl) god=pntr_to_god_obj(gl); 73 if(gl) god=pntr_to_god_obj(gl);
74 } 74 }
75 return god; 75 return god;
76} 76}
77 77
78/** 78/**
89 89
90 /* spells */ 90 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) && 91 if ((op->type == SPELL || op->type == SPELL_EFFECT) &&
92 op->title) 92 op->title)
93 { 93 {
94 if (lookup_god_by_name(op->title)>=0) return op->title; 94 if (lookup_god_by_name(op->title)>=0) return op->title;
95 } 95 }
96 96
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { 97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) {
98 98
99 /* find a god based on race */ 99 /* find a god based on race */
100 if(!op->title) { 100 if(!op->title) {
101 if (op->race !=NULL) { 101 if (op->race !=NULL) {
102 godname=get_god_for_race(op->race); 102 godname=get_god_for_race(op->race);
103 if (godname!=NULL) { 103 if (godname!=NULL) {
104 op->title = add_string(godname); 104 op->title = add_string(godname);
105 } 105 }
106 } 106 }
107 } 107 }
108 108
109 /* find a random god */ 109 /* find a random god */
110 if(!op->title) { 110 if(!op->title) {
111 godlink *gl = first_god; 111 godlink *gl = first_god;
112 112
113 godnr = rndm(1, gl->id); 113 godnr = rndm(1, gl->id);
114 while(gl) { 114 while(gl) {
115 if(gl->id == godnr) break; 115 if(gl->id == godnr) break;
116 gl=gl->next; 116 gl=gl->next;
117 } 117 }
118 op->title = add_string(gl->name); 118 op->title = add_string(gl->name);
119 } 119 }
120 120
121 return op->title; 121 return op->title;
122 } 122 }
123 123
124 124
125 /* The god the player worships is in the praying skill (native skill 125 /* The god the player worships is in the praying skill (native skill
126 * not skill tool). Since a player can only have one instance of 126 * not skill tool). Since a player can only have one instance of
127 * that skill, once we find it, we can return, either with the 127 * that skill, once we find it, we can return, either with the
128 * title or "none". 128 * title or "none".
129 */ 129 */
130 if(op->type==PLAYER) { 130 if(op->type==PLAYER) {
131 object *tmp; 131 object *tmp;
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) {
134 if (tmp->title) return (tmp->title); 134 if (tmp->title) return (tmp->title);
135 else return("none"); 135 else return("none");
136 } 136 }
137 } 137 }
138 return ("none"); 138 return ("none");
139} 139}
140 140
141/** 141/**
166 object *tmp, *next; 166 object *tmp, *next;
167 167
168 if (op && op->type == PLAYER && op->contr) { 168 if (op && op->type == PLAYER && op->contr) {
169 /* search the inventory */ 169 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) { 170 for (tmp = op->inv; tmp != NULL; tmp = next) {
171 next = tmp->below; /* backup in case we remove tmp */ 171 next = tmp->below; /* backup in case we remove tmp */
172 172
173 if (tmp->type == item->type 173 if (tmp->type == item->type
174 && same_string (tmp->name, item->name) 174 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title) 175 && same_string (tmp->title, item->title)
176 && same_string (tmp->msg, item->msg) 176 && same_string (tmp->msg, item->msg)
177 && same_string (tmp->slaying, item->slaying)) { 177 && same_string (tmp->slaying, item->slaying)) {
178 178
179 /* message */ 179 /* message */
180 if (tmp->nrof > 1) 180 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op, 181 new_draw_info_format(NDI_UNIQUE,0,op,
182 "The %s crumble to dust!", query_short_name(tmp)); 182 "The %s crumble to dust!", query_short_name(tmp));
183 else 183 else
184 new_draw_info_format(NDI_UNIQUE,0,op, 184 new_draw_info_format(NDI_UNIQUE,0,op,
185 "The %s crumbles to dust!", query_short_name(tmp)); 185 "The %s crumbles to dust!", query_short_name(tmp));
186 186
187 remove_ob(tmp); /* remove obj from players inv. */ 187 remove_ob(tmp); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */ 188 esrv_del_item(op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */ 189 free_object(tmp); /* free object */
190 } 190 }
191 if (tmp->inv) 191 if (tmp->inv)
192 follower_remove_similar_item(tmp, item); 192 follower_remove_similar_item(tmp, item);
193 } 193 }
194 } 194 }
195} 195}
196 196
197/** 197/**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
247 /* If non consecrate altar, don't do anything */ 247 /* If non consecrate altar, don't do anything */
248 if (!altar->other_arch) return; 248 if (!altar->other_arch) return;
249 249
250 /* hmm. what happend depends on pl's current god, level, etc */ 250 /* hmm. what happend depends on pl's current god, level, etc */
251 if(!pl_god) { /*new convert */ 251 if(!pl_god) { /*new convert */
252 become_follower(pl,&altar->other_arch->clone); 252 become_follower(pl,&altar->other_arch->clone);
253 return; 253 return;
254 254
255 } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) { 255 } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) {
256 /* pray at your gods altar */ 256 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10; 257 int bonus = (pl->stats.Wis+skill->level)/10;
258 258
259 /* we can get neg grace up faster */ 259 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? 260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ?
261 bonus : -1*(pl->stats.grace/10)); 261 bonus : -1*(pl->stats.grace/10));
262 /* we can super-charge grace to 2x max */ 262 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) { 263 if(pl->stats.grace<(2*pl->stats.maxgrace)) {
264 pl->stats.grace+=bonus/2; 264 pl->stats.grace+=bonus/2;
265 } 265 }
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) { 266 if(pl->stats.grace>(2*pl->stats.maxgrace)) {
267 pl->stats.grace=(2*pl->stats.maxgrace); 267 pl->stats.grace=(2*pl->stats.maxgrace);
268 } 268 }
269 269
270 /* Every once in a while, the god decides to checkup on their 270 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out. 271 * follower, and may intervene to help them out.
272 */ 272 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */
274 274
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) 275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0)
276 god_intervention(pl,pl_god, skill); 276 god_intervention(pl,pl_god, skill);
277 277
278 } else { /* praying to another god! */ 278 } else { /* praying to another god! */
279 uint64 loss = 0; 279 uint64 loss = 0;
280 int angry=1; 280 int angry=1;
281 281
282 /* I believe the logic for detecting opposing gods was completely 282 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch 283 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have 284 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch 285 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before 286 * is the opposing god - we need to verify that exists before
287 * using its values. 287 * using its values.
288 */ 288 */
289 if(pl_god->other_arch && 289 if(pl_god->other_arch &&
290 (altar->other_arch->name==pl_god->other_arch->name)) { 290 (altar->other_arch->name==pl_god->other_arch->name)) {
291 angry=2; 291 angry=2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) {
293 object *tmp; 293 object *tmp;
294 294
295 /* you really screwed up */ 295 /* you really screwed up */
296 angry=3; 296 angry=3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
298 "Foul Priest! %s punishes you!",pl_god->name); 298 "Foul Priest! %s punishes you!",pl_god->name);
299 tmp=get_archetype(LOOSE_MANA); 299 tmp=get_archetype(LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20); 300 cast_magic_storm(pl,tmp, pl_god->level+20);
301 } else 301 } else
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 "Foolish heretic! %s is livid!",pl_god->name); 303 "Foolish heretic! %s is livid!",pl_god->name);
304 } else 304 } else
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, 305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
306 "Heretic! %s is angered!",pl_god->name); 306 "Heretic! %s is angered!",pl_god->name);
307 307
308 /* whether we will be successfull in defecting or not - 308 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj 309 * we lose experience from the clerical experience obj
310 */ 310 */
311 311
312 loss = angry * (skill->stats.exp / 10); 312 loss = angry * (skill->stats.exp / 10);
313 if(loss) 313 if(loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), 314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW),
315 skill?skill->skill:"none", SK_SUBTRACT_SKILL_EXP); 315 skill?skill->skill:"none", SK_SUBTRACT_SKILL_EXP);
316 316
317 /* May switch Gods, but its random chance based on our current level 317 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get 318 * note it gets harder to swap gods the higher we get
319 */ 319 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) {
321 become_follower(pl,&altar->other_arch->clone); 321 become_follower(pl,&altar->other_arch->clone);
322 } else { 322 } else {
323 /* toss this player off the altar. He can try again. */ 323 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, 324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl,
325 "A divine force pushes you off the altar."); 325 "A divine force pushes you off the altar.");
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ 326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */
327 } 327 }
328 } 328 }
329} 329}
330 330
331/** 331/**
332 * Removes special prayers given by a god. 332 * Removes special prayers given by a god.
342 342
343 /* Outer loop iterates over all special prayer marks */ 343 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) { 344 for (tmp = op->inv; tmp; tmp = next_tmp) {
345 next_tmp = tmp->below; 345 next_tmp = tmp->below;
346 346
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about. 348 * in that category, not something we need to worry about.
349 */ 349 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP))
351 continue; 351 continue;
352 352
353 if (god->randomitems == NULL) { 353 if (god->randomitems == NULL) {
354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name); 354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name);
355 do_forget_spell (op, tmp->name); 355 do_forget_spell (op, tmp->name);
356 continue; 356 continue;
357 } 357 }
358 358
359 /* Inner loop tries to find the special prayer in the god's treasure 359 /* Inner loop tries to find the special prayer in the god's treasure
360 * list. We default that the spell should be removed. 360 * list. We default that the spell should be removed.
361 */ 361 */
362 remove=1; 362 remove=1;
363 for (tr = god->randomitems->items; tr; tr = tr->next) 363 for (tr = god->randomitems->items; tr; tr = tr->next)
364 { 364 {
365 object *item; 365 object *item;
366 366
367 if (tr->item == NULL) 367 if (tr->item == NULL)
368 continue; 368 continue;
369 item = &tr->item->clone; 369 item = &tr->item->clone;
370 370
371 /* Basically, see if the matching spell is granted by this god. */ 371 /* Basically, see if the matching spell is granted by this god. */
372 372
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) {
374 remove=0; 374 remove=0;
375 break; 375 break;
376 } 376 }
377 } 377 }
378 if (remove) { 378 if (remove) {
379 /* just do the work of removing the spell ourselves - we already 379 /* just do the work of removing the spell ourselves - we already
380 * know that the player knows the spell 380 * know that the player knows the spell
381 */ 381 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
383 "You lose knowledge of %s.", tmp->name); 383 "You lose knowledge of %s.", tmp->name);
384 player_unready_range_ob(op->contr, tmp); 384 player_unready_range_ob(op->contr, tmp);
385 remove_ob(tmp); 385 remove_ob(tmp);
386 free_object(tmp); 386 free_object(tmp);
387 } 387 }
388 388
389 } 389 }
390} 390}
391 391
392/** 392/**
405 405
406 old_god = find_god(determine_god(op)); 406 old_god = find_god(determine_god(op));
407 407
408 /* take away any special god-characteristic items. */ 408 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) { 409 for(item=op->inv;item!=NULL;item=next) {
410 next = item->below; 410 next = item->below;
411 /* remove all invisible startequip items which are 411 /* remove all invisible startequip items which are
412 * not skill, exp or force 412 * not skill, exp or force
413 */ 413 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && 414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) && 415 (item->type != SKILL) && (item->type != EXPERIENCE) &&
416 (item->type != FORCE)) { 416 (item->type != FORCE)) {
417 417
418 if (item->type == SPELL) 418 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op,
420 "You lose knowledge of %s.", item->name); 420 "You lose knowledge of %s.", item->name);
421 player_unready_range_ob(op->contr, item); 421 player_unready_range_ob(op->contr, item);
422 remove_ob(item); 422 remove_ob(item);
423 free_object(item); 423 free_object(item);
424 } 424 }
425 } 425 }
426 426
427 /* remove any godgiven items from the old god */ 427 /* remove any godgiven items from the old god */
428 if (old_god) { 428 if (old_god) {
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { 429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) {
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) 430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone); 431 follower_remove_similar_item(op, &tr->item->clone);
432 } 432 }
433 } 433 }
434 434
435 if(!op||!new_god) return; 435 if(!op||!new_god) return;
436 436
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { 437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", 438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!",
439 new_god->name); 439 new_god->name);
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { 440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) {
441 object *tmp = get_archetype(LOOSE_MANA); 441 object *tmp = get_archetype(LOOSE_MANA);
442 cast_magic_storm(op,tmp, new_god->level+10); 442 cast_magic_storm(op,tmp, new_god->level+10);
443 } 443 }
444 return; 444 return;
445 } 445 }
446 446
447 447
448 /* give the player any special god-characteristic-items. */ 448 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { 449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) {
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452 god_gives_present(op,new_god,tr); } 452 god_gives_present(op,new_god,tr); }
453 453
454 454
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
456 "You become a follower of %s!",new_god->name); 456 "You become a follower of %s!",new_god->name);
457 457
458 for (skop = op->inv; skop != NULL; skop=skop->below) 458 for (skop = op->inv; skop != NULL; skop=skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
460 460
461 /* Player has no skill - give them the skill */ 461 /* Player has no skill - give them the skill */
462 if (!skop) { 462 if (!skop) {
463 /* The arhetype should always be defined - if we crash here because it doesn't, 463 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways. 464 * things are really messed up anyways.
465 */ 465 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill);
467 link_player_skills(op); 467 link_player_skills(op);
468 } 468 }
469 469
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ 470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */
471 471
472 /* Clear the "undead" status. We also need to force a call to change_abil, 472 /* Clear the "undead" status. We also need to force a call to change_abil,
502 /* make sure that certain immunities do NOT get passed 502 /* make sure that certain immunities do NOT get passed
503 * to the follower! 503 * to the follower!
504 */ 504 */
505 for (i=0; i<NROFATTACKS; i++) 505 for (i=0; i<NROFATTACKS; i++)
506 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || 506 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD ||
507 i==ATNR_ELECTRICITY || i==ATNR_POISON)) 507 i==ATNR_ELECTRICITY || i==ATNR_POISON))
508 skop->resist[i] = 30; 508 skop->resist[i] = 30;
509 509
510 skop->stats.hp= (sint16) new_god->last_heal; 510 skop->stats.hp= (sint16) new_god->last_heal;
511 skop->stats.sp= (sint16) new_god->last_sp; 511 skop->stats.sp= (sint16) new_god->last_sp;
512 skop->stats.grace= (sint16) new_god->last_grace; 512 skop->stats.grace= (sint16) new_god->last_grace;
513 skop->stats.food= (sint16) new_god->last_eat; 513 skop->stats.food= (sint16) new_god->last_eat;
521 update_priest_flag(new_god,skop,FLAG_UNDEAD); 521 update_priest_flag(new_god,skop,FLAG_UNDEAD);
522 update_priest_flag(new_god,skop,FLAG_BLIND); 522 update_priest_flag(new_god,skop,FLAG_BLIND);
523 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ 523 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */
524 524
525 new_draw_info_format(NDI_UNIQUE,0,op, 525 new_draw_info_format(NDI_UNIQUE,0,op,
526 "You are bathed in %s's aura.",new_god->name); 526 "You are bathed in %s's aura.",new_god->name);
527 527
528 /* Weapon/armour use are special...handle flag toggles here as this can 528 /* Weapon/armour use are special...handle flag toggles here as this can
529 * only happen when gods are worshipped and if the new priest could 529 * only happen when gods are worshipped and if the new priest could
530 * have used armour/weapons in the first place. 530 * have used armour/weapons in the first place.
531 * 531 *
532 * This also can happen for monks which cannot use weapons. In this case 532 * This also can happen for monks which cannot use weapons. In this case
533 * do not allow to use weapons even if the god otherwise would allow it. 533 * do not allow to use weapons even if the god otherwise would allow it.
534 */ 534 */
535 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) 535 if (!present_in_ob_by_name(FORCE, "no weapon force", op))
536 update_priest_flag(new_god,skop,FLAG_USE_WEAPON); 536 update_priest_flag(new_god,skop,FLAG_USE_WEAPON);
537 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); 537 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR);
538 538
539 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) 539 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons"))
540 stop_using_item(op,WEAPON,2); 540 stop_using_item(op,WEAPON,2);
541 541
542 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { 542 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) {
543 stop_using_item(op,ARMOUR,1); 543 stop_using_item(op,ARMOUR,1);
544 stop_using_item(op,HELMET,1); 544 stop_using_item(op,HELMET,1);
545 stop_using_item(op,BOOTS,1); 545 stop_using_item(op,BOOTS,1);
546 stop_using_item(op,GLOVES,1); 546 stop_using_item(op,GLOVES,1);
547 stop_using_item(op,SHIELD,1); 547 stop_using_item(op,SHIELD,1);
548 } 548 }
549 549
550 SET_FLAG(skop,FLAG_APPLIED); 550 SET_FLAG(skop,FLAG_APPLIED);
551 (void) change_abil(op,skop); 551 (void) change_abil(op,skop);
552 552
571 update_priest_flag(exp_obj,op,flag); 571 update_priest_flag(exp_obj,op,flag);
572 if(QUERY_FLAG(op,flag)) 572 if(QUERY_FLAG(op,flag))
573 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); 573 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string);
574 else { 574 else {
575 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); 575 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string);
576 return 1; 576 return 1;
577 } 577 }
578 } 578 }
579 return 0; 579 return 0;
580} 580}
581 581
586 object *tmp; 586 object *tmp;
587 587
588 for(tmp=op->inv;tmp&&number;tmp=tmp->below) 588 for(tmp=op->inv;tmp&&number;tmp=tmp->below)
589 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { 589 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) {
590 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); 590 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
591 number--; 591 number--;
592 } 592 }
593} 593}
594 594
595/** 595/**
596 * If the god does/doesnt have this flag, we 596 * If the god does/doesnt have this flag, we
601void update_priest_flag (object *god, object *exp_ob, uint32 flag) { 601void update_priest_flag (object *god, object *exp_ob, uint32 flag) {
602 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) 602 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag))
603 SET_FLAG(exp_ob,flag); 603 SET_FLAG(exp_ob,flag);
604 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) 604 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag))
605 { 605 {
606 /* When this is called with the exp_ob set to the player, 606 /* When this is called with the exp_ob set to the player,
607 * this check is broken, because most all players arch 607 * this check is broken, because most all players arch
608 * allow use of weapons. I'm not actually sure why this 608 * allow use of weapons. I'm not actually sure why this
609 * check is here - I guess if you had a case where the 609 * check is here - I guess if you had a case where the
610 * value in the archetype (wisdom) should over ride the restrictions 610 * value in the archetype (wisdom) should over ride the restrictions
611 * the god places on it, this may make sense. But I don't think 611 * the god places on it, this may make sense. But I don't think
612 * there is any case like that. 612 * there is any case like that.
613 */ 613 */
614 614
615/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 615/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
616 CLEAR_FLAG(exp_ob,flag); 616 CLEAR_FLAG(exp_ob,flag);
617 }; 617 };
618} 618}
619 619
620 620
621 621
650{ 650{
651 object *tmp; 651 object *tmp;
652 int success = 0; 652 int success = 0;
653 653
654 for (tmp = op->inv; tmp; tmp = tmp->below) { 654 for (tmp = op->inv; tmp; tmp = tmp->below) {
655 if (tmp->invisible) 655 if (tmp->invisible)
656 continue; 656 continue;
657 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) 657 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation)
658 continue; 658 continue;
659 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { 659 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) {
660 success = 1; 660 success = 1;
661 CLEAR_FLAG (tmp, FLAG_DAMNED); 661 CLEAR_FLAG (tmp, FLAG_DAMNED);
700 uint32 attacktype; 700 uint32 attacktype;
701 int tmp; 701 int tmp;
702 702
703 for (weapon = op->inv; weapon; weapon = weapon->below) 703 for (weapon = op->inv; weapon; weapon = weapon->below)
704 if ((weapon->type == WEAPON || weapon->type == BOW) 704 if ((weapon->type == WEAPON || weapon->type == BOW)
705 && QUERY_FLAG (weapon, FLAG_APPLIED)) 705 && QUERY_FLAG (weapon, FLAG_APPLIED))
706 break; 706 break;
707 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 707 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
708 return 0; 708 return 0;
709 709
710 /* First give it a title, so other gods won't touch it */ 710 /* First give it a title, so other gods won't touch it */
711 if ( ! weapon->title) { 711 if ( ! weapon->title) {
712 sprintf (buf, "of %s", god->name); 712 sprintf (buf, "of %s", god->name);
713 weapon->title = add_string (buf); 713 weapon->title = add_string (buf);
714 if (op->type == PLAYER) 714 if (op->type == PLAYER)
715 esrv_update_item (UPD_NAME, op, weapon); 715 esrv_update_item (UPD_NAME, op, weapon);
716 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); 716 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
717 } 717 }
718 718
719 /* Allow the weapon to slay enemies */ 719 /* Allow the weapon to slay enemies */
720 if ( ! weapon->slaying && god->slaying) { 720 if ( ! weapon->slaying && god->slaying) {
759{ 759{
760 treasure *tr; 760 treasure *tr;
761 761
762 if ( ! god || ! god->randomitems) { 762 if ( ! god || ! god->randomitems) {
763 LOG (llevError, 763 LOG (llevError,
764 "BUG: god_intervention(): no god or god without randomitems\n"); 764 "BUG: god_intervention(): no god or god without randomitems\n");
765 return; 765 return;
766 } 766 }
767 767
768 check_special_prayers (op, god); 768 check_special_prayers (op, god);
769 769
803 /* Grace limit */ 803 /* Grace limit */
804 if (item->type == BOOK && item->invisible 804 if (item->type == BOOK && item->invisible
805 && strcmp (item->name, "grace limit") == 0) { 805 && strcmp (item->name, "grace limit") == 0) {
806 if (op->stats.grace < item->stats.grace 806 if (op->stats.grace < item->stats.grace
807 || op->stats.grace < op->stats.maxgrace) { 807 || op->stats.grace < op->stats.maxgrace) {
808 object *tmp; 808 object *tmp;
809 809
810 /* Follower lacks the required grace for the following 810 /* Follower lacks the required grace for the following
811 * treasure list items. */ 811 * treasure list items. */
812 812
813 tmp = get_archetype(HOLY_POSSESSION); 813 tmp = get_archetype(HOLY_POSSESSION);
814 cast_change_ability(op, op, tmp, 0, 1); 814 cast_change_ability(op, op, tmp, 0, 1);
815 free_object(tmp); 815 free_object(tmp);
816 return; 816 return;
817 } 817 }
818 continue; 818 continue;
819 } 819 }
820 820
858 858
859 /* Various heal spells */ 859 /* Various heal spells */
860 if (item->type == BOOK && item->invisible 860 if (item->type == BOOK && item->invisible
861 && strcmp (item->name, "heal spell") == 0) 861 && strcmp (item->name, "heal spell") == 0)
862 { 862 {
863 object *tmp; 863 object *tmp;
864 int success; 864 int success;
865 865
866 tmp = get_archetype_by_object_name(item->slaying); 866 tmp = get_archetype_by_object_name(item->slaying);
867 867
868 success = cast_heal (op, op, tmp, 0); 868 success = cast_heal (op, op, tmp, 0);
869 free_object(tmp); 869 free_object(tmp);
870 if (success) return; 870 if (success) return;
871 else continue; 871 else continue;
872 } 872 }
873 873
874 /* Remove curse */ 874 /* Remove curse */
875 if (item->type == BOOK && item->invisible 875 if (item->type == BOOK && item->invisible
876 && strcmp (item->name, "remove curse") == 0) 876 && strcmp (item->name, "remove curse") == 0)
952 if (check_spell_known (op, item->name)) 952 if (check_spell_known (op, item->name))
953 continue; 953 continue;
954 if (item->level > skill->level) 954 if (item->level > skill->level)
955 continue; 955 continue;
956 956
957 new_draw_info_format(NDI_UNIQUE, 0, op, 957 new_draw_info_format(NDI_UNIQUE, 0, op,
958 "%s grants you use of a special prayer!", god->name); 958 "%s grants you use of a special prayer!", god->name);
959 do_learn_spell (op, item, 1); 959 do_learn_spell (op, item, 1);
960 return; 960 return;
961 961
962 } 962 }
963 963
964 /* Other gifts */ 964 /* Other gifts */
965 if ( ! item->invisible) { 965 if ( ! item->invisible) {
966 if (god_gives_present (op, god, tr)) 966 if (god_gives_present (op, god, tr))
967 return; 967 return;
982int god_examines_priest (object *op, object *god) { 982int god_examines_priest (object *op, object *god) {
983 int reaction=1; 983 int reaction=1;
984 object *item=NULL, *skop; 984 object *item=NULL, *skop;
985 985
986 for(item=op->inv;item;item=item->below) { 986 for(item=op->inv;item;item=item->below) {
987 if(QUERY_FLAG(item,FLAG_APPLIED)) { 987 if(QUERY_FLAG(item,FLAG_APPLIED)) {
988 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); 988 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1);
989 } 989 }
990 } 990 }
991 991
992 /* well, well. Looks like we screwed up. Time for god's revenge */ 992 /* well, well. Looks like we screwed up. Time for god's revenge */
993 if(reaction<0) { 993 if(reaction<0) {
994 int loss = 10000000; 994 int loss = 10000000;
995 int angry = abs(reaction); 995 int angry = abs(reaction);
996 996
997 for (skop = op->inv; skop != NULL; skop=skop->below) 997 for (skop = op->inv; skop != NULL; skop=skop->below)
998 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; 998 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
999 999
1000 if (skop) 1000 if (skop)
1001 loss = (int) (0.05 * (float) skop->stats.exp); 1001 loss = (int) (0.05 * (float) skop->stats.exp);
1002 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), 1002 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW),
1003 skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP); 1003 skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP);
1004 if(random_roll(0, angry, op, PREFER_LOW)) { 1004 if(random_roll(0, angry, op, PREFER_LOW)) {
1005 object *tmp = get_archetype(LOOSE_MANA); 1005 object *tmp = get_archetype(LOOSE_MANA);
1006 cast_magic_storm(op,tmp,op->level+(angry*3)); 1006 cast_magic_storm(op,tmp,op->level+(angry*3));
1007 } 1007 }
1008 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, 1008 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
1009 "%s becomes angry and punishes you!",god->name); 1009 "%s becomes angry and punishes you!",god->name);
1010 } 1010 }
1011 return reaction; 1011 return reaction;
1012} 1012}
1013 1013
1014/** 1014/**
1063 godlink *gl=first_god; 1063 godlink *gl=first_god;
1064 const char *godname=NULL; 1064 const char *godname=NULL;
1065 1065
1066 if (race == NULL) return NULL; 1066 if (race == NULL) return NULL;
1067 while(gl) { 1067 while(gl) {
1068 if (!strcasecmp(gl->arch->clone.race, race)) { 1068 if (!strcasecmp(gl->arch->clone.race, race)) {
1069 godname=gl->name; 1069 godname=gl->name;
1070 break; 1070 break;
1071 } 1071 }
1072 gl=gl->next; 1072 gl=gl->next;
1073 } 1073 }
1074 return godname; 1074 return godname;
1075} 1075}
1076/** 1076/**
1077 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1077 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1107 free_string(spellop->slaying); 1107 free_string(spellop->slaying);
1108 spellop->slaying = NULL; 1108 spellop->slaying = NULL;
1109 } 1109 }
1110 if(!caster_is_spell) 1110 if(!caster_is_spell)
1111 spellop->slaying = add_string(god->slaying); 1111 spellop->slaying = add_string(god->slaying);
1112 else if(caster->slaying) 1112 else if(caster->slaying)
1113 spellop->slaying = add_string(caster->slaying); 1113 spellop->slaying = add_string(caster->slaying);
1114 } 1114 }
1115 1115
1116 /* only the godpower attacktype adds the god's attack onto the spell */ 1116 /* only the godpower attacktype adds the god's attack onto the spell */
1117 if(spellop->attacktype & AT_GODPOWER) 1117 if(spellop->attacktype & AT_GODPOWER)
1118 spellop->attacktype=spellop->attacktype|god->attacktype; 1118 spellop->attacktype=spellop->attacktype|god->attacktype;
1119 1119
1120 /* tack on the god's name to the spell */ 1120 /* tack on the god's name to the spell */
1121 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { 1121 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) {
1122 if(spellop->title) 1122 if(spellop->title)
1123 free_string(spellop->title); 1123 free_string(spellop->title);
1124 spellop->title=add_string(god->name); 1124 spellop->title=add_string(god->name);
1125 if(spellop->title){ 1125 if(spellop->title){
1126 char buf[MAX_BUF]; 1126 char buf[MAX_BUF];
1127 sprintf(buf,"%s of %s",spellop->name,spellop->title); 1127 sprintf(buf,"%s of %s",spellop->name,spellop->title);
1128 FREE_AND_COPY(spellop->name, buf); 1128 FREE_AND_COPY(spellop->name, buf);
1129 FREE_AND_COPY(spellop->name_pl, buf); 1129 FREE_AND_COPY(spellop->name_pl, buf);
1130 } 1130 }
1131 } 1131 }
1132 1132
1133 return 1; 1133 return 1;
1134} 1134}
1135 1135

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