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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.19 by root, Mon Apr 16 06:23:42 2007 UTC vs.
Revision 1.60 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 = tr->item->instance ();
252 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); 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 {
354 become_follower (pl, &altar->other_arch->clone);
355 }
356 else
357 {
358 /* toss this player off the altar. He can try again. */
359 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
360 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
361 }
362 }
363} 224}
364 225
365/** 226/**
366 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
367 */ 228 */
381 next_tmp = tmp->below; 242 next_tmp = tmp->below;
382 243
383 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 244 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
384 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
385 */ 246 */
386 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
387 continue; 248 continue;
388 249
389 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
390 { 251 {
391 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); 252 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
402 object *item; 263 object *item;
403 264
404 if (!tr->item) 265 if (!tr->item)
405 continue; 266 continue;
406 267
407 item = &tr->item->clone; 268 item = tr->item;
408 269
409 /* Basically, see if the matching spell is granted by this god. */ 270 /* Basically, see if the matching spell is granted by this god. */
410 271
411 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 272 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
412 { 273 {
413 remove = 0; 274 remove = 0;
414 break; 275 break;
415 } 276 }
416 } 277 }
278
417 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 for (object *tmp = op->inv; tmp && number; tmp = tmp->below)
291 if (tmp->type == type && tmp->flag [FLAG_APPLIED])
418 { 292 {
419 /* just do the work of removing the spell ourselves - we already 293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
420 * know that the player knows the spell 294 --number;
421 */
422 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
423 player_unready_range_ob (op->contr, tmp);
424 tmp->destroy ();
425 } 295 }
296}
426 297
298/**
299 * If the god does/doesnt have this flag, we
300 * give/remove it from the experience object if it doesnt/does
301 * already exist. For players only!
302 */
303static void
304update_priest_flag (object *god, object *exp_ob, uint32 flag)
305{
306 if (god->flag [flag] && !exp_ob->flag [flag])
307 exp_ob->flag [flag];
308 else if (exp_ob->flag [flag] && !god->flag [flag])
309 {
310 /* When this is called with the exp_ob set to the player,
311 * this check is broken, because most all players arch
312 * allow use of weapons. I'm not actually sure why this
313 * check is here - I guess if you had a case where the
314 * value in the archetype (wisdom) should over ride the restrictions
315 * the god places on it, this may make sense. But I don't think
316 * there is any case like that.
317 */
318
319/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
320 exp_ob->clr_flag (flag);
427 } 321 };
322}
323
324/**
325 * Forbids or let player use something item type.
326 * op is the player.
327 * exp_obj is the widsom experience.
328 * flag is the flag to check against.
329 * string is the string to print out.
330 */
331static int
332worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
333{
334 if (op->arch->flag [flag])
335 if (op->flag [flag] != exp_obj->flag [flag])
336 {
337 update_priest_flag (exp_obj, op, flag);
338 if (op->flag [flag])
339 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
340 else
341 {
342 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
343 return 1;
344 }
345 }
346
347 return 0;
428} 348}
429 349
430/** 350/**
431 * This function is called whenever a player has 351 * This function is called whenever a player has
432 * switched to a new god. It handles basically all the stat changes 352 * switched to a new god. It handles basically all the stat changes
439 object *old_god = NULL; /* old god */ 359 object *old_god = NULL; /* old god */
440 treasure *tr; 360 treasure *tr;
441 object *item, *skop, *next; 361 object *item, *skop, *next;
442 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ 362 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
443 363
444
445 old_god = find_god (determine_god (op)); 364 old_god = find_god (determine_god (op));
446 365
447 /* take away any special god-characteristic items. */ 366 /* take away any special god-characteristic items. */
448 for (item = op->inv; item != NULL; item = next) 367 for (item = op->inv; item; item = next)
449 { 368 {
450 next = item->below; 369 next = item->below;
370
451 // remove all invisible startequip items which are not skill, exp or force 371 // remove all invisible startequip items which are not skill, exp or force
452 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 372 if (item->flag [FLAG_STARTEQUIP] && item->invisible &&
453 (item->type != SKILL) && (item->type != FORCE)) 373 (item->type != SKILL) && (item->type != FORCE))
454 { 374 {
455
456 if (item->type == SPELL) 375 if (item->type == SPELL)
376 {
457 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); 377 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
378 esrv_remove_spell (op->contr, item);
379 }
458 380
459 player_unready_range_ob (op->contr, item);
460 item->destroy (); 381 item->destroy ();
461 } 382 }
462 } 383 }
463 384
464 /* remove any godgiven items from the old god */ 385 /* remove any godgiven items from the old god */
465 if (old_god) 386 if (old_god)
466 for (tr = old_god->randomitems->items; tr; tr = tr->next) 387 for (tr = old_god->randomitems->items; tr; tr = tr->next)
467 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 388 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
468 follower_remove_similar_item (op, &tr->item->clone); 389 follower_remove_similar_item (op, tr->item);
469 390
470 if (!op || !new_god) 391 if (!op || !new_god)
471 return; 392 return;
472 393
473 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 394 if (new_god->slaying && op->race.contains (new_god->slaying))
474 { 395 {
475 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); 396 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
476 397
477 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 398 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
478 { 399 {
481 cast_magic_storm (op, tmp, new_god->level + 10); 402 cast_magic_storm (op, tmp, new_god->level + 10);
482 } 403 }
483 404
484 return; 405 return;
485 } 406 }
486
487 407
488 /* give the player any special god-characteristic-items. */ 408 /* give the player any special god-characteristic-items. */
489 for (tr = new_god->randomitems->items; tr; tr = tr->next) 409 for (tr = new_god->randomitems->items; tr; tr = tr->next)
490 { 410 {
491 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK 411 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
492 && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 412 && tr->item->type != BOOK && tr->item->type != SPELL)
493 god_gives_present (op, new_god, tr); 413 god_gives_present (op, new_god, tr);
494 } 414 }
495 415
496
497 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); 416 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
498 417
499 for (skop = op->inv; skop != NULL; skop = skop->below) 418 for (skop = op->inv; skop; skop = skop->below)
500 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 419 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
501 break; 420 break;
502 421
503 /* Player has no skill - give them the skill */ 422 /* Player has no skill - give them the skill */
504 if (!skop) 423 if (!skop)
505 {
506 /* The arhetype should always be defined - if we crash here because it doesn't, 424 /* The archetype should always be defined - if we crash here because it doesn't,
507 * things are really messed up anyways. 425 * things are really messed up anyways.
508 */ 426 */
509 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); 427 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
510 link_player_skills (op);
511 }
512 428
513 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 429 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
514 430
515 /* Clear the "undead" status. We also need to force a call to change_abil, 431 /* Clear the "undead" status. We also need to force a call to change_abil,
516 * so I set undeadified for that. 432 * so I set undeadified for that.
517 * - gros, 21th July 2006. 433 * - gros, 21th July 2006.
518 */ 434 */
519 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 435 if (old_god && old_god->flag [FLAG_UNDEAD])
520 { 436 {
521 CLEAR_FLAG (skop, FLAG_UNDEAD); 437 skop->clr_flag (FLAG_UNDEAD);
522 undeadified = 1; 438 undeadified = 1;
523 } 439 }
524 440
525 if (skop->title) 441 if (skop->title)
526 { /* get rid of old god */ 442 {
443 /* get rid of old god */
527 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); 444 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
445
528 /* The point of this is to really show what abilities the player just lost */ 446 /* The point of this is to really show what abilities the player just lost */
529 if (sk_applied || undeadified) 447 if (sk_applied || undeadified)
530 { 448 {
531 449 skop->clr_flag (FLAG_APPLIED);
532 CLEAR_FLAG (skop, FLAG_APPLIED);
533 (void) change_abil (op, skop); 450 change_abil (op, skop);
534 } 451 }
535 } 452 }
536 453
537 /* now change to the new gods attributes to exp_obj */ 454 /* now change to the new gods attributes to exp_obj */
538 skop->title = new_god->name; 455 skop->title = new_god->name;
573 * This also can happen for monks which cannot use weapons. In this case 490 * This also can happen for monks which cannot use weapons. In this case
574 * do not allow to use weapons even if the god otherwise would allow it. 491 * do not allow to use weapons even if the god otherwise would allow it.
575 */ 492 */
576 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 493 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
577 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 494 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
495
578 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 496 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
579 497
580 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 498 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
581 stop_using_item (op, WEAPON, 2); 499 stop_using_item (op, WEAPON, 2);
582 500
587 stop_using_item (op, BOOTS, 1); 505 stop_using_item (op, BOOTS, 1);
588 stop_using_item (op, GLOVES, 1); 506 stop_using_item (op, GLOVES, 1);
589 stop_using_item (op, SHIELD, 1); 507 stop_using_item (op, SHIELD, 1);
590 } 508 }
591 509
592 SET_FLAG (skop, FLAG_APPLIED); 510 skop->set_flag (FLAG_APPLIED);
593 (void) change_abil (op, skop); 511 change_abil (op, skop);
594 512
595 /* return to previous skill status */ 513 /* return to previous skill status */
596 if (!sk_applied) 514 if (!sk_applied)
597 CLEAR_FLAG (skop, FLAG_APPLIED); 515 skop->clr_flag (FLAG_APPLIED);
598 516
599 check_special_prayers (op, new_god); 517 check_special_prayers (op, new_god);
600} 518}
601 519
602/**
603 * Forbids or let player use something item type.
604 * op is the player.
605 * exp_obj is the widsom experience.
606 * flag is the flag to check against.
607 * string is the string to print out.
608 */
609
610int
611worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
612{
613
614 if (QUERY_FLAG (&op->arch->clone, flag))
615 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
616 {
617 update_priest_flag (exp_obj, op, flag);
618 if (QUERY_FLAG (op, flag))
619 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
620 else
621 {
622 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
623 return 1;
624 }
625 }
626 return 0;
627}
628
629/**
630 * Unapplies up to number worth of items of type
631 */
632void
633stop_using_item (object *op, int type, int number)
634{
635 object *tmp;
636
637 for (tmp = op->inv; tmp && number; tmp = tmp->below)
638 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
639 {
640 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
641 number--;
642 }
643}
644
645/**
646 * If the god does/doesnt have this flag, we
647 * give/remove it from the experience object if it doesnt/does
648 * already exist. For players only!
649 */
650
651void
652update_priest_flag (object *god, object *exp_ob, uint32 flag)
653{
654 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
655 SET_FLAG (exp_ob, flag);
656 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
657 {
658 /* When this is called with the exp_ob set to the player,
659 * this check is broken, because most all players arch
660 * allow use of weapons. I'm not actually sure why this
661 * check is here - I guess if you had a case where the
662 * value in the archetype (wisdom) should over ride the restrictions
663 * the god places on it, this may make sense. But I don't think
664 * there is any case like that.
665 */
666
667/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
668 CLEAR_FLAG (exp_ob, flag);
669 };
670}
671
672
673
674archetype * 520archetype *
675determine_holy_arch (object *god, const char *type) 521determine_holy_arch (object *god, shstr_cmp type)
676{ 522{
677 treasure *tr; 523 treasure *tr;
678 524
679 if (!god || !god->randomitems) 525 if (!god || !god->randomitems)
680 { 526 {
681 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); 527 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
682 return NULL; 528 return 0;
683 } 529 }
684 530
685 for (tr = god->randomitems->items; tr; tr = tr->next) 531 for (tr = god->randomitems->items; tr; tr = tr->next)
686 { 532 {
687 if (!tr->item) 533 if (!tr->item)
688 continue; 534 continue;
689 535
690 object *item = &tr->item->clone; 536 object *item = tr->item;
691 537
692 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 538 if (item->type == BOOK && item->invisible && item->name == type)
693 return item->other_arch; 539 return item->other_arch;
694 } 540 }
541
695 return NULL; 542 return 0;
696} 543}
697 544
698/** 545/**
699 * God helps player by removing curse and/or damnation. 546 * God helps player by removing curse and/or damnation.
700 */ 547 */
701static int 548static int
702god_removes_curse (object *op, int remove_damnation) 549god_removes_curse (object *op, int remove_damnation)
703{ 550{
704 object *tmp;
705 int success = 0; 551 int success = 0;
706 552
707 for (tmp = op->inv; tmp; tmp = tmp->below) 553 for (object *tmp = op->inv; tmp; tmp = tmp->below)
708 { 554 {
709 if (tmp->invisible) 555 if (tmp->invisible)
710 continue; 556 continue;
557
711 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 558 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
712 continue; 559 continue;
713 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 560
561 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
714 { 562 {
715 success = 1; 563 success = 1;
716 CLEAR_FLAG (tmp, FLAG_DAMNED); 564 tmp->clr_flag (FLAG_DAMNED);
717 CLEAR_FLAG (tmp, FLAG_CURSED); 565 tmp->clr_flag (FLAG_CURSED);
718 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 566 tmp->clr_flag (FLAG_KNOWN_CURSED);
719 if (op->type == PLAYER) 567
568 if (object *pl = tmp->visible_to ())
720 esrv_send_item (op, tmp); 569 esrv_update_item (UPD_FLAGS, pl, tmp);
721 } 570 }
722 } 571 }
723 572
724 if (success) 573 if (success)
725 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); 574 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
575
726 return success; 576 return success;
727} 577}
728 578
729static int 579static int
730follower_level_to_enchantments (int level, int difficulty) 580follower_level_to_enchantments (int level, int difficulty)
735 return 0; 585 return 0;
736 } 586 }
737 587
738 if (level <= 20) 588 if (level <= 20)
739 return level / difficulty; 589 return level / difficulty;
590
740 if (level <= 40) 591 if (level <= 40)
741 return (20 + (level - 20) / 2) / difficulty; 592 return (20 + (level - 20) / 2) / difficulty;
593
742 return (30 + (level - 40) / 4) / difficulty; 594 return (30 + (level - 40) / 4) / difficulty;
595}
596
597/**
598 * God checks item the player is using.
599 * Return either -1 (bad), 0 (neutral) or
600 * 1 (item is ok). If you are using the item of an enemy
601 * god, it can be bad...-b.t.
602 */
603static int
604god_examines_item (object *god, object *item)
605{
606 char buf[MAX_BUF];
607
608 if (!god || !item)
609 return 0;
610
611 if (!item->title)
612 return 1; /* unclaimed item are ok */
613
614 sprintf (buf, "of %s", &god->name);
615 if (!strcmp (&item->title, buf))
616 return 1; /* belongs to that God */
617
618 if (god->title)
619 { /* check if we have any enemy blessed item */
620 sprintf (buf, "of %s", &god->title);
621 if (!strcmp (&item->title, buf))
622 {
623 if (item->env)
624 {
625 char buf[MAX_BUF];
626
627 sprintf (buf, "Heretic! You are using %s!", query_name (item));
628 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
629 }
630
631 return -1;
632 }
633 }
634
635 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
743} 636}
744 637
745/** 638/**
746 * God wants to enchant weapon. 639 * God wants to enchant weapon.
747 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 640 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
749 * attacktype, slaying and such. 642 * attacktype, slaying and such.
750 */ 643 */
751static int 644static int
752god_enchants_weapon (object *op, object *god, object *tr, object *skill) 645god_enchants_weapon (object *op, object *god, object *tr, object *skill)
753{ 646{
754 char buf[MAX_BUF];
755 object *weapon; 647 object *weapon;
756 uint32 attacktype; 648 uint32 attacktype;
757 int tmp; 649 int tmp;
758 650
759 for (weapon = op->inv; weapon; weapon = weapon->below) 651 for (weapon = op->inv; weapon; weapon = weapon->below)
760 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 652 if ((weapon->type == WEAPON || weapon->type == BOW) && weapon->flag [FLAG_APPLIED])
761 break; 653 break;
654
762 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 655 if (!weapon || god_examines_item (god, weapon) <= 0)
763 return 0; 656 return 0;
764 657
765 /* First give it a title, so other gods won't touch it */ 658 /* First give it a title, so other gods won't touch it */
766 if (!weapon->title) 659 if (!weapon->title)
767 { 660 {
768 sprintf (buf, "of %s", &god->name); 661 weapon->title = format ("of %s", &god->name);
769 weapon->title = buf; 662
770 if (op->type == PLAYER) 663 if (object *pl = weapon->visible_to ())
771 esrv_update_item (UPD_NAME, op, weapon); 664 esrv_update_item (UPD_NAME, pl, weapon);
665
772 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); 666 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
773 } 667 }
774 668
775 /* Allow the weapon to slay enemies */ 669 /* Allow the weapon to slay enemies */
776 if (!weapon->slaying && god->slaying) 670 if (!weapon->slaying && god->slaying)
793 tmp = follower_level_to_enchantments (skill->level, tr->level); 687 tmp = follower_level_to_enchantments (skill->level, tr->level);
794 if (weapon->magic < tmp) 688 if (weapon->magic < tmp)
795 { 689 {
796 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); 690 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
797 weapon->magic++; 691 weapon->magic++;
798 if (op->type == PLAYER) 692
693 if (object *pl = weapon->visible_to ())
799 esrv_update_item (UPD_NAME, op, weapon); 694 esrv_update_item (UPD_NAME, pl, weapon);
695
800 return 1; 696 return 1;
801 } 697 }
802 698
803 return 0; 699 return 0;
804} 700}
805 701
702/**
703 * Checks and maybe punishes someone praying.
704 * All applied items are examined, if player is using more items of other gods,
705 * s/he loses experience in praying or general experience if no praying.
706 */
707static int
708god_examines_priest (object *op, object *god)
709{
710 int reaction = 1;
711 object *item = NULL, *skop;
712
713 for (item = op->inv; item; item = item->below)
714 if (item->flag [FLAG_APPLIED])
715 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
716
717 /* well, well. Looks like we screwed up. Time for god's revenge */
718 if (reaction < 0)
719 {
720 int loss = 10000000;
721 int angry = abs (reaction);
722
723 for (skop = op->inv; skop; skop = skop->below)
724 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
725 break;
726
727 if (skop)
728 loss = 0.05f * skop->stats.exp;
729
730 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
731
732 if (random_roll (0, angry, op, PREFER_LOW))
733 {
734 object *tmp = get_archetype (LOOSE_MANA);
735
736 cast_magic_storm (op, tmp, op->level + (angry * 3));
737 }
738
739 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
740 }
741
742 return reaction;
743}
806 744
807/** 745/**
808 * Every once in a while the god will intervene to help the worshiper. 746 * Every once in a while the god will intervene to help the worshiper.
809 * Later, this fctn can be used to supply quests, etc for the 747 * Later, this fctn can be used to supply quests, etc for the
810 * priest. -b.t. 748 * priest. -b.t.
811 * called from pray_at_altar() currently. 749 * called from pray_at_altar() currently.
812 */ 750 */
813 751static void
814void
815god_intervention (object *op, object *god, object *skill) 752god_intervention (object *op, object *god, object *skill)
816{ 753{
817 treasure *tr; 754 treasure *tr;
818 755
819 if (!god || !god->randomitems) 756 if (!god || !god->randomitems)
826 763
827 /* lets do some checks of whether we are kosher with our god */ 764 /* lets do some checks of whether we are kosher with our god */
828 if (god_examines_priest (op, god) < 0) 765 if (god_examines_priest (op, god) < 0)
829 return; 766 return;
830 767
768 op->play_sound (sound_find ("god_intervention"));
831 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 769 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
832 770
833 for (tr = god->randomitems->items; tr; tr = tr->next) 771 for (tr = god->randomitems->items; tr; tr = tr->next)
834 { 772 {
835 object *item; 773 object *item;
843 treasurelist *tl = treasurelist::find (tr->name); 781 treasurelist *tl = treasurelist::find (tr->name);
844 782
845 if (tl == NULL) 783 if (tl == NULL)
846 continue; 784 continue;
847 785
848 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); 786 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
849 787
850 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); 788 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
851 return; 789 return;
852 } 790 }
853 791
854 if (!tr->item) 792 if (!tr->item)
855 continue; 793 continue;
856 794
857 item = &tr->item->clone; 795 item = tr->item;
858 796
859 /* Grace limit */ 797 /* Grace limit */
860 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 798 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
861 { 799 {
862 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) 800 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
863 { 801 {
864 object *tmp;
865
866 /* Follower lacks the required grace for the following 802 /* Follower lacks the required grace for the following
867 * treasure list items. */ 803 * treasure list items. */
868 804
869 tmp = get_archetype (HOLY_POSSESSION); 805 object *tmp = get_archetype (HOLY_POSSESSION);
870 cast_change_ability (op, op, tmp, 0, 1); 806 cast_change_ability (op, op, tmp, 0, 1);
871 tmp->destroy (); 807 tmp->destroy ();
872 return; 808 return;
873 } 809 }
810
874 continue; 811 continue;
875 } 812 }
876 813
877 /* Restore grace */ 814 /* Restore grace */
878 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 815 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
879 { 816 {
880 if (op->stats.grace >= 0) 817 if (op->stats.grace >= 0)
881 continue; 818 continue;
819
882 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 820 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
883 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); 821 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
884 return; 822 return;
885 } 823 }
886 824
887 /* Heal damage */ 825 /* Heal damage */
888 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) 826 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
889 { 827 {
890 if (op->stats.hp >= op->stats.maxhp) 828 if (op->stats.hp >= op->stats.maxhp)
891 continue; 829 continue;
830
892 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); 831 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
893 op->stats.hp = op->stats.maxhp; 832 op->stats.hp = op->stats.maxhp;
894 return; 833 return;
895 } 834 }
896 835
902 /* Restore to 50 .. 100%, if sp < 50% */ 841 /* Restore to 50 .. 100%, if sp < 50% */
903 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); 842 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
904 843
905 if (op->stats.sp >= max / 2) 844 if (op->stats.sp >= max / 2)
906 continue; 845 continue;
846
907 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); 847 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
908 op->stats.sp = new_sp; 848 op->stats.sp = new_sp;
909 } 849 }
910 850
911 /* Various heal spells */ 851 /* Various heal spells */
912 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) 852 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
913 { 853 {
914 object *tmp;
915 int success;
916
917 tmp = get_archetype_by_object_name (item->slaying); 854 object *tmp = archetype::get (item->slaying);
918
919 success = cast_heal (op, op, tmp, 0); 855 int success = cast_heal (op, op, tmp, 0);
920 tmp->destroy (); 856 tmp->destroy ();
857
921 if (success) 858 if (success)
922 return; 859 return;
923 else 860 else
924 continue; 861 continue;
925 } 862 }
947 { 884 {
948 object *depl; 885 object *depl;
949 archetype *at; 886 archetype *at;
950 int i; 887 int i;
951 888
952 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 889 if ((at = archetype::find (shstr_depletion)) == NULL)
953 { 890 {
954 LOG (llevError, "Could not find archetype depletion.\n"); 891 LOG (llevError, "Could not find archetype depletion.\n");
955 continue; 892 continue;
956 } 893 }
894
957 depl = present_arch_in_ob (at, op); 895 depl = present_arch_in_ob (at, op);
958 896
959 if (depl == NULL) 897 if (depl == NULL)
960 continue; 898 continue;
961 899
962 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); 900 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
963 901
964 for (i = 0; i < NUM_STATS; i++) 902 for (i = 0; i < NUM_STATS; i++)
965 if (get_attr_value (&depl->stats, i)) 903 if (depl->stats.stat (i))
966 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 904 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
967 905
968 depl->destroy (); 906 depl->destroy ();
969 op->update_stats (); 907 op->update_stats ();
970 return; 908 return;
971 } 909 }
972 910
973 /* Voices */ 911 /* Voices */
974 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) 912 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
975 { 913 {
976 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); 914 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
977 new_draw_info (NDI_WHITE, 0, op, item->msg); 915 new_draw_info (NDI_WHITE, 0, op, item->msg);
978 return; 916 return;
979 } 917 }
980 918
981 /* Messages */ 919 /* Messages */
1021 959
1022 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 960 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1023} 961}
1024 962
1025/** 963/**
1026 * Checks and maybe punishes someone praying. 964 * Player prays at altar.
1027 * All applied items are examined, if player is using more items of other gods, 965 * Checks for god changing, divine intervention, and so on.
1028 * s/he loses experience in praying or general experience if no praying.
1029 */ 966 */
1030int 967void
1031god_examines_priest (object *op, object *god) 968pray_at_altar (object *pl, object *altar, object *skill)
1032{ 969{
1033 int reaction = 1; 970 object *pl_god = find_god (determine_god (pl));
1034 object *item = NULL, *skop;
1035 971
1036 for (item = op->inv; item; item = item->below) 972 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1037 {
1038 if (QUERY_FLAG (item, FLAG_APPLIED))
1039 {
1040 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1041 }
1042 }
1043
1044 /* well, well. Looks like we screwed up. Time for god's revenge */
1045 if (reaction < 0)
1046 {
1047 int loss = 10000000;
1048 int angry = abs (reaction);
1049
1050 for (skop = op->inv; skop != NULL; skop = skop->below)
1051 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1052 break;
1053
1054 if (skop)
1055 loss = (int) (0.05 * (float) skop->stats.exp);
1056 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1057 if (random_roll (0, angry, op, PREFER_LOW))
1058 {
1059 object *tmp = get_archetype (LOOSE_MANA);
1060
1061 cast_magic_storm (op, tmp, op->level + (angry * 3));
1062 }
1063 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1064 }
1065 return reaction;
1066}
1067
1068/**
1069 * God checks item the player is using.
1070 * Return either -1 (bad), 0 (neutral) or
1071 * 1 (item is ok). If you are using the item of an enemy
1072 * god, it can be bad...-b.t.
1073 */
1074
1075int
1076god_examines_item (object *god, object *item)
1077{
1078 char buf[MAX_BUF];
1079
1080 if (!god || !item)
1081 return 0; 973 return;
1082 974
1083 if (!item->title) 975 /* If non consecrate altar, don't do anything */
1084 return 1; /* unclaimed item are ok */ 976 if (!altar->other_arch)
977 return;
1085 978
1086 sprintf (buf, "of %s", &god->name); 979 /* hmm. what happend depends on pl's current god, level, etc */
1087 if (!strcmp (item->title, buf)) 980 if (!pl_god)
1088 return 1; /* belongs to that God */ 981 { /*new convert */
982 become_follower (pl, altar->other_arch);
983 return;
984 }
985 else if (pl_god->name == altar->other_arch->object::name)
986 {
987 /* pray at your gods altar */
988 /* this leads to very low levels of wis and pray to result in no doubling! */
989 int bonus = (pl->stats.Wis + skill->level) / 10;
1089 990
1090 if (god->title) 991 /* we can get neg grace up faster */
1091 { /* check if we have any enemy blessed item */ 992 if (pl->stats.grace < 0)
1092 sprintf (buf, "of %s", &god->title); 993 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1093 if (!strcmp (item->title, buf)) 994
995 /* we can super-charge grace to 2x max */
996 if (pl->stats.grace < 2 * pl->stats.maxgrace)
997 pl->stats.grace += bonus / 2;
998 else
999 pl->stats.grace = 2 * pl->stats.maxgrace;
1000
1001 /* Every once in a while, the god decides to checkup on their
1002 * follower, and may intervene to help them out.
1094 { 1003 */
1095 if (item->env) 1004 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1005
1006 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1007 god_intervention (pl, pl_god, skill);
1008 }
1009 else
1010 { /* praying to another god! */
1011 uint64 loss = 0;
1012 int angry = 1;
1013
1014 /* I believe the logic for detecting opposing gods was completely
1015 * broken - I think it should work now. altar->other_arch
1016 * points to the god of this altar (which we have
1017 * already verified is non null). pl_god->other_arch
1018 * is the opposing god - we need to verify that exists before
1019 * using its values.
1020 */
1021 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1022 {
1023 angry = 2;
1024 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1096 { 1025 {
1097 char buf[MAX_BUF]; 1026 object *tmp;
1098 1027
1099 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1028 /* you really screwed up */
1100 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); 1029 angry = 3;
1030 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1031 tmp = get_archetype (LOOSE_MANA);
1032 cast_magic_storm (pl, tmp, pl_god->level + 20);
1101 } 1033 }
1102 return -1; 1034 else
1103 } 1035 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1104 }
1105
1106 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1107}
1108
1109/**
1110 * Returns priest's god's id.
1111 * Straight calls lookup_god_by_name
1112 */
1113
1114int
1115get_god (object *priest)
1116{
1117 int godnr = lookup_god_by_name (determine_god (priest));
1118
1119 return godnr;
1120}
1121
1122/**
1123 * Returns a string that is the name of the god that should be natively worshipped by a
1124 * creature of who has race *race
1125 * if we can't find a god that is appropriate, we return NULL
1126 */
1127const char *
1128get_god_for_race (const char *race)
1129{
1130 godlink *gl = first_god;
1131 const char *godname = NULL;
1132
1133 if (race == NULL)
1134 return NULL;
1135 while (gl)
1136 {
1137 if (!strcasecmp (gl->arch->clone.race, race))
1138 { 1036 }
1139 godname = gl->name; 1037 else
1140 break; 1038 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1039
1040 /* whether we will be successfull in defecting or not -
1041 * we lose experience from the clerical experience obj
1042 */
1043
1044 loss = angry * (skill->stats.exp / 10);
1045 if (loss)
1046 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
1047
1048 /* May switch Gods, but its random chance based on our current level
1049 * note it gets harder to swap gods the higher we get
1050 */
1051 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1052 become_follower (pl, altar->other_arch);
1053 else
1141 } 1054 {
1142 gl = gl->next; 1055 /* toss this player off the altar. He can try again. */
1056 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1057 pl->contr->fire_on = 0;
1058 pl->speed_left = 1.f;
1059 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1060 }
1143 } 1061 }
1144 return godname;
1145} 1062}
1146 1063
1147/** 1064/**
1148 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1065 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1149 * Returns false if there was no race to assign to the slaying field of the spell, but 1066 * Returns false if there was no race to assign to the slaying field of the spell, but

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