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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.29 by root, Mon Aug 27 03:56:17 2007 UTC vs.
Revision 1.60 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
25 * monster race initialization. b.t. 26 * monster race initialization. b.t.
26 */ 27 */
35#include <sproto.h> 36#include <sproto.h>
36 37
37/** 38/**
38 * Returns the id of specified god. 39 * Returns the id of specified god.
39 */ 40 */
40int 41static int
41lookup_god_by_name (const char *name) 42lookup_god_by_name (shstr_cmp name)
42{ 43{
43 int godnr = -1; 44 if (name)
44 size_t nmlen = strlen (name);
45
46 if (name && strcmp (name, "none"))
47 {
48 godlink *gl;
49
50 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
51 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 46 if (gl->name == name)
52 break;
53
54 if (gl)
55 godnr = gl->id; 47 return gl->id;
56 }
57 48
58 return godnr; 49 return -1;
59} 50}
60 51
61/** 52/**
62 * Returns pointer to specified god's object through pntr_to_god_obj.. 53 * Returns pointer to specified god's object through pntr_to_god_obj..
63 */ 54 */
64object * 55object *
65find_god (const char *name) 56find_god (shstr_cmp name)
66{ 57{
67 object *god = NULL;
68
69 if (name) 58 if (name)
70 {
71 godlink *gl;
72
73 for (gl = first_god; gl; gl = gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
74 if (!strcmp (name, gl->name)) 60 if (gl->name == name)
75 break;
76 if (gl)
77 god = pntr_to_god_obj (gl); 61 return pntr_to_god_obj (gl);
78 } 62
79 return god; 63 return 0;
64}
65
66/**
67 * Returns a string that is the name of the god that should be natively worshipped by a
68 * creature of who has race *race
69 * if we can't find a god that is appropriate, we return NULL
70 */
71static shstr_tmp
72get_god_for_race (shstr_cmp race)
73{
74 if (race)
75 for (godlink *gl = first_god; gl; gl = gl->next)
76 if (gl->arch->race == race)
77 return gl->name;
78
79 return shstr_tmp ();
80} 80}
81 81
82/** 82/**
83 * Determines if op worships a god. 83 * Determines if op worships a god.
84 * Returns the godname if they do or "none" if they have no god. 84 * Returns the godname if they do or "none" if they have no god.
85 * In the case of an NPC, if they have no god, we try and guess 85 * In the case of an NPC, if they have no god, we try and guess
86 * who they should worship based on their race. If that fails we 86 * who they should worship based on their race. If that fails we
87 * give them a random one. 87 * give them a random one.
88 */ 88 */
89 89shstr_tmp
90const char *
91determine_god (object *op) 90determine_god (object *op)
92{ 91{
93 int godnr = -1;
94 const char *godname;
95
96 /* spells */ 92 /* spells */
97 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
98 {
99 if (lookup_god_by_name (op->title) >= 0) 94 if (lookup_god_by_name (op->title) >= 0)
100 return op->title; 95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
101 } 98 {
102
103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
104 {
105
106 /* find a god based on race */ 99 /* find a god based on race */
107 if (!op->title) 100 if (!op->title)
108 {
109 if (op->race)
110 {
111 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
112
113 if (godname)
114 op->title = godname;
115 }
116 }
117 102
118 /* find a random god */ 103 /* find a random god */
119 if (!op->title) 104 if (!op->title)
120 { 105 {
121 godlink *gl = first_god;
122
123 godnr = rndm (1, gl->id); 106 int godnr = rndm (1, first_god->id);
124 while (gl) 107
125 { 108 for (godlink *gl = first_god; gl; gl = gl->next)
126 if (gl->id == godnr) 109 if (gl->id == godnr)
110 {
111 op->title = gl->name;
127 break; 112 break;
128
129 gl = gl->next;
130 } 113 }
131
132 op->title = gl->name;
133 } 114 }
134 115
135 return op->title; 116 return op->title;
136 } 117 }
137
138 118
139 /* The god the player worships is in the praying skill (native skill 119 /* The god the player worships is in the praying skill (native skill
140 * not skill tool). Since a player can only have one instance of 120 * not skill tool). Since a player can only have one instance of
141 * that skill, once we find it, we can return, either with the 121 * that skill, once we find it, we can return, either with the
142 * title or "none". 122 * title or "none".
143 */ 123 */
144 if (op->type == PLAYER) 124 if (op->type == PLAYER)
145 {
146 for (object *tmp = op->inv; tmp; tmp = tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
147 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
148 { 127 {
149 if (tmp->title) 128 if (tmp->title)
150 return tmp->title; 129 return tmp->title;
151 else 130
152 return "none"; 131 break;
153 } 132 }
154 }
155 133
156 return "none"; 134 return shstr_none;
157} 135}
158 136
159/** 137/**
160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 138 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
161 */ 139 */
162static int 140static int
163same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
164{ 142{
165 if (s1 == NULL) 143 if (s1 == s2)
166 if (s2 == NULL)
167 return 1; 144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
168 else 147 else
169 return 0;
170 else if (s2 == NULL)
171 return 0; 148 return 0;
172 else
173 return strcmp (s1, s2) == 0;
174} 149}
175 150
176/** 151/**
177 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 152 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
178 * Any matching items in the inventory are deleted, and a 153 * Any matching items in the inventory are deleted, and a
192 167
193 if (tmp->type == item->type 168 if (tmp->type == item->type
194 && same_string (tmp->name, item->name) 169 && same_string (tmp->name, item->name)
195 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) 170 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
196 { 171 {
197
198 /* message */ 172 /* message */
199 if (tmp->nrof > 1) 173 new_draw_info_format (NDI_UNIQUE, 0, op,
200 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp)); 174 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
201 else 175 query_short_name (tmp));
202 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
203 176
204 tmp->remove (); /* remove obj from players inv. */ 177 tmp->destroy ();
205 esrv_del_item (op->contr, tmp->count); /* notify client */
206 tmp->destroy (); /* free object */
207 } 178 }
208 179
209 if (tmp->inv) 180 if (tmp->inv)
210 follower_remove_similar_item (tmp, item); 181 follower_remove_similar_item (tmp, item);
211 } 182 }
237 * God gives an item to the player. 208 * God gives an item to the player.
238 */ 209 */
239static int 210static int
240god_gives_present (object *op, object *god, treasure *tr) 211god_gives_present (object *op, object *god, treasure *tr)
241{ 212{
242 object *tmp;
243
244 if (!tr->item) 213 if (!tr->item)
245 return 0; 214 return 0;
246 215
247 if (follower_has_similar_item (op, tr->item)) 216 if (follower_has_similar_item (op, tr->item))
248 return 0; 217 return 0;
249 218
250 tmp = arch_to_object (tr->item); 219 object *tmp = tr->item->instance ();
251 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); 220 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
252 tmp = insert_ob_in_ob (tmp, op); 221 op->insert (tmp);
253 if (op->type == PLAYER)
254 esrv_send_item (op, tmp);
255 222
256 return 1; 223 return 1;
257}
258
259/**
260 * Player prays at altar.
261 * Checks for god changing, divine intervention, and so on.
262 */
263void
264pray_at_altar (object *pl, object *altar, object *skill)
265{
266 object *pl_god = find_god (determine_god (pl));
267
268 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
269 return;
270
271 /* If non consecrate altar, don't do anything */
272 if (!altar->other_arch)
273 return;
274
275 /* hmm. what happend depends on pl's current god, level, etc */
276 if (!pl_god)
277 { /*new convert */
278 become_follower (pl, altar->other_arch);
279 return;
280 }
281 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
282 {
283 /* pray at your gods altar */
284 int bonus = (pl->stats.Wis + skill->level) / 10;
285
286 /* we can get neg grace up faster */
287 if (pl->stats.grace < 0)
288 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
289 /* we can super-charge grace to 2x max */
290 if (pl->stats.grace < (2 * pl->stats.maxgrace))
291 {
292 pl->stats.grace += bonus / 2;
293 }
294 if (pl->stats.grace > (2 * pl->stats.maxgrace))
295 {
296 pl->stats.grace = (2 * pl->stats.maxgrace);
297 }
298
299 /* Every once in a while, the god decides to checkup on their
300 * follower, and may intervene to help them out.
301 */
302 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
303
304 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
305 god_intervention (pl, pl_god, skill);
306 }
307 else
308 { /* praying to another god! */
309 uint64 loss = 0;
310 int angry = 1;
311
312 /* I believe the logic for detecting opposing gods was completely
313 * broken - I think it should work now. altar->other_arch
314 * points to the god of this altar (which we have
315 * already verified is non null). pl_god->other_arch
316 * is the opposing god - we need to verify that exists before
317 * using its values.
318 */
319 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
320 {
321 angry = 2;
322 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
323 {
324 object *tmp;
325
326 /* you really screwed up */
327 angry = 3;
328 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
329 tmp = get_archetype (LOOSE_MANA);
330 cast_magic_storm (pl, tmp, pl_god->level + 20);
331 }
332 else
333 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
334 }
335 else
336 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
337
338 /* whether we will be successfull in defecting or not -
339 * we lose experience from the clerical experience obj
340 */
341
342 loss = angry * (skill->stats.exp / 10);
343 if (loss)
344 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
345
346 /* May switch Gods, but its random chance based on our current level
347 * note it gets harder to swap gods the higher we get
348 */
349 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
350 become_follower (pl, altar->other_arch);
351 else
352 {
353 /* toss this player off the altar. He can try again. */
354 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
355 pl->contr->fire_on = 0;
356 pl->speed_left = 1.f;
357 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
358 }
359 }
360} 224}
361 225
362/** 226/**
363 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
364 */ 228 */
378 next_tmp = tmp->below; 242 next_tmp = tmp->below;
379 243
380 /* 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
381 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
382 */ 246 */
383 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
384 continue; 248 continue;
385 249
386 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
387 { 251 {
388 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);
409 { 273 {
410 remove = 0; 274 remove = 0;
411 break; 275 break;
412 } 276 }
413 } 277 }
278
414 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])
415 { 292 {
416 /* just do the work of removing the spell ourselves - we already 293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
417 * know that the player knows the spell 294 --number;
418 */
419 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
420 player_unready_range_ob (op->contr, tmp);
421 tmp->destroy ();
422 } 295 }
296}
423 297
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);
424 } 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;
425} 348}
426 349
427/** 350/**
428 * This function is called whenever a player has 351 * This function is called whenever a player has
429 * 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
436 object *old_god = NULL; /* old god */ 359 object *old_god = NULL; /* old god */
437 treasure *tr; 360 treasure *tr;
438 object *item, *skop, *next; 361 object *item, *skop, *next;
439 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. */
440 363
441
442 old_god = find_god (determine_god (op)); 364 old_god = find_god (determine_god (op));
443 365
444 /* take away any special god-characteristic items. */ 366 /* take away any special god-characteristic items. */
445 for (item = op->inv; item != NULL; item = next) 367 for (item = op->inv; item; item = next)
446 { 368 {
447 next = item->below; 369 next = item->below;
370
448 // 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
449 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 372 if (item->flag [FLAG_STARTEQUIP] && item->invisible &&
450 (item->type != SKILL) && (item->type != FORCE)) 373 (item->type != SKILL) && (item->type != FORCE))
451 { 374 {
452
453 if (item->type == SPELL) 375 if (item->type == SPELL)
376 {
454 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 }
455 380
456 player_unready_range_ob (op->contr, item);
457 item->destroy (); 381 item->destroy ();
458 } 382 }
459 } 383 }
460 384
461 /* remove any godgiven items from the old god */ 385 /* remove any godgiven items from the old god */
462 if (old_god) 386 if (old_god)
463 for (tr = old_god->randomitems->items; tr; tr = tr->next) 387 for (tr = old_god->randomitems->items; tr; tr = tr->next)
464 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) 388 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
465 follower_remove_similar_item (op, tr->item); 389 follower_remove_similar_item (op, tr->item);
466 390
467 if (!op || !new_god) 391 if (!op || !new_god)
468 return; 392 return;
469 393
470 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 394 if (new_god->slaying && op->race.contains (new_god->slaying))
471 { 395 {
472 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);
473 397
474 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)
475 { 399 {
478 cast_magic_storm (op, tmp, new_god->level + 10); 402 cast_magic_storm (op, tmp, new_god->level + 10);
479 } 403 }
480 404
481 return; 405 return;
482 } 406 }
483
484 407
485 /* give the player any special god-characteristic-items. */ 408 /* give the player any special god-characteristic-items. */
486 for (tr = new_god->randomitems->items; tr; tr = tr->next) 409 for (tr = new_god->randomitems->items; tr; tr = tr->next)
487 { 410 {
488 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK 411 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
489 && tr->item->type != BOOK && tr->item->type != SPELL) 412 && tr->item->type != BOOK && tr->item->type != SPELL)
490 god_gives_present (op, new_god, tr); 413 god_gives_present (op, new_god, tr);
491 } 414 }
492 415
493
494 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);
495 417
496 for (skop = op->inv; skop != NULL; skop = skop->below) 418 for (skop = op->inv; skop; skop = skop->below)
497 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 419 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
498 break; 420 break;
499 421
500 /* Player has no skill - give them the skill */ 422 /* Player has no skill - give them the skill */
501 if (!skop) 423 if (!skop)
502 {
503 /* 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,
504 * things are really messed up anyways. 425 * things are really messed up anyways.
505 */ 426 */
506 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); 427 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
507 link_player_skills (op);
508 }
509 428
510 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 429 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
511 430
512 /* 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,
513 * so I set undeadified for that. 432 * so I set undeadified for that.
514 * - gros, 21th July 2006. 433 * - gros, 21th July 2006.
515 */ 434 */
516 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 435 if (old_god && old_god->flag [FLAG_UNDEAD])
517 { 436 {
518 CLEAR_FLAG (skop, FLAG_UNDEAD); 437 skop->clr_flag (FLAG_UNDEAD);
519 undeadified = 1; 438 undeadified = 1;
520 } 439 }
521 440
522 if (skop->title) 441 if (skop->title)
523 { /* get rid of old god */ 442 {
443 /* get rid of old god */
524 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
525 /* 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 */
526 if (sk_applied || undeadified) 447 if (sk_applied || undeadified)
527 { 448 {
528 449 skop->clr_flag (FLAG_APPLIED);
529 CLEAR_FLAG (skop, FLAG_APPLIED);
530 (void) change_abil (op, skop); 450 change_abil (op, skop);
531 } 451 }
532 } 452 }
533 453
534 /* now change to the new gods attributes to exp_obj */ 454 /* now change to the new gods attributes to exp_obj */
535 skop->title = new_god->name; 455 skop->title = new_god->name;
570 * 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
571 * 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.
572 */ 492 */
573 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 493 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
574 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 494 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
495
575 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 496 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
576 497
577 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 498 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
578 stop_using_item (op, WEAPON, 2); 499 stop_using_item (op, WEAPON, 2);
579 500
584 stop_using_item (op, BOOTS, 1); 505 stop_using_item (op, BOOTS, 1);
585 stop_using_item (op, GLOVES, 1); 506 stop_using_item (op, GLOVES, 1);
586 stop_using_item (op, SHIELD, 1); 507 stop_using_item (op, SHIELD, 1);
587 } 508 }
588 509
589 SET_FLAG (skop, FLAG_APPLIED); 510 skop->set_flag (FLAG_APPLIED);
590 (void) change_abil (op, skop); 511 change_abil (op, skop);
591 512
592 /* return to previous skill status */ 513 /* return to previous skill status */
593 if (!sk_applied) 514 if (!sk_applied)
594 CLEAR_FLAG (skop, FLAG_APPLIED); 515 skop->clr_flag (FLAG_APPLIED);
595 516
596 check_special_prayers (op, new_god); 517 check_special_prayers (op, new_god);
597} 518}
598 519
599/**
600 * Forbids or let player use something item type.
601 * op is the player.
602 * exp_obj is the widsom experience.
603 * flag is the flag to check against.
604 * string is the string to print out.
605 */
606
607int
608worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
609{
610
611 if (QUERY_FLAG (op->arch, flag))
612 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
613 {
614 update_priest_flag (exp_obj, op, flag);
615 if (QUERY_FLAG (op, flag))
616 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
617 else
618 {
619 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
620 return 1;
621 }
622 }
623 return 0;
624}
625
626/**
627 * Unapplies up to number worth of items of type
628 */
629void
630stop_using_item (object *op, int type, int number)
631{
632 object *tmp;
633
634 for (tmp = op->inv; tmp && number; tmp = tmp->below)
635 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
636 {
637 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
638 number--;
639 }
640}
641
642/**
643 * If the god does/doesnt have this flag, we
644 * give/remove it from the experience object if it doesnt/does
645 * already exist. For players only!
646 */
647
648void
649update_priest_flag (object *god, object *exp_ob, uint32 flag)
650{
651 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
652 SET_FLAG (exp_ob, flag);
653 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
654 {
655 /* When this is called with the exp_ob set to the player,
656 * this check is broken, because most all players arch
657 * allow use of weapons. I'm not actually sure why this
658 * check is here - I guess if you had a case where the
659 * value in the archetype (wisdom) should over ride the restrictions
660 * the god places on it, this may make sense. But I don't think
661 * there is any case like that.
662 */
663
664/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
665 CLEAR_FLAG (exp_ob, flag);
666 };
667}
668
669
670
671archetype * 520archetype *
672determine_holy_arch (object *god, const char *type) 521determine_holy_arch (object *god, shstr_cmp type)
673{ 522{
674 treasure *tr; 523 treasure *tr;
675 524
676 if (!god || !god->randomitems) 525 if (!god || !god->randomitems)
677 { 526 {
678 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");
679 return NULL; 528 return 0;
680 } 529 }
681 530
682 for (tr = god->randomitems->items; tr; tr = tr->next) 531 for (tr = god->randomitems->items; tr; tr = tr->next)
683 { 532 {
684 if (!tr->item) 533 if (!tr->item)
685 continue; 534 continue;
686 535
687 object *item = tr->item; 536 object *item = tr->item;
688 537
689 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 538 if (item->type == BOOK && item->invisible && item->name == type)
690 return item->other_arch; 539 return item->other_arch;
691 } 540 }
541
692 return NULL; 542 return 0;
693} 543}
694 544
695/** 545/**
696 * God helps player by removing curse and/or damnation. 546 * God helps player by removing curse and/or damnation.
697 */ 547 */
698static int 548static int
699god_removes_curse (object *op, int remove_damnation) 549god_removes_curse (object *op, int remove_damnation)
700{ 550{
701 object *tmp;
702 int success = 0; 551 int success = 0;
703 552
704 for (tmp = op->inv; tmp; tmp = tmp->below) 553 for (object *tmp = op->inv; tmp; tmp = tmp->below)
705 { 554 {
706 if (tmp->invisible) 555 if (tmp->invisible)
707 continue; 556 continue;
557
708 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 558 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
709 continue; 559 continue;
710 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 560
561 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
711 { 562 {
712 success = 1; 563 success = 1;
713 CLEAR_FLAG (tmp, FLAG_DAMNED); 564 tmp->clr_flag (FLAG_DAMNED);
714 CLEAR_FLAG (tmp, FLAG_CURSED); 565 tmp->clr_flag (FLAG_CURSED);
715 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 566 tmp->clr_flag (FLAG_KNOWN_CURSED);
716 if (op->type == PLAYER) 567
568 if (object *pl = tmp->visible_to ())
717 esrv_send_item (op, tmp); 569 esrv_update_item (UPD_FLAGS, pl, tmp);
718 } 570 }
719 } 571 }
720 572
721 if (success) 573 if (success)
722 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
723 return success; 576 return success;
724} 577}
725 578
726static int 579static int
727follower_level_to_enchantments (int level, int difficulty) 580follower_level_to_enchantments (int level, int difficulty)
732 return 0; 585 return 0;
733 } 586 }
734 587
735 if (level <= 20) 588 if (level <= 20)
736 return level / difficulty; 589 return level / difficulty;
590
737 if (level <= 40) 591 if (level <= 40)
738 return (20 + (level - 20) / 2) / difficulty; 592 return (20 + (level - 20) / 2) / difficulty;
739 593
740 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 */
741} 636}
742 637
743/** 638/**
744 * God wants to enchant weapon. 639 * God wants to enchant weapon.
745 * 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
747 * attacktype, slaying and such. 642 * attacktype, slaying and such.
748 */ 643 */
749static int 644static int
750god_enchants_weapon (object *op, object *god, object *tr, object *skill) 645god_enchants_weapon (object *op, object *god, object *tr, object *skill)
751{ 646{
752 char buf[MAX_BUF];
753 object *weapon; 647 object *weapon;
754 uint32 attacktype; 648 uint32 attacktype;
755 int tmp; 649 int tmp;
756 650
757 for (weapon = op->inv; weapon; weapon = weapon->below) 651 for (weapon = op->inv; weapon; weapon = weapon->below)
758 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 652 if ((weapon->type == WEAPON || weapon->type == BOW) && weapon->flag [FLAG_APPLIED])
759 break; 653 break;
760 654
761 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 655 if (!weapon || god_examines_item (god, weapon) <= 0)
762 return 0; 656 return 0;
763 657
764 /* 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 */
765 if (!weapon->title) 659 if (!weapon->title)
766 { 660 {
767 sprintf (buf, "of %s", &god->name); 661 weapon->title = format ("of %s", &god->name);
768 weapon->title = buf; 662
769 if (op->type == PLAYER) 663 if (object *pl = weapon->visible_to ())
770 esrv_update_item (UPD_NAME, op, weapon); 664 esrv_update_item (UPD_NAME, pl, weapon);
665
771 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!");
772 } 667 }
773 668
774 /* Allow the weapon to slay enemies */ 669 /* Allow the weapon to slay enemies */
775 if (!weapon->slaying && god->slaying) 670 if (!weapon->slaying && god->slaying)
792 tmp = follower_level_to_enchantments (skill->level, tr->level); 687 tmp = follower_level_to_enchantments (skill->level, tr->level);
793 if (weapon->magic < tmp) 688 if (weapon->magic < tmp)
794 { 689 {
795 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!");
796 weapon->magic++; 691 weapon->magic++;
797 if (op->type == PLAYER) 692
693 if (object *pl = weapon->visible_to ())
798 esrv_update_item (UPD_NAME, op, weapon); 694 esrv_update_item (UPD_NAME, pl, weapon);
695
799 return 1; 696 return 1;
800 } 697 }
801 698
802 return 0; 699 return 0;
700}
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;
803} 743}
804 744
805/** 745/**
806 * 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.
807 * 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
808 * priest. -b.t. 748 * priest. -b.t.
809 * called from pray_at_altar() currently. 749 * called from pray_at_altar() currently.
810 */ 750 */
811void 751static void
812god_intervention (object *op, object *god, object *skill) 752god_intervention (object *op, object *god, object *skill)
813{ 753{
814 treasure *tr; 754 treasure *tr;
815 755
816 if (!god || !god->randomitems) 756 if (!god || !god->randomitems)
843 if (tl == NULL) 783 if (tl == NULL)
844 continue; 784 continue;
845 785
846 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.");
847 787
848 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);
849 return; 789 return;
850 } 790 }
851 791
852 if (!tr->item) 792 if (!tr->item)
853 continue; 793 continue;
854 794
855 item = tr->item; 795 item = tr->item;
856 796
857 /* Grace limit */ 797 /* Grace limit */
858 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 798 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
859 { 799 {
860 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)
861 { 801 {
862 object *tmp;
863
864 /* Follower lacks the required grace for the following 802 /* Follower lacks the required grace for the following
865 * treasure list items. */ 803 * treasure list items. */
866 804
867 tmp = get_archetype (HOLY_POSSESSION); 805 object *tmp = get_archetype (HOLY_POSSESSION);
868 cast_change_ability (op, op, tmp, 0, 1); 806 cast_change_ability (op, op, tmp, 0, 1);
869 tmp->destroy (); 807 tmp->destroy ();
870 return; 808 return;
871 } 809 }
872 810
873 continue; 811 continue;
874 } 812 }
875 813
876 /* Restore grace */ 814 /* Restore grace */
877 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 815 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
878 { 816 {
879 if (op->stats.grace >= 0) 817 if (op->stats.grace >= 0)
880 continue; 818 continue;
819
881 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 820 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
882 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); 821 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
883 return; 822 return;
884 } 823 }
885 824
886 /* Heal damage */ 825 /* Heal damage */
887 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)
888 { 827 {
889 if (op->stats.hp >= op->stats.maxhp) 828 if (op->stats.hp >= op->stats.maxhp)
890 continue; 829 continue;
830
891 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!");
892 op->stats.hp = op->stats.maxhp; 832 op->stats.hp = op->stats.maxhp;
893 return; 833 return;
894 } 834 }
895 835
901 /* Restore to 50 .. 100%, if sp < 50% */ 841 /* Restore to 50 .. 100%, if sp < 50% */
902 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);
903 843
904 if (op->stats.sp >= max / 2) 844 if (op->stats.sp >= max / 2)
905 continue; 845 continue;
846
906 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!");
907 op->stats.sp = new_sp; 848 op->stats.sp = new_sp;
908 } 849 }
909 850
910 /* Various heal spells */ 851 /* Various heal spells */
911 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)
912 { 853 {
913 object *tmp;
914 int success;
915
916 tmp = get_archetype_by_object_name (item->slaying); 854 object *tmp = archetype::get (item->slaying);
917
918 success = cast_heal (op, op, tmp, 0); 855 int success = cast_heal (op, op, tmp, 0);
919 tmp->destroy (); 856 tmp->destroy ();
857
920 if (success) 858 if (success)
921 return; 859 return;
922 else 860 else
923 continue; 861 continue;
924 } 862 }
946 { 884 {
947 object *depl; 885 object *depl;
948 archetype *at; 886 archetype *at;
949 int i; 887 int i;
950 888
951 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 889 if ((at = archetype::find (shstr_depletion)) == NULL)
952 { 890 {
953 LOG (llevError, "Could not find archetype depletion.\n"); 891 LOG (llevError, "Could not find archetype depletion.\n");
954 continue; 892 continue;
955 } 893 }
894
956 depl = present_arch_in_ob (at, op); 895 depl = present_arch_in_ob (at, op);
957 896
958 if (depl == NULL) 897 if (depl == NULL)
959 continue; 898 continue;
960 899
1020 959
1021 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 960 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1022} 961}
1023 962
1024/** 963/**
1025 * Checks and maybe punishes someone praying. 964 * Player prays at altar.
1026 * All applied items are examined, if player is using more items of other gods, 965 * Checks for god changing, divine intervention, and so on.
1027 * s/he loses experience in praying or general experience if no praying.
1028 */ 966 */
1029int 967void
1030god_examines_priest (object *op, object *god) 968pray_at_altar (object *pl, object *altar, object *skill)
1031{ 969{
1032 int reaction = 1; 970 object *pl_god = find_god (determine_god (pl));
1033 object *item = NULL, *skop;
1034 971
1035 for (item = op->inv; item; item = item->below) 972 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1036 {
1037 if (QUERY_FLAG (item, FLAG_APPLIED))
1038 {
1039 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1040 }
1041 }
1042
1043 /* well, well. Looks like we screwed up. Time for god's revenge */
1044 if (reaction < 0)
1045 {
1046 int loss = 10000000;
1047 int angry = abs (reaction);
1048
1049 for (skop = op->inv; skop != NULL; skop = skop->below)
1050 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1051 break;
1052
1053 if (skop)
1054 loss = (int) (0.05 * (float) skop->stats.exp);
1055 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1056 if (random_roll (0, angry, op, PREFER_LOW))
1057 {
1058 object *tmp = get_archetype (LOOSE_MANA);
1059
1060 cast_magic_storm (op, tmp, op->level + (angry * 3));
1061 }
1062 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1063 }
1064 return reaction;
1065}
1066
1067/**
1068 * God checks item the player is using.
1069 * Return either -1 (bad), 0 (neutral) or
1070 * 1 (item is ok). If you are using the item of an enemy
1071 * god, it can be bad...-b.t.
1072 */
1073
1074int
1075god_examines_item (object *god, object *item)
1076{
1077 char buf[MAX_BUF];
1078
1079 if (!god || !item)
1080 return 0; 973 return;
1081 974
1082 if (!item->title) 975 /* If non consecrate altar, don't do anything */
1083 return 1; /* unclaimed item are ok */ 976 if (!altar->other_arch)
977 return;
1084 978
1085 sprintf (buf, "of %s", &god->name); 979 /* hmm. what happend depends on pl's current god, level, etc */
1086 if (!strcmp (item->title, buf)) 980 if (!pl_god)
1087 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;
1088 990
1089 if (god->title) 991 /* we can get neg grace up faster */
1090 { /* check if we have any enemy blessed item */ 992 if (pl->stats.grace < 0)
1091 sprintf (buf, "of %s", &god->title); 993 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1092 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.
1093 { 1003 */
1094 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)
1095 { 1025 {
1096 char buf[MAX_BUF]; 1026 object *tmp;
1097 1027
1098 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1028 /* you really screwed up */
1099 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);
1100 } 1033 }
1101 return -1; 1034 else
1102 } 1035 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1103 }
1104
1105 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1106}
1107
1108/**
1109 * Returns priest's god's id.
1110 * Straight calls lookup_god_by_name
1111 */
1112
1113int
1114get_god (object *priest)
1115{
1116 int godnr = lookup_god_by_name (determine_god (priest));
1117
1118 return godnr;
1119}
1120
1121/**
1122 * Returns a string that is the name of the god that should be natively worshipped by a
1123 * creature of who has race *race
1124 * if we can't find a god that is appropriate, we return NULL
1125 */
1126const char *
1127get_god_for_race (const char *race)
1128{
1129 godlink *gl = first_god;
1130 const char *godname = NULL;
1131
1132 if (race == NULL)
1133 return NULL;
1134 while (gl)
1135 {
1136 if (!strcasecmp (gl->arch->race, race))
1137 { 1036 }
1138 godname = gl->name; 1037 else
1139 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
1140 } 1054 {
1141 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 }
1142 } 1061 }
1143 return godname;
1144} 1062}
1145 1063
1146/** 1064/**
1147 * 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.
1148 * 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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