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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.36 by root, Mon May 5 15:05:26 2008 UTC vs.
Revision 1.60 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 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 * Deliantra 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 <support@deliantra.net> 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
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->destroy (); 177 tmp->destroy ();
205 } 178 }
206 179
207 if (tmp->inv) 180 if (tmp->inv)
241 return 0; 214 return 0;
242 215
243 if (follower_has_similar_item (op, tr->item)) 216 if (follower_has_similar_item (op, tr->item))
244 return 0; 217 return 0;
245 218
246 object *tmp = arch_to_object (tr->item); 219 object *tmp = tr->item->instance ();
247 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));
248 op->insert (tmp); 221 op->insert (tmp);
249 222
250 return 1; 223 return 1;
251}
252
253/**
254 * Player prays at altar.
255 * Checks for god changing, divine intervention, and so on.
256 */
257void
258pray_at_altar (object *pl, object *altar, object *skill)
259{
260 object *pl_god = find_god (determine_god (pl));
261
262 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
263 return;
264
265 /* If non consecrate altar, don't do anything */
266 if (!altar->other_arch)
267 return;
268
269 /* hmm. what happend depends on pl's current god, level, etc */
270 if (!pl_god)
271 { /*new convert */
272 become_follower (pl, altar->other_arch);
273 return;
274 }
275 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
276 {
277 /* pray at your gods altar */
278 int bonus = (pl->stats.Wis + skill->level) / 10;
279
280 /* we can get neg grace up faster */
281 if (pl->stats.grace < 0)
282 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
283
284 /* we can super-charge grace to 2x max */
285 if (pl->stats.grace < 2 * pl->stats.maxgrace)
286 pl->stats.grace += bonus / 2;
287 else
288 pl->stats.grace = 2 * pl->stats.maxgrace;
289
290 /* Every once in a while, the god decides to checkup on their
291 * follower, and may intervene to help them out.
292 */
293 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
294
295 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
296 god_intervention (pl, pl_god, skill);
297 }
298 else
299 { /* praying to another god! */
300 uint64 loss = 0;
301 int angry = 1;
302
303 /* I believe the logic for detecting opposing gods was completely
304 * broken - I think it should work now. altar->other_arch
305 * points to the god of this altar (which we have
306 * already verified is non null). pl_god->other_arch
307 * is the opposing god - we need to verify that exists before
308 * using its values.
309 */
310 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
311 {
312 angry = 2;
313 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
314 {
315 object *tmp;
316
317 /* you really screwed up */
318 angry = 3;
319 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
320 tmp = get_archetype (LOOSE_MANA);
321 cast_magic_storm (pl, tmp, pl_god->level + 20);
322 }
323 else
324 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
325 }
326 else
327 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
328
329 /* whether we will be successfull in defecting or not -
330 * we lose experience from the clerical experience obj
331 */
332
333 loss = angry * (skill->stats.exp / 10);
334 if (loss)
335 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
336
337 /* May switch Gods, but its random chance based on our current level
338 * note it gets harder to swap gods the higher we get
339 */
340 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
341 become_follower (pl, altar->other_arch);
342 else
343 {
344 /* toss this player off the altar. He can try again. */
345 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
346 pl->contr->fire_on = 0;
347 pl->speed_left = 1.f;
348 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
349 }
350 }
351} 224}
352 225
353/** 226/**
354 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
355 */ 228 */
369 next_tmp = tmp->below; 242 next_tmp = tmp->below;
370 243
371 /* 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
372 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
373 */ 246 */
374 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
375 continue; 248 continue;
376 249
377 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
378 { 251 {
379 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);
407 do_forget_spell (op, tmp->name); 280 do_forget_spell (op, tmp->name);
408 } 281 }
409} 282}
410 283
411/** 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])
292 {
293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
294 --number;
295 }
296}
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);
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;
348}
349
350/**
412 * This function is called whenever a player has 351 * This function is called whenever a player has
413 * 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
414 * that happen to the player, including the removal of godgiven 353 * that happen to the player, including the removal of godgiven
415 * items (from the former cult). 354 * items (from the former cult).
416 */ 355 */
428 for (item = op->inv; item; item = next) 367 for (item = op->inv; item; item = next)
429 { 368 {
430 next = item->below; 369 next = item->below;
431 370
432 // 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
433 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 372 if (item->flag [FLAG_STARTEQUIP] && item->invisible &&
434 (item->type != SKILL) && (item->type != FORCE)) 373 (item->type != SKILL) && (item->type != FORCE))
435 { 374 {
436 if (item->type == SPELL) 375 if (item->type == SPELL)
437 { 376 {
438 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);
439 esrv_remove_spell (op->contr, item); 378 esrv_remove_spell (op->contr, item);
440 } 379 }
441 380
442 player_unready_range_ob (op->contr, item);
443 item->destroy (); 381 item->destroy ();
444 } 382 }
445 } 383 }
446 384
447 /* remove any godgiven items from the old god */ 385 /* remove any godgiven items from the old god */
448 if (old_god) 386 if (old_god)
449 for (tr = old_god->randomitems->items; tr; tr = tr->next) 387 for (tr = old_god->randomitems->items; tr; tr = tr->next)
450 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) 388 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
451 follower_remove_similar_item (op, tr->item); 389 follower_remove_similar_item (op, tr->item);
452 390
453 if (!op || !new_god) 391 if (!op || !new_god)
454 return; 392 return;
455 393
456 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 394 if (new_god->slaying && op->race.contains (new_god->slaying))
457 { 395 {
458 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);
459 397
460 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)
461 { 399 {
475 god_gives_present (op, new_god, tr); 413 god_gives_present (op, new_god, tr);
476 } 414 }
477 415
478 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);
479 417
480 for (skop = op->inv; skop != NULL; skop = skop->below) 418 for (skop = op->inv; skop; skop = skop->below)
481 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 419 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
482 break; 420 break;
483 421
484 /* Player has no skill - give them the skill */ 422 /* Player has no skill - give them the skill */
485 if (!skop) 423 if (!skop)
486 {
487 /* 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,
488 * things are really messed up anyways. 425 * things are really messed up anyways.
489 */ 426 */
490 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);
491 link_player_skills (op);
492 }
493 428
494 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 429 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
495 430
496 /* 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,
497 * so I set undeadified for that. 432 * so I set undeadified for that.
498 * - gros, 21th July 2006. 433 * - gros, 21th July 2006.
499 */ 434 */
500 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 435 if (old_god && old_god->flag [FLAG_UNDEAD])
501 { 436 {
502 CLEAR_FLAG (skop, FLAG_UNDEAD); 437 skop->clr_flag (FLAG_UNDEAD);
503 undeadified = 1; 438 undeadified = 1;
504 } 439 }
505 440
506 if (skop->title) 441 if (skop->title)
507 { 442 {
509 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);
510 445
511 /* 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 */
512 if (sk_applied || undeadified) 447 if (sk_applied || undeadified)
513 { 448 {
514 CLEAR_FLAG (skop, FLAG_APPLIED); 449 skop->clr_flag (FLAG_APPLIED);
515 change_abil (op, skop); 450 change_abil (op, skop);
516 } 451 }
517 } 452 }
518 453
519 /* now change to the new gods attributes to exp_obj */ 454 /* now change to the new gods attributes to exp_obj */
570 stop_using_item (op, BOOTS, 1); 505 stop_using_item (op, BOOTS, 1);
571 stop_using_item (op, GLOVES, 1); 506 stop_using_item (op, GLOVES, 1);
572 stop_using_item (op, SHIELD, 1); 507 stop_using_item (op, SHIELD, 1);
573 } 508 }
574 509
575 SET_FLAG (skop, FLAG_APPLIED); 510 skop->set_flag (FLAG_APPLIED);
576 (void) change_abil (op, skop); 511 change_abil (op, skop);
577 512
578 /* return to previous skill status */ 513 /* return to previous skill status */
579 if (!sk_applied) 514 if (!sk_applied)
580 CLEAR_FLAG (skop, FLAG_APPLIED); 515 skop->clr_flag (FLAG_APPLIED);
581 516
582 check_special_prayers (op, new_god); 517 check_special_prayers (op, new_god);
583} 518}
584 519
585/**
586 * Forbids or let player use something item type.
587 * op is the player.
588 * exp_obj is the widsom experience.
589 * flag is the flag to check against.
590 * string is the string to print out.
591 */
592
593int
594worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
595{
596 if (QUERY_FLAG (op->arch, flag))
597 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
598 {
599 update_priest_flag (exp_obj, op, flag);
600 if (QUERY_FLAG (op, flag))
601 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
602 else
603 {
604 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
605 return 1;
606 }
607 }
608
609 return 0;
610}
611
612/**
613 * Unapplies up to number worth of items of type
614 */
615void
616stop_using_item (object *op, int type, int number)
617{
618 object *tmp;
619
620 for (tmp = op->inv; tmp && number; tmp = tmp->below)
621 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
622 {
623 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
624 number--;
625 }
626}
627
628/**
629 * If the god does/doesnt have this flag, we
630 * give/remove it from the experience object if it doesnt/does
631 * already exist. For players only!
632 */
633
634void
635update_priest_flag (object *god, object *exp_ob, uint32 flag)
636{
637 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
638 SET_FLAG (exp_ob, flag);
639 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
640 {
641 /* When this is called with the exp_ob set to the player,
642 * this check is broken, because most all players arch
643 * allow use of weapons. I'm not actually sure why this
644 * check is here - I guess if you had a case where the
645 * value in the archetype (wisdom) should over ride the restrictions
646 * the god places on it, this may make sense. But I don't think
647 * there is any case like that.
648 */
649
650/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
651 CLEAR_FLAG (exp_ob, flag);
652 };
653}
654
655archetype * 520archetype *
656determine_holy_arch (object *god, const char *type) 521determine_holy_arch (object *god, shstr_cmp type)
657{ 522{
658 treasure *tr; 523 treasure *tr;
659 524
660 if (!god || !god->randomitems) 525 if (!god || !god->randomitems)
661 { 526 {
668 if (!tr->item) 533 if (!tr->item)
669 continue; 534 continue;
670 535
671 object *item = tr->item; 536 object *item = tr->item;
672 537
673 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 538 if (item->type == BOOK && item->invisible && item->name == type)
674 return item->other_arch; 539 return item->other_arch;
675 } 540 }
676 541
677 return 0; 542 return 0;
678} 543}
688 for (object *tmp = op->inv; tmp; tmp = tmp->below) 553 for (object *tmp = op->inv; tmp; tmp = tmp->below)
689 { 554 {
690 if (tmp->invisible) 555 if (tmp->invisible)
691 continue; 556 continue;
692 557
693 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 558 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
694 continue; 559 continue;
695 560
696 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 561 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
697 { 562 {
698 success = 1; 563 success = 1;
699 CLEAR_FLAG (tmp, FLAG_DAMNED); 564 tmp->clr_flag (FLAG_DAMNED);
700 CLEAR_FLAG (tmp, FLAG_CURSED); 565 tmp->clr_flag (FLAG_CURSED);
701 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 566 tmp->clr_flag (FLAG_KNOWN_CURSED);
702 567
703 if (object *pl = tmp->visible_to ()) 568 if (object *pl = tmp->visible_to ())
704 esrv_update_item (UPD_FLAGS, pl, tmp); 569 esrv_update_item (UPD_FLAGS, pl, tmp);
705 } 570 }
706 } 571 }
725 590
726 if (level <= 40) 591 if (level <= 40)
727 return (20 + (level - 20) / 2) / difficulty; 592 return (20 + (level - 20) / 2) / difficulty;
728 593
729 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 */
730} 636}
731 637
732/** 638/**
733 * God wants to enchant weapon. 639 * God wants to enchant weapon.
734 * 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
741 object *weapon; 647 object *weapon;
742 uint32 attacktype; 648 uint32 attacktype;
743 int tmp; 649 int tmp;
744 650
745 for (weapon = op->inv; weapon; weapon = weapon->below) 651 for (weapon = op->inv; weapon; weapon = weapon->below)
746 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 652 if ((weapon->type == WEAPON || weapon->type == BOW) && weapon->flag [FLAG_APPLIED])
747 break; 653 break;
748 654
749 if (!weapon || god_examines_item (god, weapon) <= 0) 655 if (!weapon || god_examines_item (god, weapon) <= 0)
750 return 0; 656 return 0;
751 657
789 695
790 return 1; 696 return 1;
791 } 697 }
792 698
793 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;
794} 743}
795 744
796/** 745/**
797 * 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.
798 * 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
799 * priest. -b.t. 748 * priest. -b.t.
800 * called from pray_at_altar() currently. 749 * called from pray_at_altar() currently.
801 */ 750 */
802void 751static void
803god_intervention (object *op, object *god, object *skill) 752god_intervention (object *op, object *god, object *skill)
804{ 753{
805 treasure *tr; 754 treasure *tr;
806 755
807 if (!god || !god->randomitems) 756 if (!god || !god->randomitems)
844 continue; 793 continue;
845 794
846 item = tr->item; 795 item = tr->item;
847 796
848 /* Grace limit */ 797 /* Grace limit */
849 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 798 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
850 { 799 {
851 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)
852 { 801 {
853 object *tmp;
854
855 /* Follower lacks the required grace for the following 802 /* Follower lacks the required grace for the following
856 * treasure list items. */ 803 * treasure list items. */
857 804
858 tmp = get_archetype (HOLY_POSSESSION); 805 object *tmp = get_archetype (HOLY_POSSESSION);
859 cast_change_ability (op, op, tmp, 0, 1); 806 cast_change_ability (op, op, tmp, 0, 1);
860 tmp->destroy (); 807 tmp->destroy ();
861 return; 808 return;
862 } 809 }
863 810
864 continue; 811 continue;
865 } 812 }
866 813
867 /* Restore grace */ 814 /* Restore grace */
868 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 815 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
869 { 816 {
870 if (op->stats.grace >= 0) 817 if (op->stats.grace >= 0)
871 continue; 818 continue;
819
872 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 820 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
873 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.");
874 return; 822 return;
875 } 823 }
876 824
877 /* Heal damage */ 825 /* Heal damage */
878 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)
879 { 827 {
880 if (op->stats.hp >= op->stats.maxhp) 828 if (op->stats.hp >= op->stats.maxhp)
881 continue; 829 continue;
830
882 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!");
883 op->stats.hp = op->stats.maxhp; 832 op->stats.hp = op->stats.maxhp;
884 return; 833 return;
885 } 834 }
886 835
935 { 884 {
936 object *depl; 885 object *depl;
937 archetype *at; 886 archetype *at;
938 int i; 887 int i;
939 888
940 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 889 if ((at = archetype::find (shstr_depletion)) == NULL)
941 { 890 {
942 LOG (llevError, "Could not find archetype depletion.\n"); 891 LOG (llevError, "Could not find archetype depletion.\n");
943 continue; 892 continue;
944 } 893 }
894
945 depl = present_arch_in_ob (at, op); 895 depl = present_arch_in_ob (at, op);
946 896
947 if (depl == NULL) 897 if (depl == NULL)
948 continue; 898 continue;
949 899
1009 959
1010 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 960 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1011} 961}
1012 962
1013/** 963/**
1014 * Checks and maybe punishes someone praying. 964 * Player prays at altar.
1015 * All applied items are examined, if player is using more items of other gods, 965 * Checks for god changing, divine intervention, and so on.
1016 * s/he loses experience in praying or general experience if no praying.
1017 */ 966 */
1018int 967void
1019god_examines_priest (object *op, object *god) 968pray_at_altar (object *pl, object *altar, object *skill)
1020{ 969{
1021 int reaction = 1; 970 object *pl_god = find_god (determine_god (pl));
1022 object *item = NULL, *skop;
1023 971
1024 for (item = op->inv; item; item = item->below) 972 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1025 {
1026 if (QUERY_FLAG (item, FLAG_APPLIED))
1027 {
1028 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1029 }
1030 }
1031
1032 /* well, well. Looks like we screwed up. Time for god's revenge */
1033 if (reaction < 0)
1034 {
1035 int loss = 10000000;
1036 int angry = abs (reaction);
1037
1038 for (skop = op->inv; skop != NULL; skop = skop->below)
1039 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1040 break;
1041
1042 if (skop)
1043 loss = (int) (0.05 * (float) skop->stats.exp);
1044 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1045 if (random_roll (0, angry, op, PREFER_LOW))
1046 {
1047 object *tmp = get_archetype (LOOSE_MANA);
1048
1049 cast_magic_storm (op, tmp, op->level + (angry * 3));
1050 }
1051 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1052 }
1053 return reaction;
1054}
1055
1056/**
1057 * God checks item the player is using.
1058 * Return either -1 (bad), 0 (neutral) or
1059 * 1 (item is ok). If you are using the item of an enemy
1060 * god, it can be bad...-b.t.
1061 */
1062
1063int
1064god_examines_item (object *god, object *item)
1065{
1066 char buf[MAX_BUF];
1067
1068 if (!god || !item)
1069 return 0; 973 return;
1070 974
1071 if (!item->title) 975 /* If non consecrate altar, don't do anything */
1072 return 1; /* unclaimed item are ok */ 976 if (!altar->other_arch)
977 return;
1073 978
1074 sprintf (buf, "of %s", &god->name); 979 /* hmm. what happend depends on pl's current god, level, etc */
1075 if (!strcmp (item->title, buf)) 980 if (!pl_god)
1076 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;
1077 990
1078 if (god->title) 991 /* we can get neg grace up faster */
1079 { /* check if we have any enemy blessed item */ 992 if (pl->stats.grace < 0)
1080 sprintf (buf, "of %s", &god->title); 993 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1081 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.
1082 { 1003 */
1083 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)
1084 { 1025 {
1085 char buf[MAX_BUF]; 1026 object *tmp;
1086 1027
1087 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1028 /* you really screwed up */
1088 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);
1089 } 1033 }
1090 return -1; 1034 else
1091 } 1035 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1092 }
1093
1094 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1095}
1096
1097/**
1098 * Returns priest's god's id.
1099 * Straight calls lookup_god_by_name
1100 */
1101
1102int
1103get_god (object *priest)
1104{
1105 int godnr = lookup_god_by_name (determine_god (priest));
1106
1107 return godnr;
1108}
1109
1110/**
1111 * Returns a string that is the name of the god that should be natively worshipped by a
1112 * creature of who has race *race
1113 * if we can't find a god that is appropriate, we return NULL
1114 */
1115const char *
1116get_god_for_race (const char *race)
1117{
1118 godlink *gl = first_god;
1119 const char *godname = NULL;
1120
1121 if (race == NULL)
1122 return NULL;
1123 while (gl)
1124 {
1125 if (!strcasecmp (gl->arch->race, race))
1126 { 1036 }
1127 godname = gl->name; 1037 else
1128 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
1129 } 1054 {
1130 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 }
1131 } 1061 }
1132 return godname;
1133} 1062}
1134 1063
1135/** 1064/**
1136 * 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.
1137 * 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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