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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.21 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.67 by root, Sun Aug 22 20:11:04 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25 24
26/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
27 * monster race initialization. b.t. 26 * monster race initialization. b.t.
28 */ 27 */
29 28
37#include <sproto.h> 36#include <sproto.h>
38 37
39/** 38/**
40 * Returns the id of specified god. 39 * Returns the id of specified god.
41 */ 40 */
42int 41static int
43lookup_god_by_name (const char *name) 42lookup_god_by_name (shstr_cmp name)
44{ 43{
45 int godnr = -1; 44 if (name)
46 size_t nmlen = strlen (name);
47
48 if (name && strcmp (name, "none"))
49 {
50 godlink *gl;
51
52 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
53 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 46 if (gl->name == name)
54 break;
55 if (gl)
56 godnr = gl->id; 47 return gl->id;
57 } 48
58 return godnr; 49 return -1;
59} 50}
60 51
61/** 52/**
62 * Returns pointer to specified god's object through pntr_to_god_obj.. 53 * Returns pointer to specified god's object through pntr_to_god_obj..
63 */ 54 */
64object * 55object *
65find_god (const char *name) 56find_god (shstr_cmp name)
66{ 57{
67 object *god = NULL;
68
69 if (name) 58 if (name)
70 {
71 godlink *gl;
72
73 for (gl = first_god; gl; gl = gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
74 if (!strcmp (name, gl->name)) 60 if (gl->name == name)
75 break;
76 if (gl)
77 god = pntr_to_god_obj (gl); 61 return pntr_to_god_obj (gl);
78 } 62
79 return god; 63 return 0;
64}
65
66/**
67 * Returns a string that is the name of the god that should be natively worshipped by a
68 * creature of who has race *race
69 * if we can't find a god that is appropriate, we return NULL
70 */
71static shstr_tmp
72get_god_for_race (shstr_cmp race)
73{
74 if (race)
75 for (godlink *gl = first_god; gl; gl = gl->next)
76 if (gl->arch->race == race)
77 return gl->name;
78
79 return shstr_tmp ();
80} 80}
81 81
82/** 82/**
83 * Determines if op worships a god. 83 * Determines if op worships a god.
84 * Returns the godname if they do or "none" if they have no god. 84 * 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 85 * 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 86 * who they should worship based on their race. If that fails we
87 * give them a random one. 87 * give them a random one.
88 */ 88 */
89 89shstr_tmp
90const char *
91determine_god (object *op) 90determine_god (object *op)
92{ 91{
93 int godnr = -1;
94 const char *godname;
95
96 /* spells */ 92 /* spells */
97 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
98 {
99 if (lookup_god_by_name (op->title) >= 0) 94 if (lookup_god_by_name (op->title) >= 0)
100 return op->title; 95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
101 } 98 {
102
103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
104 {
105
106 /* find a god based on race */ 99 /* find a god based on race */
107 if (!op->title) 100 if (!op->title)
108 {
109 if (op->race != NULL)
110 {
111 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
112 if (godname != NULL)
113 {
114 op->title = godname;
115 }
116 }
117 }
118 102
119 /* find a random god */ 103 /* find a random god */
120 if (!op->title) 104 if (!op->title)
121 { 105 {
122 godlink *gl = first_god;
123
124 godnr = rndm (1, gl->id); 106 int godnr = rndm (1, first_god->id);
125 while (gl) 107
126 { 108 for (godlink *gl = first_god; gl; gl = gl->next)
127 if (gl->id == godnr) 109 if (gl->id == godnr)
110 {
111 op->title = gl->name;
128 break; 112 break;
129 gl = gl->next;
130 } 113 }
131 op->title = gl->name;
132 } 114 }
133 115
134 return op->title; 116 return op->title;
135 } 117 }
136
137 118
138 /* The god the player worships is in the praying skill (native skill 119 /* 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 120 * 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 121 * that skill, once we find it, we can return, either with the
141 * title or "none". 122 * title or "none".
142 */ 123 */
143 if (op->type == PLAYER) 124 if (op->type == PLAYER)
144 {
145 object *tmp;
146
147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
148 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
149 { 127 {
150 if (tmp->title) 128 if (tmp->title)
151 return (tmp->title); 129 return tmp->title;
152 else 130
153 return ("none"); 131 break;
154 } 132 }
155 } 133
156 return ("none"); 134 return shstr_none;
157} 135}
158 136
159/** 137/**
160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 138 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
161 */ 139 */
162static int 140static int
163same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
164{ 142{
165 if (s1 == NULL) 143 if (s1 == s2)
166 if (s2 == NULL)
167 return 1; 144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
168 else 147 else
169 return 0;
170 else if (s2 == NULL)
171 return 0; 148 return 0;
172 else
173 return strcmp (s1, s2) == 0;
174} 149}
175
176 150
177/** 151/**
178 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 152 * 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 153 * Any matching items in the inventory are deleted, and a
180 * message is displayed to the player. 154 * message is displayed to the player.
193 167
194 if (tmp->type == item->type 168 if (tmp->type == item->type
195 && same_string (tmp->name, item->name) 169 && 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)) 170 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
197 { 171 {
198
199 /* message */ 172 /* message */
200 if (tmp->nrof > 1) 173 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)); 174 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
202 else 175 query_short_name (tmp));
203 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
204 176
205 tmp->remove (); /* remove obj from players inv. */ 177 tmp->destroy ();
206 esrv_del_item (op->contr, tmp->count); /* notify client */
207 tmp->destroy (); /* free object */
208 } 178 }
209 179
210 if (tmp->inv) 180 if (tmp->inv)
211 follower_remove_similar_item (tmp, item); 181 follower_remove_similar_item (tmp, item);
212 } 182 }
238 * God gives an item to the player. 208 * God gives an item to the player.
239 */ 209 */
240static int 210static int
241god_gives_present (object *op, object *god, treasure *tr) 211god_gives_present (object *op, object *god, treasure *tr)
242{ 212{
243 object *tmp;
244
245 if (!tr->item) 213 if (!tr->item)
246 return 0; 214 return 0;
247 215
248 if (follower_has_similar_item (op, &tr->item->clone)) 216 if (follower_has_similar_item (op, tr->item))
249 return 0; 217 return 0;
250 218
251 tmp = arch_to_object (tr->item); 219 object *tmp = tr->item->instance ();
252 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); 220 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); 221 op->insert (tmp);
254 if (op->type == PLAYER)
255 esrv_send_item (op, tmp);
256 222
257 return 1; 223 return 1;
258}
259
260/**
261 * Player prays at altar.
262 * Checks for god changing, divine intervention, and so on.
263 */
264void
265pray_at_altar (object *pl, object *altar, object *skill)
266{
267 object *pl_god = find_god (determine_god (pl));
268
269 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
270 return;
271
272 /* If non consecrate altar, don't do anything */
273 if (!altar->other_arch)
274 return;
275
276 /* hmm. what happend depends on pl's current god, level, etc */
277 if (!pl_god)
278 { /*new convert */
279 become_follower (pl, &altar->other_arch->clone);
280 return;
281
282 }
283 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
284 {
285 /* pray at your gods altar */
286 int bonus = (pl->stats.Wis + skill->level) / 10;
287
288 /* we can get neg grace up faster */
289 if (pl->stats.grace < 0)
290 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
291 /* we can super-charge grace to 2x max */
292 if (pl->stats.grace < (2 * pl->stats.maxgrace))
293 {
294 pl->stats.grace += bonus / 2;
295 }
296 if (pl->stats.grace > (2 * pl->stats.maxgrace))
297 {
298 pl->stats.grace = (2 * pl->stats.maxgrace);
299 }
300
301 /* Every once in a while, the god decides to checkup on their
302 * follower, and may intervene to help them out.
303 */
304 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
305
306 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
307 god_intervention (pl, pl_god, skill);
308
309 }
310 else
311 { /* praying to another god! */
312 uint64 loss = 0;
313 int angry = 1;
314
315 /* I believe the logic for detecting opposing gods was completely
316 * broken - I think it should work now. altar->other_arch
317 * points to the god of this altar (which we have
318 * already verified is non null). pl_god->other_arch
319 * is the opposing god - we need to verify that exists before
320 * using its values.
321 */
322 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
323 {
324 angry = 2;
325 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
326 {
327 object *tmp;
328
329 /* you really screwed up */
330 angry = 3;
331 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
332 tmp = get_archetype (LOOSE_MANA);
333 cast_magic_storm (pl, tmp, pl_god->level + 20);
334 }
335 else
336 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
337 }
338 else
339 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
340
341 /* whether we will be successfull in defecting or not -
342 * we lose experience from the clerical experience obj
343 */
344
345 loss = angry * (skill->stats.exp / 10);
346 if (loss)
347 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
348
349 /* May switch Gods, but its random chance based on our current level
350 * note it gets harder to swap gods the higher we get
351 */
352 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
353 {
354 become_follower (pl, &altar->other_arch->clone);
355 }
356 else
357 {
358 /* 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.");
360 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
361 }
362 }
363} 224}
364 225
365/** 226/**
366 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
367 */ 228 */
381 next_tmp = tmp->below; 242 next_tmp = tmp->below;
382 243
383 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 244 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
384 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
385 */ 246 */
386 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
387 continue; 248 continue;
388 249
389 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
390 { 251 {
391 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); 252 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
402 object *item; 263 object *item;
403 264
404 if (!tr->item) 265 if (!tr->item)
405 continue; 266 continue;
406 267
407 item = &tr->item->clone; 268 item = tr->item;
408 269
409 /* Basically, see if the matching spell is granted by this god. */ 270 /* Basically, see if the matching spell is granted by this god. */
410 271
411 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 272 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
412 { 273 {
413 remove = 0; 274 remove = 0;
414 break; 275 break;
415 } 276 }
416 } 277 }
278
417 if (remove) 279 if (remove)
280 do_forget_spell (op, tmp->name);
281 }
282}
283
284/**
285 * Unapplies up to number worth of items of type
286 */
287static void
288stop_using_item (object *op, int type, int number)
289{
290 for (object *tmp = op->inv; tmp && number; tmp = tmp->below)
291 if (tmp->type == type && tmp->flag [FLAG_APPLIED])
418 { 292 {
419 /* just do the work of removing the spell ourselves - we already 293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
420 * know that the player knows the spell 294 --number;
421 */
422 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
423 player_unready_range_ob (op->contr, tmp);
424 tmp->destroy ();
425 } 295 }
296}
426 297
298/**
299 * If the god does/doesnt have this flag, we
300 * give/remove it from the experience object if it doesnt/does
301 * already exist. For players only!
302 */
303static inline void
304update_priest_flag (object *god, object *exp_ob, uint32 flag)
305{
306 exp_ob->flag [flag] = god->flag [flag];
307 return;
308
309 // old code follows for reference...
310 if (god->flag [flag] && !exp_ob->flag [flag])
311 exp_ob->set_flag (flag);
312 else if (exp_ob->flag [flag] && !god->flag [flag])
313 {
314 /* When this is called with the exp_ob set to the player,
315 * this check is broken, because most all players arch
316 * allow use of weapons. I'm not actually sure why this
317 * check is here - I guess if you had a case where the
318 * value in the archetype (wisdom) should over ride the restrictions
319 * the god places on it, this may make sense. But I don't think
320 * there is any case like that.
321 */
322/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
323 exp_ob->clr_flag (flag);
427 } 324 };
325}
326
327/**
328 * Forbids or let player use something item type.
329 * op is the player.
330 * exp_obj is the widsom experience.
331 * flag is the flag to check against.
332 * string is the string to print out.
333 */
334static int
335worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
336{
337 if (op->arch->flag [flag])
338 if (op->flag [flag] != exp_obj->flag [flag])
339 {
340 update_priest_flag (exp_obj, op, flag);
341 if (op->flag [flag])
342 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
343 else
344 {
345 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
346 return 1;
347 }
348 }
349
350 return 0;
428} 351}
429 352
430/** 353/**
431 * This function is called whenever a player has 354 * This function is called whenever a player has
432 * switched to a new god. It handles basically all the stat changes 355 * switched to a new god. It handles basically all the stat changes
433 * that happen to the player, including the removal of godgiven 356 * that happen to the player, including the removal of godgiven
434 * items (from the former cult). 357 * items (from the former cult).
435 */ 358 */
436void 359void
437become_follower (object *op, object *new_god) 360object::become_follower (object *new_god)
438{ 361{
439 object *old_god = NULL; /* old god */ 362 object *old_god = 0; /* old god */
440 treasure *tr; 363 treasure *tr;
441 object *item, *skop, *next; 364 object *item, *skop, *next;
442 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ 365 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
443 366
367 if (!contr)
368 return;
444 369
370 contr->queue_stats_update ();
371
445 old_god = find_god (determine_god (op)); 372 old_god = find_god (determine_god (this));
446 373
447 /* take away any special god-characteristic items. */ 374 /* take away any special god-characteristic items. */
448 for (item = op->inv; item != NULL; item = next) 375 for (item = inv; item; item = next)
449 { 376 {
450 next = item->below; 377 next = item->below;
378
451 // remove all invisible startequip items which are not skill, exp or force 379 // remove all invisible startequip items which are not skill, exp or force
452 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 380 if (item->flag [FLAG_STARTEQUIP] && item->invisible
453 (item->type != SKILL) && (item->type != FORCE)) 381 && item->type != SKILL && item->type != FORCE)
454 { 382 {
455
456 if (item->type == SPELL) 383 if (item->type == SPELL)
384 {
457 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); 385 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You lose knowledge of %s.", &item->name);
386 esrv_remove_spell (contr, item);
387 }
458 388
459 player_unready_range_ob (op->contr, item);
460 item->destroy (); 389 item->destroy ();
461 } 390 }
462 } 391 }
463 392
464 /* remove any godgiven items from the old god */ 393 /* remove any godgiven items from the old god */
465 if (old_god) 394 if (old_god)
466 for (tr = old_god->randomitems->items; tr; tr = tr->next) 395 for (tr = old_god->randomitems->items; tr; tr = tr->next)
467 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 396 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
468 follower_remove_similar_item (op, &tr->item->clone); 397 follower_remove_similar_item (this, tr->item);
469 398
470 if (!op || !new_god) 399 if (!new_god)
471 return; 400 return;
472 401
473 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 402 if (new_god->slaying && new_god->slaying.contains (race))
474 { 403 {
475 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); 404 failmsgf ("Fool! %s detests your kind! H<This god does not accept followers of your race.>", &new_god->name);
476 405
477 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 406 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
478 { 407 {
479 object *tmp = get_archetype (LOOSE_MANA); 408 object *tmp = get_archetype (LOOSE_MANA);
480 409
481 cast_magic_storm (op, tmp, new_god->level + 10); 410 cast_magic_storm (this, tmp, new_god->level + 10);
482 } 411 }
483 412
484 return; 413 return;
485 } 414 }
486
487 415
488 /* give the player any special god-characteristic-items. */ 416 /* give the player any special god-characteristic-items. */
489 for (tr = new_god->randomitems->items; tr; tr = tr->next) 417 for (tr = new_god->randomitems->items; tr; tr = tr->next)
490 {
491 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK 418 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
492 && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 419 && tr->item->type != BOOK && tr->item->type != SPELL)
493 god_gives_present (op, new_god, tr); 420 god_gives_present (this, new_god, tr);
494 }
495 421
496
497 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); 422 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You become a follower of %s!", &new_god->name);
498 423
499 for (skop = op->inv; skop != NULL; skop = skop->below) 424 for (skop = inv; skop; skop = skop->below)
500 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 425 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
501 break; 426 break;
502 427
503 /* Player has no skill - give them the skill */ 428 /* Player has no skill - give them the skill */
504 if (!skop) 429 if (!skop)
505 {
506 /* The arhetype should always be defined - if we crash here because it doesn't, 430 /* The archetype should always be defined - if we crash here because it doesn't,
507 * things are really messed up anyways. 431 * things are really messed up anyways.
508 */ 432 */
509 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); 433 skop = give_skill_by_name (this, shstr_praying);
510 link_player_skills (op);
511 }
512 434
513 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 435 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
514 436
515 /* Clear the "undead" status. We also need to force a call to change_abil, 437 /* Clear the "undead" status. We also need to force a call to change_abil,
516 * so I set undeadified for that. 438 * so I set undeadified for that.
517 * - gros, 21th July 2006. 439 * - gros, 21th July 2006.
518 */ 440 */
519 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 441 if (old_god && old_god->flag [FLAG_UNDEAD])
520 { 442 {
521 CLEAR_FLAG (skop, FLAG_UNDEAD); 443 skop->clr_flag (FLAG_UNDEAD);
522 undeadified = 1; 444 undeadified = 1;
523 } 445 }
524 446
525 if (skop->title) 447 if (skop->title)
526 { /* get rid of old god */ 448 {
449 /* get rid of old god */
527 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); 450 new_draw_info_format (NDI_UNIQUE, 0, this, "%s's blessing is withdrawn from you.", &skop->title);
451
528 /* The point of this is to really show what abilities the player just lost */ 452 /* The point of this is to really show what abilities the player just lost */
529 if (sk_applied || undeadified) 453 if (sk_applied || undeadified)
530 { 454 {
531 455 skop->clr_flag (FLAG_APPLIED);
532 CLEAR_FLAG (skop, FLAG_APPLIED);
533 (void) change_abil (op, skop); 456 change_abil (this, skop);
534 } 457 }
535 } 458 }
536 459
537 /* now change to the new gods attributes to exp_obj */ 460 /* now change to the new gods attributes to exp_obj */
538 skop->title = new_god->name; 461 skop->title = new_god->name;
562 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); 485 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
563 update_priest_flag (new_god, skop, FLAG_UNDEAD); 486 update_priest_flag (new_god, skop, FLAG_UNDEAD);
564 update_priest_flag (new_god, skop, FLAG_BLIND); 487 update_priest_flag (new_god, skop, FLAG_BLIND);
565 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ 488 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
566 489
567 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); 490 new_draw_info_format (NDI_UNIQUE, 0, this, "You are bathed in %s's aura.", &new_god->name);
568 491
569 /* Weapon/armour use are special...handle flag toggles here as this can 492 /* Weapon/armour use are special...handle flag toggles here as this can
570 * only happen when gods are worshipped and if the new priest could 493 * only happen when gods are worshipped and if the new priest could
571 * have used armour/weapons in the first place. 494 * have used armour/weapons in the first place.
572 * 495 *
573 * This also can happen for monks which cannot use weapons. In this case 496 * This also can happen for monks which cannot use weapons. In this case
574 * do not allow to use weapons even if the god otherwise would allow it. 497 * do not allow to use weapons even if the god otherwise would allow it.
575 */ 498 */
576 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 499 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
577 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 500 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
501
578 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 502 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
579 503
580 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 504 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
581 stop_using_item (op, WEAPON, 2); 505 stop_using_item (this, WEAPON, 2);
582 506
583 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) 507 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
584 { 508 {
585 stop_using_item (op, ARMOUR, 1); 509 stop_using_item (this, ARMOUR, 1);
586 stop_using_item (op, HELMET, 1); 510 stop_using_item (this, HELMET, 1);
587 stop_using_item (op, BOOTS, 1); 511 stop_using_item (this, BOOTS, 1);
588 stop_using_item (op, GLOVES, 1); 512 stop_using_item (this, GLOVES, 1);
589 stop_using_item (op, SHIELD, 1); 513 stop_using_item (this, SHIELD, 1);
590 } 514 }
591 515
592 SET_FLAG (skop, FLAG_APPLIED); 516 skop->set_flag (FLAG_APPLIED);
593 (void) change_abil (op, skop); 517 change_abil (this, skop);
594 518
595 /* return to previous skill status */ 519 /* return to previous skill status */
596 if (!sk_applied) 520 if (!sk_applied)
597 CLEAR_FLAG (skop, FLAG_APPLIED); 521 {
522 skop->clr_flag (FLAG_APPLIED);
523 contr->queue_stats_update ();
524 }
598 525
599 check_special_prayers (op, new_god); 526 check_special_prayers (this, new_god);
600} 527}
601
602/**
603 * Forbids or let player use something item type.
604 * op is the player.
605 * exp_obj is the widsom experience.
606 * flag is the flag to check against.
607 * string is the string to print out.
608 */
609
610int
611worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
612{
613
614 if (QUERY_FLAG (&op->arch->clone, flag))
615 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
616 {
617 update_priest_flag (exp_obj, op, flag);
618 if (QUERY_FLAG (op, flag))
619 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
620 else
621 {
622 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
623 return 1;
624 }
625 }
626 return 0;
627}
628
629/**
630 * Unapplies up to number worth of items of type
631 */
632void
633stop_using_item (object *op, int type, int number)
634{
635 object *tmp;
636
637 for (tmp = op->inv; tmp && number; tmp = tmp->below)
638 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
639 {
640 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
641 number--;
642 }
643}
644
645/**
646 * If the god does/doesnt have this flag, we
647 * give/remove it from the experience object if it doesnt/does
648 * already exist. For players only!
649 */
650
651void
652update_priest_flag (object *god, object *exp_ob, uint32 flag)
653{
654 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
655 SET_FLAG (exp_ob, flag);
656 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
657 {
658 /* When this is called with the exp_ob set to the player,
659 * this check is broken, because most all players arch
660 * allow use of weapons. I'm not actually sure why this
661 * check is here - I guess if you had a case where the
662 * value in the archetype (wisdom) should over ride the restrictions
663 * the god places on it, this may make sense. But I don't think
664 * there is any case like that.
665 */
666
667/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
668 CLEAR_FLAG (exp_ob, flag);
669 };
670}
671
672
673 528
674archetype * 529archetype *
675determine_holy_arch (object *god, const char *type) 530determine_holy_arch (object *god, shstr_cmp type)
676{ 531{
677 treasure *tr; 532 treasure *tr;
678 533
679 if (!god || !god->randomitems) 534 if (!god || !god->randomitems)
680 { 535 {
681 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); 536 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
682 return NULL; 537 return 0;
683 } 538 }
684 539
685 for (tr = god->randomitems->items; tr; tr = tr->next) 540 for (tr = god->randomitems->items; tr; tr = tr->next)
686 { 541 {
687 if (!tr->item) 542 if (!tr->item)
688 continue; 543 continue;
689 544
690 object *item = &tr->item->clone; 545 object *item = tr->item;
691 546
692 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 547 if (item->type == BOOK && item->invisible && item->name == type)
693 return item->other_arch; 548 return item->other_arch;
694 } 549 }
550
695 return NULL; 551 return 0;
696} 552}
697 553
698/** 554/**
699 * God helps player by removing curse and/or damnation. 555 * God helps player by removing curse and/or damnation.
700 */ 556 */
701static int 557static int
702god_removes_curse (object *op, int remove_damnation) 558god_removes_curse (object *op, int remove_damnation)
703{ 559{
704 object *tmp;
705 int success = 0; 560 int success = 0;
706 561
707 for (tmp = op->inv; tmp; tmp = tmp->below) 562 for (object *tmp = op->inv; tmp; tmp = tmp->below)
708 { 563 {
709 if (tmp->invisible) 564 if (tmp->invisible)
710 continue; 565 continue;
566
711 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 567 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
712 continue; 568 continue;
713 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 569
570 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
714 { 571 {
715 success = 1; 572 success = 1;
716 CLEAR_FLAG (tmp, FLAG_DAMNED); 573 tmp->clr_flag (FLAG_DAMNED);
717 CLEAR_FLAG (tmp, FLAG_CURSED); 574 tmp->clr_flag (FLAG_CURSED);
718 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 575 tmp->clr_flag (FLAG_KNOWN_CURSED);
719 if (op->type == PLAYER) 576
577 if (object *pl = tmp->visible_to ())
720 esrv_send_item (op, tmp); 578 esrv_update_item (UPD_FLAGS, pl, tmp);
721 } 579 }
722 } 580 }
723 581
724 if (success) 582 if (success)
725 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); 583 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
584
726 return success; 585 return success;
727} 586}
728 587
729static int 588static int
730follower_level_to_enchantments (int level, int difficulty) 589follower_level_to_enchantments (int level, int difficulty)
735 return 0; 594 return 0;
736 } 595 }
737 596
738 if (level <= 20) 597 if (level <= 20)
739 return level / difficulty; 598 return level / difficulty;
599
740 if (level <= 40) 600 if (level <= 40)
741 return (20 + (level - 20) / 2) / difficulty; 601 return (20 + (level - 20) / 2) / difficulty;
742 602
743 return (30 + (level - 40) / 4) / difficulty; 603 return (30 + (level - 40) / 4) / difficulty;
604}
605
606/**
607 * God checks item the player is using.
608 * Return either -1 (bad), 0 (neutral) or
609 * 1 (item is ok). If you are using the item of an enemy
610 * god, it can be bad...-b.t.
611 */
612static int
613god_examines_item (object *god, object *item)
614{
615 char buf[MAX_BUF];
616
617 if (!god || !item)
618 return 0;
619
620 if (!item->title)
621 return 1; /* unclaimed item are ok */
622
623 sprintf (buf, "of %s", &god->name);
624 if (!strcmp (&item->title, buf))
625 return 1; /* belongs to that God */
626
627 if (god->title)
628 { /* check if we have any enemy blessed item */
629 sprintf (buf, "of %s", &god->title);
630 if (!strcmp (&item->title, buf))
631 {
632 if (item->env)
633 {
634 char buf[MAX_BUF];
635
636 sprintf (buf, "Heretic! You are using %s!", query_name (item));
637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
638 }
639
640 return -1;
641 }
642 }
643
644 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
744} 645}
745 646
746/** 647/**
747 * God wants to enchant weapon. 648 * God wants to enchant weapon.
748 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 649 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
750 * attacktype, slaying and such. 651 * attacktype, slaying and such.
751 */ 652 */
752static int 653static int
753god_enchants_weapon (object *op, object *god, object *tr, object *skill) 654god_enchants_weapon (object *op, object *god, object *tr, object *skill)
754{ 655{
755 char buf[MAX_BUF]; 656 if (!op->contr)
756 object *weapon; 657 return 0;
757 uint32 attacktype;
758 int tmp;
759 658
760 for (weapon = op->inv; weapon; weapon = weapon->below) 659 object *weapon = op->contr->combat_ob;
761 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
762 break;
763 660
661 if (!weapon)
662 return 0;
663
664 if (weapon->type != WEAPON && weapon->type != BOW)
665 return 0;
666
764 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 667 if (god_examines_item (god, weapon) <= 0)
765 return 0; 668 return 0;
766 669
767 /* First give it a title, so other gods won't touch it */ 670 /* First give it a title, so other gods won't touch it */
768 if (!weapon->title) 671 if (!weapon->title)
769 { 672 {
770 sprintf (buf, "of %s", &god->name); 673 weapon->title = format ("of %s", &god->name);
771 weapon->title = buf; 674
772 if (op->type == PLAYER) 675 if (object *pl = weapon->visible_to ())
773 esrv_update_item (UPD_NAME, op, weapon); 676 esrv_update_item (UPD_NAME, pl, weapon);
677
774 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); 678 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
775 } 679 }
776 680
777 /* Allow the weapon to slay enemies */ 681 /* Allow the weapon to slay enemies */
778 if (!weapon->slaying && god->slaying) 682 if (!weapon->slaying && god->slaying)
781 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); 685 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
782 return 1; 686 return 1;
783 } 687 }
784 688
785 /* Add the gods attacktype */ 689 /* Add the gods attacktype */
786 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; 690 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
691
787 if ((attacktype & god->attacktype) != god->attacktype) 692 if ((attacktype & god->attacktype) != god->attacktype)
788 { 693 {
789 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); 694 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
790 weapon->attacktype = attacktype | god->attacktype; 695 weapon->attacktype = attacktype | god->attacktype;
791 return 1; 696 return 1;
792 } 697 }
793 698
794 /* Higher magic value */ 699 /* Higher magic value */
795 tmp = follower_level_to_enchantments (skill->level, tr->level); 700 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
796 if (weapon->magic < tmp)
797 { 701 {
798 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); 702 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
799 weapon->magic++; 703 weapon->magic++;
800 if (op->type == PLAYER) 704
705 if (object *pl = weapon->visible_to ())
801 esrv_update_item (UPD_NAME, op, weapon); 706 esrv_update_item (UPD_NAME, pl, weapon);
707
802 return 1; 708 return 1;
803 } 709 }
804 710
805 return 0; 711 return 0;
806} 712}
807 713
714/**
715 * Checks and maybe punishes someone praying.
716 * All applied items are examined, if player is using more items of other gods,
717 * s/he loses experience in praying or general experience if no praying.
718 */
719static int
720god_examines_priest (object *op, object *god)
721{
722 int reaction = 1;
723 object *item = NULL, *skop;
724
725 for (item = op->inv; item; item = item->below)
726 if (item->flag [FLAG_APPLIED])
727 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
728
729 /* well, well. Looks like we screwed up. Time for god's revenge */
730 if (reaction < 0)
731 {
732 int loss = 10000000;
733 int angry = abs (reaction);
734
735 for (skop = op->inv; skop; skop = skop->below)
736 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
737 break;
738
739 if (skop)
740 loss = 0.05f * skop->stats.exp;
741
742 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
743
744 if (random_roll (0, angry, op, PREFER_LOW))
745 {
746 object *tmp = get_archetype (LOOSE_MANA);
747
748 cast_magic_storm (op, tmp, op->level + (angry * 3));
749 }
750
751 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
752 }
753
754 return reaction;
755}
808 756
809/** 757/**
810 * Every once in a while the god will intervene to help the worshiper. 758 * Every once in a while the god will intervene to help the worshiper.
811 * Later, this fctn can be used to supply quests, etc for the 759 * Later, this fctn can be used to supply quests, etc for the
812 * priest. -b.t. 760 * priest. -b.t.
813 * called from pray_at_altar() currently. 761 * called from pray_at_altar() currently.
814 */ 762 */
815 763static void
816void
817god_intervention (object *op, object *god, object *skill) 764god_intervention (object *op, object *god, object *skill)
818{ 765{
819 treasure *tr; 766 treasure *tr;
820 767
821 if (!god || !god->randomitems) 768 if (!god || !god->randomitems)
828 775
829 /* lets do some checks of whether we are kosher with our god */ 776 /* lets do some checks of whether we are kosher with our god */
830 if (god_examines_priest (op, god) < 0) 777 if (god_examines_priest (op, god) < 0)
831 return; 778 return;
832 779
780 op->play_sound (sound_find ("god_intervention"));
833 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 781 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
834 782
835 for (tr = god->randomitems->items; tr; tr = tr->next) 783 for (tr = god->randomitems->items; tr; tr = tr->next)
836 { 784 {
837 object *item; 785 object *item;
845 treasurelist *tl = treasurelist::find (tr->name); 793 treasurelist *tl = treasurelist::find (tr->name);
846 794
847 if (tl == NULL) 795 if (tl == NULL)
848 continue; 796 continue;
849 797
850 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); 798 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
851 799
852 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); 800 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
853 return; 801 return;
854 } 802 }
855 803
856 if (!tr->item) 804 if (!tr->item)
857 continue; 805 continue;
858 806
859 item = &tr->item->clone; 807 item = tr->item;
860 808
861 /* Grace limit */ 809 /* Grace limit */
862 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 810 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
863 { 811 {
864 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) 812 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
865 { 813 {
866 object *tmp;
867
868 /* Follower lacks the required grace for the following 814 /* Follower lacks the required grace for the following
869 * treasure list items. */ 815 * treasure list items. */
870 816
871 tmp = get_archetype (HOLY_POSSESSION); 817 object *tmp = get_archetype (HOLY_POSSESSION);
872 cast_change_ability (op, op, tmp, 0, 1); 818 cast_change_ability (op, op, tmp, 0, 1);
873 tmp->destroy (); 819 tmp->destroy ();
874 return; 820 return;
875 } 821 }
822
876 continue; 823 continue;
877 } 824 }
878 825
879 /* Restore grace */ 826 /* Restore grace */
880 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 827 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
881 { 828 {
882 if (op->stats.grace >= 0) 829 if (op->stats.grace >= 0)
883 continue; 830 continue;
831
884 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 832 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
885 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); 833 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
886 return; 834 return;
887 } 835 }
888 836
889 /* Heal damage */ 837 /* Heal damage */
890 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) 838 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
891 { 839 {
892 if (op->stats.hp >= op->stats.maxhp) 840 if (op->stats.hp >= op->stats.maxhp)
893 continue; 841 continue;
842
894 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); 843 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
895 op->stats.hp = op->stats.maxhp; 844 op->stats.hp = op->stats.maxhp;
896 return; 845 return;
897 } 846 }
898 847
904 /* Restore to 50 .. 100%, if sp < 50% */ 853 /* Restore to 50 .. 100%, if sp < 50% */
905 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); 854 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
906 855
907 if (op->stats.sp >= max / 2) 856 if (op->stats.sp >= max / 2)
908 continue; 857 continue;
858
909 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); 859 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
910 op->stats.sp = new_sp; 860 op->stats.sp = new_sp;
911 } 861 }
912 862
913 /* Various heal spells */ 863 /* Various heal spells */
914 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) 864 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
915 { 865 {
916 object *tmp;
917 int success;
918
919 tmp = get_archetype_by_object_name (item->slaying); 866 object *tmp = archetype::get (item->slaying);
920
921 success = cast_heal (op, op, tmp, 0); 867 int success = cast_heal (op, op, tmp, 0);
922 tmp->destroy (); 868 tmp->destroy ();
869
923 if (success) 870 if (success)
924 return; 871 return;
925 else 872 else
926 continue; 873 continue;
927 } 874 }
949 { 896 {
950 object *depl; 897 object *depl;
951 archetype *at; 898 archetype *at;
952 int i; 899 int i;
953 900
954 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 901 if ((at = archetype::find (shstr_depletion)) == NULL)
955 { 902 {
956 LOG (llevError, "Could not find archetype depletion.\n"); 903 LOG (llevError, "Could not find archetype depletion.\n");
957 continue; 904 continue;
958 } 905 }
906
959 depl = present_arch_in_ob (at, op); 907 depl = present_arch_in_ob (at, op);
960 908
961 if (depl == NULL) 909 if (depl == NULL)
962 continue; 910 continue;
963 911
973 } 921 }
974 922
975 /* Voices */ 923 /* Voices */
976 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) 924 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
977 { 925 {
978 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); 926 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
979 new_draw_info (NDI_WHITE, 0, op, item->msg); 927 new_draw_info (NDI_WHITE, 0, op, item->msg);
980 return; 928 return;
981 } 929 }
982 930
983 /* Messages */ 931 /* Messages */
1023 971
1024 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 972 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1025} 973}
1026 974
1027/** 975/**
1028 * Checks and maybe punishes someone praying. 976 * Player prays at altar.
1029 * All applied items are examined, if player is using more items of other gods, 977 * Checks for god changing, divine intervention, and so on.
1030 * s/he loses experience in praying or general experience if no praying.
1031 */ 978 */
1032int 979void
1033god_examines_priest (object *op, object *god) 980pray_at_altar (object *pl, object *altar, object *skill)
1034{ 981{
1035 int reaction = 1; 982 object *pl_god = find_god (determine_god (pl));
1036 object *item = NULL, *skop;
1037 983
1038 for (item = op->inv; item; item = item->below) 984 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1039 {
1040 if (QUERY_FLAG (item, FLAG_APPLIED))
1041 {
1042 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1043 }
1044 }
1045
1046 /* well, well. Looks like we screwed up. Time for god's revenge */
1047 if (reaction < 0)
1048 {
1049 int loss = 10000000;
1050 int angry = abs (reaction);
1051
1052 for (skop = op->inv; skop != NULL; skop = skop->below)
1053 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1054 break;
1055
1056 if (skop)
1057 loss = (int) (0.05 * (float) skop->stats.exp);
1058 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1059 if (random_roll (0, angry, op, PREFER_LOW))
1060 {
1061 object *tmp = get_archetype (LOOSE_MANA);
1062
1063 cast_magic_storm (op, tmp, op->level + (angry * 3));
1064 }
1065 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1066 }
1067 return reaction;
1068}
1069
1070/**
1071 * God checks item the player is using.
1072 * Return either -1 (bad), 0 (neutral) or
1073 * 1 (item is ok). If you are using the item of an enemy
1074 * god, it can be bad...-b.t.
1075 */
1076
1077int
1078god_examines_item (object *god, object *item)
1079{
1080 char buf[MAX_BUF];
1081
1082 if (!god || !item)
1083 return 0; 985 return;
1084 986
1085 if (!item->title) 987 /* If non consecrate altar, don't do anything */
1086 return 1; /* unclaimed item are ok */ 988 if (!altar->other_arch)
989 return;
1087 990
1088 sprintf (buf, "of %s", &god->name); 991 /* hmm. what happend depends on pl's current god, level, etc */
1089 if (!strcmp (item->title, buf)) 992 if (!pl_god)
1090 return 1; /* belongs to that God */ 993 { /*new convert */
994 pl->become_follower (altar->other_arch);
995 return;
996 }
997 else if (pl_god->name == altar->other_arch->object::name)
998 {
999 /* pray at your gods altar */
1000 /* this leads to very low levels of wis and pray to result in no doubling! */
1001 int bonus = (pl->stats.Wis + skill->level) / 10;
1091 1002
1092 if (god->title) 1003 /* we can get neg grace up faster */
1093 { /* check if we have any enemy blessed item */ 1004 if (pl->stats.grace < 0)
1094 sprintf (buf, "of %s", &god->title); 1005 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1095 if (!strcmp (item->title, buf)) 1006
1007 /* we can super-charge grace to 2x max */
1008 if (pl->stats.grace < 2 * pl->stats.maxgrace)
1009 pl->stats.grace += bonus / 2;
1010 else
1011 pl->stats.grace = 2 * pl->stats.maxgrace;
1012
1013 /* Every once in a while, the god decides to checkup on their
1014 * follower, and may intervene to help them out.
1096 { 1015 */
1097 if (item->env) 1016 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1017
1018 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1019 god_intervention (pl, pl_god, skill);
1020 }
1021 else
1022 { /* praying to another god! */
1023 uint64 loss = 0;
1024 int angry = 1;
1025
1026 /* I believe the logic for detecting opposing gods was completely
1027 * broken - I think it should work now. altar->other_arch
1028 * points to the god of this altar (which we have
1029 * already verified is non null). pl_god->other_arch
1030 * is the opposing god - we need to verify that exists before
1031 * using its values.
1032 */
1033 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1034 {
1035 angry = 2;
1036 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1098 { 1037 {
1099 char buf[MAX_BUF]; 1038 object *tmp;
1100 1039
1101 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1040 /* you really screwed up */
1102 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); 1041 angry = 3;
1042 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1043 tmp = get_archetype (LOOSE_MANA);
1044 cast_magic_storm (pl, tmp, pl_god->level + 20);
1103 } 1045 }
1104 return -1; 1046 else
1105 } 1047 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1106 }
1107
1108 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1109}
1110
1111/**
1112 * Returns priest's god's id.
1113 * Straight calls lookup_god_by_name
1114 */
1115
1116int
1117get_god (object *priest)
1118{
1119 int godnr = lookup_god_by_name (determine_god (priest));
1120
1121 return godnr;
1122}
1123
1124/**
1125 * Returns a string that is the name of the god that should be natively worshipped by a
1126 * creature of who has race *race
1127 * if we can't find a god that is appropriate, we return NULL
1128 */
1129const char *
1130get_god_for_race (const char *race)
1131{
1132 godlink *gl = first_god;
1133 const char *godname = NULL;
1134
1135 if (race == NULL)
1136 return NULL;
1137 while (gl)
1138 {
1139 if (!strcasecmp (gl->arch->clone.race, race))
1140 { 1048 }
1141 godname = gl->name; 1049 else
1142 break; 1050 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1051
1052 /* whether we will be successfull in defecting or not -
1053 * we lose experience from the clerical experience obj
1054 */
1055
1056 loss = angry * (skill->stats.exp / 10);
1057 if (loss)
1058 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
1059
1060 /* May switch Gods, but its random chance based on our current level
1061 * note it gets harder to swap gods the higher we get
1062 */
1063 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1064 pl->become_follower (altar->other_arch);
1065 else
1143 } 1066 {
1144 gl = gl->next; 1067 /* toss this player off the altar. He can try again. */
1068 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1069 pl->contr->fire_on = 0;
1070 pl->speed_left = 1.f;
1071 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1072 }
1145 } 1073 }
1146 return godname;
1147} 1074}
1148 1075
1149/** 1076/**
1150 * 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.
1151 * Returns false if there was no race to assign to the slaying field of the spell, but 1078 * Returns false if there was no race to assign to the slaying field of the spell, but

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