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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 1.74 by root, Sat Nov 17 23:40:03 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
23 */ 22 *
24 23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25 25
26/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 26/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
27 * monster race initialization. b.t. 27 * monster race initialization. b.t.
28 */ 28 */
29 29
37#include <sproto.h> 37#include <sproto.h>
38 38
39/** 39/**
40 * Returns the id of specified god. 40 * Returns the id of specified god.
41 */ 41 */
42int 42static int
43lookup_god_by_name (const char *name) 43lookup_god_by_name (shstr_cmp name)
44{ 44{
45 int godnr = -1; 45 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) 46 for (godlink *gl = first_god; gl; gl = gl->next)
53 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 47 if (gl->name == name)
54 break;
55 if (gl)
56 godnr = gl->id; 48 return gl->id;
57 } 49
58 return godnr; 50 return -1;
59} 51}
60 52
61/** 53/**
62 * Returns pointer to specified god's object through pntr_to_god_obj.. 54 * Returns pointer to specified god's object through pntr_to_god_obj..
63 */ 55 */
64object * 56object *
65find_god (const char *name) 57find_god (shstr_cmp name)
66{ 58{
67 object *god = NULL;
68
69 if (name) 59 if (name)
70 {
71 godlink *gl;
72
73 for (gl = first_god; gl; gl = gl->next) 60 for (godlink *gl = first_god; gl; gl = gl->next)
74 if (!strcmp (name, gl->name)) 61 if (gl->name == name)
75 break;
76 if (gl)
77 god = pntr_to_god_obj (gl); 62 return pntr_to_god_obj (gl);
78 } 63
79 return god; 64 return 0;
65}
66
67/**
68 * Returns a string that is the name of the god that should be natively worshipped by a
69 * creature of who has race *race
70 * if we can't find a god that is appropriate, we return NULL
71 */
72static shstr_tmp
73get_god_for_race (shstr_cmp race)
74{
75 if (race)
76 for (godlink *gl = first_god; gl; gl = gl->next)
77 if (gl->arch->race == race)
78 return gl->name;
79
80 return shstr_tmp ();
80} 81}
81 82
82/** 83/**
83 * Determines if op worships a god. 84 * Determines if op worships a god.
84 * Returns the godname if they do or "none" if they have no god. 85 * 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 86 * 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 87 * who they should worship based on their race. If that fails we
87 * give them a random one. 88 * give them a random one.
88 */ 89 */
89 90shstr_tmp
90const char *
91determine_god (object *op) 91determine_god (object *op)
92{ 92{
93 int godnr = -1;
94 const char *godname;
95
96 /* spells */ 93 /* spells */
97 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 94 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
98 {
99 if (lookup_god_by_name (op->title) >= 0) 95 if (lookup_god_by_name (op->title) >= 0)
100 return op->title; 96 return op->title;
97
98 if (!op->is_player () && op->flag [FLAG_ALIVE])
101 } 99 {
102
103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
104 {
105
106 /* find a god based on race */ 100 /* find a god based on race */
107 if (!op->title) 101 if (!op->title)
108 {
109 if (op->race != NULL)
110 {
111 godname = get_god_for_race (op->race); 102 op->title = get_god_for_race (op->race);
112 if (godname != NULL)
113 {
114 op->title = godname;
115 }
116 }
117 }
118 103
119 /* find a random god */ 104 /* find a random god */
120 if (!op->title) 105 if (!op->title)
121 { 106 {
122 godlink *gl = first_god;
123
124 godnr = rndm (1, gl->id); 107 int godnr = rndm (1, first_god->id);
125 while (gl) 108
126 { 109 for (godlink *gl = first_god; gl; gl = gl->next)
127 if (gl->id == godnr) 110 if (gl->id == godnr)
111 {
112 op->title = gl->name;
128 break; 113 break;
129 gl = gl->next;
130 } 114 }
131 op->title = gl->name;
132 } 115 }
133 116
134 return op->title; 117 return op->title;
135 } 118 }
136
137 119
138 /* The god the player worships is in the praying skill (native skill 120 /* 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 121 * 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 122 * that skill, once we find it, we can return, either with the
141 * title or "none". 123 * title or "none".
142 */ 124 */
143 if (op->type == PLAYER) 125 if (op->type == PLAYER)
144 {
145 object *tmp;
146
147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 126 for (object *tmp = op->inv; tmp; tmp = tmp->below)
148 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 127 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
149 { 128 {
150 if (tmp->title) 129 if (tmp->title)
151 return (tmp->title); 130 return tmp->title;
152 else 131
153 return ("none"); 132 break;
154 } 133 }
155 } 134
156 return ("none"); 135 return shstr_none;
157} 136}
158 137
159/** 138/**
160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 139 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
161 */ 140 */
162static int 141static int
163same_string (const char *s1, const char *s2) 142same_string (const char *s1, const char *s2)
164{ 143{
165 if (s1 == NULL) 144 if (s1 == s2)
166 if (s2 == NULL)
167 return 1; 145 return 1;
146 else if (s1 && s2)
147 return !strcmp (s1, s2);
168 else 148 else
169 return 0;
170 else if (s2 == NULL)
171 return 0; 149 return 0;
172 else
173 return strcmp (s1, s2) == 0;
174} 150}
175
176 151
177/** 152/**
178 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 153 * 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 154 * Any matching items in the inventory are deleted, and a
180 * message is displayed to the player. 155 * message is displayed to the player.
193 168
194 if (tmp->type == item->type 169 if (tmp->type == item->type
195 && same_string (tmp->name, item->name) 170 && 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)) 171 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
197 { 172 {
198
199 /* message */ 173 /* message */
200 if (tmp->nrof > 1) 174 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)); 175 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
202 else 176 query_short_name (tmp));
203 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
204 177
205 tmp->remove (); /* remove obj from players inv. */ 178 tmp->destroy ();
206 esrv_del_item (op->contr, tmp->count); /* notify client */
207 tmp->destroy (); /* free object */
208 } 179 }
209 180
210 if (tmp->inv) 181 if (tmp->inv)
211 follower_remove_similar_item (tmp, item); 182 follower_remove_similar_item (tmp, item);
212 } 183 }
238 * God gives an item to the player. 209 * God gives an item to the player.
239 */ 210 */
240static int 211static int
241god_gives_present (object *op, object *god, treasure *tr) 212god_gives_present (object *op, object *god, treasure *tr)
242{ 213{
243 object *tmp;
244
245 if (!tr->item) 214 if (!tr->item)
246 return 0; 215 return 0;
247 216
248 if (follower_has_similar_item (op, &tr->item->clone)) 217 if (follower_has_similar_item (op, tr->item))
249 return 0; 218 return 0;
250 219
251 tmp = arch_to_object (tr->item); 220 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)); 221 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); 222 op->insert (tmp);
254 if (op->type == PLAYER)
255 esrv_send_item (op, tmp);
256 223
257 return 1; 224 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} 225}
364 226
365/** 227/**
366 * Removes special prayers given by a god. 228 * Removes special prayers given by a god.
367 */ 229 */
381 next_tmp = tmp->below; 243 next_tmp = tmp->below;
382 244
383 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 245 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
384 * in that category, not something we need to worry about. 246 * in that category, not something we need to worry about.
385 */ 247 */
386 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 248 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
387 continue; 249 continue;
388 250
389 if (god->randomitems == NULL) 251 if (god->randomitems == NULL)
390 { 252 {
391 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); 253 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
402 object *item; 264 object *item;
403 265
404 if (!tr->item) 266 if (!tr->item)
405 continue; 267 continue;
406 268
407 item = &tr->item->clone; 269 item = tr->item;
408 270
409 /* Basically, see if the matching spell is granted by this god. */ 271 /* Basically, see if the matching spell is granted by this god. */
410 272
411 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 273 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
412 { 274 {
413 remove = 0; 275 remove = 0;
414 break; 276 break;
415 } 277 }
416 } 278 }
279
417 if (remove) 280 if (remove)
281 do_forget_spell (op, tmp->name);
282 }
283}
284
285/**
286 * Unapplies up to number worth of items of type
287 */
288static void
289stop_using_item (object *op, int type, int number)
290{
291 for (object *tmp = op->inv; tmp && number; tmp = tmp->below)
292 if (tmp->type == type && tmp->flag [FLAG_APPLIED])
418 { 293 {
419 /* just do the work of removing the spell ourselves - we already 294 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
420 * know that the player knows the spell 295 --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 } 296 }
297}
426 298
299/**
300 * If the god does/doesnt have this flag, we
301 * give/remove it from the experience object if it doesnt/does
302 * already exist. For players only!
303 */
304static inline void
305update_priest_flag (object *god, object *exp_ob, uint32 flag)
306{
307 exp_ob->flag [flag] = god->flag [flag];
308 return;
309
310 // old code follows for reference...
311 if (god->flag [flag] && !exp_ob->flag [flag])
312 exp_ob->set_flag (flag);
313 else if (exp_ob->flag [flag] && !god->flag [flag])
314 {
315 /* When this is called with the exp_ob set to the player,
316 * this check is broken, because most all players arch
317 * allow use of weapons. I'm not actually sure why this
318 * check is here - I guess if you had a case where the
319 * value in the archetype (wisdom) should over ride the restrictions
320 * the god places on it, this may make sense. But I don't think
321 * there is any case like that.
322 */
323/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
324 exp_ob->clr_flag (flag);
427 } 325 };
326}
327
328/**
329 * Forbids or let player use something item type.
330 * op is the player.
331 * exp_obj is the widsom experience.
332 * flag is the flag to check against.
333 * string is the string to print out.
334 */
335static int
336worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
337{
338 if (op->arch->flag [flag])
339 if (op->flag [flag] != exp_obj->flag [flag])
340 {
341 update_priest_flag (exp_obj, op, flag);
342 if (op->flag [flag])
343 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
344 else
345 {
346 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
347 return 1;
348 }
349 }
350
351 return 0;
428} 352}
429 353
430/** 354/**
431 * This function is called whenever a player has 355 * This function is called whenever a player has
432 * switched to a new god. It handles basically all the stat changes 356 * switched to a new god. It handles basically all the stat changes
433 * that happen to the player, including the removal of godgiven 357 * that happen to the player, including the removal of godgiven
434 * items (from the former cult). 358 * items (from the former cult).
435 */ 359 */
436void 360void
437become_follower (object *op, object *new_god) 361object::become_follower (object *new_god)
438{ 362{
439 object *old_god = NULL; /* old god */ 363 object *old_god = 0; /* old god */
440 treasure *tr; 364 treasure *tr;
441 object *item, *skop, *next; 365 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. */ 366 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
443 367
368 if (!contr)
369 return;
444 370
371 contr->queue_stats_update ();
372
445 old_god = find_god (determine_god (op)); 373 old_god = find_god (determine_god (this));
446 374
447 /* take away any special god-characteristic items. */ 375 /* take away any special god-characteristic items. */
448 for (item = op->inv; item != NULL; item = next) 376 for (item = inv; item; item = next)
449 { 377 {
450 next = item->below; 378 next = item->below;
379
451 // remove all invisible startequip items which are not skill, exp or force 380 // remove all invisible startequip items which are not skill, exp or force
452 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 381 if (item->flag [FLAG_STARTEQUIP] && item->invisible
453 (item->type != SKILL) && (item->type != FORCE)) 382 && item->type != SKILL && item->type != FORCE)
454 { 383 {
455
456 if (item->type == SPELL) 384 if (item->type == SPELL)
385 {
457 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); 386 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You lose knowledge of %s.", &item->name);
387 esrv_remove_spell (contr, item);
388 }
458 389
459 player_unready_range_ob (op->contr, item);
460 item->destroy (); 390 item->destroy ();
461 } 391 }
462 } 392 }
463 393
464 /* remove any godgiven items from the old god */ 394 /* remove any godgiven items from the old god */
465 if (old_god) 395 if (old_god)
466 for (tr = old_god->randomitems->items; tr; tr = tr->next) 396 for (tr = old_god->randomitems->items; tr; tr = tr->next)
467 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 397 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
468 follower_remove_similar_item (op, &tr->item->clone); 398 follower_remove_similar_item (this, tr->item);
469 399
470 if (!op || !new_god) 400 if (!new_god)
471 return; 401 return;
472 402
473 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 403 if (new_god->slaying && new_god->slaying.contains (race))
474 { 404 {
475 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); 405 failmsgf ("Fool! %s detests your kind! H<This god does not accept followers of your race.>", &new_god->name);
476 406
477 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 407 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
478 { 408 {
479 object *tmp = get_archetype (LOOSE_MANA); 409 object *tmp = archetype::get (LOOSE_MANA);
480 410
481 cast_magic_storm (op, tmp, new_god->level + 10); 411 cast_magic_storm (this, tmp, new_god->level + 10);
482 } 412 }
483 413
484 return; 414 return;
485 } 415 }
486
487 416
488 /* give the player any special god-characteristic-items. */ 417 /* give the player any special god-characteristic-items. */
489 for (tr = new_god->randomitems->items; tr; tr = tr->next) 418 for (tr = new_god->randomitems->items; tr; tr = tr->next)
490 {
491 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK 419 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
492 && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 420 && tr->item->type != BOOK && tr->item->type != SPELL)
493 god_gives_present (op, new_god, tr); 421 god_gives_present (this, new_god, tr);
494 }
495 422
496
497 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); 423 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You become a follower of %s!", &new_god->name);
498 424
499 for (skop = op->inv; skop != NULL; skop = skop->below) 425 for (skop = inv; skop; skop = skop->below)
500 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 426 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
501 break; 427 break;
502 428
503 /* Player has no skill - give them the skill */ 429 /* Player has no skill - give them the skill */
504 if (!skop) 430 if (!skop)
505 {
506 /* The arhetype should always be defined - if we crash here because it doesn't, 431 /* The archetype should always be defined - if we crash here because it doesn't,
507 * things are really messed up anyways. 432 * things are really messed up anyways.
508 */ 433 */
509 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); 434 skop = give_skill_by_name (this, shstr_praying);
510 link_player_skills (op);
511 }
512 435
513 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 436 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
514 437
515 /* Clear the "undead" status. We also need to force a call to change_abil, 438 /* Clear the "undead" status. We also need to force a call to change_abil,
516 * so I set undeadified for that. 439 * so I set undeadified for that.
517 * - gros, 21th July 2006. 440 * - gros, 21th July 2006.
518 */ 441 */
519 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 442 if (old_god && old_god->flag [FLAG_UNDEAD])
520 { 443 {
521 CLEAR_FLAG (skop, FLAG_UNDEAD); 444 skop->clr_flag (FLAG_UNDEAD);
522 undeadified = 1; 445 undeadified = 1;
523 } 446 }
524 447
525 if (skop->title) 448 if (skop->title)
526 { /* get rid of old god */ 449 {
450 /* get rid of old god */
527 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); 451 new_draw_info_format (NDI_UNIQUE, 0, this, "%s's blessing is withdrawn from you.", &skop->title);
452
528 /* The point of this is to really show what abilities the player just lost */ 453 /* The point of this is to really show what abilities the player just lost */
529 if (sk_applied || undeadified) 454 if (sk_applied || undeadified)
530 { 455 {
531 456 skop->clr_flag (FLAG_APPLIED);
532 CLEAR_FLAG (skop, FLAG_APPLIED);
533 (void) change_abil (op, skop); 457 change_abil (this, skop);
534 } 458 }
535 } 459 }
536 460
537 /* now change to the new gods attributes to exp_obj */ 461 /* now change to the new gods attributes to exp_obj */
538 skop->title = new_god->name; 462 skop->title = new_god->name;
541 skop->path_denied = new_god->path_denied; 465 skop->path_denied = new_god->path_denied;
542 /* copy god's resistances */ 466 /* copy god's resistances */
543 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist)); 467 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
544 468
545 /* make sure that certain immunities do NOT get passed 469 /* make sure that certain immunities do NOT get passed
546 * to the follower! 470 * to the follower!
547 */ 471 */
548 for (i = 0; i < NROFATTACKS; i++) 472 for (i = 0; i < NROFATTACKS; i++)
549 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON)) 473 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
550 skop->resist[i] = 30; 474 skop->resist[i] = 30;
551 475
562 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); 486 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
563 update_priest_flag (new_god, skop, FLAG_UNDEAD); 487 update_priest_flag (new_god, skop, FLAG_UNDEAD);
564 update_priest_flag (new_god, skop, FLAG_BLIND); 488 update_priest_flag (new_god, skop, FLAG_BLIND);
565 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ 489 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
566 490
567 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); 491 new_draw_info_format (NDI_UNIQUE, 0, this, "You are bathed in %s's aura.", &new_god->name);
568 492
569 /* Weapon/armour use are special...handle flag toggles here as this can 493 /* 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 494 * only happen when gods are worshipped and if the new priest could
571 * have used armour/weapons in the first place. 495 * have used armour/weapons in the first place.
572 * 496 *
573 * This also can happen for monks which cannot use weapons. In this case 497 * 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. 498 * do not allow to use weapons even if the god otherwise would allow it.
575 */ 499 */
576 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 500 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
577 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 501 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
502
578 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 503 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
579 504
580 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 505 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
581 stop_using_item (op, WEAPON, 2); 506 stop_using_item (this, WEAPON, 2);
582 507
583 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) 508 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
584 { 509 {
585 stop_using_item (op, ARMOUR, 1); 510 stop_using_item (this, ARMOUR, 1);
586 stop_using_item (op, HELMET, 1); 511 stop_using_item (this, HELMET, 1);
587 stop_using_item (op, BOOTS, 1); 512 stop_using_item (this, BOOTS, 1);
588 stop_using_item (op, GLOVES, 1); 513 stop_using_item (this, GLOVES, 1);
589 stop_using_item (op, SHIELD, 1); 514 stop_using_item (this, SHIELD, 1);
590 } 515 }
591 516
592 SET_FLAG (skop, FLAG_APPLIED); 517 skop->set_flag (FLAG_APPLIED);
593 (void) change_abil (op, skop); 518 change_abil (this, skop);
594 519
595 /* return to previous skill status */ 520 /* return to previous skill status */
596 if (!sk_applied) 521 if (!sk_applied)
597 CLEAR_FLAG (skop, FLAG_APPLIED); 522 {
523 skop->clr_flag (FLAG_APPLIED);
524 contr->queue_stats_update ();
525 }
598 526
599 check_special_prayers (op, new_god); 527 check_special_prayers (this, new_god);
600} 528}
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
673 529
674archetype * 530archetype *
675determine_holy_arch (object *god, const char *type) 531determine_holy_arch (object *god, shstr_cmp type)
676{ 532{
677 treasure *tr; 533 treasure *tr;
678 534
679 if (!god || !god->randomitems) 535 if (!god || !god->randomitems)
680 { 536 {
681 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); 537 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
682 return NULL; 538 return 0;
683 } 539 }
684 540
685 for (tr = god->randomitems->items; tr; tr = tr->next) 541 for (tr = god->randomitems->items; tr; tr = tr->next)
686 { 542 {
687 if (!tr->item) 543 if (!tr->item)
688 continue; 544 continue;
689 545
690 object *item = &tr->item->clone; 546 object *item = tr->item;
691 547
692 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 548 if (item->type == BOOK && item->invisible && item->name == type)
693 return item->other_arch; 549 return item->other_arch;
694 } 550 }
551
695 return NULL; 552 return 0;
696} 553}
697 554
698/** 555/**
699 * God helps player by removing curse and/or damnation. 556 * God helps player by removing curse and/or damnation.
700 */ 557 */
701static int 558static int
702god_removes_curse (object *op, int remove_damnation) 559god_removes_curse (object *op, int remove_damnation)
703{ 560{
704 object *tmp;
705 int success = 0; 561 int success = 0;
706 562
707 for (tmp = op->inv; tmp; tmp = tmp->below) 563 for (object *tmp = op->inv; tmp; tmp = tmp->below)
708 { 564 {
709 if (tmp->invisible) 565 if (tmp->invisible)
710 continue; 566 continue;
567
711 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 568 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
712 continue; 569 continue;
713 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 570
571 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
714 { 572 {
715 success = 1; 573 success = 1;
716 CLEAR_FLAG (tmp, FLAG_DAMNED); 574 tmp->clr_flag (FLAG_DAMNED);
717 CLEAR_FLAG (tmp, FLAG_CURSED); 575 tmp->clr_flag (FLAG_CURSED);
718 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 576 tmp->clr_flag (FLAG_KNOWN_CURSED);
719 if (op->type == PLAYER) 577
578 if (object *pl = tmp->visible_to ())
720 esrv_send_item (op, tmp); 579 esrv_update_item (UPD_FLAGS, pl, tmp);
721 } 580 }
722 } 581 }
723 582
724 if (success) 583 if (success)
725 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); 584 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
585
726 return success; 586 return success;
727} 587}
728 588
729static int 589static int
730follower_level_to_enchantments (int level, int difficulty) 590follower_level_to_enchantments (int level, int difficulty)
735 return 0; 595 return 0;
736 } 596 }
737 597
738 if (level <= 20) 598 if (level <= 20)
739 return level / difficulty; 599 return level / difficulty;
600
740 if (level <= 40) 601 if (level <= 40)
741 return (20 + (level - 20) / 2) / difficulty; 602 return (20 + (level - 20) / 2) / difficulty;
742 603
743 return (30 + (level - 40) / 4) / difficulty; 604 return (30 + (level - 40) / 4) / difficulty;
605}
606
607/**
608 * God checks item the player is using.
609 * Return either -1 (bad), 0 (neutral) or
610 * 1 (item is ok). If you are using the item of an enemy
611 * god, it can be bad...-b.t.
612 */
613static int
614god_examines_item (object *god, object *item)
615{
616 char buf[MAX_BUF];
617
618 if (!god || !item)
619 return 0;
620
621 if (!item->title)
622 return 1; /* unclaimed item are ok */
623
624 sprintf (buf, "of %s", &god->name);
625 if (!strcmp (&item->title, buf))
626 return 1; /* belongs to that God */
627
628 if (god->title)
629 { /* check if we have any enemy blessed item */
630 sprintf (buf, "of %s", &god->title);
631 if (!strcmp (&item->title, buf))
632 {
633 if (item->env)
634 {
635 char buf[MAX_BUF];
636
637 sprintf (buf, "Heretic! You are using %s!", query_name (item));
638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
639 }
640
641 return -1;
642 }
643 }
644
645 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
744} 646}
745 647
746/** 648/**
747 * God wants to enchant weapon. 649 * God wants to enchant weapon.
748 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 650 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
750 * attacktype, slaying and such. 652 * attacktype, slaying and such.
751 */ 653 */
752static int 654static int
753god_enchants_weapon (object *op, object *god, object *tr, object *skill) 655god_enchants_weapon (object *op, object *god, object *tr, object *skill)
754{ 656{
755 char buf[MAX_BUF]; 657 if (!op->contr)
756 object *weapon; 658 return 0;
757 uint32 attacktype;
758 int tmp;
759 659
760 for (weapon = op->inv; weapon; weapon = weapon->below) 660 object *weapon = op->contr->combat_ob;
761 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
762 break;
763 661
662 if (!weapon)
663 return 0;
664
665 if (weapon->type != WEAPON && weapon->type != BOW)
666 return 0;
667
764 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 668 if (god_examines_item (god, weapon) <= 0)
765 return 0; 669 return 0;
766 670
767 /* First give it a title, so other gods won't touch it */ 671 /* First give it a title, so other gods won't touch it */
768 if (!weapon->title) 672 if (!weapon->title)
769 { 673 {
770 sprintf (buf, "of %s", &god->name); 674 weapon->title = format ("of %s", &god->name);
771 weapon->title = buf; 675
772 if (op->type == PLAYER) 676 if (object *pl = weapon->visible_to ())
773 esrv_update_item (UPD_NAME, op, weapon); 677 esrv_update_item (UPD_NAME, pl, weapon);
678
774 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); 679 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
775 } 680 }
776 681
777 /* Allow the weapon to slay enemies */ 682 /* Allow the weapon to slay enemies */
778 if (!weapon->slaying && god->slaying) 683 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); 686 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
782 return 1; 687 return 1;
783 } 688 }
784 689
785 /* Add the gods attacktype */ 690 /* Add the gods attacktype */
786 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; 691 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
692
787 if ((attacktype & god->attacktype) != god->attacktype) 693 if ((attacktype & god->attacktype) != god->attacktype)
788 { 694 {
789 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); 695 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
790 weapon->attacktype = attacktype | god->attacktype; 696 weapon->attacktype = attacktype | god->attacktype;
791 return 1; 697 return 1;
792 } 698 }
793 699
794 /* Higher magic value */ 700 /* Higher magic value */
795 tmp = follower_level_to_enchantments (skill->level, tr->level); 701 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
796 if (weapon->magic < tmp)
797 { 702 {
798 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); 703 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
799 weapon->magic++; 704 weapon->magic++;
800 if (op->type == PLAYER) 705
706 if (object *pl = weapon->visible_to ())
801 esrv_update_item (UPD_NAME, op, weapon); 707 esrv_update_item (UPD_NAME, pl, weapon);
708
802 return 1; 709 return 1;
803 } 710 }
804 711
805 return 0; 712 return 0;
806} 713}
807 714
715/**
716 * Checks and maybe punishes someone praying.
717 * All applied items are examined, if player is using more items of other gods,
718 * s/he loses experience in praying or general experience if no praying.
719 */
720static int
721god_examines_priest (object *op, object *god)
722{
723 int reaction = 1;
724 object *item = NULL, *skop;
725
726 for (item = op->inv; item; item = item->below)
727 if (item->flag [FLAG_APPLIED])
728 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
729
730 /* well, well. Looks like we screwed up. Time for god's revenge */
731 if (reaction < 0)
732 {
733 int loss = 10000000;
734 int angry = abs (reaction);
735
736 for (skop = op->inv; skop; skop = skop->below)
737 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
738 break;
739
740 if (skop)
741 loss = 0.05f * skop->stats.exp;
742
743 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
744
745 if (random_roll (0, angry, op, PREFER_LOW))
746 {
747 object *tmp = archetype::get (LOOSE_MANA);
748
749 cast_magic_storm (op, tmp, op->level + (angry * 3));
750 }
751
752 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
753 }
754
755 return reaction;
756}
808 757
809/** 758/**
810 * Every once in a while the god will intervene to help the worshiper. 759 * 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 760 * Later, this fctn can be used to supply quests, etc for the
812 * priest. -b.t. 761 * priest. -b.t.
813 * called from pray_at_altar() currently. 762 * called from pray_at_altar() currently.
814 */ 763 */
815 764static void
816void
817god_intervention (object *op, object *god, object *skill) 765god_intervention (object *op, object *god, object *skill)
818{ 766{
819 treasure *tr; 767 treasure *tr;
820 768
821 if (!god || !god->randomitems) 769 if (!god || !god->randomitems)
828 776
829 /* lets do some checks of whether we are kosher with our god */ 777 /* lets do some checks of whether we are kosher with our god */
830 if (god_examines_priest (op, god) < 0) 778 if (god_examines_priest (op, god) < 0)
831 return; 779 return;
832 780
781 op->play_sound (sound_find ("god_intervention"));
833 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 782 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
834 783
835 for (tr = god->randomitems->items; tr; tr = tr->next) 784 for (tr = god->randomitems->items; tr; tr = tr->next)
836 { 785 {
837 object *item; 786 object *item;
845 treasurelist *tl = treasurelist::find (tr->name); 794 treasurelist *tl = treasurelist::find (tr->name);
846 795
847 if (tl == NULL) 796 if (tl == NULL)
848 continue; 797 continue;
849 798
850 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); 799 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
851 800
852 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); 801 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
853 return; 802 return;
854 } 803 }
855 804
856 if (!tr->item) 805 if (!tr->item)
857 continue; 806 continue;
858 807
859 item = &tr->item->clone; 808 item = tr->item;
860 809
861 /* Grace limit */ 810 /* Grace limit */
862 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 811 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
863 { 812 {
864 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) 813 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
865 { 814 {
866 object *tmp;
867
868 /* Follower lacks the required grace for the following 815 /* Follower lacks the required grace for the following
869 * treasure list items. */ 816 * treasure list items. */
870 817
871 tmp = get_archetype (HOLY_POSSESSION); 818 object *tmp = archetype::get (HOLY_POSSESSION);
872 cast_change_ability (op, op, tmp, 0, 1); 819 cast_change_ability (op, op, tmp, 0, 1);
873 tmp->destroy (); 820 tmp->destroy ();
874 return; 821 return;
875 } 822 }
823
876 continue; 824 continue;
877 } 825 }
878 826
879 /* Restore grace */ 827 /* Restore grace */
880 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 828 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
881 { 829 {
882 if (op->stats.grace >= 0) 830 if (op->stats.grace >= 0)
883 continue; 831 continue;
832
884 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 833 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."); 834 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
886 return; 835 return;
887 } 836 }
888 837
889 /* Heal damage */ 838 /* Heal damage */
890 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) 839 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
891 { 840 {
892 if (op->stats.hp >= op->stats.maxhp) 841 if (op->stats.hp >= op->stats.maxhp)
893 continue; 842 continue;
843
894 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); 844 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
895 op->stats.hp = op->stats.maxhp; 845 op->stats.hp = op->stats.maxhp;
896 return; 846 return;
897 } 847 }
898 848
904 /* Restore to 50 .. 100%, if sp < 50% */ 854 /* Restore to 50 .. 100%, if sp < 50% */
905 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); 855 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
906 856
907 if (op->stats.sp >= max / 2) 857 if (op->stats.sp >= max / 2)
908 continue; 858 continue;
859
909 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); 860 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
910 op->stats.sp = new_sp; 861 op->stats.sp = new_sp;
911 } 862 }
912 863
913 /* Various heal spells */ 864 /* Various heal spells */
914 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) 865 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
915 { 866 {
916 object *tmp;
917 int success;
918
919 tmp = get_archetype_by_object_name (item->slaying); 867 object *tmp = archetype::get (item->slaying);
920
921 success = cast_heal (op, op, tmp, 0); 868 int success = cast_heal (op, op, tmp, 0);
922 tmp->destroy (); 869 tmp->destroy ();
870
923 if (success) 871 if (success)
924 return; 872 return;
925 else 873 else
926 continue; 874 continue;
927 } 875 }
949 { 897 {
950 object *depl; 898 object *depl;
951 archetype *at; 899 archetype *at;
952 int i; 900 int i;
953 901
954 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 902 if ((at = archetype::find (shstr_depletion)) == NULL)
955 { 903 {
956 LOG (llevError, "Could not find archetype depletion.\n"); 904 LOG (llevError, "Could not find archetype depletion.\n");
957 continue; 905 continue;
958 } 906 }
907
959 depl = present_arch_in_ob (at, op); 908 depl = present_arch_in_ob (at, op);
960 909
961 if (depl == NULL) 910 if (depl == NULL)
962 continue; 911 continue;
963 912
973 } 922 }
974 923
975 /* Voices */ 924 /* Voices */
976 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) 925 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
977 { 926 {
978 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); 927 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); 928 new_draw_info (NDI_WHITE, 0, op, item->msg);
980 return; 929 return;
981 } 930 }
982 931
983 /* Messages */ 932 /* Messages */
1023 972
1024 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 973 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1025} 974}
1026 975
1027/** 976/**
1028 * Checks and maybe punishes someone praying. 977 * Player prays at altar.
1029 * All applied items are examined, if player is using more items of other gods, 978 * Checks for god changing, divine intervention, and so on.
1030 * s/he loses experience in praying or general experience if no praying.
1031 */ 979 */
1032int 980void
1033god_examines_priest (object *op, object *god) 981pray_at_altar (object *pl, object *altar, object *skill)
1034{ 982{
1035 int reaction = 1; 983 object *pl_god = find_god (determine_god (pl));
1036 object *item = NULL, *skop;
1037 984
1038 for (item = op->inv; item; item = item->below) 985 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; 986 return;
1084 987
1085 if (!item->title) 988 /* If non consecrate altar, don't do anything */
1086 return 1; /* unclaimed item are ok */ 989 if (!altar->other_arch)
990 return;
1087 991
1088 sprintf (buf, "of %s", &god->name); 992 /* hmm. what happend depends on pl's current god, level, etc */
1089 if (!strcmp (item->title, buf)) 993 if (!pl_god)
1090 return 1; /* belongs to that God */ 994 { /*new convert */
995 pl->become_follower (altar->other_arch);
996 return;
997 }
998 else if (pl_god->name == altar->other_arch->object::name)
999 {
1000 /* pray at your gods altar */
1001 /* this leads to very low levels of wis and pray to result in no doubling! */
1002 int bonus = (pl->stats.Wis + skill->level) / 10;
1091 1003
1092 if (god->title) 1004 /* we can get neg grace up faster */
1093 { /* check if we have any enemy blessed item */ 1005 if (pl->stats.grace < 0)
1094 sprintf (buf, "of %s", &god->title); 1006 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1095 if (!strcmp (item->title, buf)) 1007
1008 /* we can super-charge grace to 2x max */
1009 if (pl->stats.grace < 2 * pl->stats.maxgrace)
1010 pl->stats.grace += bonus / 2;
1011 else
1012 pl->stats.grace = 2 * pl->stats.maxgrace;
1013
1014 /* Every once in a while, the god decides to checkup on their
1015 * follower, and may intervene to help them out.
1096 { 1016 */
1097 if (item->env) 1017 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1018
1019 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1020 god_intervention (pl, pl_god, skill);
1021 }
1022 else
1023 { /* praying to another god! */
1024 uint64 loss = 0;
1025 int angry = 1;
1026
1027 /* I believe the logic for detecting opposing gods was completely
1028 * broken - I think it should work now. altar->other_arch
1029 * points to the god of this altar (which we have
1030 * already verified is non null). pl_god->other_arch
1031 * is the opposing god - we need to verify that exists before
1032 * using its values.
1033 */
1034 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1035 {
1036 angry = 2;
1037 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1098 { 1038 {
1099 char buf[MAX_BUF]; 1039 object *tmp;
1100 1040
1101 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1041 /* you really screwed up */
1102 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); 1042 angry = 3;
1043 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1044 tmp = archetype::get (LOOSE_MANA);
1045 cast_magic_storm (pl, tmp, pl_god->level + 20);
1103 } 1046 }
1104 return -1; 1047 else
1105 } 1048 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 { 1049 }
1141 godname = gl->name; 1050 else
1142 break; 1051 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1052
1053 /* whether we will be successfull in defecting or not -
1054 * we lose experience from the clerical experience obj
1055 */
1056
1057 loss = angry * (skill->stats.exp / 10);
1058 if (loss)
1059 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
1060
1061 /* May switch Gods, but its random chance based on our current level
1062 * note it gets harder to swap gods the higher we get
1063 */
1064 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1065 pl->become_follower (altar->other_arch);
1066 else
1143 } 1067 {
1144 gl = gl->next; 1068 /* toss this player off the altar. He can try again. */
1069 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1070 pl->contr->fire_on = 0;
1071 pl->speed_left = 1.f;
1072 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1073 }
1145 } 1074 }
1146 return godname;
1147} 1075}
1148 1076
1149/** 1077/**
1150 * 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.
1151 * 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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