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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.14 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.53 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24 24
25/* 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
26 * monster race initialization. b.t. 26 * monster race initialization. b.t.
27 */ 27 */
28 28
36#include <sproto.h> 36#include <sproto.h>
37 37
38/** 38/**
39 * Returns the id of specified god. 39 * Returns the id of specified god.
40 */ 40 */
41int 41static int
42lookup_god_by_name (const char *name) 42lookup_god_by_name (shstr_cmp name)
43{ 43{
44 int godnr = -1; 44 if (name)
45 size_t nmlen = strlen (name);
46
47 if (name && strcmp (name, "none"))
48 {
49 godlink *gl;
50
51 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
52 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 46 if (gl->name == name)
53 break;
54 if (gl)
55 godnr = gl->id; 47 return gl->id;
56 } 48
57 return godnr; 49 return -1;
58} 50}
59 51
60/** 52/**
61 * 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..
62 */ 54 */
63object * 55object *
64find_god (const char *name) 56find_god (shstr_cmp name)
65{ 57{
66 object *god = NULL;
67
68 if (name) 58 if (name)
69 {
70 godlink *gl;
71
72 for (gl = first_god; gl; gl = gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
73 if (!strcmp (name, gl->name)) 60 if (gl->name == name)
74 break;
75 if (gl)
76 god = pntr_to_god_obj (gl); 61 return pntr_to_god_obj (gl);
77 } 62
78 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 ();
79} 80}
80 81
81/** 82/**
82 * Determines if op worships a god. 83 * Determines if op worships a god.
83 * 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.
84 * 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
85 * 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
86 * give them a random one. 87 * give them a random one.
87 */ 88 */
88 89shstr_tmp
89const char *
90determine_god (object *op) 90determine_god (object *op)
91{ 91{
92 int godnr = -1;
93 const char *godname;
94
95 /* spells */ 92 /* spells */
96 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
97 {
98 if (lookup_god_by_name (op->title) >= 0) 94 if (lookup_god_by_name (op->title) >= 0)
99 return op->title; 95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
100 } 98 {
101
102 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
103 {
104
105 /* find a god based on race */ 99 /* find a god based on race */
106 if (!op->title) 100 if (!op->title)
107 {
108 if (op->race != NULL)
109 {
110 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
111 if (godname != NULL)
112 {
113 op->title = godname;
114 }
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 gl = gl->next;
129 } 113 }
130 op->title = gl->name;
131 } 114 }
132 115
133 return op->title; 116 return op->title;
134 } 117 }
135
136 118
137 /* 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
138 * 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
139 * 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
140 * title or "none". 122 * title or "none".
141 */ 123 */
142 if (op->type == PLAYER) 124 if (op->type == PLAYER)
143 {
144 object *tmp;
145
146 for (tmp = op->inv; tmp != NULL; 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 } 133
155 return ("none"); 134 return shstr_none;
156} 135}
157 136
158/** 137/**
159 * 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
160 */ 139 */
161static int 140static int
162same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
163{ 142{
164 if (s1 == NULL) 143 if (s1 == s2)
165 if (s2 == NULL)
166 return 1; 144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
167 else 147 else
168 return 0;
169 else if (s2 == NULL)
170 return 0; 148 return 0;
171 else
172 return strcmp (s1, s2) == 0;
173} 149}
174
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
179 * message is displayed to the player. 154 * message is displayed to the player.
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; 213 if (!tr->item)
243
244 if (follower_has_similar_item (op, &tr->item->clone))
245 return 0; 214 return 0;
246 215
216 if (follower_has_similar_item (op, tr->item))
217 return 0;
218
247 tmp = arch_to_object (tr->item); 219 object *tmp = arch_to_object (tr->item);
248 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));
249 tmp = insert_ob_in_ob (tmp, op); 221 op->insert (tmp);
250 if (op->type == PLAYER) 222
251 esrv_send_item (op, tmp);
252 return 1; 223 return 1;
253}
254
255/**
256 * Player prays at altar.
257 * Checks for god changing, divine intervention, and so on.
258 */
259void
260pray_at_altar (object *pl, object *altar, object *skill)
261{
262 object *pl_god = find_god (determine_god (pl));
263
264 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
265 return;
266
267 /* If non consecrate altar, don't do anything */
268 if (!altar->other_arch)
269 return;
270
271 /* hmm. what happend depends on pl's current god, level, etc */
272 if (!pl_god)
273 { /*new convert */
274 become_follower (pl, &altar->other_arch->clone);
275 return;
276
277 }
278 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
279 {
280 /* pray at your gods altar */
281 int bonus = (pl->stats.Wis + skill->level) / 10;
282
283 /* we can get neg grace up faster */
284 if (pl->stats.grace < 0)
285 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
286 /* we can super-charge grace to 2x max */
287 if (pl->stats.grace < (2 * pl->stats.maxgrace))
288 {
289 pl->stats.grace += bonus / 2;
290 }
291 if (pl->stats.grace > (2 * pl->stats.maxgrace))
292 {
293 pl->stats.grace = (2 * pl->stats.maxgrace);
294 }
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 }
305 else
306 { /* praying to another god! */
307 uint64 loss = 0;
308 int angry = 1;
309
310 /* I believe the logic for detecting opposing gods was completely
311 * broken - I think it should work now. altar->other_arch
312 * points to the god of this altar (which we have
313 * already verified is non null). pl_god->other_arch
314 * is the opposing god - we need to verify that exists before
315 * using its values.
316 */
317 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
318 {
319 angry = 2;
320 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
321 {
322 object *tmp;
323
324 /* you really screwed up */
325 angry = 3;
326 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
327 tmp = get_archetype (LOOSE_MANA);
328 cast_magic_storm (pl, tmp, pl_god->level + 20);
329 }
330 else
331 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
332 }
333 else
334 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
335
336 /* whether we will be successfull in defecting or not -
337 * we lose experience from the clerical experience obj
338 */
339
340 loss = angry * (skill->stats.exp / 10);
341 if (loss)
342 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
343
344 /* May switch Gods, but its random chance based on our current level
345 * note it gets harder to swap gods the higher we get
346 */
347 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
348 {
349 become_follower (pl, &altar->other_arch->clone);
350 }
351 else
352 {
353 /* toss this player off the altar. He can try again. */
354 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
355 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
356 }
357 }
358} 224}
359 225
360/** 226/**
361 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
362 */ 228 */
394 remove = 1; 260 remove = 1;
395 for (tr = god->randomitems->items; tr; tr = tr->next) 261 for (tr = god->randomitems->items; tr; tr = tr->next)
396 { 262 {
397 object *item; 263 object *item;
398 264
399 if (tr->item == NULL) 265 if (!tr->item)
400 continue; 266 continue;
267
401 item = &tr->item->clone; 268 item = tr->item;
402 269
403 /* Basically, see if the matching spell is granted by this god. */ 270 /* Basically, see if the matching spell is granted by this god. */
404 271
405 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 272 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
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 */
287static void
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 }
457 387
458 /* remove any godgiven items from the old god */ 388 /* remove any godgiven items from the old god */
459 if (old_god) 389 if (old_god)
460 {
461 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) 390 for (tr = old_god->randomitems->items; tr; tr = tr->next)
462 {
463 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 391 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
464 follower_remove_similar_item (op, &tr->item->clone); 392 follower_remove_similar_item (op, tr->item);
465 }
466 }
467 393
468 if (!op || !new_god) 394 if (!op || !new_god)
469 return; 395 return;
470 396
471 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 397 if (new_god->slaying && op->race.contains (new_god->slaying))
472 { 398 {
473 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);
400
474 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)
475 { 402 {
476 object *tmp = get_archetype (LOOSE_MANA); 403 object *tmp = get_archetype (LOOSE_MANA);
477 404
478 cast_magic_storm (op, tmp, new_god->level + 10); 405 cast_magic_storm (op, tmp, new_god->level + 10);
479 } 406 }
407
480 return; 408 return;
481 } 409 }
482 410
483
484 /* give the player any special god-characteristic-items. */ 411 /* give the player any special god-characteristic-items. */
485 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) 412 for (tr = new_god->randomitems->items; tr; tr = tr->next)
486 { 413 {
487 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 414 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
488 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 415 && tr->item->type != BOOK && tr->item->type != SPELL)
489 god_gives_present (op, new_god, tr); 416 god_gives_present (op, new_god, tr);
490 } 417 }
491 418
492
493 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);
494 420
495 for (skop = op->inv; skop != NULL; skop = skop->below) 421 for (skop = op->inv; skop; skop = skop->below)
496 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 422 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
497 break; 423 break;
498 424
499 /* Player has no skill - give them the skill */ 425 /* Player has no skill - give them the skill */
500 if (!skop) 426 if (!skop)
501 {
502 /* 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,
503 * things are really messed up anyways. 428 * things are really messed up anyways.
504 */ 429 */
505 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); 430 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
506 link_player_skills (op);
507 }
508 431
509 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 432 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
510 433
511 /* 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,
512 * so I set undeadified for that. 435 * so I set undeadified for that.
513 * - gros, 21th July 2006. 436 * - gros, 21th July 2006.
514 */ 437 */
515 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 438 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
516 { 439 {
517 CLEAR_FLAG (skop, FLAG_UNDEAD); 440 CLEAR_FLAG (skop, FLAG_UNDEAD);
518 undeadified = 1; 441 undeadified = 1;
519 } 442 }
520 443
521 if (skop->title) 444 if (skop->title)
522 { /* get rid of old god */ 445 {
446 /* get rid of old god */
523 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
524 /* 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 */
525 if (sk_applied || undeadified) 450 if (sk_applied || undeadified)
526 { 451 {
527
528 CLEAR_FLAG (skop, FLAG_APPLIED); 452 CLEAR_FLAG (skop, FLAG_APPLIED);
529 (void) change_abil (op, skop); 453 change_abil (op, skop);
530 } 454 }
531 } 455 }
532 456
533 /* now change to the new gods attributes to exp_obj */ 457 /* now change to the new gods attributes to exp_obj */
534 skop->title = new_god->name; 458 skop->title = new_god->name;
569 * 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
570 * 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.
571 */ 495 */
572 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 496 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
573 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 497 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
498
574 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 499 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
575 500
576 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 501 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
577 stop_using_item (op, WEAPON, 2); 502 stop_using_item (op, WEAPON, 2);
578 503
593 CLEAR_FLAG (skop, FLAG_APPLIED); 518 CLEAR_FLAG (skop, FLAG_APPLIED);
594 519
595 check_special_prayers (op, new_god); 520 check_special_prayers (op, new_god);
596} 521}
597 522
598/**
599 * Forbids or let player use something item type.
600 * op is the player.
601 * exp_obj is the widsom experience.
602 * flag is the flag to check against.
603 * string is the string to print out.
604 */
605
606int
607worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
608{
609
610 if (QUERY_FLAG (&op->arch->clone, flag))
611 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
612 {
613 update_priest_flag (exp_obj, op, flag);
614 if (QUERY_FLAG (op, flag))
615 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
616 else
617 {
618 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
619 return 1;
620 }
621 }
622 return 0;
623}
624
625/**
626 * Unapplies up to number worth of items of type
627 */
628void
629stop_using_item (object *op, int type, int number)
630{
631 object *tmp;
632
633 for (tmp = op->inv; tmp && number; tmp = tmp->below)
634 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
635 {
636 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
637 number--;
638 }
639}
640
641/**
642 * If the god does/doesnt have this flag, we
643 * give/remove it from the experience object if it doesnt/does
644 * already exist. For players only!
645 */
646
647void
648update_priest_flag (object *god, object *exp_ob, uint32 flag)
649{
650 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
651 SET_FLAG (exp_ob, flag);
652 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
653 {
654 /* When this is called with the exp_ob set to the player,
655 * this check is broken, because most all players arch
656 * allow use of weapons. I'm not actually sure why this
657 * check is here - I guess if you had a case where the
658 * value in the archetype (wisdom) should over ride the restrictions
659 * the god places on it, this may make sense. But I don't think
660 * there is any case like that.
661 */
662
663/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
664 CLEAR_FLAG (exp_ob, flag);
665 };
666}
667
668
669
670archetype * 523archetype *
671determine_holy_arch (object *god, const char *type) 524determine_holy_arch (object *god, shstr_cmp type)
672{ 525{
673 treasure *tr; 526 treasure *tr;
674 527
675 if (!god || !god->randomitems) 528 if (!god || !god->randomitems)
676 { 529 {
677 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");
678 return NULL; 531 return 0;
679 } 532 }
680 533
681 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 534 for (tr = god->randomitems->items; tr; tr = tr->next)
682 { 535 {
683 object *item;
684
685 if (!tr->item) 536 if (!tr->item)
686 continue; 537 continue;
687 item = &tr->item->clone;
688 538
539 object *item = tr->item;
540
689 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 541 if (item->type == BOOK && item->invisible && item->name == type)
690 return item->other_arch; 542 return item->other_arch;
691 } 543 }
544
692 return NULL; 545 return 0;
693} 546}
694 547
695/** 548/**
696 * God helps player by removing curse and/or damnation. 549 * God helps player by removing curse and/or damnation.
697 */ 550 */
698static int 551static int
699god_removes_curse (object *op, int remove_damnation) 552god_removes_curse (object *op, int remove_damnation)
700{ 553{
701 object *tmp;
702 int success = 0; 554 int success = 0;
703 555
704 for (tmp = op->inv; tmp; tmp = tmp->below) 556 for (object *tmp = op->inv; tmp; tmp = tmp->below)
705 { 557 {
706 if (tmp->invisible) 558 if (tmp->invisible)
707 continue; 559 continue;
560
708 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 561 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
709 continue; 562 continue;
563
710 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 564 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
711 { 565 {
712 success = 1; 566 success = 1;
713 CLEAR_FLAG (tmp, FLAG_DAMNED); 567 CLEAR_FLAG (tmp, FLAG_DAMNED);
714 CLEAR_FLAG (tmp, FLAG_CURSED); 568 CLEAR_FLAG (tmp, FLAG_CURSED);
715 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 569 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
716 if (op->type == PLAYER) 570
571 if (object *pl = tmp->visible_to ())
717 esrv_send_item (op, tmp); 572 esrv_update_item (UPD_FLAGS, pl, tmp);
718 } 573 }
719 } 574 }
720 575
721 if (success) 576 if (success)
722 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
723 return success; 579 return success;
724} 580}
725 581
726static int 582static int
727follower_level_to_enchantments (int level, int difficulty) 583follower_level_to_enchantments (int level, int difficulty)
732 return 0; 588 return 0;
733 } 589 }
734 590
735 if (level <= 20) 591 if (level <= 20)
736 return level / difficulty; 592 return level / difficulty;
593
737 if (level <= 40) 594 if (level <= 40)
738 return (20 + (level - 20) / 2) / difficulty; 595 return (20 + (level - 20) / 2) / difficulty;
596
739 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 */
740} 639}
741 640
742/** 641/**
743 * God wants to enchant weapon. 642 * God wants to enchant weapon.
744 * 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
746 * attacktype, slaying and such. 645 * attacktype, slaying and such.
747 */ 646 */
748static int 647static int
749god_enchants_weapon (object *op, object *god, object *tr, object *skill) 648god_enchants_weapon (object *op, object *god, object *tr, object *skill)
750{ 649{
751 char buf[MAX_BUF];
752 object *weapon; 650 object *weapon;
753 uint32 attacktype; 651 uint32 attacktype;
754 int tmp; 652 int tmp;
755 653
756 for (weapon = op->inv; weapon; weapon = weapon->below) 654 for (weapon = op->inv; weapon; weapon = weapon->below)
757 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))
758 break; 656 break;
657
759 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 658 if (!weapon || god_examines_item (god, weapon) <= 0)
760 return 0; 659 return 0;
761 660
762 /* 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 */
763 if (!weapon->title) 662 if (!weapon->title)
764 { 663 {
765 sprintf (buf, "of %s", &god->name); 664 weapon->title = format ("of %s", &god->name);
766 weapon->title = buf; 665
767 if (op->type == PLAYER) 666 if (object *pl = weapon->visible_to ())
768 esrv_update_item (UPD_NAME, op, weapon); 667 esrv_update_item (UPD_NAME, pl, weapon);
668
769 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!");
770 } 670 }
771 671
772 /* Allow the weapon to slay enemies */ 672 /* Allow the weapon to slay enemies */
773 if (!weapon->slaying && god->slaying) 673 if (!weapon->slaying && god->slaying)
790 tmp = follower_level_to_enchantments (skill->level, tr->level); 690 tmp = follower_level_to_enchantments (skill->level, tr->level);
791 if (weapon->magic < tmp) 691 if (weapon->magic < tmp)
792 { 692 {
793 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!");
794 weapon->magic++; 694 weapon->magic++;
795 if (op->type == PLAYER) 695
696 if (object *pl = weapon->visible_to ())
796 esrv_update_item (UPD_NAME, op, weapon); 697 esrv_update_item (UPD_NAME, pl, weapon);
698
797 return 1; 699 return 1;
798 } 700 }
799 701
800 return 0; 702 return 0;
801} 703}
802 704
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;
746}
803 747
804/** 748/**
805 * 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.
806 * 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
807 * priest. -b.t. 751 * priest. -b.t.
808 * called from pray_at_altar() currently. 752 * called from pray_at_altar() currently.
809 */ 753 */
810 754static void
811void
812god_intervention (object *op, object *god, object *skill) 755god_intervention (object *op, object *god, object *skill)
813{ 756{
814 treasure *tr; 757 treasure *tr;
815 758
816 if (!god || !god->randomitems) 759 if (!god || !god->randomitems)
823 766
824 /* lets do some checks of whether we are kosher with our god */ 767 /* lets do some checks of whether we are kosher with our god */
825 if (god_examines_priest (op, god) < 0) 768 if (god_examines_priest (op, god) < 0)
826 return; 769 return;
827 770
771 op->play_sound (sound_find ("god_intervention"));
828 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 772 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
829 773
830 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 774 for (tr = god->randomitems->items; tr; tr = tr->next)
831 { 775 {
832 object *item; 776 object *item;
833 777
834 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) 778 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
835 continue; 779 continue;
836 780
837 /* Treasurelist - generate some treasure for the follower */ 781 /* Treasurelist - generate some treasure for the follower */
838 if (tr->name) 782 if (tr->name)
839 { 783 {
840 treasurelist *tl = find_treasurelist (tr->name); 784 treasurelist *tl = treasurelist::find (tr->name);
841 785
842 if (tl == NULL) 786 if (tl == NULL)
843 continue; 787 continue;
844 788
845 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.");
846 790
847 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);
848 return; 792 return;
849 } 793 }
850 794
851 if (!tr->item) 795 if (!tr->item)
852 {
853 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
854 continue; 796 continue;
855 } 797
856 item = &tr->item->clone; 798 item = tr->item;
857 799
858 /* Grace limit */ 800 /* Grace limit */
859 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 801 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
860 { 802 {
861 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)
862 { 804 {
863 object *tmp;
864
865 /* Follower lacks the required grace for the following 805 /* Follower lacks the required grace for the following
866 * treasure list items. */ 806 * treasure list items. */
867 807
868 tmp = get_archetype (HOLY_POSSESSION); 808 object *tmp = get_archetype (HOLY_POSSESSION);
869 cast_change_ability (op, op, tmp, 0, 1); 809 cast_change_ability (op, op, tmp, 0, 1);
870 tmp->destroy (); 810 tmp->destroy ();
871 return; 811 return;
872 } 812 }
813
873 continue; 814 continue;
874 } 815 }
875 816
876 /* Restore grace */ 817 /* Restore grace */
877 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 818 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
878 { 819 {
879 if (op->stats.grace >= 0) 820 if (op->stats.grace >= 0)
880 continue; 821 continue;
822
881 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 823 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
882 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.");
883 return; 825 return;
884 } 826 }
885 827
886 /* Heal damage */ 828 /* Heal damage */
887 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)
888 { 830 {
889 if (op->stats.hp >= op->stats.maxhp) 831 if (op->stats.hp >= op->stats.maxhp)
890 continue; 832 continue;
833
891 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!");
892 op->stats.hp = op->stats.maxhp; 835 op->stats.hp = op->stats.maxhp;
893 return; 836 return;
894 } 837 }
895 838
901 /* Restore to 50 .. 100%, if sp < 50% */ 844 /* Restore to 50 .. 100%, if sp < 50% */
902 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);
903 846
904 if (op->stats.sp >= max / 2) 847 if (op->stats.sp >= max / 2)
905 continue; 848 continue;
849
906 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!");
907 op->stats.sp = new_sp; 851 op->stats.sp = new_sp;
908 } 852 }
909 853
910 /* Various heal spells */ 854 /* Various heal spells */
911 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)
912 { 856 {
913 object *tmp;
914 int success;
915
916 tmp = get_archetype_by_object_name (item->slaying); 857 object *tmp = archetype::get (item->slaying);
917
918 success = cast_heal (op, op, tmp, 0); 858 int success = cast_heal (op, op, tmp, 0);
919 tmp->destroy (); 859 tmp->destroy ();
860
920 if (success) 861 if (success)
921 return; 862 return;
922 else 863 else
923 continue; 864 continue;
924 } 865 }
946 { 887 {
947 object *depl; 888 object *depl;
948 archetype *at; 889 archetype *at;
949 int i; 890 int i;
950 891
951 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 892 if ((at = archetype::find (shstr_depletion)) == NULL)
952 { 893 {
953 LOG (llevError, "Could not find archetype depletion.\n"); 894 LOG (llevError, "Could not find archetype depletion.\n");
954 continue; 895 continue;
955 } 896 }
897
956 depl = present_arch_in_ob (at, op); 898 depl = present_arch_in_ob (at, op);
957 899
958 if (depl == NULL) 900 if (depl == NULL)
959 continue; 901 continue;
960 902
961 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); 903 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
962 904
963 for (i = 0; i < NUM_STATS; i++) 905 for (i = 0; i < NUM_STATS; i++)
964 if (get_attr_value (&depl->stats, i)) 906 if (depl->stats.stat (i))
965 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 907 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
966 908
967 depl->destroy (); 909 depl->destroy ();
968 op->update_stats (); 910 op->update_stats ();
969 return; 911 return;
970 } 912 }
971 913
972 /* Voices */ 914 /* Voices */
973 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) 915 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
974 { 916 {
975 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); 917 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
976 new_draw_info (NDI_WHITE, 0, op, item->msg); 918 new_draw_info (NDI_WHITE, 0, op, item->msg);
977 return; 919 return;
978 } 920 }
979 921
980 /* Messages */ 922 /* Messages */
1020 962
1021 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 963 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1022} 964}
1023 965
1024/** 966/**
1025 * Checks and maybe punishes someone praying. 967 * Player prays at altar.
1026 * All applied items are examined, if player is using more items of other gods, 968 * Checks for god changing, divine intervention, and so on.
1027 * s/he loses experience in praying or general experience if no praying.
1028 */ 969 */
1029int 970void
1030god_examines_priest (object *op, object *god) 971pray_at_altar (object *pl, object *altar, object *skill)
1031{ 972{
1032 int reaction = 1; 973 object *pl_god = find_god (determine_god (pl));
1033 object *item = NULL, *skop;
1034 974
1035 for (item = op->inv; item; item = item->below) 975 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1036 {
1037 if (QUERY_FLAG (item, FLAG_APPLIED))
1038 {
1039 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1040 }
1041 }
1042
1043 /* well, well. Looks like we screwed up. Time for god's revenge */
1044 if (reaction < 0)
1045 {
1046 int loss = 10000000;
1047 int angry = abs (reaction);
1048
1049 for (skop = op->inv; skop != NULL; skop = skop->below)
1050 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1051 break;
1052
1053 if (skop)
1054 loss = (int) (0.05 * (float) skop->stats.exp);
1055 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1056 if (random_roll (0, angry, op, PREFER_LOW))
1057 {
1058 object *tmp = get_archetype (LOOSE_MANA);
1059
1060 cast_magic_storm (op, tmp, op->level + (angry * 3));
1061 }
1062 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1063 }
1064 return reaction;
1065}
1066
1067/**
1068 * God checks item the player is using.
1069 * Return either -1 (bad), 0 (neutral) or
1070 * 1 (item is ok). If you are using the item of an enemy
1071 * god, it can be bad...-b.t.
1072 */
1073
1074int
1075god_examines_item (object *god, object *item)
1076{
1077 char buf[MAX_BUF];
1078
1079 if (!god || !item)
1080 return 0; 976 return;
1081 977
1082 if (!item->title) 978 /* If non consecrate altar, don't do anything */
1083 return 1; /* unclaimed item are ok */ 979 if (!altar->other_arch)
980 return;
1084 981
1085 sprintf (buf, "of %s", &god->name); 982 /* hmm. what happend depends on pl's current god, level, etc */
1086 if (!strcmp (item->title, buf)) 983 if (!pl_god)
1087 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;
1088 993
1089 if (god->title) 994 /* we can get neg grace up faster */
1090 { /* check if we have any enemy blessed item */ 995 if (pl->stats.grace < 0)
1091 sprintf (buf, "of %s", &god->title); 996 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1092 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.
1093 { 1006 */
1094 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)
1095 { 1028 {
1096 char buf[MAX_BUF]; 1029 object *tmp;
1097 1030
1098 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1031 /* you really screwed up */
1099 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);
1100 } 1036 }
1101 return -1; 1037 else
1102 } 1038 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1103 }
1104
1105 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1106}
1107
1108/**
1109 * Returns priest's god's id.
1110 * Straight calls lookup_god_by_name
1111 */
1112
1113int
1114get_god (object *priest)
1115{
1116 int godnr = lookup_god_by_name (determine_god (priest));
1117
1118 return godnr;
1119}
1120
1121/**
1122 * Returns a string that is the name of the god that should be natively worshipped by a
1123 * creature of who has race *race
1124 * if we can't find a god that is appropriate, we return NULL
1125 */
1126const char *
1127get_god_for_race (const char *race)
1128{
1129 godlink *gl = first_god;
1130 const char *godname = NULL;
1131
1132 if (race == NULL)
1133 return NULL;
1134 while (gl)
1135 {
1136 if (!strcasecmp (gl->arch->clone.race, race))
1137 { 1039 }
1138 godname = gl->name; 1040 else
1139 break; 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
1140 } 1057 {
1141 gl = gl->next; 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 }
1142 } 1064 }
1143 return godname;
1144} 1065}
1145 1066
1146/** 1067/**
1147 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1068 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1148 * Returns false if there was no race to assign to the slaying field of the spell, but 1069 * Returns false if there was no race to assign to the slaying field of the spell, but
1149 * the spell attacktype contains AT_HOLYWORD. -b.t. 1070 * the spell attacktype contains AT_HOLYWORD. -b.t.
1150 */ 1071 */
1151
1152int 1072int
1153tailor_god_spell (object *spellop, object *caster) 1073tailor_god_spell (object *spellop, object *caster)
1154{ 1074{
1155 object *god = find_god (determine_god (caster)); 1075 object *god = find_god (determine_god (caster));
1156 int caster_is_spell = 0; 1076 int caster_is_spell = 0;

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