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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.6 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.53 by root, Sat Nov 7 18:30:06 2009 UTC

1
2/* 1/*
3 * static char *rcsid_gods_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: gods.C,v 1.6 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29
30 24
31/* 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
32 * monster race initialization. b.t. 26 * monster race initialization. b.t.
33 */ 27 */
34 28
37#include <global.h> 31#include <global.h>
38#include <living.h> 32#include <living.h>
39#include <object.h> 33#include <object.h>
40#include <spells.h> 34#include <spells.h>
41#include <sounds.h> 35#include <sounds.h>
42#ifndef __CEXTRACT__
43# include <sproto.h> 36#include <sproto.h>
44#endif
45 37
46/** 38/**
47 * Returns the id of specified god. 39 * Returns the id of specified god.
48 */ 40 */
49int 41static int
50lookup_god_by_name (const char *name) 42lookup_god_by_name (shstr_cmp name)
51{ 43{
52 int godnr = -1; 44 if (name)
53 size_t nmlen = strlen (name);
54
55 if (name && strcmp (name, "none"))
56 {
57 godlink *gl;
58
59 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
60 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 46 if (gl->name == name)
61 break;
62 if (gl)
63 godnr = gl->id; 47 return gl->id;
64 } 48
65 return godnr; 49 return -1;
66} 50}
67 51
68/** 52/**
69 * 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..
70 */ 54 */
71object * 55object *
72find_god (const char *name) 56find_god (shstr_cmp name)
73{ 57{
74 object *god = NULL;
75
76 if (name) 58 if (name)
77 {
78 godlink *gl;
79
80 for (gl = first_god; gl; gl = gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
81 if (!strcmp (name, gl->name)) 60 if (gl->name == name)
82 break;
83 if (gl)
84 god = pntr_to_god_obj (gl); 61 return pntr_to_god_obj (gl);
85 } 62
86 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 ();
87} 80}
88 81
89/** 82/**
90 * Determines if op worships a god. 83 * Determines if op worships a god.
91 * 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.
92 * 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
93 * 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
94 * give them a random one. 87 * give them a random one.
95 */ 88 */
96 89shstr_tmp
97const char *
98determine_god (object *op) 90determine_god (object *op)
99{ 91{
100 int godnr = -1;
101 const char *godname;
102
103 /* spells */ 92 /* spells */
104 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
105 {
106 if (lookup_god_by_name (op->title) >= 0) 94 if (lookup_god_by_name (op->title) >= 0)
107 return op->title; 95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
108 } 98 {
109
110 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
111 {
112
113 /* find a god based on race */ 99 /* find a god based on race */
114 if (!op->title) 100 if (!op->title)
115 {
116 if (op->race != NULL)
117 {
118 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
119 if (godname != NULL)
120 {
121 op->title = godname;
122 }
123 }
124 }
125 102
126 /* find a random god */ 103 /* find a random god */
127 if (!op->title) 104 if (!op->title)
128 { 105 {
129 godlink *gl = first_god;
130
131 godnr = rndm (1, gl->id); 106 int godnr = rndm (1, first_god->id);
132 while (gl) 107
133 { 108 for (godlink *gl = first_god; gl; gl = gl->next)
134 if (gl->id == godnr) 109 if (gl->id == godnr)
110 {
111 op->title = gl->name;
135 break; 112 break;
136 gl = gl->next;
137 } 113 }
138 op->title = gl->name;
139 } 114 }
140 115
141 return op->title; 116 return op->title;
142 } 117 }
143
144 118
145 /* 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
146 * 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
147 * 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
148 * title or "none". 122 * title or "none".
149 */ 123 */
150 if (op->type == PLAYER) 124 if (op->type == PLAYER)
151 {
152 object *tmp;
153
154 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
155 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
156 { 127 {
157 if (tmp->title) 128 if (tmp->title)
158 return (tmp->title); 129 return tmp->title;
159 else 130
160 return ("none"); 131 break;
161 } 132 }
162 } 133
163 return ("none"); 134 return shstr_none;
164} 135}
165 136
166/** 137/**
167 * 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
168 */ 139 */
169static int 140static int
170same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
171{ 142{
172 if (s1 == NULL) 143 if (s1 == s2)
173 if (s2 == NULL)
174 return 1; 144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
175 else 147 else
176 return 0;
177 else if (s2 == NULL)
178 return 0; 148 return 0;
179 else
180 return strcmp (s1, s2) == 0;
181} 149}
182
183 150
184/** 151/**
185 * 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).
186 * Any matching items in the inventory are deleted, and a 153 * Any matching items in the inventory are deleted, and a
187 * message is displayed to the player. 154 * message is displayed to the player.
200 167
201 if (tmp->type == item->type 168 if (tmp->type == item->type
202 && same_string (tmp->name, item->name) 169 && same_string (tmp->name, item->name)
203 && 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))
204 { 171 {
205
206 /* message */ 172 /* message */
207 if (tmp->nrof > 1) 173 new_draw_info_format (NDI_UNIQUE, 0, op,
208 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!",
209 else 175 query_short_name (tmp));
210 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
211 176
212 remove_ob (tmp); /* remove obj from players inv. */ 177 tmp->destroy ();
213 esrv_del_item (op->contr, tmp->count); /* notify client */
214 free_object (tmp); /* free object */
215 } 178 }
179
216 if (tmp->inv) 180 if (tmp->inv)
217 follower_remove_similar_item (tmp, item); 181 follower_remove_similar_item (tmp, item);
218 } 182 }
219 } 183 }
220} 184}
244 * God gives an item to the player. 208 * God gives an item to the player.
245 */ 209 */
246static int 210static int
247god_gives_present (object *op, object *god, treasure *tr) 211god_gives_present (object *op, object *god, treasure *tr)
248{ 212{
249 object *tmp; 213 if (!tr->item)
250
251 if (follower_has_similar_item (op, &tr->item->clone))
252 return 0; 214 return 0;
253 215
216 if (follower_has_similar_item (op, tr->item))
217 return 0;
218
254 tmp = arch_to_object (tr->item); 219 object *tmp = arch_to_object (tr->item);
255 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));
256 tmp = insert_ob_in_ob (tmp, op); 221 op->insert (tmp);
257 if (op->type == PLAYER) 222
258 esrv_send_item (op, tmp);
259 return 1; 223 return 1;
260}
261
262/**
263 * Player prays at altar.
264 * Checks for god changing, divine intervention, and so on.
265 */
266void
267pray_at_altar (object *pl, object *altar, object *skill)
268{
269 object *pl_god = find_god (determine_god (pl));
270
271 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
272 return;
273
274 /* If non consecrate altar, don't do anything */
275 if (!altar->other_arch)
276 return;
277
278 /* hmm. what happend depends on pl's current god, level, etc */
279 if (!pl_god)
280 { /*new convert */
281 become_follower (pl, &altar->other_arch->clone);
282 return;
283
284 }
285 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
286 {
287 /* pray at your gods altar */
288 int bonus = (pl->stats.Wis + skill->level) / 10;
289
290 /* we can get neg grace up faster */
291 if (pl->stats.grace < 0)
292 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
293 /* we can super-charge grace to 2x max */
294 if (pl->stats.grace < (2 * pl->stats.maxgrace))
295 {
296 pl->stats.grace += bonus / 2;
297 }
298 if (pl->stats.grace > (2 * pl->stats.maxgrace))
299 {
300 pl->stats.grace = (2 * pl->stats.maxgrace);
301 }
302
303 /* Every once in a while, the god decides to checkup on their
304 * follower, and may intervene to help them out.
305 */
306 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
307
308 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
309 god_intervention (pl, pl_god, skill);
310
311 }
312 else
313 { /* praying to another god! */
314 uint64 loss = 0;
315 int angry = 1;
316
317 /* I believe the logic for detecting opposing gods was completely
318 * broken - I think it should work now. altar->other_arch
319 * points to the god of this altar (which we have
320 * already verified is non null). pl_god->other_arch
321 * is the opposing god - we need to verify that exists before
322 * using its values.
323 */
324 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
325 {
326 angry = 2;
327 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
328 {
329 object *tmp;
330
331 /* you really screwed up */
332 angry = 3;
333 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
334 tmp = get_archetype (LOOSE_MANA);
335 cast_magic_storm (pl, tmp, pl_god->level + 20);
336 }
337 else
338 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
339 }
340 else
341 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
342
343 /* whether we will be successfull in defecting or not -
344 * we lose experience from the clerical experience obj
345 */
346
347 loss = angry * (skill->stats.exp / 10);
348 if (loss)
349 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
350
351 /* May switch Gods, but its random chance based on our current level
352 * note it gets harder to swap gods the higher we get
353 */
354 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
355 {
356 become_follower (pl, &altar->other_arch->clone);
357 }
358 else
359 {
360 /* toss this player off the altar. He can try again. */
361 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
362 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
363 }
364 }
365} 224}
366 225
367/** 226/**
368 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
369 */ 228 */
401 remove = 1; 260 remove = 1;
402 for (tr = god->randomitems->items; tr; tr = tr->next) 261 for (tr = god->randomitems->items; tr; tr = tr->next)
403 { 262 {
404 object *item; 263 object *item;
405 264
406 if (tr->item == NULL) 265 if (!tr->item)
407 continue; 266 continue;
267
408 item = &tr->item->clone; 268 item = tr->item;
409 269
410 /* Basically, see if the matching spell is granted by this god. */ 270 /* Basically, see if the matching spell is granted by this god. */
411 271
412 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 272 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
413 { 273 {
414 remove = 0; 274 remove = 0;
415 break; 275 break;
416 } 276 }
417 } 277 }
278
418 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))
419 { 294 {
420 /* just do the work of removing the spell ourselves - we already 295 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
421 * know that the player knows the spell 296 number--;
422 */
423 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
424 player_unready_range_ob (op->contr, tmp);
425 remove_ob (tmp);
426 free_object (tmp);
427 } 297 }
298}
428 299
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);
429 } 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;
430} 350}
431 351
432/** 352/**
433 * This function is called whenever a player has 353 * This function is called whenever a player has
434 * 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
441 object *old_god = NULL; /* old god */ 361 object *old_god = NULL; /* old god */
442 treasure *tr; 362 treasure *tr;
443 object *item, *skop, *next; 363 object *item, *skop, *next;
444 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. */
445 365
446
447 old_god = find_god (determine_god (op)); 366 old_god = find_god (determine_god (op));
448 367
449 /* take away any special god-characteristic items. */ 368 /* take away any special god-characteristic items. */
450 for (item = op->inv; item != NULL; item = next) 369 for (item = op->inv; item; item = next)
451 { 370 {
452 next = item->below; 371 next = item->below;
372
453 /* remove all invisible startequip items which are 373 // remove all invisible startequip items which are not skill, exp or force
454 * not skill, exp or force
455 */
456 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 374 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
457 (item->type != SKILL) && (item->type != EXPERIENCE) && (item->type != FORCE)) 375 (item->type != SKILL) && (item->type != FORCE))
458 { 376 {
459
460 if (item->type == SPELL) 377 if (item->type == SPELL)
378 {
461 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 }
382
462 player_unready_range_ob (op->contr, item); 383 player_unready_range_ob (op->contr, item);
463 remove_ob (item); 384 item->destroy ();
464 free_object (item);
465 } 385 }
466 } 386 }
467 387
468 /* remove any godgiven items from the old god */ 388 /* remove any godgiven items from the old god */
469 if (old_god) 389 if (old_god)
470 {
471 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) 390 for (tr = old_god->randomitems->items; tr; tr = tr->next)
472 {
473 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 391 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
474 follower_remove_similar_item (op, &tr->item->clone); 392 follower_remove_similar_item (op, tr->item);
475 }
476 }
477 393
478 if (!op || !new_god) 394 if (!op || !new_god)
479 return; 395 return;
480 396
481 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 397 if (new_god->slaying && op->race.contains (new_god->slaying))
482 { 398 {
483 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
484 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)
485 { 402 {
486 object *tmp = get_archetype (LOOSE_MANA); 403 object *tmp = get_archetype (LOOSE_MANA);
487 404
488 cast_magic_storm (op, tmp, new_god->level + 10); 405 cast_magic_storm (op, tmp, new_god->level + 10);
489 } 406 }
407
490 return; 408 return;
491 } 409 }
492 410
493
494 /* give the player any special god-characteristic-items. */ 411 /* give the player any special god-characteristic-items. */
495 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) 412 for (tr = new_god->randomitems->items; tr; tr = tr->next)
496 { 413 {
497 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 414 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
498 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 415 && tr->item->type != BOOK && tr->item->type != SPELL)
499 god_gives_present (op, new_god, tr); 416 god_gives_present (op, new_god, tr);
500 } 417 }
501 418
502
503 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);
504 420
505 for (skop = op->inv; skop != NULL; skop = skop->below) 421 for (skop = op->inv; skop; skop = skop->below)
506 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 422 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
507 break; 423 break;
508 424
509 /* Player has no skill - give them the skill */ 425 /* Player has no skill - give them the skill */
510 if (!skop) 426 if (!skop)
511 {
512 /* 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,
513 * things are really messed up anyways. 428 * things are really messed up anyways.
514 */ 429 */
515 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);
516 link_player_skills (op);
517 }
518 431
519 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 432 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
520 433
521 /* 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,
522 * so I set undeadified for that. 435 * so I set undeadified for that.
523 * - gros, 21th July 2006. 436 * - gros, 21th July 2006.
524 */ 437 */
525 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 438 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
526 { 439 {
527 CLEAR_FLAG (skop, FLAG_UNDEAD); 440 CLEAR_FLAG (skop, FLAG_UNDEAD);
528 undeadified = 1; 441 undeadified = 1;
529 } 442 }
530 443
531 if (skop->title) 444 if (skop->title)
532 { /* get rid of old god */ 445 {
446 /* get rid of old god */
533 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
534 /* 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 */
535 if (sk_applied || undeadified) 450 if (sk_applied || undeadified)
536 { 451 {
537
538 CLEAR_FLAG (skop, FLAG_APPLIED); 452 CLEAR_FLAG (skop, FLAG_APPLIED);
539 (void) change_abil (op, skop); 453 change_abil (op, skop);
540 } 454 }
541 } 455 }
542 456
543 /* now change to the new gods attributes to exp_obj */ 457 /* now change to the new gods attributes to exp_obj */
544 skop->title = new_god->name; 458 skop->title = new_god->name;
579 * 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
580 * 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.
581 */ 495 */
582 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 496 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
583 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 497 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
498
584 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 499 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
585 500
586 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 501 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
587 stop_using_item (op, WEAPON, 2); 502 stop_using_item (op, WEAPON, 2);
588 503
603 CLEAR_FLAG (skop, FLAG_APPLIED); 518 CLEAR_FLAG (skop, FLAG_APPLIED);
604 519
605 check_special_prayers (op, new_god); 520 check_special_prayers (op, new_god);
606} 521}
607 522
608/**
609 * Forbids or let player use something item type.
610 * op is the player.
611 * exp_obj is the widsom experience.
612 * flag is the flag to check against.
613 * string is the string to print out.
614 */
615
616int
617worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
618{
619
620 if (QUERY_FLAG (&op->arch->clone, flag))
621 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
622 {
623 update_priest_flag (exp_obj, op, flag);
624 if (QUERY_FLAG (op, flag))
625 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
626 else
627 {
628 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
629 return 1;
630 }
631 }
632 return 0;
633}
634
635/**
636 * Unapplies up to number worth of items of type
637 */
638void
639stop_using_item (object *op, int type, int number)
640{
641 object *tmp;
642
643 for (tmp = op->inv; tmp && number; tmp = tmp->below)
644 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
645 {
646 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
647 number--;
648 }
649}
650
651/**
652 * If the god does/doesnt have this flag, we
653 * give/remove it from the experience object if it doesnt/does
654 * already exist. For players only!
655 */
656
657void
658update_priest_flag (object *god, object *exp_ob, uint32 flag)
659{
660 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
661 SET_FLAG (exp_ob, flag);
662 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
663 {
664 /* When this is called with the exp_ob set to the player,
665 * this check is broken, because most all players arch
666 * allow use of weapons. I'm not actually sure why this
667 * check is here - I guess if you had a case where the
668 * value in the archetype (wisdom) should over ride the restrictions
669 * the god places on it, this may make sense. But I don't think
670 * there is any case like that.
671 */
672
673/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
674 CLEAR_FLAG (exp_ob, flag);
675 };
676}
677
678
679
680archetype * 523archetype *
681determine_holy_arch (object *god, const char *type) 524determine_holy_arch (object *god, shstr_cmp type)
682{ 525{
683 treasure *tr; 526 treasure *tr;
684 527
685 if (!god || !god->randomitems) 528 if (!god || !god->randomitems)
686 { 529 {
687 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");
688 return NULL; 531 return 0;
689 } 532 }
690 533
691 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 534 for (tr = god->randomitems->items; tr; tr = tr->next)
692 { 535 {
693 object *item;
694
695 if (!tr->item) 536 if (!tr->item)
696 continue; 537 continue;
697 item = &tr->item->clone;
698 538
539 object *item = tr->item;
540
699 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 541 if (item->type == BOOK && item->invisible && item->name == type)
700 return item->other_arch; 542 return item->other_arch;
701 } 543 }
544
702 return NULL; 545 return 0;
703} 546}
704 547
705/** 548/**
706 * God helps player by removing curse and/or damnation. 549 * God helps player by removing curse and/or damnation.
707 */ 550 */
708static int 551static int
709god_removes_curse (object *op, int remove_damnation) 552god_removes_curse (object *op, int remove_damnation)
710{ 553{
711 object *tmp;
712 int success = 0; 554 int success = 0;
713 555
714 for (tmp = op->inv; tmp; tmp = tmp->below) 556 for (object *tmp = op->inv; tmp; tmp = tmp->below)
715 { 557 {
716 if (tmp->invisible) 558 if (tmp->invisible)
717 continue; 559 continue;
560
718 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 561 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
719 continue; 562 continue;
563
720 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 564 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
721 { 565 {
722 success = 1; 566 success = 1;
723 CLEAR_FLAG (tmp, FLAG_DAMNED); 567 CLEAR_FLAG (tmp, FLAG_DAMNED);
724 CLEAR_FLAG (tmp, FLAG_CURSED); 568 CLEAR_FLAG (tmp, FLAG_CURSED);
725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 569 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
726 if (op->type == PLAYER) 570
571 if (object *pl = tmp->visible_to ())
727 esrv_send_item (op, tmp); 572 esrv_update_item (UPD_FLAGS, pl, tmp);
728 } 573 }
729 } 574 }
730 575
731 if (success) 576 if (success)
732 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
733 return success; 579 return success;
734} 580}
735 581
736static int 582static int
737follower_level_to_enchantments (int level, int difficulty) 583follower_level_to_enchantments (int level, int difficulty)
742 return 0; 588 return 0;
743 } 589 }
744 590
745 if (level <= 20) 591 if (level <= 20)
746 return level / difficulty; 592 return level / difficulty;
593
747 if (level <= 40) 594 if (level <= 40)
748 return (20 + (level - 20) / 2) / difficulty; 595 return (20 + (level - 20) / 2) / difficulty;
596
749 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 */
750} 639}
751 640
752/** 641/**
753 * God wants to enchant weapon. 642 * God wants to enchant weapon.
754 * 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
756 * attacktype, slaying and such. 645 * attacktype, slaying and such.
757 */ 646 */
758static int 647static int
759god_enchants_weapon (object *op, object *god, object *tr, object *skill) 648god_enchants_weapon (object *op, object *god, object *tr, object *skill)
760{ 649{
761 char buf[MAX_BUF];
762 object *weapon; 650 object *weapon;
763 uint32 attacktype; 651 uint32 attacktype;
764 int tmp; 652 int tmp;
765 653
766 for (weapon = op->inv; weapon; weapon = weapon->below) 654 for (weapon = op->inv; weapon; weapon = weapon->below)
767 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))
768 break; 656 break;
657
769 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 658 if (!weapon || god_examines_item (god, weapon) <= 0)
770 return 0; 659 return 0;
771 660
772 /* 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 */
773 if (!weapon->title) 662 if (!weapon->title)
774 { 663 {
775 sprintf (buf, "of %s", &god->name); 664 weapon->title = format ("of %s", &god->name);
776 weapon->title = buf; 665
777 if (op->type == PLAYER) 666 if (object *pl = weapon->visible_to ())
778 esrv_update_item (UPD_NAME, op, weapon); 667 esrv_update_item (UPD_NAME, pl, weapon);
668
779 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!");
780 } 670 }
781 671
782 /* Allow the weapon to slay enemies */ 672 /* Allow the weapon to slay enemies */
783 if (!weapon->slaying && god->slaying) 673 if (!weapon->slaying && god->slaying)
800 tmp = follower_level_to_enchantments (skill->level, tr->level); 690 tmp = follower_level_to_enchantments (skill->level, tr->level);
801 if (weapon->magic < tmp) 691 if (weapon->magic < tmp)
802 { 692 {
803 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!");
804 weapon->magic++; 694 weapon->magic++;
805 if (op->type == PLAYER) 695
696 if (object *pl = weapon->visible_to ())
806 esrv_update_item (UPD_NAME, op, weapon); 697 esrv_update_item (UPD_NAME, pl, weapon);
698
807 return 1; 699 return 1;
808 } 700 }
809 701
810 return 0; 702 return 0;
811} 703}
812 704
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}
813 747
814/** 748/**
815 * 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.
816 * 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
817 * priest. -b.t. 751 * priest. -b.t.
818 * called from pray_at_altar() currently. 752 * called from pray_at_altar() currently.
819 */ 753 */
820 754static void
821void
822god_intervention (object *op, object *god, object *skill) 755god_intervention (object *op, object *god, object *skill)
823{ 756{
824 treasure *tr; 757 treasure *tr;
825 758
826 if (!god || !god->randomitems) 759 if (!god || !god->randomitems)
833 766
834 /* 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 */
835 if (god_examines_priest (op, god) < 0) 768 if (god_examines_priest (op, god) < 0)
836 return; 769 return;
837 770
771 op->play_sound (sound_find ("god_intervention"));
838 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!");
839 773
840 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 774 for (tr = god->randomitems->items; tr; tr = tr->next)
841 { 775 {
842 object *item; 776 object *item;
843 777
844 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) 778 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
845 continue; 779 continue;
846 780
847 /* Treasurelist - generate some treasure for the follower */ 781 /* Treasurelist - generate some treasure for the follower */
848 if (tr->name) 782 if (tr->name)
849 { 783 {
850 treasurelist *tl = find_treasurelist (tr->name); 784 treasurelist *tl = treasurelist::find (tr->name);
851 785
852 if (tl == NULL) 786 if (tl == NULL)
853 continue; 787 continue;
854 788
855 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.");
856 790
857 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);
858 return; 792 return;
859 } 793 }
860 794
861 if (!tr->item) 795 if (!tr->item)
862 {
863 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
864 continue; 796 continue;
865 } 797
866 item = &tr->item->clone; 798 item = tr->item;
867 799
868 /* Grace limit */ 800 /* Grace limit */
869 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 801 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
870 { 802 {
871 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)
872 { 804 {
873 object *tmp;
874
875 /* Follower lacks the required grace for the following 805 /* Follower lacks the required grace for the following
876 * treasure list items. */ 806 * treasure list items. */
877 807
878 tmp = get_archetype (HOLY_POSSESSION); 808 object *tmp = get_archetype (HOLY_POSSESSION);
879 cast_change_ability (op, op, tmp, 0, 1); 809 cast_change_ability (op, op, tmp, 0, 1);
880 free_object (tmp); 810 tmp->destroy ();
881 return; 811 return;
882 } 812 }
813
883 continue; 814 continue;
884 } 815 }
885 816
886 /* Restore grace */ 817 /* Restore grace */
887 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 818 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
888 { 819 {
889 if (op->stats.grace >= 0) 820 if (op->stats.grace >= 0)
890 continue; 821 continue;
822
891 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 823 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
892 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.");
893 return; 825 return;
894 } 826 }
895 827
896 /* Heal damage */ 828 /* Heal damage */
897 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)
898 { 830 {
899 if (op->stats.hp >= op->stats.maxhp) 831 if (op->stats.hp >= op->stats.maxhp)
900 continue; 832 continue;
833
901 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!");
902 op->stats.hp = op->stats.maxhp; 835 op->stats.hp = op->stats.maxhp;
903 return; 836 return;
904 } 837 }
905 838
911 /* Restore to 50 .. 100%, if sp < 50% */ 844 /* Restore to 50 .. 100%, if sp < 50% */
912 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);
913 846
914 if (op->stats.sp >= max / 2) 847 if (op->stats.sp >= max / 2)
915 continue; 848 continue;
849
916 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!");
917 op->stats.sp = new_sp; 851 op->stats.sp = new_sp;
918 } 852 }
919 853
920 /* Various heal spells */ 854 /* Various heal spells */
921 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)
922 { 856 {
923 object *tmp;
924 int success;
925
926 tmp = get_archetype_by_object_name (item->slaying); 857 object *tmp = archetype::get (item->slaying);
927
928 success = cast_heal (op, op, tmp, 0); 858 int success = cast_heal (op, op, tmp, 0);
929 free_object (tmp); 859 tmp->destroy ();
860
930 if (success) 861 if (success)
931 return; 862 return;
932 else 863 else
933 continue; 864 continue;
934 } 865 }
956 { 887 {
957 object *depl; 888 object *depl;
958 archetype *at; 889 archetype *at;
959 int i; 890 int i;
960 891
961 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 892 if ((at = archetype::find (shstr_depletion)) == NULL)
962 { 893 {
963 LOG (llevError, "Could not find archetype depletion.\n"); 894 LOG (llevError, "Could not find archetype depletion.\n");
964 continue; 895 continue;
965 } 896 }
897
966 depl = present_arch_in_ob (at, op); 898 depl = present_arch_in_ob (at, op);
899
967 if (depl == NULL) 900 if (depl == NULL)
968 continue; 901 continue;
902
969 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!");
904
970 for (i = 0; i < NUM_STATS; i++) 905 for (i = 0; i < NUM_STATS; i++)
971 if (get_attr_value (&depl->stats, i)) 906 if (depl->stats.stat (i))
972 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 907 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
973 remove_ob (depl); 908
974 free_object (depl); 909 depl->destroy ();
975 fix_player (op); 910 op->update_stats ();
976 return; 911 return;
977 } 912 }
978 913
979 /* Voices */ 914 /* Voices */
980 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)
981 { 916 {
982 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:");
983 new_draw_info (NDI_WHITE, 0, op, item->msg); 918 new_draw_info (NDI_WHITE, 0, op, item->msg);
984 return; 919 return;
985 } 920 }
986 921
987 /* Messages */ 922 /* Messages */
1027 962
1028 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 963 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1029} 964}
1030 965
1031/** 966/**
1032 * Checks and maybe punishes someone praying. 967 * Player prays at altar.
1033 * All applied items are examined, if player is using more items of other gods, 968 * Checks for god changing, divine intervention, and so on.
1034 * s/he loses experience in praying or general experience if no praying.
1035 */ 969 */
1036int 970void
1037god_examines_priest (object *op, object *god) 971pray_at_altar (object *pl, object *altar, object *skill)
1038{ 972{
1039 int reaction = 1; 973 object *pl_god = find_god (determine_god (pl));
1040 object *item = NULL, *skop;
1041 974
1042 for (item = op->inv; item; item = item->below) 975 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1043 {
1044 if (QUERY_FLAG (item, FLAG_APPLIED))
1045 {
1046 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1047 }
1048 }
1049
1050 /* well, well. Looks like we screwed up. Time for god's revenge */
1051 if (reaction < 0)
1052 {
1053 int loss = 10000000;
1054 int angry = abs (reaction);
1055
1056 for (skop = op->inv; skop != NULL; skop = skop->below)
1057 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1058 break;
1059
1060 if (skop)
1061 loss = (int) (0.05 * (float) skop->stats.exp);
1062 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1063 if (random_roll (0, angry, op, PREFER_LOW))
1064 {
1065 object *tmp = get_archetype (LOOSE_MANA);
1066
1067 cast_magic_storm (op, tmp, op->level + (angry * 3));
1068 }
1069 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1070 }
1071 return reaction;
1072}
1073
1074/**
1075 * God checks item the player is using.
1076 * Return either -1 (bad), 0 (neutral) or
1077 * 1 (item is ok). If you are using the item of an enemy
1078 * god, it can be bad...-b.t.
1079 */
1080
1081int
1082god_examines_item (object *god, object *item)
1083{
1084 char buf[MAX_BUF];
1085
1086 if (!god || !item)
1087 return 0; 976 return;
1088 977
1089 if (!item->title) 978 /* If non consecrate altar, don't do anything */
1090 return 1; /* unclaimed item are ok */ 979 if (!altar->other_arch)
980 return;
1091 981
1092 sprintf (buf, "of %s", &god->name); 982 /* hmm. what happend depends on pl's current god, level, etc */
1093 if (!strcmp (item->title, buf)) 983 if (!pl_god)
1094 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;
1095 993
1096 if (god->title) 994 /* we can get neg grace up faster */
1097 { /* check if we have any enemy blessed item */ 995 if (pl->stats.grace < 0)
1098 sprintf (buf, "of %s", &god->title); 996 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1099 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.
1100 { 1006 */
1101 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)
1102 { 1028 {
1103 char buf[MAX_BUF]; 1029 object *tmp;
1104 1030
1105 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1031 /* you really screwed up */
1106 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);
1107 } 1036 }
1108 return -1; 1037 else
1109 } 1038 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1110 }
1111
1112 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1113}
1114
1115/**
1116 * Returns priest's god's id.
1117 * Straight calls lookup_god_by_name
1118 */
1119
1120int
1121get_god (object *priest)
1122{
1123 int godnr = lookup_god_by_name (determine_god (priest));
1124
1125 return godnr;
1126}
1127
1128/**
1129 * Returns a string that is the name of the god that should be natively worshipped by a
1130 * creature of who has race *race
1131 * if we can't find a god that is appropriate, we return NULL
1132 */
1133const char *
1134get_god_for_race (const char *race)
1135{
1136 godlink *gl = first_god;
1137 const char *godname = NULL;
1138
1139 if (race == NULL)
1140 return NULL;
1141 while (gl)
1142 {
1143 if (!strcasecmp (gl->arch->clone.race, race))
1144 { 1039 }
1145 godname = gl->name; 1040 else
1146 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
1147 } 1057 {
1148 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 }
1149 } 1064 }
1150 return godname;
1151} 1065}
1152 1066
1153/** 1067/**
1154 * 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.
1155 * 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
1156 * the spell attacktype contains AT_HOLYWORD. -b.t. 1070 * the spell attacktype contains AT_HOLYWORD. -b.t.
1157 */ 1071 */
1158
1159int 1072int
1160tailor_god_spell (object *spellop, object *caster) 1073tailor_god_spell (object *spellop, object *caster)
1161{ 1074{
1162 object *god = find_god (determine_god (caster)); 1075 object *god = find_god (determine_god (caster));
1163 int caster_is_spell = 0; 1076 int caster_is_spell = 0;
1167 1080
1168 /* if caster is a rune or the like, it doesn't worship anything. However, 1081 /* if caster is a rune or the like, it doesn't worship anything. However,
1169 * if this object is owned by someone, then the god that they worship 1082 * if this object is owned by someone, then the god that they worship
1170 * is relevant, so use that. 1083 * is relevant, so use that.
1171 */ 1084 */
1172 if (!god && get_owner (caster)) 1085 if (!god && caster->owner)
1173 god = find_god (determine_god (get_owner (caster))); 1086 god = find_god (determine_god (caster->owner));
1174 1087
1175 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race)) 1088 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1176 { 1089 {
1177 if (!caster_is_spell) 1090 if (!caster_is_spell)
1178 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god"); 1091 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1179 else 1092 else
1180 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1093 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1181 free_object (spellop); 1094
1095 spellop->destroy ();
1182 return 0; 1096 return 0;
1183 } 1097 }
1184 1098
1185 /* either holy word or godpower attacks will set the slaying field */ 1099 /* either holy word or godpower attacks will set the slaying field */
1186 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) 1100 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)

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