ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/gods.C
(Generate patch)

Comparing deliantra/server/server/gods.C (file contents):
Revision 1.22 by root, Fri May 18 19:46:22 2007 UTC vs.
Revision 1.53 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25 24
26/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
27 * monster race initialization. b.t. 26 * monster race initialization. b.t.
28 */ 27 */
29 28
37#include <sproto.h> 36#include <sproto.h>
38 37
39/** 38/**
40 * Returns the id of specified god. 39 * Returns the id of specified god.
41 */ 40 */
42int 41static int
43lookup_god_by_name (const char *name) 42lookup_god_by_name (shstr_cmp name)
44{ 43{
45 int godnr = -1; 44 if (name)
46 size_t nmlen = strlen (name);
47
48 if (name && strcmp (name, "none"))
49 {
50 godlink *gl;
51
52 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
53 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 46 if (gl->name == name)
54 break;
55 if (gl)
56 godnr = gl->id; 47 return gl->id;
57 } 48
58 return godnr; 49 return -1;
59} 50}
60 51
61/** 52/**
62 * Returns pointer to specified god's object through pntr_to_god_obj.. 53 * Returns pointer to specified god's object through pntr_to_god_obj..
63 */ 54 */
64object * 55object *
65find_god (const char *name) 56find_god (shstr_cmp name)
66{ 57{
67 object *god = NULL;
68
69 if (name) 58 if (name)
70 {
71 godlink *gl;
72
73 for (gl = first_god; gl; gl = gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
74 if (!strcmp (name, gl->name)) 60 if (gl->name == name)
75 break;
76 if (gl)
77 god = pntr_to_god_obj (gl); 61 return pntr_to_god_obj (gl);
78 } 62
79 return god; 63 return 0;
64}
65
66/**
67 * Returns a string that is the name of the god that should be natively worshipped by a
68 * creature of who has race *race
69 * if we can't find a god that is appropriate, we return NULL
70 */
71static shstr_tmp
72get_god_for_race (shstr_cmp race)
73{
74 if (race)
75 for (godlink *gl = first_god; gl; gl = gl->next)
76 if (gl->arch->race == race)
77 return gl->name;
78
79 return shstr_tmp ();
80} 80}
81 81
82/** 82/**
83 * Determines if op worships a god. 83 * Determines if op worships a god.
84 * Returns the godname if they do or "none" if they have no god. 84 * Returns the godname if they do or "none" if they have no god.
85 * In the case of an NPC, if they have no god, we try and guess 85 * In the case of an NPC, if they have no god, we try and guess
86 * who they should worship based on their race. If that fails we 86 * who they should worship based on their race. If that fails we
87 * give them a random one. 87 * give them a random one.
88 */ 88 */
89 89shstr_tmp
90const char *
91determine_god (object *op) 90determine_god (object *op)
92{ 91{
93 int godnr = -1;
94 const char *godname;
95
96 /* spells */ 92 /* spells */
97 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
98 {
99 if (lookup_god_by_name (op->title) >= 0) 94 if (lookup_god_by_name (op->title) >= 0)
100 return op->title; 95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
101 } 98 {
102
103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
104 {
105
106 /* find a god based on race */ 99 /* find a god based on race */
107 if (!op->title) 100 if (!op->title)
108 {
109 if (op->race != NULL)
110 {
111 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
112 if (godname != NULL)
113 {
114 op->title = godname;
115 }
116 }
117 }
118 102
119 /* find a random god */ 103 /* find a random god */
120 if (!op->title) 104 if (!op->title)
121 { 105 {
122 godlink *gl = first_god;
123
124 godnr = rndm (1, gl->id); 106 int godnr = rndm (1, first_god->id);
125 while (gl) 107
126 { 108 for (godlink *gl = first_god; gl; gl = gl->next)
127 if (gl->id == godnr) 109 if (gl->id == godnr)
110 {
111 op->title = gl->name;
128 break; 112 break;
129 gl = gl->next;
130 } 113 }
131 op->title = gl->name;
132 } 114 }
133 115
134 return op->title; 116 return op->title;
135 } 117 }
136
137 118
138 /* The god the player worships is in the praying skill (native skill 119 /* The god the player worships is in the praying skill (native skill
139 * not skill tool). Since a player can only have one instance of 120 * not skill tool). Since a player can only have one instance of
140 * that skill, once we find it, we can return, either with the 121 * that skill, once we find it, we can return, either with the
141 * title or "none". 122 * title or "none".
142 */ 123 */
143 if (op->type == PLAYER) 124 if (op->type == PLAYER)
144 {
145 object *tmp;
146
147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
148 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
149 { 127 {
150 if (tmp->title) 128 if (tmp->title)
151 return (tmp->title); 129 return tmp->title;
152 else 130
153 return ("none"); 131 break;
154 } 132 }
155 } 133
156 return ("none"); 134 return shstr_none;
157} 135}
158 136
159/** 137/**
160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 138 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
161 */ 139 */
162static int 140static int
163same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
164{ 142{
165 if (s1 == NULL) 143 if (s1 == s2)
166 if (s2 == NULL)
167 return 1; 144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
168 else 147 else
169 return 0;
170 else if (s2 == NULL)
171 return 0; 148 return 0;
172 else
173 return strcmp (s1, s2) == 0;
174} 149}
175
176 150
177/** 151/**
178 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 152 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
179 * Any matching items in the inventory are deleted, and a 153 * Any matching items in the inventory are deleted, and a
180 * message is displayed to the player. 154 * message is displayed to the player.
193 167
194 if (tmp->type == item->type 168 if (tmp->type == item->type
195 && same_string (tmp->name, item->name) 169 && same_string (tmp->name, item->name)
196 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) 170 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
197 { 171 {
198
199 /* message */ 172 /* message */
200 if (tmp->nrof > 1) 173 new_draw_info_format (NDI_UNIQUE, 0, op,
201 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp)); 174 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
202 else 175 query_short_name (tmp));
203 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
204 176
205 tmp->remove (); /* remove obj from players inv. */ 177 tmp->destroy ();
206 esrv_del_item (op->contr, tmp->count); /* notify client */
207 tmp->destroy (); /* free object */
208 } 178 }
209 179
210 if (tmp->inv) 180 if (tmp->inv)
211 follower_remove_similar_item (tmp, item); 181 follower_remove_similar_item (tmp, item);
212 } 182 }
238 * God gives an item to the player. 208 * God gives an item to the player.
239 */ 209 */
240static int 210static int
241god_gives_present (object *op, object *god, treasure *tr) 211god_gives_present (object *op, object *god, treasure *tr)
242{ 212{
243 object *tmp;
244
245 if (!tr->item) 213 if (!tr->item)
246 return 0; 214 return 0;
247 215
248 if (follower_has_similar_item (op, &tr->item->clone)) 216 if (follower_has_similar_item (op, tr->item))
249 return 0; 217 return 0;
250 218
251 tmp = arch_to_object (tr->item); 219 object *tmp = arch_to_object (tr->item);
252 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); 220 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
253 tmp = insert_ob_in_ob (tmp, op); 221 op->insert (tmp);
254 if (op->type == PLAYER)
255 esrv_send_item (op, tmp);
256 222
257 return 1; 223 return 1;
258}
259
260/**
261 * Player prays at altar.
262 * Checks for god changing, divine intervention, and so on.
263 */
264void
265pray_at_altar (object *pl, object *altar, object *skill)
266{
267 object *pl_god = find_god (determine_god (pl));
268
269 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
270 return;
271
272 /* If non consecrate altar, don't do anything */
273 if (!altar->other_arch)
274 return;
275
276 /* hmm. what happend depends on pl's current god, level, etc */
277 if (!pl_god)
278 { /*new convert */
279 become_follower (pl, &altar->other_arch->clone);
280 return;
281
282 }
283 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
284 {
285 /* pray at your gods altar */
286 int bonus = (pl->stats.Wis + skill->level) / 10;
287
288 /* we can get neg grace up faster */
289 if (pl->stats.grace < 0)
290 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
291 /* we can super-charge grace to 2x max */
292 if (pl->stats.grace < (2 * pl->stats.maxgrace))
293 {
294 pl->stats.grace += bonus / 2;
295 }
296 if (pl->stats.grace > (2 * pl->stats.maxgrace))
297 {
298 pl->stats.grace = (2 * pl->stats.maxgrace);
299 }
300
301 /* Every once in a while, the god decides to checkup on their
302 * follower, and may intervene to help them out.
303 */
304 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
305
306 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
307 god_intervention (pl, pl_god, skill);
308
309 }
310 else
311 { /* praying to another god! */
312 uint64 loss = 0;
313 int angry = 1;
314
315 /* I believe the logic for detecting opposing gods was completely
316 * broken - I think it should work now. altar->other_arch
317 * points to the god of this altar (which we have
318 * already verified is non null). pl_god->other_arch
319 * is the opposing god - we need to verify that exists before
320 * using its values.
321 */
322 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
323 {
324 angry = 2;
325 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
326 {
327 object *tmp;
328
329 /* you really screwed up */
330 angry = 3;
331 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
332 tmp = get_archetype (LOOSE_MANA);
333 cast_magic_storm (pl, tmp, pl_god->level + 20);
334 }
335 else
336 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
337 }
338 else
339 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
340
341 /* whether we will be successfull in defecting or not -
342 * we lose experience from the clerical experience obj
343 */
344
345 loss = angry * (skill->stats.exp / 10);
346 if (loss)
347 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
348
349 /* May switch Gods, but its random chance based on our current level
350 * note it gets harder to swap gods the higher we get
351 */
352 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
353 become_follower (pl, &altar->other_arch->clone);
354 else
355 {
356 /* toss this player off the altar. He can try again. */
357 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
358 pl->speed_left = 0.f;
359 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
360 }
361 }
362} 224}
363 225
364/** 226/**
365 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
366 */ 228 */
401 object *item; 263 object *item;
402 264
403 if (!tr->item) 265 if (!tr->item)
404 continue; 266 continue;
405 267
406 item = &tr->item->clone; 268 item = tr->item;
407 269
408 /* Basically, see if the matching spell is granted by this god. */ 270 /* Basically, see if the matching spell is granted by this god. */
409 271
410 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 272 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
411 { 273 {
412 remove = 0; 274 remove = 0;
413 break; 275 break;
414 } 276 }
415 } 277 }
278
416 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))
417 { 294 {
418 /* just do the work of removing the spell ourselves - we already 295 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
419 * know that the player knows the spell 296 number--;
420 */
421 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
422 player_unready_range_ob (op->contr, tmp);
423 tmp->destroy ();
424 } 297 }
298}
425 299
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);
426 } 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;
427} 350}
428 351
429/** 352/**
430 * This function is called whenever a player has 353 * This function is called whenever a player has
431 * 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
438 object *old_god = NULL; /* old god */ 361 object *old_god = NULL; /* old god */
439 treasure *tr; 362 treasure *tr;
440 object *item, *skop, *next; 363 object *item, *skop, *next;
441 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. */
442 365
443
444 old_god = find_god (determine_god (op)); 366 old_god = find_god (determine_god (op));
445 367
446 /* take away any special god-characteristic items. */ 368 /* take away any special god-characteristic items. */
447 for (item = op->inv; item != NULL; item = next) 369 for (item = op->inv; item; item = next)
448 { 370 {
449 next = item->below; 371 next = item->below;
372
450 // 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
451 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 374 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
452 (item->type != SKILL) && (item->type != FORCE)) 375 (item->type != SKILL) && (item->type != FORCE))
453 { 376 {
454
455 if (item->type == SPELL) 377 if (item->type == SPELL)
378 {
456 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 }
457 382
458 player_unready_range_ob (op->contr, item); 383 player_unready_range_ob (op->contr, item);
459 item->destroy (); 384 item->destroy ();
460 } 385 }
461 } 386 }
462 387
463 /* remove any godgiven items from the old god */ 388 /* remove any godgiven items from the old god */
464 if (old_god) 389 if (old_god)
465 for (tr = old_god->randomitems->items; tr; tr = tr->next) 390 for (tr = old_god->randomitems->items; tr; tr = tr->next)
466 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 391 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
467 follower_remove_similar_item (op, &tr->item->clone); 392 follower_remove_similar_item (op, tr->item);
468 393
469 if (!op || !new_god) 394 if (!op || !new_god)
470 return; 395 return;
471 396
472 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 397 if (new_god->slaying && op->race.contains (new_god->slaying))
473 { 398 {
474 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);
475 400
476 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)
477 { 402 {
480 cast_magic_storm (op, tmp, new_god->level + 10); 405 cast_magic_storm (op, tmp, new_god->level + 10);
481 } 406 }
482 407
483 return; 408 return;
484 } 409 }
485
486 410
487 /* give the player any special god-characteristic-items. */ 411 /* give the player any special god-characteristic-items. */
488 for (tr = new_god->randomitems->items; tr; tr = tr->next) 412 for (tr = new_god->randomitems->items; tr; tr = tr->next)
489 { 413 {
490 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK 414 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
491 && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 415 && tr->item->type != BOOK && tr->item->type != SPELL)
492 god_gives_present (op, new_god, tr); 416 god_gives_present (op, new_god, tr);
493 } 417 }
494 418
495
496 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);
497 420
498 for (skop = op->inv; skop != NULL; skop = skop->below) 421 for (skop = op->inv; skop; skop = skop->below)
499 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 422 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
500 break; 423 break;
501 424
502 /* Player has no skill - give them the skill */ 425 /* Player has no skill - give them the skill */
503 if (!skop) 426 if (!skop)
504 {
505 /* 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,
506 * things are really messed up anyways. 428 * things are really messed up anyways.
507 */ 429 */
508 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);
509 link_player_skills (op);
510 }
511 431
512 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 432 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
513 433
514 /* 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,
515 * so I set undeadified for that. 435 * so I set undeadified for that.
516 * - gros, 21th July 2006. 436 * - gros, 21th July 2006.
517 */ 437 */
518 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 438 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
519 { 439 {
520 CLEAR_FLAG (skop, FLAG_UNDEAD); 440 CLEAR_FLAG (skop, FLAG_UNDEAD);
521 undeadified = 1; 441 undeadified = 1;
522 } 442 }
523 443
524 if (skop->title) 444 if (skop->title)
525 { /* get rid of old god */ 445 {
446 /* get rid of old god */
526 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
527 /* 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 */
528 if (sk_applied || undeadified) 450 if (sk_applied || undeadified)
529 { 451 {
530
531 CLEAR_FLAG (skop, FLAG_APPLIED); 452 CLEAR_FLAG (skop, FLAG_APPLIED);
532 (void) change_abil (op, skop); 453 change_abil (op, skop);
533 } 454 }
534 } 455 }
535 456
536 /* now change to the new gods attributes to exp_obj */ 457 /* now change to the new gods attributes to exp_obj */
537 skop->title = new_god->name; 458 skop->title = new_god->name;
572 * 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
573 * 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.
574 */ 495 */
575 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 496 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
576 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 497 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
498
577 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 499 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
578 500
579 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 501 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
580 stop_using_item (op, WEAPON, 2); 502 stop_using_item (op, WEAPON, 2);
581 503
596 CLEAR_FLAG (skop, FLAG_APPLIED); 518 CLEAR_FLAG (skop, FLAG_APPLIED);
597 519
598 check_special_prayers (op, new_god); 520 check_special_prayers (op, new_god);
599} 521}
600 522
601/**
602 * Forbids or let player use something item type.
603 * op is the player.
604 * exp_obj is the widsom experience.
605 * flag is the flag to check against.
606 * string is the string to print out.
607 */
608
609int
610worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
611{
612
613 if (QUERY_FLAG (&op->arch->clone, flag))
614 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
615 {
616 update_priest_flag (exp_obj, op, flag);
617 if (QUERY_FLAG (op, flag))
618 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
619 else
620 {
621 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
622 return 1;
623 }
624 }
625 return 0;
626}
627
628/**
629 * Unapplies up to number worth of items of type
630 */
631void
632stop_using_item (object *op, int type, int number)
633{
634 object *tmp;
635
636 for (tmp = op->inv; tmp && number; tmp = tmp->below)
637 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
638 {
639 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
640 number--;
641 }
642}
643
644/**
645 * If the god does/doesnt have this flag, we
646 * give/remove it from the experience object if it doesnt/does
647 * already exist. For players only!
648 */
649
650void
651update_priest_flag (object *god, object *exp_ob, uint32 flag)
652{
653 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
654 SET_FLAG (exp_ob, flag);
655 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
656 {
657 /* When this is called with the exp_ob set to the player,
658 * this check is broken, because most all players arch
659 * allow use of weapons. I'm not actually sure why this
660 * check is here - I guess if you had a case where the
661 * value in the archetype (wisdom) should over ride the restrictions
662 * the god places on it, this may make sense. But I don't think
663 * there is any case like that.
664 */
665
666/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
667 CLEAR_FLAG (exp_ob, flag);
668 };
669}
670
671
672
673archetype * 523archetype *
674determine_holy_arch (object *god, const char *type) 524determine_holy_arch (object *god, shstr_cmp type)
675{ 525{
676 treasure *tr; 526 treasure *tr;
677 527
678 if (!god || !god->randomitems) 528 if (!god || !god->randomitems)
679 { 529 {
680 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");
681 return NULL; 531 return 0;
682 } 532 }
683 533
684 for (tr = god->randomitems->items; tr; tr = tr->next) 534 for (tr = god->randomitems->items; tr; tr = tr->next)
685 { 535 {
686 if (!tr->item) 536 if (!tr->item)
687 continue; 537 continue;
688 538
689 object *item = &tr->item->clone; 539 object *item = tr->item;
690 540
691 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 541 if (item->type == BOOK && item->invisible && item->name == type)
692 return item->other_arch; 542 return item->other_arch;
693 } 543 }
544
694 return NULL; 545 return 0;
695} 546}
696 547
697/** 548/**
698 * God helps player by removing curse and/or damnation. 549 * God helps player by removing curse and/or damnation.
699 */ 550 */
700static int 551static int
701god_removes_curse (object *op, int remove_damnation) 552god_removes_curse (object *op, int remove_damnation)
702{ 553{
703 object *tmp;
704 int success = 0; 554 int success = 0;
705 555
706 for (tmp = op->inv; tmp; tmp = tmp->below) 556 for (object *tmp = op->inv; tmp; tmp = tmp->below)
707 { 557 {
708 if (tmp->invisible) 558 if (tmp->invisible)
709 continue; 559 continue;
560
710 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 561 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
711 continue; 562 continue;
563
712 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 564 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
713 { 565 {
714 success = 1; 566 success = 1;
715 CLEAR_FLAG (tmp, FLAG_DAMNED); 567 CLEAR_FLAG (tmp, FLAG_DAMNED);
716 CLEAR_FLAG (tmp, FLAG_CURSED); 568 CLEAR_FLAG (tmp, FLAG_CURSED);
717 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 569 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
718 if (op->type == PLAYER) 570
571 if (object *pl = tmp->visible_to ())
719 esrv_send_item (op, tmp); 572 esrv_update_item (UPD_FLAGS, pl, tmp);
720 } 573 }
721 } 574 }
722 575
723 if (success) 576 if (success)
724 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
725 return success; 579 return success;
726} 580}
727 581
728static int 582static int
729follower_level_to_enchantments (int level, int difficulty) 583follower_level_to_enchantments (int level, int difficulty)
734 return 0; 588 return 0;
735 } 589 }
736 590
737 if (level <= 20) 591 if (level <= 20)
738 return level / difficulty; 592 return level / difficulty;
593
739 if (level <= 40) 594 if (level <= 40)
740 return (20 + (level - 20) / 2) / difficulty; 595 return (20 + (level - 20) / 2) / difficulty;
741 596
742 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 */
743} 639}
744 640
745/** 641/**
746 * God wants to enchant weapon. 642 * God wants to enchant weapon.
747 * 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
749 * attacktype, slaying and such. 645 * attacktype, slaying and such.
750 */ 646 */
751static int 647static int
752god_enchants_weapon (object *op, object *god, object *tr, object *skill) 648god_enchants_weapon (object *op, object *god, object *tr, object *skill)
753{ 649{
754 char buf[MAX_BUF];
755 object *weapon; 650 object *weapon;
756 uint32 attacktype; 651 uint32 attacktype;
757 int tmp; 652 int tmp;
758 653
759 for (weapon = op->inv; weapon; weapon = weapon->below) 654 for (weapon = op->inv; weapon; weapon = weapon->below)
760 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))
761 break; 656 break;
762 657
763 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 658 if (!weapon || god_examines_item (god, weapon) <= 0)
764 return 0; 659 return 0;
765 660
766 /* 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 */
767 if (!weapon->title) 662 if (!weapon->title)
768 { 663 {
769 sprintf (buf, "of %s", &god->name); 664 weapon->title = format ("of %s", &god->name);
770 weapon->title = buf; 665
771 if (op->type == PLAYER) 666 if (object *pl = weapon->visible_to ())
772 esrv_update_item (UPD_NAME, op, weapon); 667 esrv_update_item (UPD_NAME, pl, weapon);
668
773 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!");
774 } 670 }
775 671
776 /* Allow the weapon to slay enemies */ 672 /* Allow the weapon to slay enemies */
777 if (!weapon->slaying && god->slaying) 673 if (!weapon->slaying && god->slaying)
794 tmp = follower_level_to_enchantments (skill->level, tr->level); 690 tmp = follower_level_to_enchantments (skill->level, tr->level);
795 if (weapon->magic < tmp) 691 if (weapon->magic < tmp)
796 { 692 {
797 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!");
798 weapon->magic++; 694 weapon->magic++;
799 if (op->type == PLAYER) 695
696 if (object *pl = weapon->visible_to ())
800 esrv_update_item (UPD_NAME, op, weapon); 697 esrv_update_item (UPD_NAME, pl, weapon);
698
801 return 1; 699 return 1;
802 } 700 }
803 701
804 return 0; 702 return 0;
805} 703}
806 704
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}
807 747
808/** 748/**
809 * 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.
810 * 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
811 * priest. -b.t. 751 * priest. -b.t.
812 * called from pray_at_altar() currently. 752 * called from pray_at_altar() currently.
813 */ 753 */
814 754static void
815void
816god_intervention (object *op, object *god, object *skill) 755god_intervention (object *op, object *god, object *skill)
817{ 756{
818 treasure *tr; 757 treasure *tr;
819 758
820 if (!god || !god->randomitems) 759 if (!god || !god->randomitems)
827 766
828 /* 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 */
829 if (god_examines_priest (op, god) < 0) 768 if (god_examines_priest (op, god) < 0)
830 return; 769 return;
831 770
771 op->play_sound (sound_find ("god_intervention"));
832 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!");
833 773
834 for (tr = god->randomitems->items; tr; tr = tr->next) 774 for (tr = god->randomitems->items; tr; tr = tr->next)
835 { 775 {
836 object *item; 776 object *item;
844 treasurelist *tl = treasurelist::find (tr->name); 784 treasurelist *tl = treasurelist::find (tr->name);
845 785
846 if (tl == NULL) 786 if (tl == NULL)
847 continue; 787 continue;
848 788
849 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.");
850 790
851 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);
852 return; 792 return;
853 } 793 }
854 794
855 if (!tr->item) 795 if (!tr->item)
856 continue; 796 continue;
857 797
858 item = &tr->item->clone; 798 item = tr->item;
859 799
860 /* Grace limit */ 800 /* Grace limit */
861 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 801 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
862 { 802 {
863 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)
864 { 804 {
865 object *tmp;
866
867 /* Follower lacks the required grace for the following 805 /* Follower lacks the required grace for the following
868 * treasure list items. */ 806 * treasure list items. */
869 807
870 tmp = get_archetype (HOLY_POSSESSION); 808 object *tmp = get_archetype (HOLY_POSSESSION);
871 cast_change_ability (op, op, tmp, 0, 1); 809 cast_change_ability (op, op, tmp, 0, 1);
872 tmp->destroy (); 810 tmp->destroy ();
873 return; 811 return;
874 } 812 }
813
875 continue; 814 continue;
876 } 815 }
877 816
878 /* Restore grace */ 817 /* Restore grace */
879 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 818 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
880 { 819 {
881 if (op->stats.grace >= 0) 820 if (op->stats.grace >= 0)
882 continue; 821 continue;
822
883 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 823 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
884 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.");
885 return; 825 return;
886 } 826 }
887 827
888 /* Heal damage */ 828 /* Heal damage */
889 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)
890 { 830 {
891 if (op->stats.hp >= op->stats.maxhp) 831 if (op->stats.hp >= op->stats.maxhp)
892 continue; 832 continue;
833
893 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!");
894 op->stats.hp = op->stats.maxhp; 835 op->stats.hp = op->stats.maxhp;
895 return; 836 return;
896 } 837 }
897 838
903 /* Restore to 50 .. 100%, if sp < 50% */ 844 /* Restore to 50 .. 100%, if sp < 50% */
904 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);
905 846
906 if (op->stats.sp >= max / 2) 847 if (op->stats.sp >= max / 2)
907 continue; 848 continue;
849
908 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!");
909 op->stats.sp = new_sp; 851 op->stats.sp = new_sp;
910 } 852 }
911 853
912 /* Various heal spells */ 854 /* Various heal spells */
913 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)
914 { 856 {
915 object *tmp;
916 int success;
917
918 tmp = get_archetype_by_object_name (item->slaying); 857 object *tmp = archetype::get (item->slaying);
919
920 success = cast_heal (op, op, tmp, 0); 858 int success = cast_heal (op, op, tmp, 0);
921 tmp->destroy (); 859 tmp->destroy ();
860
922 if (success) 861 if (success)
923 return; 862 return;
924 else 863 else
925 continue; 864 continue;
926 } 865 }
948 { 887 {
949 object *depl; 888 object *depl;
950 archetype *at; 889 archetype *at;
951 int i; 890 int i;
952 891
953 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 892 if ((at = archetype::find (shstr_depletion)) == NULL)
954 { 893 {
955 LOG (llevError, "Could not find archetype depletion.\n"); 894 LOG (llevError, "Could not find archetype depletion.\n");
956 continue; 895 continue;
957 } 896 }
897
958 depl = present_arch_in_ob (at, op); 898 depl = present_arch_in_ob (at, op);
959 899
960 if (depl == NULL) 900 if (depl == NULL)
961 continue; 901 continue;
962 902
972 } 912 }
973 913
974 /* Voices */ 914 /* Voices */
975 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)
976 { 916 {
977 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:");
978 new_draw_info (NDI_WHITE, 0, op, item->msg); 918 new_draw_info (NDI_WHITE, 0, op, item->msg);
979 return; 919 return;
980 } 920 }
981 921
982 /* Messages */ 922 /* Messages */
1022 962
1023 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 963 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1024} 964}
1025 965
1026/** 966/**
1027 * Checks and maybe punishes someone praying. 967 * Player prays at altar.
1028 * All applied items are examined, if player is using more items of other gods, 968 * Checks for god changing, divine intervention, and so on.
1029 * s/he loses experience in praying or general experience if no praying.
1030 */ 969 */
1031int 970void
1032god_examines_priest (object *op, object *god) 971pray_at_altar (object *pl, object *altar, object *skill)
1033{ 972{
1034 int reaction = 1; 973 object *pl_god = find_god (determine_god (pl));
1035 object *item = NULL, *skop;
1036 974
1037 for (item = op->inv; item; item = item->below) 975 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1038 {
1039 if (QUERY_FLAG (item, FLAG_APPLIED))
1040 {
1041 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1042 }
1043 }
1044
1045 /* well, well. Looks like we screwed up. Time for god's revenge */
1046 if (reaction < 0)
1047 {
1048 int loss = 10000000;
1049 int angry = abs (reaction);
1050
1051 for (skop = op->inv; skop != NULL; skop = skop->below)
1052 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1053 break;
1054
1055 if (skop)
1056 loss = (int) (0.05 * (float) skop->stats.exp);
1057 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1058 if (random_roll (0, angry, op, PREFER_LOW))
1059 {
1060 object *tmp = get_archetype (LOOSE_MANA);
1061
1062 cast_magic_storm (op, tmp, op->level + (angry * 3));
1063 }
1064 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1065 }
1066 return reaction;
1067}
1068
1069/**
1070 * God checks item the player is using.
1071 * Return either -1 (bad), 0 (neutral) or
1072 * 1 (item is ok). If you are using the item of an enemy
1073 * god, it can be bad...-b.t.
1074 */
1075
1076int
1077god_examines_item (object *god, object *item)
1078{
1079 char buf[MAX_BUF];
1080
1081 if (!god || !item)
1082 return 0; 976 return;
1083 977
1084 if (!item->title) 978 /* If non consecrate altar, don't do anything */
1085 return 1; /* unclaimed item are ok */ 979 if (!altar->other_arch)
980 return;
1086 981
1087 sprintf (buf, "of %s", &god->name); 982 /* hmm. what happend depends on pl's current god, level, etc */
1088 if (!strcmp (item->title, buf)) 983 if (!pl_god)
1089 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;
1090 993
1091 if (god->title) 994 /* we can get neg grace up faster */
1092 { /* check if we have any enemy blessed item */ 995 if (pl->stats.grace < 0)
1093 sprintf (buf, "of %s", &god->title); 996 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1094 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.
1095 { 1006 */
1096 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)
1097 { 1028 {
1098 char buf[MAX_BUF]; 1029 object *tmp;
1099 1030
1100 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1031 /* you really screwed up */
1101 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);
1102 } 1036 }
1103 return -1; 1037 else
1104 } 1038 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1105 }
1106
1107 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1108}
1109
1110/**
1111 * Returns priest's god's id.
1112 * Straight calls lookup_god_by_name
1113 */
1114
1115int
1116get_god (object *priest)
1117{
1118 int godnr = lookup_god_by_name (determine_god (priest));
1119
1120 return godnr;
1121}
1122
1123/**
1124 * Returns a string that is the name of the god that should be natively worshipped by a
1125 * creature of who has race *race
1126 * if we can't find a god that is appropriate, we return NULL
1127 */
1128const char *
1129get_god_for_race (const char *race)
1130{
1131 godlink *gl = first_god;
1132 const char *godname = NULL;
1133
1134 if (race == NULL)
1135 return NULL;
1136 while (gl)
1137 {
1138 if (!strcasecmp (gl->arch->clone.race, race))
1139 { 1039 }
1140 godname = gl->name; 1040 else
1141 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
1142 } 1057 {
1143 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 }
1144 } 1064 }
1145 return godname;
1146} 1065}
1147 1066
1148/** 1067/**
1149 * 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.
1150 * 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines