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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.30 by root, Sun Oct 28 20:27:07 2007 UTC vs.
Revision 1.50 by root, Fri Nov 6 12:27:06 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 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
25 * monster race initialization. b.t. 26 * monster race initialization. b.t.
26 */ 27 */
36 37
37/** 38/**
38 * Returns the id of specified god. 39 * Returns the id of specified god.
39 */ 40 */
40int 41int
41lookup_god_by_name (const char *name) 42lookup_god_by_name (shstr_cmp name)
42{ 43{
43 int godnr = -1; 44 if (name)
44 size_t nmlen = strlen (name);
45
46 if (name && strcmp (name, "none"))
47 {
48 godlink *gl;
49
50 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
51 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 46 if (gl->name == name)
52 break;
53
54 if (gl)
55 godnr = gl->id; 47 return gl->id;
56 }
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)
110 {
111 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
112
113 if (godname)
114 op->title = godname;
115 }
116 }
117 102
118 /* find a random god */ 103 /* find a random god */
119 if (!op->title) 104 if (!op->title)
120 { 105 {
121 godlink *gl = first_god;
122
123 godnr = rndm (1, gl->id); 106 int godnr = rndm (1, first_god->id);
124 while (gl) 107
125 { 108 for (godlink *gl = first_god; gl; gl = gl->next)
126 if (gl->id == godnr) 109 if (gl->id == godnr)
110 {
111 op->title = gl->name;
127 break; 112 break;
128
129 gl = gl->next;
130 } 113 }
131
132 op->title = gl->name;
133 } 114 }
134 115
135 return op->title; 116 return op->title;
136 } 117 }
137
138 118
139 /* 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
140 * 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
141 * 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
142 * title or "none". 122 * title or "none".
143 */ 123 */
144 if (op->type == PLAYER) 124 if (op->type == PLAYER)
145 {
146 for (object *tmp = op->inv; tmp; tmp = tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
147 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
148 { 127 {
149 if (tmp->title) 128 if (tmp->title)
150 return tmp->title; 129 return tmp->title;
151 else 130
152 return "none"; 131 break;
153 } 132 }
154 }
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}
175 150
176/** 151/**
177 * 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).
178 * Any matching items in the inventory are deleted, and a 153 * Any matching items in the inventory are deleted, and a
192 167
193 if (tmp->type == item->type 168 if (tmp->type == item->type
194 && same_string (tmp->name, item->name) 169 && same_string (tmp->name, item->name)
195 && 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))
196 { 171 {
197
198 /* message */ 172 /* message */
199 if (tmp->nrof > 1) 173 new_draw_info_format (NDI_UNIQUE, 0, op,
200 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!",
201 else 175 query_short_name (tmp));
202 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
203 176
204 tmp->remove (); /* remove obj from players inv. */ 177 tmp->destroy ();
205 esrv_del_item (op->contr, tmp->count); /* notify client */
206 tmp->destroy (); /* free object */
207 } 178 }
208 179
209 if (tmp->inv) 180 if (tmp->inv)
210 follower_remove_similar_item (tmp, item); 181 follower_remove_similar_item (tmp, item);
211 } 182 }
237 * God gives an item to the player. 208 * God gives an item to the player.
238 */ 209 */
239static int 210static int
240god_gives_present (object *op, object *god, treasure *tr) 211god_gives_present (object *op, object *god, treasure *tr)
241{ 212{
242 object *tmp;
243
244 if (!tr->item) 213 if (!tr->item)
245 return 0; 214 return 0;
246 215
247 if (follower_has_similar_item (op, tr->item)) 216 if (follower_has_similar_item (op, tr->item))
248 return 0; 217 return 0;
249 218
250 tmp = arch_to_object (tr->item); 219 object *tmp = arch_to_object (tr->item);
251 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));
252 tmp = insert_ob_in_ob (tmp, op); 221 op->insert (tmp);
253 if (op->type == PLAYER)
254 esrv_send_item (op, tmp);
255 222
256 return 1; 223 return 1;
257}
258
259/**
260 * Player prays at altar.
261 * Checks for god changing, divine intervention, and so on.
262 */
263void
264pray_at_altar (object *pl, object *altar, object *skill)
265{
266 object *pl_god = find_god (determine_god (pl));
267
268 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
269 return;
270
271 /* If non consecrate altar, don't do anything */
272 if (!altar->other_arch)
273 return;
274
275 /* hmm. what happend depends on pl's current god, level, etc */
276 if (!pl_god)
277 { /*new convert */
278 become_follower (pl, altar->other_arch);
279 return;
280 }
281 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
282 {
283 /* pray at your gods altar */
284 int bonus = (pl->stats.Wis + skill->level) / 10;
285
286 /* we can get neg grace up faster */
287 if (pl->stats.grace < 0)
288 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
289
290 /* we can super-charge grace to 2x max */
291 if (pl->stats.grace < 2 * pl->stats.maxgrace)
292 pl->stats.grace += bonus / 2;
293 else
294 pl->stats.grace = 2 * pl->stats.maxgrace;
295
296 /* Every once in a while, the god decides to checkup on their
297 * follower, and may intervene to help them out.
298 */
299 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
300
301 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
302 god_intervention (pl, pl_god, skill);
303 }
304 else
305 { /* praying to another god! */
306 uint64 loss = 0;
307 int angry = 1;
308
309 /* I believe the logic for detecting opposing gods was completely
310 * broken - I think it should work now. altar->other_arch
311 * points to the god of this altar (which we have
312 * already verified is non null). pl_god->other_arch
313 * is the opposing god - we need to verify that exists before
314 * using its values.
315 */
316 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
317 {
318 angry = 2;
319 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
320 {
321 object *tmp;
322
323 /* you really screwed up */
324 angry = 3;
325 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
326 tmp = get_archetype (LOOSE_MANA);
327 cast_magic_storm (pl, tmp, pl_god->level + 20);
328 }
329 else
330 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
331 }
332 else
333 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
334
335 /* whether we will be successfull in defecting or not -
336 * we lose experience from the clerical experience obj
337 */
338
339 loss = angry * (skill->stats.exp / 10);
340 if (loss)
341 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
342
343 /* May switch Gods, but its random chance based on our current level
344 * note it gets harder to swap gods the higher we get
345 */
346 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
347 become_follower (pl, altar->other_arch);
348 else
349 {
350 /* toss this player off the altar. He can try again. */
351 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
352 pl->contr->fire_on = 0;
353 pl->speed_left = 1.f;
354 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
355 }
356 }
357} 224}
358 225
359/** 226/**
360 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
361 */ 228 */
406 { 273 {
407 remove = 0; 274 remove = 0;
408 break; 275 break;
409 } 276 }
410 } 277 }
278
411 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 */
287void
288stop_using_item (object *op, int type, int number)
289{
290 object *tmp;
291
292 for (tmp = op->inv; tmp && number; tmp = tmp->below)
293 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
412 { 294 {
413 /* just do the work of removing the spell ourselves - we already 295 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
414 * know that the player knows the spell 296 number--;
415 */
416 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
417 player_unready_range_ob (op->contr, tmp);
418 tmp->destroy ();
419 } 297 }
298}
420 299
300/**
301 * If the god does/doesnt have this flag, we
302 * give/remove it from the experience object if it doesnt/does
303 * already exist. For players only!
304 */
305static void
306update_priest_flag (object *god, object *exp_ob, uint32 flag)
307{
308 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
309 SET_FLAG (exp_ob, flag);
310 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
311 {
312 /* When this is called with the exp_ob set to the player,
313 * this check is broken, because most all players arch
314 * allow use of weapons. I'm not actually sure why this
315 * check is here - I guess if you had a case where the
316 * value in the archetype (wisdom) should over ride the restrictions
317 * the god places on it, this may make sense. But I don't think
318 * there is any case like that.
319 */
320
321/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
322 CLEAR_FLAG (exp_ob, flag);
421 } 323 };
324}
325
326/**
327 * Forbids or let player use something item type.
328 * op is the player.
329 * exp_obj is the widsom experience.
330 * flag is the flag to check against.
331 * string is the string to print out.
332 */
333static int
334worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
335{
336 if (QUERY_FLAG (op->arch, flag))
337 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
338 {
339 update_priest_flag (exp_obj, op, flag);
340 if (QUERY_FLAG (op, flag))
341 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
342 else
343 {
344 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
345 return 1;
346 }
347 }
348
349 return 0;
422} 350}
423 351
424/** 352/**
425 * This function is called whenever a player has 353 * This function is called whenever a player has
426 * switched to a new god. It handles basically all the stat changes 354 * switched to a new god. It handles basically all the stat changes
433 object *old_god = NULL; /* old god */ 361 object *old_god = NULL; /* old god */
434 treasure *tr; 362 treasure *tr;
435 object *item, *skop, *next; 363 object *item, *skop, *next;
436 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ 364 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
437 365
438
439 old_god = find_god (determine_god (op)); 366 old_god = find_god (determine_god (op));
440 367
441 /* take away any special god-characteristic items. */ 368 /* take away any special god-characteristic items. */
442 for (item = op->inv; item != NULL; item = next) 369 for (item = op->inv; item; item = next)
443 { 370 {
444 next = item->below; 371 next = item->below;
372
445 // remove all invisible startequip items which are not skill, exp or force 373 // remove all invisible startequip items which are not skill, exp or force
446 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 374 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
447 (item->type != SKILL) && (item->type != FORCE)) 375 (item->type != SKILL) && (item->type != FORCE))
448 { 376 {
449
450 if (item->type == SPELL) 377 if (item->type == SPELL)
378 {
451 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); 379 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
380 esrv_remove_spell (op->contr, item);
381 }
452 382
453 player_unready_range_ob (op->contr, item); 383 player_unready_range_ob (op->contr, item);
454 item->destroy (); 384 item->destroy ();
455 } 385 }
456 } 386 }
462 follower_remove_similar_item (op, tr->item); 392 follower_remove_similar_item (op, tr->item);
463 393
464 if (!op || !new_god) 394 if (!op || !new_god)
465 return; 395 return;
466 396
467 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 397 if (new_god->slaying && op->race.contains (new_god->slaying))
468 { 398 {
469 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); 399 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
470 400
471 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 401 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
472 { 402 {
475 cast_magic_storm (op, tmp, new_god->level + 10); 405 cast_magic_storm (op, tmp, new_god->level + 10);
476 } 406 }
477 407
478 return; 408 return;
479 } 409 }
480
481 410
482 /* give the player any special god-characteristic-items. */ 411 /* give the player any special god-characteristic-items. */
483 for (tr = new_god->randomitems->items; tr; tr = tr->next) 412 for (tr = new_god->randomitems->items; tr; tr = tr->next)
484 { 413 {
485 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK 414 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
486 && tr->item->type != BOOK && tr->item->type != SPELL) 415 && tr->item->type != BOOK && tr->item->type != SPELL)
487 god_gives_present (op, new_god, tr); 416 god_gives_present (op, new_god, tr);
488 } 417 }
489 418
490
491 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); 419 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
492 420
493 for (skop = op->inv; skop != NULL; skop = skop->below) 421 for (skop = op->inv; skop; skop = skop->below)
494 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 422 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
495 break; 423 break;
496 424
497 /* Player has no skill - give them the skill */ 425 /* Player has no skill - give them the skill */
498 if (!skop) 426 if (!skop)
499 {
500 /* The arhetype should always be defined - if we crash here because it doesn't, 427 /* The archetype should always be defined - if we crash here because it doesn't,
501 * things are really messed up anyways. 428 * things are really messed up anyways.
502 */ 429 */
503 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); 430 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
504 link_player_skills (op);
505 }
506 431
507 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 432 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
508 433
509 /* Clear the "undead" status. We also need to force a call to change_abil, 434 /* Clear the "undead" status. We also need to force a call to change_abil,
510 * so I set undeadified for that. 435 * so I set undeadified for that.
511 * - gros, 21th July 2006. 436 * - gros, 21th July 2006.
512 */ 437 */
513 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 438 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
514 { 439 {
515 CLEAR_FLAG (skop, FLAG_UNDEAD); 440 CLEAR_FLAG (skop, FLAG_UNDEAD);
516 undeadified = 1; 441 undeadified = 1;
517 } 442 }
518 443
519 if (skop->title) 444 if (skop->title)
520 { /* get rid of old god */ 445 {
446 /* get rid of old god */
521 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); 447 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
448
522 /* The point of this is to really show what abilities the player just lost */ 449 /* The point of this is to really show what abilities the player just lost */
523 if (sk_applied || undeadified) 450 if (sk_applied || undeadified)
524 { 451 {
525
526 CLEAR_FLAG (skop, FLAG_APPLIED); 452 CLEAR_FLAG (skop, FLAG_APPLIED);
527 (void) change_abil (op, skop); 453 change_abil (op, skop);
528 } 454 }
529 } 455 }
530 456
531 /* now change to the new gods attributes to exp_obj */ 457 /* now change to the new gods attributes to exp_obj */
532 skop->title = new_god->name; 458 skop->title = new_god->name;
567 * This also can happen for monks which cannot use weapons. In this case 493 * This also can happen for monks which cannot use weapons. In this case
568 * do not allow to use weapons even if the god otherwise would allow it. 494 * do not allow to use weapons even if the god otherwise would allow it.
569 */ 495 */
570 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 496 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
571 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 497 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
498
572 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 499 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
573 500
574 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 501 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
575 stop_using_item (op, WEAPON, 2); 502 stop_using_item (op, WEAPON, 2);
576 503
591 CLEAR_FLAG (skop, FLAG_APPLIED); 518 CLEAR_FLAG (skop, FLAG_APPLIED);
592 519
593 check_special_prayers (op, new_god); 520 check_special_prayers (op, new_god);
594} 521}
595 522
596/**
597 * Forbids or let player use something item type.
598 * op is the player.
599 * exp_obj is the widsom experience.
600 * flag is the flag to check against.
601 * string is the string to print out.
602 */
603
604int
605worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
606{
607
608 if (QUERY_FLAG (op->arch, flag))
609 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
610 {
611 update_priest_flag (exp_obj, op, flag);
612 if (QUERY_FLAG (op, flag))
613 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
614 else
615 {
616 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
617 return 1;
618 }
619 }
620 return 0;
621}
622
623/**
624 * Unapplies up to number worth of items of type
625 */
626void
627stop_using_item (object *op, int type, int number)
628{
629 object *tmp;
630
631 for (tmp = op->inv; tmp && number; tmp = tmp->below)
632 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
633 {
634 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
635 number--;
636 }
637}
638
639/**
640 * If the god does/doesnt have this flag, we
641 * give/remove it from the experience object if it doesnt/does
642 * already exist. For players only!
643 */
644
645void
646update_priest_flag (object *god, object *exp_ob, uint32 flag)
647{
648 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
649 SET_FLAG (exp_ob, flag);
650 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
651 {
652 /* When this is called with the exp_ob set to the player,
653 * this check is broken, because most all players arch
654 * allow use of weapons. I'm not actually sure why this
655 * check is here - I guess if you had a case where the
656 * value in the archetype (wisdom) should over ride the restrictions
657 * the god places on it, this may make sense. But I don't think
658 * there is any case like that.
659 */
660
661/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
662 CLEAR_FLAG (exp_ob, flag);
663 };
664}
665
666
667
668archetype * 523archetype *
669determine_holy_arch (object *god, const char *type) 524determine_holy_arch (object *god, shstr_cmp type)
670{ 525{
671 treasure *tr; 526 treasure *tr;
672 527
673 if (!god || !god->randomitems) 528 if (!god || !god->randomitems)
674 { 529 {
675 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); 530 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
676 return NULL; 531 return 0;
677 } 532 }
678 533
679 for (tr = god->randomitems->items; tr; tr = tr->next) 534 for (tr = god->randomitems->items; tr; tr = tr->next)
680 { 535 {
681 if (!tr->item) 536 if (!tr->item)
682 continue; 537 continue;
683 538
684 object *item = tr->item; 539 object *item = tr->item;
685 540
686 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 541 if (item->type == BOOK && item->invisible && item->name == type)
687 return item->other_arch; 542 return item->other_arch;
688 } 543 }
544
689 return NULL; 545 return 0;
690} 546}
691 547
692/** 548/**
693 * God helps player by removing curse and/or damnation. 549 * God helps player by removing curse and/or damnation.
694 */ 550 */
695static int 551static int
696god_removes_curse (object *op, int remove_damnation) 552god_removes_curse (object *op, int remove_damnation)
697{ 553{
698 object *tmp;
699 int success = 0; 554 int success = 0;
700 555
701 for (tmp = op->inv; tmp; tmp = tmp->below) 556 for (object *tmp = op->inv; tmp; tmp = tmp->below)
702 { 557 {
703 if (tmp->invisible) 558 if (tmp->invisible)
704 continue; 559 continue;
560
705 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 561 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
706 continue; 562 continue;
563
707 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 564 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
708 { 565 {
709 success = 1; 566 success = 1;
710 CLEAR_FLAG (tmp, FLAG_DAMNED); 567 CLEAR_FLAG (tmp, FLAG_DAMNED);
711 CLEAR_FLAG (tmp, FLAG_CURSED); 568 CLEAR_FLAG (tmp, FLAG_CURSED);
712 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 569 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
713 if (op->type == PLAYER) 570
571 if (object *pl = tmp->visible_to ())
714 esrv_send_item (op, tmp); 572 esrv_update_item (UPD_FLAGS, pl, tmp);
715 } 573 }
716 } 574 }
717 575
718 if (success) 576 if (success)
719 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); 577 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
578
720 return success; 579 return success;
721} 580}
722 581
723static int 582static int
724follower_level_to_enchantments (int level, int difficulty) 583follower_level_to_enchantments (int level, int difficulty)
729 return 0; 588 return 0;
730 } 589 }
731 590
732 if (level <= 20) 591 if (level <= 20)
733 return level / difficulty; 592 return level / difficulty;
593
734 if (level <= 40) 594 if (level <= 40)
735 return (20 + (level - 20) / 2) / difficulty; 595 return (20 + (level - 20) / 2) / difficulty;
736 596
737 return (30 + (level - 40) / 4) / difficulty; 597 return (30 + (level - 40) / 4) / difficulty;
598}
599
600/**
601 * God checks item the player is using.
602 * Return either -1 (bad), 0 (neutral) or
603 * 1 (item is ok). If you are using the item of an enemy
604 * god, it can be bad...-b.t.
605 */
606static int
607god_examines_item (object *god, object *item)
608{
609 char buf[MAX_BUF];
610
611 if (!god || !item)
612 return 0;
613
614 if (!item->title)
615 return 1; /* unclaimed item are ok */
616
617 sprintf (buf, "of %s", &god->name);
618 if (!strcmp (&item->title, buf))
619 return 1; /* belongs to that God */
620
621 if (god->title)
622 { /* check if we have any enemy blessed item */
623 sprintf (buf, "of %s", &god->title);
624 if (!strcmp (&item->title, buf))
625 {
626 if (item->env)
627 {
628 char buf[MAX_BUF];
629
630 sprintf (buf, "Heretic! You are using %s!", query_name (item));
631 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
632 }
633
634 return -1;
635 }
636 }
637
638 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
738} 639}
739 640
740/** 641/**
741 * God wants to enchant weapon. 642 * God wants to enchant weapon.
742 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 643 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
744 * attacktype, slaying and such. 645 * attacktype, slaying and such.
745 */ 646 */
746static int 647static int
747god_enchants_weapon (object *op, object *god, object *tr, object *skill) 648god_enchants_weapon (object *op, object *god, object *tr, object *skill)
748{ 649{
749 char buf[MAX_BUF];
750 object *weapon; 650 object *weapon;
751 uint32 attacktype; 651 uint32 attacktype;
752 int tmp; 652 int tmp;
753 653
754 for (weapon = op->inv; weapon; weapon = weapon->below) 654 for (weapon = op->inv; weapon; weapon = weapon->below)
755 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 655 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
756 break; 656 break;
757 657
758 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 658 if (!weapon || god_examines_item (god, weapon) <= 0)
759 return 0; 659 return 0;
760 660
761 /* First give it a title, so other gods won't touch it */ 661 /* First give it a title, so other gods won't touch it */
762 if (!weapon->title) 662 if (!weapon->title)
763 { 663 {
764 sprintf (buf, "of %s", &god->name); 664 weapon->title = format ("of %s", &god->name);
765 weapon->title = buf; 665
766 if (op->type == PLAYER) 666 if (object *pl = weapon->visible_to ())
767 esrv_update_item (UPD_NAME, op, weapon); 667 esrv_update_item (UPD_NAME, pl, weapon);
668
768 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); 669 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
769 } 670 }
770 671
771 /* Allow the weapon to slay enemies */ 672 /* Allow the weapon to slay enemies */
772 if (!weapon->slaying && god->slaying) 673 if (!weapon->slaying && god->slaying)
789 tmp = follower_level_to_enchantments (skill->level, tr->level); 690 tmp = follower_level_to_enchantments (skill->level, tr->level);
790 if (weapon->magic < tmp) 691 if (weapon->magic < tmp)
791 { 692 {
792 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); 693 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
793 weapon->magic++; 694 weapon->magic++;
794 if (op->type == PLAYER) 695
696 if (object *pl = weapon->visible_to ())
795 esrv_update_item (UPD_NAME, op, weapon); 697 esrv_update_item (UPD_NAME, pl, weapon);
698
796 return 1; 699 return 1;
797 } 700 }
798 701
799 return 0; 702 return 0;
703}
704
705/**
706 * Checks and maybe punishes someone praying.
707 * All applied items are examined, if player is using more items of other gods,
708 * s/he loses experience in praying or general experience if no praying.
709 */
710static int
711god_examines_priest (object *op, object *god)
712{
713 int reaction = 1;
714 object *item = NULL, *skop;
715
716 for (item = op->inv; item; item = item->below)
717 if (QUERY_FLAG (item, FLAG_APPLIED))
718 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
719
720 /* well, well. Looks like we screwed up. Time for god's revenge */
721 if (reaction < 0)
722 {
723 int loss = 10000000;
724 int angry = abs (reaction);
725
726 for (skop = op->inv; skop; skop = skop->below)
727 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
728 break;
729
730 if (skop)
731 loss = 0.05f * skop->stats.exp;
732
733 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
734
735 if (random_roll (0, angry, op, PREFER_LOW))
736 {
737 object *tmp = get_archetype (LOOSE_MANA);
738
739 cast_magic_storm (op, tmp, op->level + (angry * 3));
740 }
741
742 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
743 }
744
745 return reaction;
800} 746}
801 747
802/** 748/**
803 * Every once in a while the god will intervene to help the worshiper. 749 * Every once in a while the god will intervene to help the worshiper.
804 * Later, this fctn can be used to supply quests, etc for the 750 * Later, this fctn can be used to supply quests, etc for the
805 * priest. -b.t. 751 * priest. -b.t.
806 * called from pray_at_altar() currently. 752 * called from pray_at_altar() currently.
807 */ 753 */
808void 754static void
809god_intervention (object *op, object *god, object *skill) 755god_intervention (object *op, object *god, object *skill)
810{ 756{
811 treasure *tr; 757 treasure *tr;
812 758
813 if (!god || !god->randomitems) 759 if (!god || !god->randomitems)
840 if (tl == NULL) 786 if (tl == NULL)
841 continue; 787 continue;
842 788
843 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
844 790
845 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); 791 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
846 return; 792 return;
847 } 793 }
848 794
849 if (!tr->item) 795 if (!tr->item)
850 continue; 796 continue;
851 797
852 item = tr->item; 798 item = tr->item;
853 799
854 /* Grace limit */ 800 /* Grace limit */
855 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 801 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
856 { 802 {
857 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) 803 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
858 { 804 {
859 object *tmp;
860
861 /* Follower lacks the required grace for the following 805 /* Follower lacks the required grace for the following
862 * treasure list items. */ 806 * treasure list items. */
863 807
864 tmp = get_archetype (HOLY_POSSESSION); 808 object *tmp = get_archetype (HOLY_POSSESSION);
865 cast_change_ability (op, op, tmp, 0, 1); 809 cast_change_ability (op, op, tmp, 0, 1);
866 tmp->destroy (); 810 tmp->destroy ();
867 return; 811 return;
868 } 812 }
869 813
870 continue; 814 continue;
871 } 815 }
872 816
873 /* Restore grace */ 817 /* Restore grace */
874 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 818 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
875 { 819 {
876 if (op->stats.grace >= 0) 820 if (op->stats.grace >= 0)
877 continue; 821 continue;
822
878 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 823 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
879 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); 824 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
880 return; 825 return;
881 } 826 }
882 827
883 /* Heal damage */ 828 /* Heal damage */
884 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) 829 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
885 { 830 {
886 if (op->stats.hp >= op->stats.maxhp) 831 if (op->stats.hp >= op->stats.maxhp)
887 continue; 832 continue;
833
888 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); 834 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
889 op->stats.hp = op->stats.maxhp; 835 op->stats.hp = op->stats.maxhp;
890 return; 836 return;
891 } 837 }
892 838
898 /* Restore to 50 .. 100%, if sp < 50% */ 844 /* Restore to 50 .. 100%, if sp < 50% */
899 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); 845 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
900 846
901 if (op->stats.sp >= max / 2) 847 if (op->stats.sp >= max / 2)
902 continue; 848 continue;
849
903 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); 850 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
904 op->stats.sp = new_sp; 851 op->stats.sp = new_sp;
905 } 852 }
906 853
907 /* Various heal spells */ 854 /* Various heal spells */
908 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) 855 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
909 { 856 {
910 object *tmp;
911 int success;
912
913 tmp = get_archetype_by_object_name (item->slaying); 857 object *tmp = archetype::get (item->slaying);
914
915 success = cast_heal (op, op, tmp, 0); 858 int success = cast_heal (op, op, tmp, 0);
916 tmp->destroy (); 859 tmp->destroy ();
860
917 if (success) 861 if (success)
918 return; 862 return;
919 else 863 else
920 continue; 864 continue;
921 } 865 }
948 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 892 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
949 { 893 {
950 LOG (llevError, "Could not find archetype depletion.\n"); 894 LOG (llevError, "Could not find archetype depletion.\n");
951 continue; 895 continue;
952 } 896 }
897
953 depl = present_arch_in_ob (at, op); 898 depl = present_arch_in_ob (at, op);
954 899
955 if (depl == NULL) 900 if (depl == NULL)
956 continue; 901 continue;
957 902
1017 962
1018 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 963 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1019} 964}
1020 965
1021/** 966/**
1022 * Checks and maybe punishes someone praying. 967 * Player prays at altar.
1023 * All applied items are examined, if player is using more items of other gods, 968 * Checks for god changing, divine intervention, and so on.
1024 * s/he loses experience in praying or general experience if no praying.
1025 */ 969 */
1026int 970void
1027god_examines_priest (object *op, object *god) 971pray_at_altar (object *pl, object *altar, object *skill)
1028{ 972{
1029 int reaction = 1; 973 object *pl_god = find_god (determine_god (pl));
1030 object *item = NULL, *skop;
1031 974
1032 for (item = op->inv; item; item = item->below) 975 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1033 {
1034 if (QUERY_FLAG (item, FLAG_APPLIED))
1035 {
1036 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1037 }
1038 }
1039
1040 /* well, well. Looks like we screwed up. Time for god's revenge */
1041 if (reaction < 0)
1042 {
1043 int loss = 10000000;
1044 int angry = abs (reaction);
1045
1046 for (skop = op->inv; skop != NULL; skop = skop->below)
1047 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1048 break;
1049
1050 if (skop)
1051 loss = (int) (0.05 * (float) skop->stats.exp);
1052 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1053 if (random_roll (0, angry, op, PREFER_LOW))
1054 {
1055 object *tmp = get_archetype (LOOSE_MANA);
1056
1057 cast_magic_storm (op, tmp, op->level + (angry * 3));
1058 }
1059 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1060 }
1061 return reaction;
1062}
1063
1064/**
1065 * God checks item the player is using.
1066 * Return either -1 (bad), 0 (neutral) or
1067 * 1 (item is ok). If you are using the item of an enemy
1068 * god, it can be bad...-b.t.
1069 */
1070
1071int
1072god_examines_item (object *god, object *item)
1073{
1074 char buf[MAX_BUF];
1075
1076 if (!god || !item)
1077 return 0; 976 return;
1078 977
1079 if (!item->title) 978 /* If non consecrate altar, don't do anything */
1080 return 1; /* unclaimed item are ok */ 979 if (!altar->other_arch)
980 return;
1081 981
1082 sprintf (buf, "of %s", &god->name); 982 /* hmm. what happend depends on pl's current god, level, etc */
1083 if (!strcmp (item->title, buf)) 983 if (!pl_god)
1084 return 1; /* belongs to that God */ 984 { /*new convert */
985 become_follower (pl, altar->other_arch);
986 return;
987 }
988 else if (pl_god->name == altar->other_arch->object::name)
989 {
990 /* pray at your gods altar */
991 /* this leads to very low levels of wis and pray to result in no doubling! */
992 int bonus = (pl->stats.Wis + skill->level) / 10;
1085 993
1086 if (god->title) 994 /* we can get neg grace up faster */
1087 { /* check if we have any enemy blessed item */ 995 if (pl->stats.grace < 0)
1088 sprintf (buf, "of %s", &god->title); 996 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1089 if (!strcmp (item->title, buf)) 997
998 /* we can super-charge grace to 2x max */
999 if (pl->stats.grace < 2 * pl->stats.maxgrace)
1000 pl->stats.grace += bonus / 2;
1001 else
1002 pl->stats.grace = 2 * pl->stats.maxgrace;
1003
1004 /* Every once in a while, the god decides to checkup on their
1005 * follower, and may intervene to help them out.
1090 { 1006 */
1091 if (item->env) 1007 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1008
1009 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1010 god_intervention (pl, pl_god, skill);
1011 }
1012 else
1013 { /* praying to another god! */
1014 uint64 loss = 0;
1015 int angry = 1;
1016
1017 /* I believe the logic for detecting opposing gods was completely
1018 * broken - I think it should work now. altar->other_arch
1019 * points to the god of this altar (which we have
1020 * already verified is non null). pl_god->other_arch
1021 * is the opposing god - we need to verify that exists before
1022 * using its values.
1023 */
1024 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1025 {
1026 angry = 2;
1027 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1092 { 1028 {
1093 char buf[MAX_BUF]; 1029 object *tmp;
1094 1030
1095 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1031 /* you really screwed up */
1096 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); 1032 angry = 3;
1033 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1034 tmp = get_archetype (LOOSE_MANA);
1035 cast_magic_storm (pl, tmp, pl_god->level + 20);
1097 } 1036 }
1098 return -1; 1037 else
1038 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1039 }
1040 else
1041 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1042
1043 /* whether we will be successfull in defecting or not -
1044 * we lose experience from the clerical experience obj
1045 */
1046
1047 loss = angry * (skill->stats.exp / 10);
1048 if (loss)
1049 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
1050
1051 /* May switch Gods, but its random chance based on our current level
1052 * note it gets harder to swap gods the higher we get
1053 */
1054 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1055 become_follower (pl, altar->other_arch);
1056 else
1099 } 1057 {
1058 /* toss this player off the altar. He can try again. */
1059 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1060 pl->contr->fire_on = 0;
1061 pl->speed_left = 1.f;
1062 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1063 }
1100 } 1064 }
1101
1102 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1103} 1065}
1104 1066
1105/** 1067/**
1106 * Returns priest's god's id. 1068 * Returns priest's god's id.
1107 * Straight calls lookup_god_by_name 1069 * Straight calls lookup_god_by_name
1108 */ 1070 */
1109
1110int 1071int
1111get_god (object *priest) 1072get_god (object *priest)
1112{ 1073{
1113 int godnr = lookup_god_by_name (determine_god (priest)); 1074 return lookup_god_by_name (determine_god (priest));
1114
1115 return godnr;
1116}
1117
1118/**
1119 * Returns a string that is the name of the god that should be natively worshipped by a
1120 * creature of who has race *race
1121 * if we can't find a god that is appropriate, we return NULL
1122 */
1123const char *
1124get_god_for_race (const char *race)
1125{
1126 godlink *gl = first_god;
1127 const char *godname = NULL;
1128
1129 if (race == NULL)
1130 return NULL;
1131 while (gl)
1132 {
1133 if (!strcasecmp (gl->arch->race, race))
1134 {
1135 godname = gl->name;
1136 break;
1137 }
1138 gl = gl->next;
1139 }
1140 return godname;
1141} 1075}
1142 1076
1143/** 1077/**
1144 * 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.
1145 * 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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