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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.28 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.45 by root, Thu Jan 1 16:05:13 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* 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
25 * monster race initialization. b.t. 25 * monster race initialization. b.t.
26 */ 26 */
36 36
37/** 37/**
38 * Returns the id of specified god. 38 * Returns the id of specified god.
39 */ 39 */
40int 40int
41lookup_god_by_name (const char *name) 41lookup_god_by_name (shstr_cmp name)
42{ 42{
43 int godnr = -1; 43 if (name)
44 size_t nmlen = strlen (name);
45
46 if (name && strcmp (name, "none"))
47 {
48 godlink *gl;
49
50 for (gl = first_god; gl; gl = gl->next) 44 for (godlink *gl = first_god; gl; gl = gl->next)
51 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 45 if (gl->name == name)
52 break;
53
54 if (gl)
55 godnr = gl->id; 46 return gl->id;
56 }
57 47
58 return godnr; 48 return -1;
59} 49}
60 50
61/** 51/**
62 * Returns pointer to specified god's object through pntr_to_god_obj.. 52 * Returns pointer to specified god's object through pntr_to_god_obj..
63 */ 53 */
64object * 54object *
65find_god (const char *name) 55find_god (shstr_cmp name)
66{ 56{
67 object *god = NULL;
68
69 if (name) 57 if (name)
70 {
71 godlink *gl;
72
73 for (gl = first_god; gl; gl = gl->next) 58 for (godlink *gl = first_god; gl; gl = gl->next)
74 if (!strcmp (name, gl->name)) 59 if (gl->name == name)
75 break;
76 if (gl)
77 god = pntr_to_god_obj (gl); 60 return pntr_to_god_obj (gl);
78 } 61
79 return god; 62 return 0;
63}
64
65/**
66 * Returns a string that is the name of the god that should be natively worshipped by a
67 * creature of who has race *race
68 * if we can't find a god that is appropriate, we return NULL
69 */
70static shstr_tmp
71get_god_for_race (shstr_cmp race)
72{
73 if (race)
74 for (godlink *gl = first_god; gl; gl = gl->next)
75 if (gl->arch->race == race)
76 return gl->name;
77
78 return shstr_tmp ();
80} 79}
81 80
82/** 81/**
83 * Determines if op worships a god. 82 * Determines if op worships a god.
84 * Returns the godname if they do or "none" if they have no god. 83 * 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 84 * 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 85 * who they should worship based on their race. If that fails we
87 * give them a random one. 86 * give them a random one.
88 */ 87 */
89 88shstr_tmp
90const char *
91determine_god (object *op) 89determine_god (object *op)
92{ 90{
93 int godnr = -1;
94 const char *godname;
95
96 /* spells */ 91 /* spells */
97 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 92 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
98 {
99 if (lookup_god_by_name (op->title) >= 0) 93 if (lookup_god_by_name (op->title) >= 0)
100 return op->title; 94 return op->title;
95
96 if (!op->is_player () && op->flag [FLAG_ALIVE])
101 } 97 {
102
103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
104 {
105
106 /* find a god based on race */ 98 /* find a god based on race */
107 if (!op->title) 99 if (!op->title)
108 {
109 if (op->race != NULL)
110 {
111 godname = get_god_for_race (op->race); 100 op->title = get_god_for_race (op->race);
112 if (godname != NULL)
113 {
114 op->title = godname;
115 }
116 }
117 }
118 101
119 /* find a random god */ 102 /* find a random god */
120 if (!op->title) 103 if (!op->title)
121 { 104 {
122 godlink *gl = first_god;
123
124 godnr = rndm (1, gl->id); 105 int godnr = rndm (1, first_god->id);
125 while (gl) 106
126 { 107 for (godlink *gl = first_god; gl && gl->id != godnr; gl = gl->next)
127 if (gl->id == godnr) 108 if (gl->id == godnr)
109 {
110 op->title = gl->name;
128 break; 111 break;
129
130 gl = gl->next;
131 } 112 }
132
133 op->title = gl->name;
134 } 113 }
135 114
136 return op->title; 115 return op->title;
137 } 116 }
138
139 117
140 /* The god the player worships is in the praying skill (native skill 118 /* The god the player worships is in the praying skill (native skill
141 * not skill tool). Since a player can only have one instance of 119 * not skill tool). Since a player can only have one instance of
142 * that skill, once we find it, we can return, either with the 120 * that skill, once we find it, we can return, either with the
143 * title or "none". 121 * title or "none".
144 */ 122 */
145 if (op->type == PLAYER) 123 if (op->type == PLAYER)
146 {
147 object *tmp;
148
149 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 124 for (object *tmp = op->inv; tmp; tmp = tmp->below)
150 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 125 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
151 { 126 {
152 if (tmp->title) 127 if (tmp->title)
153 return (tmp->title); 128 return tmp->title;
154 else 129
155 return ("none"); 130 break;
156 } 131 }
157 } 132
158 return ("none"); 133 return shstr_none;
159} 134}
160 135
161/** 136/**
162 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 137 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
163 */ 138 */
164static int 139static int
165same_string (const char *s1, const char *s2) 140same_string (const char *s1, const char *s2)
166{ 141{
167 if (s1 == NULL) 142 if (s1 == s2)
168 if (s2 == NULL)
169 return 1; 143 return 1;
144 else if (s1 && s2)
145 return !strcmp (s1, s2);
170 else 146 else
171 return 0;
172 else if (s2 == NULL)
173 return 0; 147 return 0;
174 else
175 return strcmp (s1, s2) == 0;
176} 148}
177 149
178/** 150/**
179 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 151 * 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 152 * Any matching items in the inventory are deleted, and a
194 166
195 if (tmp->type == item->type 167 if (tmp->type == item->type
196 && same_string (tmp->name, item->name) 168 && 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)) 169 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
198 { 170 {
199
200 /* message */ 171 /* message */
201 if (tmp->nrof > 1) 172 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)); 173 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
203 else 174 query_short_name (tmp));
204 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
205 175
206 tmp->remove (); /* remove obj from players inv. */ 176 tmp->destroy ();
207 esrv_del_item (op->contr, tmp->count); /* notify client */
208 tmp->destroy (); /* free object */
209 } 177 }
210 178
211 if (tmp->inv) 179 if (tmp->inv)
212 follower_remove_similar_item (tmp, item); 180 follower_remove_similar_item (tmp, item);
213 } 181 }
239 * God gives an item to the player. 207 * God gives an item to the player.
240 */ 208 */
241static int 209static int
242god_gives_present (object *op, object *god, treasure *tr) 210god_gives_present (object *op, object *god, treasure *tr)
243{ 211{
244 object *tmp;
245
246 if (!tr->item) 212 if (!tr->item)
247 return 0; 213 return 0;
248 214
249 if (follower_has_similar_item (op, tr->item)) 215 if (follower_has_similar_item (op, tr->item))
250 return 0; 216 return 0;
251 217
252 tmp = arch_to_object (tr->item); 218 object *tmp = arch_to_object (tr->item);
253 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); 219 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
254 tmp = insert_ob_in_ob (tmp, op); 220 op->insert (tmp);
255 if (op->type == PLAYER)
256 esrv_send_item (op, tmp);
257 221
258 return 1; 222 return 1;
259} 223}
260 224
261/** 225/**
277 /* hmm. what happend depends on pl's current god, level, etc */ 241 /* hmm. what happend depends on pl's current god, level, etc */
278 if (!pl_god) 242 if (!pl_god)
279 { /*new convert */ 243 { /*new convert */
280 become_follower (pl, altar->other_arch); 244 become_follower (pl, altar->other_arch);
281 return; 245 return;
282
283 } 246 }
284 else if (!strcmp (&pl_god->name, altar->other_arch->object::name)) 247 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
285 { 248 {
286 /* pray at your gods altar */ 249 /* pray at your gods altar */
287 int bonus = (pl->stats.Wis + skill->level) / 10; 250 int bonus = (pl->stats.Wis + skill->level) / 10;
288 251
289 /* we can get neg grace up faster */ 252 /* we can get neg grace up faster */
290 if (pl->stats.grace < 0) 253 if (pl->stats.grace < 0)
291 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); 254 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
255
292 /* we can super-charge grace to 2x max */ 256 /* we can super-charge grace to 2x max */
293 if (pl->stats.grace < (2 * pl->stats.maxgrace)) 257 if (pl->stats.grace < 2 * pl->stats.maxgrace)
294 {
295 pl->stats.grace += bonus / 2; 258 pl->stats.grace += bonus / 2;
296 } 259 else
297 if (pl->stats.grace > (2 * pl->stats.maxgrace))
298 {
299 pl->stats.grace = (2 * pl->stats.maxgrace); 260 pl->stats.grace = 2 * pl->stats.maxgrace;
300 }
301 261
302 /* Every once in a while, the god decides to checkup on their 262 /* Every once in a while, the god decides to checkup on their
303 * follower, and may intervene to help them out. 263 * follower, and may intervene to help them out.
304 */ 264 */
305 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ 265 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
306 266
307 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) 267 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
308 god_intervention (pl, pl_god, skill); 268 god_intervention (pl, pl_god, skill);
309
310 } 269 }
311 else 270 else
312 { /* praying to another god! */ 271 { /* praying to another god! */
313 uint64 loss = 0; 272 uint64 loss = 0;
314 int angry = 1; 273 int angry = 1;
413 { 372 {
414 remove = 0; 373 remove = 0;
415 break; 374 break;
416 } 375 }
417 } 376 }
377
418 if (remove) 378 if (remove)
419 { 379 do_forget_spell (op, tmp->name);
420 /* just do the work of removing the spell ourselves - we already
421 * know that the player knows the spell
422 */
423 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
424 player_unready_range_ob (op->contr, tmp);
425 tmp->destroy ();
426 }
427
428 } 380 }
429} 381}
430 382
431/** 383/**
432 * This function is called whenever a player has 384 * This function is called whenever a player has
440 object *old_god = NULL; /* old god */ 392 object *old_god = NULL; /* old god */
441 treasure *tr; 393 treasure *tr;
442 object *item, *skop, *next; 394 object *item, *skop, *next;
443 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ 395 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
444 396
445
446 old_god = find_god (determine_god (op)); 397 old_god = find_god (determine_god (op));
447 398
448 /* take away any special god-characteristic items. */ 399 /* take away any special god-characteristic items. */
449 for (item = op->inv; item != NULL; item = next) 400 for (item = op->inv; item; item = next)
450 { 401 {
451 next = item->below; 402 next = item->below;
403
452 // remove all invisible startequip items which are not skill, exp or force 404 // remove all invisible startequip items which are not skill, exp or force
453 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 405 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
454 (item->type != SKILL) && (item->type != FORCE)) 406 (item->type != SKILL) && (item->type != FORCE))
455 { 407 {
456
457 if (item->type == SPELL) 408 if (item->type == SPELL)
409 {
458 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); 410 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
411 esrv_remove_spell (op->contr, item);
412 }
459 413
460 player_unready_range_ob (op->contr, item); 414 player_unready_range_ob (op->contr, item);
461 item->destroy (); 415 item->destroy ();
462 } 416 }
463 } 417 }
469 follower_remove_similar_item (op, tr->item); 423 follower_remove_similar_item (op, tr->item);
470 424
471 if (!op || !new_god) 425 if (!op || !new_god)
472 return; 426 return;
473 427
474 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 428 if (op->race && new_god->slaying && op->race.contains (new_god->slaying))
475 { 429 {
476 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); 430 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
477 431
478 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 432 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
479 { 433 {
482 cast_magic_storm (op, tmp, new_god->level + 10); 436 cast_magic_storm (op, tmp, new_god->level + 10);
483 } 437 }
484 438
485 return; 439 return;
486 } 440 }
487
488 441
489 /* give the player any special god-characteristic-items. */ 442 /* give the player any special god-characteristic-items. */
490 for (tr = new_god->randomitems->items; tr; tr = tr->next) 443 for (tr = new_god->randomitems->items; tr; tr = tr->next)
491 { 444 {
492 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK 445 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
493 && tr->item->type != BOOK && tr->item->type != SPELL) 446 && tr->item->type != BOOK && tr->item->type != SPELL)
494 god_gives_present (op, new_god, tr); 447 god_gives_present (op, new_god, tr);
495 } 448 }
496 449
497
498 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); 450 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
499 451
500 for (skop = op->inv; skop != NULL; skop = skop->below) 452 for (skop = op->inv; skop; skop = skop->below)
501 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 453 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
502 break; 454 break;
503 455
504 /* Player has no skill - give them the skill */ 456 /* Player has no skill - give them the skill */
505 if (!skop) 457 if (!skop)
506 {
507 /* The arhetype should always be defined - if we crash here because it doesn't, 458 /* The archetype should always be defined - if we crash here because it doesn't,
508 * things are really messed up anyways. 459 * things are really messed up anyways.
509 */ 460 */
510 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); 461 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
511 link_player_skills (op);
512 }
513 462
514 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 463 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
515 464
516 /* Clear the "undead" status. We also need to force a call to change_abil, 465 /* Clear the "undead" status. We also need to force a call to change_abil,
517 * so I set undeadified for that. 466 * so I set undeadified for that.
518 * - gros, 21th July 2006. 467 * - gros, 21th July 2006.
519 */ 468 */
520 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 469 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
521 { 470 {
522 CLEAR_FLAG (skop, FLAG_UNDEAD); 471 CLEAR_FLAG (skop, FLAG_UNDEAD);
523 undeadified = 1; 472 undeadified = 1;
524 } 473 }
525 474
526 if (skop->title) 475 if (skop->title)
527 { /* get rid of old god */ 476 {
477 /* get rid of old god */
528 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); 478 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
479
529 /* The point of this is to really show what abilities the player just lost */ 480 /* The point of this is to really show what abilities the player just lost */
530 if (sk_applied || undeadified) 481 if (sk_applied || undeadified)
531 { 482 {
532
533 CLEAR_FLAG (skop, FLAG_APPLIED); 483 CLEAR_FLAG (skop, FLAG_APPLIED);
534 (void) change_abil (op, skop); 484 change_abil (op, skop);
535 } 485 }
536 } 486 }
537 487
538 /* now change to the new gods attributes to exp_obj */ 488 /* now change to the new gods attributes to exp_obj */
539 skop->title = new_god->name; 489 skop->title = new_god->name;
574 * This also can happen for monks which cannot use weapons. In this case 524 * 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. 525 * do not allow to use weapons even if the god otherwise would allow it.
576 */ 526 */
577 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 527 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
578 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 528 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
529
579 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 530 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
580 531
581 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 532 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
582 stop_using_item (op, WEAPON, 2); 533 stop_using_item (op, WEAPON, 2);
583 534
609 */ 560 */
610 561
611int 562int
612worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) 563worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
613{ 564{
614
615 if (QUERY_FLAG (op->arch, flag)) 565 if (QUERY_FLAG (op->arch, flag))
616 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) 566 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
617 { 567 {
618 update_priest_flag (exp_obj, op, flag); 568 update_priest_flag (exp_obj, op, flag);
619 if (QUERY_FLAG (op, flag)) 569 if (QUERY_FLAG (op, flag))
622 { 572 {
623 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); 573 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
624 return 1; 574 return 1;
625 } 575 }
626 } 576 }
577
627 return 0; 578 return 0;
628} 579}
629 580
630/** 581/**
631 * Unapplies up to number worth of items of type 582 * Unapplies up to number worth of items of type
668/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 619/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
669 CLEAR_FLAG (exp_ob, flag); 620 CLEAR_FLAG (exp_ob, flag);
670 }; 621 };
671} 622}
672 623
673
674
675archetype * 624archetype *
676determine_holy_arch (object *god, const char *type) 625determine_holy_arch (object *god, shstr_cmp type)
677{ 626{
678 treasure *tr; 627 treasure *tr;
679 628
680 if (!god || !god->randomitems) 629 if (!god || !god->randomitems)
681 { 630 {
682 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); 631 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
683 return NULL; 632 return 0;
684 } 633 }
685 634
686 for (tr = god->randomitems->items; tr; tr = tr->next) 635 for (tr = god->randomitems->items; tr; tr = tr->next)
687 { 636 {
688 if (!tr->item) 637 if (!tr->item)
689 continue; 638 continue;
690 639
691 object *item = tr->item; 640 object *item = tr->item;
692 641
693 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 642 if (item->type == BOOK && item->invisible && item->name == type)
694 return item->other_arch; 643 return item->other_arch;
695 } 644 }
645
696 return NULL; 646 return 0;
697} 647}
698 648
699/** 649/**
700 * God helps player by removing curse and/or damnation. 650 * God helps player by removing curse and/or damnation.
701 */ 651 */
702static int 652static int
703god_removes_curse (object *op, int remove_damnation) 653god_removes_curse (object *op, int remove_damnation)
704{ 654{
705 object *tmp;
706 int success = 0; 655 int success = 0;
707 656
708 for (tmp = op->inv; tmp; tmp = tmp->below) 657 for (object *tmp = op->inv; tmp; tmp = tmp->below)
709 { 658 {
710 if (tmp->invisible) 659 if (tmp->invisible)
711 continue; 660 continue;
661
712 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 662 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
713 continue; 663 continue;
664
714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 665 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
715 { 666 {
716 success = 1; 667 success = 1;
717 CLEAR_FLAG (tmp, FLAG_DAMNED); 668 CLEAR_FLAG (tmp, FLAG_DAMNED);
718 CLEAR_FLAG (tmp, FLAG_CURSED); 669 CLEAR_FLAG (tmp, FLAG_CURSED);
719 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 670 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
720 if (op->type == PLAYER) 671
672 if (object *pl = tmp->visible_to ())
721 esrv_send_item (op, tmp); 673 esrv_update_item (UPD_FLAGS, pl, tmp);
722 } 674 }
723 } 675 }
724 676
725 if (success) 677 if (success)
726 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); 678 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
679
727 return success; 680 return success;
728} 681}
729 682
730static int 683static int
731follower_level_to_enchantments (int level, int difficulty) 684follower_level_to_enchantments (int level, int difficulty)
736 return 0; 689 return 0;
737 } 690 }
738 691
739 if (level <= 20) 692 if (level <= 20)
740 return level / difficulty; 693 return level / difficulty;
694
741 if (level <= 40) 695 if (level <= 40)
742 return (20 + (level - 20) / 2) / difficulty; 696 return (20 + (level - 20) / 2) / difficulty;
743 697
744 return (30 + (level - 40) / 4) / difficulty; 698 return (30 + (level - 40) / 4) / difficulty;
745} 699}
751 * attacktype, slaying and such. 705 * attacktype, slaying and such.
752 */ 706 */
753static int 707static int
754god_enchants_weapon (object *op, object *god, object *tr, object *skill) 708god_enchants_weapon (object *op, object *god, object *tr, object *skill)
755{ 709{
756 char buf[MAX_BUF];
757 object *weapon; 710 object *weapon;
758 uint32 attacktype; 711 uint32 attacktype;
759 int tmp; 712 int tmp;
760 713
761 for (weapon = op->inv; weapon; weapon = weapon->below) 714 for (weapon = op->inv; weapon; weapon = weapon->below)
762 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 715 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
763 break; 716 break;
764 717
765 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 718 if (!weapon || god_examines_item (god, weapon) <= 0)
766 return 0; 719 return 0;
767 720
768 /* First give it a title, so other gods won't touch it */ 721 /* First give it a title, so other gods won't touch it */
769 if (!weapon->title) 722 if (!weapon->title)
770 { 723 {
771 sprintf (buf, "of %s", &god->name); 724 weapon->title = format ("of %s", &god->name);
772 weapon->title = buf; 725
773 if (op->type == PLAYER) 726 if (object *pl = weapon->visible_to ())
774 esrv_update_item (UPD_NAME, op, weapon); 727 esrv_update_item (UPD_NAME, pl, weapon);
728
775 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); 729 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
776 } 730 }
777 731
778 /* Allow the weapon to slay enemies */ 732 /* Allow the weapon to slay enemies */
779 if (!weapon->slaying && god->slaying) 733 if (!weapon->slaying && god->slaying)
796 tmp = follower_level_to_enchantments (skill->level, tr->level); 750 tmp = follower_level_to_enchantments (skill->level, tr->level);
797 if (weapon->magic < tmp) 751 if (weapon->magic < tmp)
798 { 752 {
799 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); 753 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
800 weapon->magic++; 754 weapon->magic++;
801 if (op->type == PLAYER) 755
756 if (object *pl = weapon->visible_to ())
802 esrv_update_item (UPD_NAME, op, weapon); 757 esrv_update_item (UPD_NAME, pl, weapon);
758
803 return 1; 759 return 1;
804 } 760 }
805 761
806 return 0; 762 return 0;
807} 763}
808
809 764
810/** 765/**
811 * Every once in a while the god will intervene to help the worshiper. 766 * 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 767 * Later, this fctn can be used to supply quests, etc for the
813 * priest. -b.t. 768 * priest. -b.t.
814 * called from pray_at_altar() currently. 769 * called from pray_at_altar() currently.
815 */ 770 */
816
817void 771void
818god_intervention (object *op, object *god, object *skill) 772god_intervention (object *op, object *god, object *skill)
819{ 773{
820 treasure *tr; 774 treasure *tr;
821 775
829 783
830 /* lets do some checks of whether we are kosher with our god */ 784 /* lets do some checks of whether we are kosher with our god */
831 if (god_examines_priest (op, god) < 0) 785 if (god_examines_priest (op, god) < 0)
832 return; 786 return;
833 787
788 op->play_sound (sound_find ("god_intervention"));
834 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 789 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
835 790
836 for (tr = god->randomitems->items; tr; tr = tr->next) 791 for (tr = god->randomitems->items; tr; tr = tr->next)
837 { 792 {
838 object *item; 793 object *item;
846 treasurelist *tl = treasurelist::find (tr->name); 801 treasurelist *tl = treasurelist::find (tr->name);
847 802
848 if (tl == NULL) 803 if (tl == NULL)
849 continue; 804 continue;
850 805
851 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); 806 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
852 807
853 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); 808 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
854 return; 809 return;
855 } 810 }
856 811
857 if (!tr->item) 812 if (!tr->item)
858 continue; 813 continue;
859 814
860 item = tr->item; 815 item = tr->item;
861 816
862 /* Grace limit */ 817 /* Grace limit */
863 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 818 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
864 { 819 {
865 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) 820 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
866 { 821 {
867 object *tmp;
868
869 /* Follower lacks the required grace for the following 822 /* Follower lacks the required grace for the following
870 * treasure list items. */ 823 * treasure list items. */
871 824
872 tmp = get_archetype (HOLY_POSSESSION); 825 object *tmp = get_archetype (HOLY_POSSESSION);
873 cast_change_ability (op, op, tmp, 0, 1); 826 cast_change_ability (op, op, tmp, 0, 1);
874 tmp->destroy (); 827 tmp->destroy ();
875 return; 828 return;
876 } 829 }
830
877 continue; 831 continue;
878 } 832 }
879 833
880 /* Restore grace */ 834 /* Restore grace */
881 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 835 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
882 { 836 {
883 if (op->stats.grace >= 0) 837 if (op->stats.grace >= 0)
884 continue; 838 continue;
839
885 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 840 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
886 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); 841 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
887 return; 842 return;
888 } 843 }
889 844
890 /* Heal damage */ 845 /* Heal damage */
891 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) 846 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
892 { 847 {
893 if (op->stats.hp >= op->stats.maxhp) 848 if (op->stats.hp >= op->stats.maxhp)
894 continue; 849 continue;
850
895 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); 851 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
896 op->stats.hp = op->stats.maxhp; 852 op->stats.hp = op->stats.maxhp;
897 return; 853 return;
898 } 854 }
899 855
905 /* Restore to 50 .. 100%, if sp < 50% */ 861 /* Restore to 50 .. 100%, if sp < 50% */
906 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); 862 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
907 863
908 if (op->stats.sp >= max / 2) 864 if (op->stats.sp >= max / 2)
909 continue; 865 continue;
866
910 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); 867 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
911 op->stats.sp = new_sp; 868 op->stats.sp = new_sp;
912 } 869 }
913 870
914 /* Various heal spells */ 871 /* Various heal spells */
915 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) 872 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
916 { 873 {
917 object *tmp;
918 int success;
919
920 tmp = get_archetype_by_object_name (item->slaying); 874 object *tmp = archetype::get (item->slaying);
921
922 success = cast_heal (op, op, tmp, 0); 875 int success = cast_heal (op, op, tmp, 0);
923 tmp->destroy (); 876 tmp->destroy ();
877
924 if (success) 878 if (success)
925 return; 879 return;
926 else 880 else
927 continue; 881 continue;
928 } 882 }
955 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 909 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
956 { 910 {
957 LOG (llevError, "Could not find archetype depletion.\n"); 911 LOG (llevError, "Could not find archetype depletion.\n");
958 continue; 912 continue;
959 } 913 }
914
960 depl = present_arch_in_ob (at, op); 915 depl = present_arch_in_ob (at, op);
961 916
962 if (depl == NULL) 917 if (depl == NULL)
963 continue; 918 continue;
964 919
974 } 929 }
975 930
976 /* Voices */ 931 /* Voices */
977 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) 932 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
978 { 933 {
979 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); 934 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); 935 new_draw_info (NDI_WHITE, 0, op, item->msg);
981 return; 936 return;
982 } 937 }
983 938
984 /* Messages */ 939 /* Messages */
1035{ 990{
1036 int reaction = 1; 991 int reaction = 1;
1037 object *item = NULL, *skop; 992 object *item = NULL, *skop;
1038 993
1039 for (item = op->inv; item; item = item->below) 994 for (item = op->inv; item; item = item->below)
1040 {
1041 if (QUERY_FLAG (item, FLAG_APPLIED)) 995 if (QUERY_FLAG (item, FLAG_APPLIED))
1042 {
1043 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); 996 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1044 }
1045 }
1046 997
1047 /* well, well. Looks like we screwed up. Time for god's revenge */ 998 /* well, well. Looks like we screwed up. Time for god's revenge */
1048 if (reaction < 0) 999 if (reaction < 0)
1049 { 1000 {
1050 int loss = 10000000; 1001 int loss = 10000000;
1051 int angry = abs (reaction); 1002 int angry = abs (reaction);
1052 1003
1053 for (skop = op->inv; skop != NULL; skop = skop->below) 1004 for (skop = op->inv; skop; skop = skop->below)
1054 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 1005 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1055 break; 1006 break;
1056 1007
1057 if (skop) 1008 if (skop)
1058 loss = (int) (0.05 * (float) skop->stats.exp); 1009 loss = 0.05f * skop->stats.exp;
1010
1059 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); 1011 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1012
1060 if (random_roll (0, angry, op, PREFER_LOW)) 1013 if (random_roll (0, angry, op, PREFER_LOW))
1061 { 1014 {
1062 object *tmp = get_archetype (LOOSE_MANA); 1015 object *tmp = get_archetype (LOOSE_MANA);
1063 1016
1064 cast_magic_storm (op, tmp, op->level + (angry * 3)); 1017 cast_magic_storm (op, tmp, op->level + (angry * 3));
1065 } 1018 }
1019
1066 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); 1020 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1067 } 1021 }
1022
1068 return reaction; 1023 return reaction;
1069} 1024}
1070 1025
1071/** 1026/**
1072 * God checks item the player is using. 1027 * God checks item the player is using.
1073 * Return either -1 (bad), 0 (neutral) or 1028 * Return either -1 (bad), 0 (neutral) or
1074 * 1 (item is ok). If you are using the item of an enemy 1029 * 1 (item is ok). If you are using the item of an enemy
1075 * god, it can be bad...-b.t. 1030 * god, it can be bad...-b.t.
1076 */ 1031 */
1077
1078int 1032int
1079god_examines_item (object *god, object *item) 1033god_examines_item (object *god, object *item)
1080{ 1034{
1081 char buf[MAX_BUF]; 1035 char buf[MAX_BUF];
1082 1036
1085 1039
1086 if (!item->title) 1040 if (!item->title)
1087 return 1; /* unclaimed item are ok */ 1041 return 1; /* unclaimed item are ok */
1088 1042
1089 sprintf (buf, "of %s", &god->name); 1043 sprintf (buf, "of %s", &god->name);
1090 if (!strcmp (item->title, buf)) 1044 if (!strcmp (&item->title, buf))
1091 return 1; /* belongs to that God */ 1045 return 1; /* belongs to that God */
1092 1046
1093 if (god->title) 1047 if (god->title)
1094 { /* check if we have any enemy blessed item */ 1048 { /* check if we have any enemy blessed item */
1095 sprintf (buf, "of %s", &god->title); 1049 sprintf (buf, "of %s", &god->title);
1096 if (!strcmp (item->title, buf)) 1050 if (!strcmp (&item->title, buf))
1097 { 1051 {
1098 if (item->env) 1052 if (item->env)
1099 { 1053 {
1100 char buf[MAX_BUF]; 1054 char buf[MAX_BUF];
1101 1055
1102 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1056 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1103 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); 1057 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1104 } 1058 }
1059
1105 return -1; 1060 return -1;
1106 } 1061 }
1107 } 1062 }
1108 1063
1109 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 1064 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1111 1066
1112/** 1067/**
1113 * Returns priest's god's id. 1068 * Returns priest's god's id.
1114 * Straight calls lookup_god_by_name 1069 * Straight calls lookup_god_by_name
1115 */ 1070 */
1116
1117int 1071int
1118get_god (object *priest) 1072get_god (object *priest)
1119{ 1073{
1120 int godnr = lookup_god_by_name (determine_god (priest)); 1074 return lookup_god_by_name (determine_god (priest));
1121
1122 return godnr;
1123}
1124
1125/**
1126 * Returns a string that is the name of the god that should be natively worshipped by a
1127 * creature of who has race *race
1128 * if we can't find a god that is appropriate, we return NULL
1129 */
1130const char *
1131get_god_for_race (const char *race)
1132{
1133 godlink *gl = first_god;
1134 const char *godname = NULL;
1135
1136 if (race == NULL)
1137 return NULL;
1138 while (gl)
1139 {
1140 if (!strcasecmp (gl->arch->race, race))
1141 {
1142 godname = gl->name;
1143 break;
1144 }
1145 gl = gl->next;
1146 }
1147 return godname;
1148} 1075}
1149 1076
1150/** 1077/**
1151 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1078 * 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 1079 * Returns false if there was no race to assign to the slaying field of the spell, but

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