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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.48 by root, Mon Oct 12 14:00:59 2009 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
36#include <sproto.h> 36#include <sproto.h>
37 37
38/** 38/**
39 * Returns the id of specified god. 39 * Returns the id of specified god.
40 */ 40 */
41int 41static int
42lookup_god_by_name (shstr_cmp name) 42lookup_god_by_name (shstr_cmp name)
43{ 43{
44 if (name) 44 if (name)
45 for (godlink *gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
46 if (gl->name == name) 46 if (gl->name == name)
214 return 0; 214 return 0;
215 215
216 if (follower_has_similar_item (op, tr->item)) 216 if (follower_has_similar_item (op, tr->item))
217 return 0; 217 return 0;
218 218
219 object *tmp = arch_to_object (tr->item); 219 object *tmp = tr->item->instance ();
220 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));
221 op->insert (tmp); 221 op->insert (tmp);
222 222
223 return 1; 223 return 1;
224}
225
226/**
227 * Player prays at altar.
228 * Checks for god changing, divine intervention, and so on.
229 */
230void
231pray_at_altar (object *pl, object *altar, object *skill)
232{
233 object *pl_god = find_god (determine_god (pl));
234
235 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
236 return;
237
238 /* If non consecrate altar, don't do anything */
239 if (!altar->other_arch)
240 return;
241
242 /* hmm. what happend depends on pl's current god, level, etc */
243 if (!pl_god)
244 { /*new convert */
245 become_follower (pl, altar->other_arch);
246 return;
247 }
248 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
249 {
250 /* pray at your gods altar */
251 int bonus = (pl->stats.Wis + skill->level) / 10;
252
253 /* we can get neg grace up faster */
254 if (pl->stats.grace < 0)
255 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
256
257 /* we can super-charge grace to 2x max */
258 if (pl->stats.grace < 2 * pl->stats.maxgrace)
259 pl->stats.grace += bonus / 2;
260 else
261 pl->stats.grace = 2 * pl->stats.maxgrace;
262
263 /* Every once in a while, the god decides to checkup on their
264 * follower, and may intervene to help them out.
265 */
266 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
267
268 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
269 god_intervention (pl, pl_god, skill);
270 }
271 else
272 { /* praying to another god! */
273 uint64 loss = 0;
274 int angry = 1;
275
276 /* I believe the logic for detecting opposing gods was completely
277 * broken - I think it should work now. altar->other_arch
278 * points to the god of this altar (which we have
279 * already verified is non null). pl_god->other_arch
280 * is the opposing god - we need to verify that exists before
281 * using its values.
282 */
283 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
284 {
285 angry = 2;
286 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
287 {
288 object *tmp;
289
290 /* you really screwed up */
291 angry = 3;
292 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
293 tmp = get_archetype (LOOSE_MANA);
294 cast_magic_storm (pl, tmp, pl_god->level + 20);
295 }
296 else
297 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
298 }
299 else
300 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
301
302 /* whether we will be successfull in defecting or not -
303 * we lose experience from the clerical experience obj
304 */
305
306 loss = angry * (skill->stats.exp / 10);
307 if (loss)
308 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
309
310 /* May switch Gods, but its random chance based on our current level
311 * note it gets harder to swap gods the higher we get
312 */
313 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
314 become_follower (pl, altar->other_arch);
315 else
316 {
317 /* toss this player off the altar. He can try again. */
318 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
319 pl->contr->fire_on = 0;
320 pl->speed_left = 1.f;
321 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
322 }
323 }
324} 224}
325 225
326/** 226/**
327 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
328 */ 228 */
342 next_tmp = tmp->below; 242 next_tmp = tmp->below;
343 243
344 /* 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
345 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
346 */ 246 */
347 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
348 continue; 248 continue;
349 249
350 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
351 { 251 {
352 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);
380 do_forget_spell (op, tmp->name); 280 do_forget_spell (op, tmp->name);
381 } 281 }
382} 282}
383 283
384/** 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/**
385 * This function is called whenever a player has 351 * This function is called whenever a player has
386 * 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
387 * that happen to the player, including the removal of godgiven 353 * that happen to the player, including the removal of godgiven
388 * items (from the former cult). 354 * items (from the former cult).
389 */ 355 */
401 for (item = op->inv; item; item = next) 367 for (item = op->inv; item; item = next)
402 { 368 {
403 next = item->below; 369 next = item->below;
404 370
405 // 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
406 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 372 if (item->flag [FLAG_STARTEQUIP] && item->invisible &&
407 (item->type != SKILL) && (item->type != FORCE)) 373 (item->type != SKILL) && (item->type != FORCE))
408 { 374 {
409 if (item->type == SPELL) 375 if (item->type == SPELL)
410 { 376 {
411 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);
412 esrv_remove_spell (op->contr, item); 378 esrv_remove_spell (op->contr, item);
413 } 379 }
414 380
415 player_unready_range_ob (op->contr, item);
416 item->destroy (); 381 item->destroy ();
417 } 382 }
418 } 383 }
419 384
420 /* remove any godgiven items from the old god */ 385 /* remove any godgiven items from the old god */
421 if (old_god) 386 if (old_god)
422 for (tr = old_god->randomitems->items; tr; tr = tr->next) 387 for (tr = old_god->randomitems->items; tr; tr = tr->next)
423 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) 388 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
424 follower_remove_similar_item (op, tr->item); 389 follower_remove_similar_item (op, tr->item);
425 390
426 if (!op || !new_god) 391 if (!op || !new_god)
427 return; 392 return;
428 393
459 /* The archetype 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,
460 * things are really messed up anyways. 425 * things are really messed up anyways.
461 */ 426 */
462 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);
463 428
464 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 429 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
465 430
466 /* 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,
467 * so I set undeadified for that. 432 * so I set undeadified for that.
468 * - gros, 21th July 2006. 433 * - gros, 21th July 2006.
469 */ 434 */
470 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD)) 435 if (old_god && old_god->flag [FLAG_UNDEAD])
471 { 436 {
472 CLEAR_FLAG (skop, FLAG_UNDEAD); 437 skop->clr_flag (FLAG_UNDEAD);
473 undeadified = 1; 438 undeadified = 1;
474 } 439 }
475 440
476 if (skop->title) 441 if (skop->title)
477 { 442 {
479 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);
480 445
481 /* 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 */
482 if (sk_applied || undeadified) 447 if (sk_applied || undeadified)
483 { 448 {
484 CLEAR_FLAG (skop, FLAG_APPLIED); 449 skop->clr_flag (FLAG_APPLIED);
485 change_abil (op, skop); 450 change_abil (op, skop);
486 } 451 }
487 } 452 }
488 453
489 /* now change to the new gods attributes to exp_obj */ 454 /* now change to the new gods attributes to exp_obj */
540 stop_using_item (op, BOOTS, 1); 505 stop_using_item (op, BOOTS, 1);
541 stop_using_item (op, GLOVES, 1); 506 stop_using_item (op, GLOVES, 1);
542 stop_using_item (op, SHIELD, 1); 507 stop_using_item (op, SHIELD, 1);
543 } 508 }
544 509
545 SET_FLAG (skop, FLAG_APPLIED); 510 skop->set_flag (FLAG_APPLIED);
546 (void) change_abil (op, skop); 511 change_abil (op, skop);
547 512
548 /* return to previous skill status */ 513 /* return to previous skill status */
549 if (!sk_applied) 514 if (!sk_applied)
550 CLEAR_FLAG (skop, FLAG_APPLIED); 515 skop->clr_flag (FLAG_APPLIED);
551 516
552 check_special_prayers (op, new_god); 517 check_special_prayers (op, new_god);
553}
554
555/**
556 * Forbids or let player use something item type.
557 * op is the player.
558 * exp_obj is the widsom experience.
559 * flag is the flag to check against.
560 * string is the string to print out.
561 */
562
563int
564worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
565{
566 if (QUERY_FLAG (op->arch, flag))
567 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
568 {
569 update_priest_flag (exp_obj, op, flag);
570 if (QUERY_FLAG (op, flag))
571 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
572 else
573 {
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
575 return 1;
576 }
577 }
578
579 return 0;
580}
581
582/**
583 * Unapplies up to number worth of items of type
584 */
585void
586stop_using_item (object *op, int type, int number)
587{
588 object *tmp;
589
590 for (tmp = op->inv; tmp && number; tmp = tmp->below)
591 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
592 {
593 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
594 number--;
595 }
596}
597
598/**
599 * If the god does/doesnt have this flag, we
600 * give/remove it from the experience object if it doesnt/does
601 * already exist. For players only!
602 */
603
604void
605update_priest_flag (object *god, object *exp_ob, uint32 flag)
606{
607 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
608 SET_FLAG (exp_ob, flag);
609 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
610 {
611 /* When this is called with the exp_ob set to the player,
612 * this check is broken, because most all players arch
613 * allow use of weapons. I'm not actually sure why this
614 * check is here - I guess if you had a case where the
615 * value in the archetype (wisdom) should over ride the restrictions
616 * the god places on it, this may make sense. But I don't think
617 * there is any case like that.
618 */
619
620/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
621 CLEAR_FLAG (exp_ob, flag);
622 };
623} 518}
624 519
625archetype * 520archetype *
626determine_holy_arch (object *god, shstr_cmp type) 521determine_holy_arch (object *god, shstr_cmp type)
627{ 522{
658 for (object *tmp = op->inv; tmp; tmp = tmp->below) 553 for (object *tmp = op->inv; tmp; tmp = tmp->below)
659 { 554 {
660 if (tmp->invisible) 555 if (tmp->invisible)
661 continue; 556 continue;
662 557
663 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 558 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
664 continue; 559 continue;
665 560
666 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 561 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
667 { 562 {
668 success = 1; 563 success = 1;
669 CLEAR_FLAG (tmp, FLAG_DAMNED); 564 tmp->clr_flag (FLAG_DAMNED);
670 CLEAR_FLAG (tmp, FLAG_CURSED); 565 tmp->clr_flag (FLAG_CURSED);
671 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 566 tmp->clr_flag (FLAG_KNOWN_CURSED);
672 567
673 if (object *pl = tmp->visible_to ()) 568 if (object *pl = tmp->visible_to ())
674 esrv_update_item (UPD_FLAGS, pl, tmp); 569 esrv_update_item (UPD_FLAGS, pl, tmp);
675 } 570 }
676 } 571 }
695 590
696 if (level <= 40) 591 if (level <= 40)
697 return (20 + (level - 20) / 2) / difficulty; 592 return (20 + (level - 20) / 2) / difficulty;
698 593
699 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 */
700} 636}
701 637
702/** 638/**
703 * God wants to enchant weapon. 639 * God wants to enchant weapon.
704 * 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
711 object *weapon; 647 object *weapon;
712 uint32 attacktype; 648 uint32 attacktype;
713 int tmp; 649 int tmp;
714 650
715 for (weapon = op->inv; weapon; weapon = weapon->below) 651 for (weapon = op->inv; weapon; weapon = weapon->below)
716 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 652 if ((weapon->type == WEAPON || weapon->type == BOW) && weapon->flag [FLAG_APPLIED])
717 break; 653 break;
718 654
719 if (!weapon || god_examines_item (god, weapon) <= 0) 655 if (!weapon || god_examines_item (god, weapon) <= 0)
720 return 0; 656 return 0;
721 657
759 695
760 return 1; 696 return 1;
761 } 697 }
762 698
763 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;
764} 743}
765 744
766/** 745/**
767 * 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.
768 * 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
769 * priest. -b.t. 748 * priest. -b.t.
770 * called from pray_at_altar() currently. 749 * called from pray_at_altar() currently.
771 */ 750 */
772void 751static void
773god_intervention (object *op, object *god, object *skill) 752god_intervention (object *op, object *god, object *skill)
774{ 753{
775 treasure *tr; 754 treasure *tr;
776 755
777 if (!god || !god->randomitems) 756 if (!god || !god->randomitems)
905 { 884 {
906 object *depl; 885 object *depl;
907 archetype *at; 886 archetype *at;
908 int i; 887 int i;
909 888
910 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 889 if ((at = archetype::find (shstr_depletion)) == NULL)
911 { 890 {
912 LOG (llevError, "Could not find archetype depletion.\n"); 891 LOG (llevError, "Could not find archetype depletion.\n");
913 continue; 892 continue;
914 } 893 }
915 894
980 959
981 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 960 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
982} 961}
983 962
984/** 963/**
985 * Checks and maybe punishes someone praying. 964 * Player prays at altar.
986 * All applied items are examined, if player is using more items of other gods, 965 * Checks for god changing, divine intervention, and so on.
987 * s/he loses experience in praying or general experience if no praying.
988 */ 966 */
989int 967void
990god_examines_priest (object *op, object *god) 968pray_at_altar (object *pl, object *altar, object *skill)
991{ 969{
992 int reaction = 1; 970 object *pl_god = find_god (determine_god (pl));
993 object *item = NULL, *skop;
994 971
995 for (item = op->inv; item; item = item->below) 972 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
996 if (QUERY_FLAG (item, FLAG_APPLIED))
997 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
998
999 /* well, well. Looks like we screwed up. Time for god's revenge */
1000 if (reaction < 0)
1001 {
1002 int loss = 10000000;
1003 int angry = abs (reaction);
1004
1005 for (skop = op->inv; skop; skop = skop->below)
1006 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1007 break;
1008
1009 if (skop)
1010 loss = 0.05f * skop->stats.exp;
1011
1012 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1013
1014 if (random_roll (0, angry, op, PREFER_LOW))
1015 {
1016 object *tmp = get_archetype (LOOSE_MANA);
1017
1018 cast_magic_storm (op, tmp, op->level + (angry * 3));
1019 }
1020
1021 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1022 }
1023
1024 return reaction;
1025}
1026
1027/**
1028 * God checks item the player is using.
1029 * Return either -1 (bad), 0 (neutral) or
1030 * 1 (item is ok). If you are using the item of an enemy
1031 * god, it can be bad...-b.t.
1032 */
1033int
1034god_examines_item (object *god, object *item)
1035{
1036 char buf[MAX_BUF];
1037
1038 if (!god || !item)
1039 return 0; 973 return;
1040 974
1041 if (!item->title) 975 /* If non consecrate altar, don't do anything */
1042 return 1; /* unclaimed item are ok */ 976 if (!altar->other_arch)
977 return;
1043 978
1044 sprintf (buf, "of %s", &god->name); 979 /* hmm. what happend depends on pl's current god, level, etc */
1045 if (!strcmp (&item->title, buf)) 980 if (!pl_god)
1046 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;
1047 990
1048 if (god->title) 991 /* we can get neg grace up faster */
1049 { /* check if we have any enemy blessed item */ 992 if (pl->stats.grace < 0)
1050 sprintf (buf, "of %s", &god->title); 993 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1051 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.
1052 { 1003 */
1053 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)
1054 { 1025 {
1055 char buf[MAX_BUF]; 1026 object *tmp;
1056 1027
1057 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1028 /* you really screwed up */
1058 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);
1059 } 1033 }
1034 else
1035 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1036 }
1037 else
1038 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1060 1039
1061 return -1; 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
1062 } 1054 {
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 }
1063 } 1061 }
1064
1065 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1066}
1067
1068/**
1069 * Returns priest's god's id.
1070 * Straight calls lookup_god_by_name
1071 */
1072int
1073get_god (object *priest)
1074{
1075 return lookup_god_by_name (determine_god (priest));
1076} 1062}
1077 1063
1078/** 1064/**
1079 * 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.
1080 * 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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