ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/gods.C
(Generate patch)

Comparing deliantra/server/server/gods.C (file contents):
Revision 1.15 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.65 by root, Thu Jun 10 06:03:18 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24 24
25/* 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
26 * monster race initialization. b.t. 26 * monster race initialization. b.t.
27 */ 27 */
28 28
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 (const char *name) 42lookup_god_by_name (shstr_cmp name)
43{ 43{
44 int godnr = -1; 44 if (name)
45 size_t nmlen = strlen (name);
46
47 if (name && strcmp (name, "none"))
48 {
49 godlink *gl;
50
51 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
52 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 46 if (gl->name == name)
53 break;
54 if (gl)
55 godnr = gl->id; 47 return gl->id;
56 } 48
57 return godnr; 49 return -1;
58} 50}
59 51
60/** 52/**
61 * 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..
62 */ 54 */
63object * 55object *
64find_god (const char *name) 56find_god (shstr_cmp name)
65{ 57{
66 object *god = NULL;
67
68 if (name) 58 if (name)
69 {
70 godlink *gl;
71
72 for (gl = first_god; gl; gl = gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
73 if (!strcmp (name, gl->name)) 60 if (gl->name == name)
74 break;
75 if (gl)
76 god = pntr_to_god_obj (gl); 61 return pntr_to_god_obj (gl);
77 } 62
78 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 ();
79} 80}
80 81
81/** 82/**
82 * Determines if op worships a god. 83 * Determines if op worships a god.
83 * 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.
84 * 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
85 * 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
86 * give them a random one. 87 * give them a random one.
87 */ 88 */
88 89shstr_tmp
89const char *
90determine_god (object *op) 90determine_god (object *op)
91{ 91{
92 int godnr = -1;
93 const char *godname;
94
95 /* spells */ 92 /* spells */
96 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
97 {
98 if (lookup_god_by_name (op->title) >= 0) 94 if (lookup_god_by_name (op->title) >= 0)
99 return op->title; 95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
100 } 98 {
101
102 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
103 {
104
105 /* find a god based on race */ 99 /* find a god based on race */
106 if (!op->title) 100 if (!op->title)
107 {
108 if (op->race != NULL)
109 {
110 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
111 if (godname != NULL)
112 {
113 op->title = godname;
114 }
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 gl = gl->next;
129 } 113 }
130 op->title = gl->name;
131 } 114 }
132 115
133 return op->title; 116 return op->title;
134 } 117 }
135
136 118
137 /* 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
138 * 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
139 * 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
140 * title or "none". 122 * title or "none".
141 */ 123 */
142 if (op->type == PLAYER) 124 if (op->type == PLAYER)
143 {
144 object *tmp;
145
146 for (tmp = op->inv; tmp != NULL; 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 } 133
155 return ("none"); 134 return shstr_none;
156} 135}
157 136
158/** 137/**
159 * 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
160 */ 139 */
161static int 140static int
162same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
163{ 142{
164 if (s1 == NULL) 143 if (s1 == s2)
165 if (s2 == NULL)
166 return 1; 144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
167 else 147 else
168 return 0;
169 else if (s2 == NULL)
170 return 0; 148 return 0;
171 else
172 return strcmp (s1, s2) == 0;
173} 149}
174
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
179 * message is displayed to the player. 154 * message is displayed to the player.
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; 213 if (!tr->item)
243
244 if (follower_has_similar_item (op, &tr->item->clone))
245 return 0; 214 return 0;
246 215
247 tmp = arch_to_object (tr->item); 216 if (follower_has_similar_item (op, tr->item))
217 return 0;
218
219 object *tmp = tr->item->instance ();
248 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));
249 tmp = insert_ob_in_ob (tmp, op); 221 op->insert (tmp);
250 if (op->type == PLAYER) 222
251 esrv_send_item (op, tmp);
252 return 1; 223 return 1;
253}
254
255/**
256 * Player prays at altar.
257 * Checks for god changing, divine intervention, and so on.
258 */
259void
260pray_at_altar (object *pl, object *altar, object *skill)
261{
262 object *pl_god = find_god (determine_god (pl));
263
264 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
265 return;
266
267 /* If non consecrate altar, don't do anything */
268 if (!altar->other_arch)
269 return;
270
271 /* hmm. what happend depends on pl's current god, level, etc */
272 if (!pl_god)
273 { /*new convert */
274 become_follower (pl, &altar->other_arch->clone);
275 return;
276
277 }
278 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
279 {
280 /* pray at your gods altar */
281 int bonus = (pl->stats.Wis + skill->level) / 10;
282
283 /* we can get neg grace up faster */
284 if (pl->stats.grace < 0)
285 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
286 /* we can super-charge grace to 2x max */
287 if (pl->stats.grace < (2 * pl->stats.maxgrace))
288 {
289 pl->stats.grace += bonus / 2;
290 }
291 if (pl->stats.grace > (2 * pl->stats.maxgrace))
292 {
293 pl->stats.grace = (2 * pl->stats.maxgrace);
294 }
295
296 /* Every once in a while, the god decides to checkup on their
297 * follower, and may intervene to help them out.
298 */
299 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
300
301 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
302 god_intervention (pl, pl_god, skill);
303
304 }
305 else
306 { /* praying to another god! */
307 uint64 loss = 0;
308 int angry = 1;
309
310 /* I believe the logic for detecting opposing gods was completely
311 * broken - I think it should work now. altar->other_arch
312 * points to the god of this altar (which we have
313 * already verified is non null). pl_god->other_arch
314 * is the opposing god - we need to verify that exists before
315 * using its values.
316 */
317 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
318 {
319 angry = 2;
320 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
321 {
322 object *tmp;
323
324 /* you really screwed up */
325 angry = 3;
326 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
327 tmp = get_archetype (LOOSE_MANA);
328 cast_magic_storm (pl, tmp, pl_god->level + 20);
329 }
330 else
331 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
332 }
333 else
334 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
335
336 /* whether we will be successfull in defecting or not -
337 * we lose experience from the clerical experience obj
338 */
339
340 loss = angry * (skill->stats.exp / 10);
341 if (loss)
342 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
343
344 /* May switch Gods, but its random chance based on our current level
345 * note it gets harder to swap gods the higher we get
346 */
347 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
348 {
349 become_follower (pl, &altar->other_arch->clone);
350 }
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 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
356 }
357 }
358} 224}
359 225
360/** 226/**
361 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
362 */ 228 */
376 next_tmp = tmp->below; 242 next_tmp = tmp->below;
377 243
378 /* 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
379 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
380 */ 246 */
381 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
382 continue; 248 continue;
383 249
384 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
385 { 251 {
386 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);
394 remove = 1; 260 remove = 1;
395 for (tr = god->randomitems->items; tr; tr = tr->next) 261 for (tr = god->randomitems->items; tr; tr = tr->next)
396 { 262 {
397 object *item; 263 object *item;
398 264
399 if (tr->item == NULL) 265 if (!tr->item)
400 continue; 266 continue;
267
401 item = &tr->item->clone; 268 item = tr->item;
402 269
403 /* Basically, see if the matching spell is granted by this god. */ 270 /* Basically, see if the matching spell is granted by this god. */
404 271
405 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 272 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
406 { 273 {
407 remove = 0; 274 remove = 0;
408 break; 275 break;
409 } 276 }
410 } 277 }
278
411 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])
412 { 292 {
413 /* just do the work of removing the spell ourselves - we already 293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
414 * know that the player knows the spell 294 --number;
415 */
416 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
417 player_unready_range_ob (op->contr, tmp);
418 tmp->destroy ();
419 } 295 }
296}
420 297
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 inline void
304update_priest_flag (object *god, object *exp_ob, uint32 flag)
305{
306 exp_ob->flag [flag] = god->flag [flag];
307 return;
308
309 // old code follows for reference...
310 if (god->flag [flag] && !exp_ob->flag [flag])
311 exp_ob->set_flag (flag);
312 else if (exp_ob->flag [flag] && !god->flag [flag])
313 {
314 /* When this is called with the exp_ob set to the player,
315 * this check is broken, because most all players arch
316 * allow use of weapons. I'm not actually sure why this
317 * check is here - I guess if you had a case where the
318 * value in the archetype (wisdom) should over ride the restrictions
319 * the god places on it, this may make sense. But I don't think
320 * there is any case like that.
321 */
322/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
323 exp_ob->clr_flag (flag);
421 } 324 };
325}
326
327/**
328 * Forbids or let player use something item type.
329 * op is the player.
330 * exp_obj is the widsom experience.
331 * flag is the flag to check against.
332 * string is the string to print out.
333 */
334static int
335worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
336{
337 if (op->arch->flag [flag])
338 if (op->flag [flag] != exp_obj->flag [flag])
339 {
340 update_priest_flag (exp_obj, op, flag);
341 if (op->flag [flag])
342 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
343 else
344 {
345 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
346 return 1;
347 }
348 }
349
350 return 0;
422} 351}
423 352
424/** 353/**
425 * This function is called whenever a player has 354 * This function is called whenever a player has
426 * switched to a new god. It handles basically all the stat changes 355 * switched to a new god. It handles basically all the stat changes
427 * that happen to the player, including the removal of godgiven 356 * that happen to the player, including the removal of godgiven
428 * items (from the former cult). 357 * items (from the former cult).
429 */ 358 */
430void 359void
431become_follower (object *op, object *new_god) 360object::become_follower (object *new_god)
432{ 361{
433 object *old_god = NULL; /* old god */ 362 object *old_god = 0; /* old god */
434 treasure *tr; 363 treasure *tr;
435 object *item, *skop, *next; 364 object *item, *skop, *next;
436 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ 365 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
437 366
367 if (!contr)
368 return;
438 369
370 contr->queue_stats_update ();
371
439 old_god = find_god (determine_god (op)); 372 old_god = find_god (determine_god (this));
440 373
441 /* take away any special god-characteristic items. */ 374 /* take away any special god-characteristic items. */
442 for (item = op->inv; item != NULL; item = next) 375 for (item = inv; item; item = next)
443 { 376 {
444 next = item->below; 377 next = item->below;
378
445 // remove all invisible startequip items which are not skill, exp or force 379 // remove all invisible startequip items which are not skill, exp or force
446 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 380 if (item->flag [FLAG_STARTEQUIP] && item->invisible
447 (item->type != SKILL) && (item->type != FORCE)) 381 && item->type != SKILL && item->type != FORCE)
448 { 382 {
449
450 if (item->type == SPELL) 383 if (item->type == SPELL)
384 {
451 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); 385 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You lose knowledge of %s.", &item->name);
386 esrv_remove_spell (contr, item);
387 }
452 388
453 player_unready_range_ob (op->contr, item);
454 item->destroy (); 389 item->destroy ();
455 } 390 }
456 } 391 }
457 392
458 /* remove any godgiven items from the old god */ 393 /* remove any godgiven items from the old god */
459 if (old_god) 394 if (old_god)
460 {
461 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) 395 for (tr = old_god->randomitems->items; tr; tr = tr->next)
462 {
463 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 396 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
464 follower_remove_similar_item (op, &tr->item->clone); 397 follower_remove_similar_item (this, tr->item);
465 }
466 }
467 398
468 if (!op || !new_god) 399 if (!new_god)
469 return; 400 return;
470 401
471 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 402 if (new_god->slaying && race.contains (new_god->slaying))
472 { 403 {
473 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); 404 failmsgf ("Fool! %s detests your kind! H<This god does not accept followers of your race.>", &new_god->name);
405
474 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 406 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
475 { 407 {
476 object *tmp = get_archetype (LOOSE_MANA); 408 object *tmp = get_archetype (LOOSE_MANA);
477 409
478 cast_magic_storm (op, tmp, new_god->level + 10); 410 cast_magic_storm (this, tmp, new_god->level + 10);
479 } 411 }
412
480 return; 413 return;
481 } 414 }
482 415
483
484 /* give the player any special god-characteristic-items. */ 416 /* give the player any special god-characteristic-items. */
485 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) 417 for (tr = new_god->randomitems->items; tr; tr = tr->next)
486 {
487 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 418 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
488 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 419 && tr->item->type != BOOK && tr->item->type != SPELL)
489 god_gives_present (op, new_god, tr); 420 god_gives_present (this, new_god, tr);
490 }
491 421
492
493 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); 422 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You become a follower of %s!", &new_god->name);
494 423
495 for (skop = op->inv; skop != NULL; skop = skop->below) 424 for (skop = inv; skop; skop = skop->below)
496 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 425 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
497 break; 426 break;
498 427
499 /* Player has no skill - give them the skill */ 428 /* Player has no skill - give them the skill */
500 if (!skop) 429 if (!skop)
501 {
502 /* The arhetype should always be defined - if we crash here because it doesn't, 430 /* The archetype should always be defined - if we crash here because it doesn't,
503 * things are really messed up anyways. 431 * things are really messed up anyways.
504 */ 432 */
505 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); 433 skop = give_skill_by_name (this, shstr_praying);
506 link_player_skills (op);
507 }
508 434
509 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 435 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
510 436
511 /* Clear the "undead" status. We also need to force a call to change_abil, 437 /* Clear the "undead" status. We also need to force a call to change_abil,
512 * so I set undeadified for that. 438 * so I set undeadified for that.
513 * - gros, 21th July 2006. 439 * - gros, 21th July 2006.
514 */ 440 */
515 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 441 if (old_god && old_god->flag [FLAG_UNDEAD])
516 { 442 {
517 CLEAR_FLAG (skop, FLAG_UNDEAD); 443 skop->clr_flag (FLAG_UNDEAD);
518 undeadified = 1; 444 undeadified = 1;
519 } 445 }
520 446
521 if (skop->title) 447 if (skop->title)
522 { /* get rid of old god */ 448 {
449 /* get rid of old god */
523 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); 450 new_draw_info_format (NDI_UNIQUE, 0, this, "%s's blessing is withdrawn from you.", &skop->title);
451
524 /* The point of this is to really show what abilities the player just lost */ 452 /* The point of this is to really show what abilities the player just lost */
525 if (sk_applied || undeadified) 453 if (sk_applied || undeadified)
526 { 454 {
527 455 skop->clr_flag (FLAG_APPLIED);
528 CLEAR_FLAG (skop, FLAG_APPLIED);
529 (void) change_abil (op, skop); 456 change_abil (this, skop);
530 } 457 }
531 } 458 }
532 459
533 /* now change to the new gods attributes to exp_obj */ 460 /* now change to the new gods attributes to exp_obj */
534 skop->title = new_god->name; 461 skop->title = new_god->name;
558 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); 485 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
559 update_priest_flag (new_god, skop, FLAG_UNDEAD); 486 update_priest_flag (new_god, skop, FLAG_UNDEAD);
560 update_priest_flag (new_god, skop, FLAG_BLIND); 487 update_priest_flag (new_god, skop, FLAG_BLIND);
561 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ 488 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
562 489
563 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); 490 new_draw_info_format (NDI_UNIQUE, 0, this, "You are bathed in %s's aura.", &new_god->name);
564 491
565 /* Weapon/armour use are special...handle flag toggles here as this can 492 /* Weapon/armour use are special...handle flag toggles here as this can
566 * only happen when gods are worshipped and if the new priest could 493 * only happen when gods are worshipped and if the new priest could
567 * have used armour/weapons in the first place. 494 * have used armour/weapons in the first place.
568 * 495 *
569 * This also can happen for monks which cannot use weapons. In this case 496 * This also can happen for monks which cannot use weapons. In this case
570 * do not allow to use weapons even if the god otherwise would allow it. 497 * do not allow to use weapons even if the god otherwise would allow it.
571 */ 498 */
572 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 499 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
573 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 500 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
501
574 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 502 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
575 503
576 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 504 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
577 stop_using_item (op, WEAPON, 2); 505 stop_using_item (this, WEAPON, 2);
578 506
579 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) 507 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
580 { 508 {
581 stop_using_item (op, ARMOUR, 1); 509 stop_using_item (this, ARMOUR, 1);
582 stop_using_item (op, HELMET, 1); 510 stop_using_item (this, HELMET, 1);
583 stop_using_item (op, BOOTS, 1); 511 stop_using_item (this, BOOTS, 1);
584 stop_using_item (op, GLOVES, 1); 512 stop_using_item (this, GLOVES, 1);
585 stop_using_item (op, SHIELD, 1); 513 stop_using_item (this, SHIELD, 1);
586 } 514 }
587 515
588 SET_FLAG (skop, FLAG_APPLIED); 516 skop->set_flag (FLAG_APPLIED);
589 (void) change_abil (op, skop); 517 change_abil (this, skop);
590 518
591 /* return to previous skill status */ 519 /* return to previous skill status */
592 if (!sk_applied) 520 if (!sk_applied)
593 CLEAR_FLAG (skop, FLAG_APPLIED); 521 {
522 skop->clr_flag (FLAG_APPLIED);
523 contr->queue_stats_update ();
524 }
594 525
595 check_special_prayers (op, new_god); 526 check_special_prayers (this, new_god);
596} 527}
597
598/**
599 * Forbids or let player use something item type.
600 * op is the player.
601 * exp_obj is the widsom experience.
602 * flag is the flag to check against.
603 * string is the string to print out.
604 */
605
606int
607worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
608{
609
610 if (QUERY_FLAG (&op->arch->clone, flag))
611 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
612 {
613 update_priest_flag (exp_obj, op, flag);
614 if (QUERY_FLAG (op, flag))
615 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
616 else
617 {
618 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
619 return 1;
620 }
621 }
622 return 0;
623}
624
625/**
626 * Unapplies up to number worth of items of type
627 */
628void
629stop_using_item (object *op, int type, int number)
630{
631 object *tmp;
632
633 for (tmp = op->inv; tmp && number; tmp = tmp->below)
634 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
635 {
636 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
637 number--;
638 }
639}
640
641/**
642 * If the god does/doesnt have this flag, we
643 * give/remove it from the experience object if it doesnt/does
644 * already exist. For players only!
645 */
646
647void
648update_priest_flag (object *god, object *exp_ob, uint32 flag)
649{
650 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
651 SET_FLAG (exp_ob, flag);
652 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
653 {
654 /* When this is called with the exp_ob set to the player,
655 * this check is broken, because most all players arch
656 * allow use of weapons. I'm not actually sure why this
657 * check is here - I guess if you had a case where the
658 * value in the archetype (wisdom) should over ride the restrictions
659 * the god places on it, this may make sense. But I don't think
660 * there is any case like that.
661 */
662
663/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
664 CLEAR_FLAG (exp_ob, flag);
665 };
666}
667
668
669 528
670archetype * 529archetype *
671determine_holy_arch (object *god, const char *type) 530determine_holy_arch (object *god, shstr_cmp type)
672{ 531{
673 treasure *tr; 532 treasure *tr;
674 533
675 if (!god || !god->randomitems) 534 if (!god || !god->randomitems)
676 { 535 {
677 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); 536 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
678 return NULL; 537 return 0;
679 } 538 }
680 539
681 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 540 for (tr = god->randomitems->items; tr; tr = tr->next)
682 { 541 {
683 object *item;
684
685 if (!tr->item) 542 if (!tr->item)
686 continue; 543 continue;
687 item = &tr->item->clone;
688 544
545 object *item = tr->item;
546
689 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 547 if (item->type == BOOK && item->invisible && item->name == type)
690 return item->other_arch; 548 return item->other_arch;
691 } 549 }
550
692 return NULL; 551 return 0;
693} 552}
694 553
695/** 554/**
696 * God helps player by removing curse and/or damnation. 555 * God helps player by removing curse and/or damnation.
697 */ 556 */
698static int 557static int
699god_removes_curse (object *op, int remove_damnation) 558god_removes_curse (object *op, int remove_damnation)
700{ 559{
701 object *tmp;
702 int success = 0; 560 int success = 0;
703 561
704 for (tmp = op->inv; tmp; tmp = tmp->below) 562 for (object *tmp = op->inv; tmp; tmp = tmp->below)
705 { 563 {
706 if (tmp->invisible) 564 if (tmp->invisible)
707 continue; 565 continue;
566
708 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 567 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
709 continue; 568 continue;
710 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 569
570 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
711 { 571 {
712 success = 1; 572 success = 1;
713 CLEAR_FLAG (tmp, FLAG_DAMNED); 573 tmp->clr_flag (FLAG_DAMNED);
714 CLEAR_FLAG (tmp, FLAG_CURSED); 574 tmp->clr_flag (FLAG_CURSED);
715 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 575 tmp->clr_flag (FLAG_KNOWN_CURSED);
716 if (op->type == PLAYER) 576
577 if (object *pl = tmp->visible_to ())
717 esrv_send_item (op, tmp); 578 esrv_update_item (UPD_FLAGS, pl, tmp);
718 } 579 }
719 } 580 }
720 581
721 if (success) 582 if (success)
722 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); 583 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
584
723 return success; 585 return success;
724} 586}
725 587
726static int 588static int
727follower_level_to_enchantments (int level, int difficulty) 589follower_level_to_enchantments (int level, int difficulty)
732 return 0; 594 return 0;
733 } 595 }
734 596
735 if (level <= 20) 597 if (level <= 20)
736 return level / difficulty; 598 return level / difficulty;
599
737 if (level <= 40) 600 if (level <= 40)
738 return (20 + (level - 20) / 2) / difficulty; 601 return (20 + (level - 20) / 2) / difficulty;
602
739 return (30 + (level - 40) / 4) / difficulty; 603 return (30 + (level - 40) / 4) / difficulty;
604}
605
606/**
607 * God checks item the player is using.
608 * Return either -1 (bad), 0 (neutral) or
609 * 1 (item is ok). If you are using the item of an enemy
610 * god, it can be bad...-b.t.
611 */
612static int
613god_examines_item (object *god, object *item)
614{
615 char buf[MAX_BUF];
616
617 if (!god || !item)
618 return 0;
619
620 if (!item->title)
621 return 1; /* unclaimed item are ok */
622
623 sprintf (buf, "of %s", &god->name);
624 if (!strcmp (&item->title, buf))
625 return 1; /* belongs to that God */
626
627 if (god->title)
628 { /* check if we have any enemy blessed item */
629 sprintf (buf, "of %s", &god->title);
630 if (!strcmp (&item->title, buf))
631 {
632 if (item->env)
633 {
634 char buf[MAX_BUF];
635
636 sprintf (buf, "Heretic! You are using %s!", query_name (item));
637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
638 }
639
640 return -1;
641 }
642 }
643
644 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
740} 645}
741 646
742/** 647/**
743 * God wants to enchant weapon. 648 * God wants to enchant weapon.
744 * Affected weapon is the applied one (weapon or bow). It's checked to make sure 649 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
746 * attacktype, slaying and such. 651 * attacktype, slaying and such.
747 */ 652 */
748static int 653static int
749god_enchants_weapon (object *op, object *god, object *tr, object *skill) 654god_enchants_weapon (object *op, object *god, object *tr, object *skill)
750{ 655{
751 char buf[MAX_BUF]; 656 if (!op->contr)
752 object *weapon; 657 return 0;
753 uint32 attacktype;
754 int tmp;
755 658
756 for (weapon = op->inv; weapon; weapon = weapon->below) 659 object *weapon = op->contr->combat_ob;
757 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 660
758 break; 661 if (weapon->type != WEAPON && weapon->type != BOW)
662 return 0;
663
759 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 664 if (god_examines_item (god, weapon) <= 0)
760 return 0; 665 return 0;
761 666
762 /* First give it a title, so other gods won't touch it */ 667 /* First give it a title, so other gods won't touch it */
763 if (!weapon->title) 668 if (!weapon->title)
764 { 669 {
765 sprintf (buf, "of %s", &god->name); 670 weapon->title = format ("of %s", &god->name);
766 weapon->title = buf; 671
767 if (op->type == PLAYER) 672 if (object *pl = weapon->visible_to ())
768 esrv_update_item (UPD_NAME, op, weapon); 673 esrv_update_item (UPD_NAME, pl, weapon);
674
769 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); 675 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
770 } 676 }
771 677
772 /* Allow the weapon to slay enemies */ 678 /* Allow the weapon to slay enemies */
773 if (!weapon->slaying && god->slaying) 679 if (!weapon->slaying && god->slaying)
776 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); 682 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
777 return 1; 683 return 1;
778 } 684 }
779 685
780 /* Add the gods attacktype */ 686 /* Add the gods attacktype */
781 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; 687 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
688
782 if ((attacktype & god->attacktype) != god->attacktype) 689 if ((attacktype & god->attacktype) != god->attacktype)
783 { 690 {
784 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); 691 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
785 weapon->attacktype = attacktype | god->attacktype; 692 weapon->attacktype = attacktype | god->attacktype;
786 return 1; 693 return 1;
787 } 694 }
788 695
789 /* Higher magic value */ 696 /* Higher magic value */
790 tmp = follower_level_to_enchantments (skill->level, tr->level); 697 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
791 if (weapon->magic < tmp)
792 { 698 {
793 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); 699 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
794 weapon->magic++; 700 weapon->magic++;
795 if (op->type == PLAYER) 701
702 if (object *pl = weapon->visible_to ())
796 esrv_update_item (UPD_NAME, op, weapon); 703 esrv_update_item (UPD_NAME, pl, weapon);
704
797 return 1; 705 return 1;
798 } 706 }
799 707
800 return 0; 708 return 0;
801} 709}
802 710
711/**
712 * Checks and maybe punishes someone praying.
713 * All applied items are examined, if player is using more items of other gods,
714 * s/he loses experience in praying or general experience if no praying.
715 */
716static int
717god_examines_priest (object *op, object *god)
718{
719 int reaction = 1;
720 object *item = NULL, *skop;
721
722 for (item = op->inv; item; item = item->below)
723 if (item->flag [FLAG_APPLIED])
724 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
725
726 /* well, well. Looks like we screwed up. Time for god's revenge */
727 if (reaction < 0)
728 {
729 int loss = 10000000;
730 int angry = abs (reaction);
731
732 for (skop = op->inv; skop; skop = skop->below)
733 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
734 break;
735
736 if (skop)
737 loss = 0.05f * skop->stats.exp;
738
739 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
740
741 if (random_roll (0, angry, op, PREFER_LOW))
742 {
743 object *tmp = get_archetype (LOOSE_MANA);
744
745 cast_magic_storm (op, tmp, op->level + (angry * 3));
746 }
747
748 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
749 }
750
751 return reaction;
752}
803 753
804/** 754/**
805 * Every once in a while the god will intervene to help the worshiper. 755 * Every once in a while the god will intervene to help the worshiper.
806 * Later, this fctn can be used to supply quests, etc for the 756 * Later, this fctn can be used to supply quests, etc for the
807 * priest. -b.t. 757 * priest. -b.t.
808 * called from pray_at_altar() currently. 758 * called from pray_at_altar() currently.
809 */ 759 */
810 760static void
811void
812god_intervention (object *op, object *god, object *skill) 761god_intervention (object *op, object *god, object *skill)
813{ 762{
814 treasure *tr; 763 treasure *tr;
815 764
816 if (!god || !god->randomitems) 765 if (!god || !god->randomitems)
823 772
824 /* lets do some checks of whether we are kosher with our god */ 773 /* lets do some checks of whether we are kosher with our god */
825 if (god_examines_priest (op, god) < 0) 774 if (god_examines_priest (op, god) < 0)
826 return; 775 return;
827 776
777 op->play_sound (sound_find ("god_intervention"));
828 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 778 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
829 779
830 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 780 for (tr = god->randomitems->items; tr; tr = tr->next)
831 { 781 {
832 object *item; 782 object *item;
833 783
834 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) 784 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
835 continue; 785 continue;
836 786
837 /* Treasurelist - generate some treasure for the follower */ 787 /* Treasurelist - generate some treasure for the follower */
838 if (tr->name) 788 if (tr->name)
839 { 789 {
840 treasurelist *tl = find_treasurelist (tr->name); 790 treasurelist *tl = treasurelist::find (tr->name);
841 791
842 if (tl == NULL) 792 if (tl == NULL)
843 continue; 793 continue;
844 794
845 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); 795 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
846 796
847 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); 797 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
848 return; 798 return;
849 } 799 }
850 800
851 if (!tr->item) 801 if (!tr->item)
852 {
853 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
854 continue; 802 continue;
855 } 803
856 item = &tr->item->clone; 804 item = tr->item;
857 805
858 /* Grace limit */ 806 /* Grace limit */
859 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 807 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
860 { 808 {
861 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) 809 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
862 { 810 {
863 object *tmp;
864
865 /* Follower lacks the required grace for the following 811 /* Follower lacks the required grace for the following
866 * treasure list items. */ 812 * treasure list items. */
867 813
868 tmp = get_archetype (HOLY_POSSESSION); 814 object *tmp = get_archetype (HOLY_POSSESSION);
869 cast_change_ability (op, op, tmp, 0, 1); 815 cast_change_ability (op, op, tmp, 0, 1);
870 tmp->destroy (); 816 tmp->destroy ();
871 return; 817 return;
872 } 818 }
819
873 continue; 820 continue;
874 } 821 }
875 822
876 /* Restore grace */ 823 /* Restore grace */
877 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 824 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
878 { 825 {
879 if (op->stats.grace >= 0) 826 if (op->stats.grace >= 0)
880 continue; 827 continue;
828
881 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 829 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."); 830 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
883 return; 831 return;
884 } 832 }
885 833
886 /* Heal damage */ 834 /* Heal damage */
887 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) 835 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
888 { 836 {
889 if (op->stats.hp >= op->stats.maxhp) 837 if (op->stats.hp >= op->stats.maxhp)
890 continue; 838 continue;
839
891 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); 840 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
892 op->stats.hp = op->stats.maxhp; 841 op->stats.hp = op->stats.maxhp;
893 return; 842 return;
894 } 843 }
895 844
901 /* Restore to 50 .. 100%, if sp < 50% */ 850 /* Restore to 50 .. 100%, if sp < 50% */
902 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); 851 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
903 852
904 if (op->stats.sp >= max / 2) 853 if (op->stats.sp >= max / 2)
905 continue; 854 continue;
855
906 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); 856 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
907 op->stats.sp = new_sp; 857 op->stats.sp = new_sp;
908 } 858 }
909 859
910 /* Various heal spells */ 860 /* Various heal spells */
911 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) 861 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
912 { 862 {
913 object *tmp;
914 int success;
915
916 tmp = get_archetype_by_object_name (item->slaying); 863 object *tmp = archetype::get (item->slaying);
917
918 success = cast_heal (op, op, tmp, 0); 864 int success = cast_heal (op, op, tmp, 0);
919 tmp->destroy (); 865 tmp->destroy ();
866
920 if (success) 867 if (success)
921 return; 868 return;
922 else 869 else
923 continue; 870 continue;
924 } 871 }
946 { 893 {
947 object *depl; 894 object *depl;
948 archetype *at; 895 archetype *at;
949 int i; 896 int i;
950 897
951 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 898 if ((at = archetype::find (shstr_depletion)) == NULL)
952 { 899 {
953 LOG (llevError, "Could not find archetype depletion.\n"); 900 LOG (llevError, "Could not find archetype depletion.\n");
954 continue; 901 continue;
955 } 902 }
903
956 depl = present_arch_in_ob (at, op); 904 depl = present_arch_in_ob (at, op);
957 905
958 if (depl == NULL) 906 if (depl == NULL)
959 continue; 907 continue;
960 908
961 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); 909 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
962 910
963 for (i = 0; i < NUM_STATS; i++) 911 for (i = 0; i < NUM_STATS; i++)
964 if (get_attr_value (&depl->stats, i)) 912 if (depl->stats.stat (i))
965 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 913 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
966 914
967 depl->destroy (); 915 depl->destroy ();
968 op->update_stats (); 916 op->update_stats ();
969 return; 917 return;
970 } 918 }
971 919
972 /* Voices */ 920 /* Voices */
973 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) 921 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
974 { 922 {
975 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); 923 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
976 new_draw_info (NDI_WHITE, 0, op, item->msg); 924 new_draw_info (NDI_WHITE, 0, op, item->msg);
977 return; 925 return;
978 } 926 }
979 927
980 /* Messages */ 928 /* Messages */
1020 968
1021 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 969 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1022} 970}
1023 971
1024/** 972/**
1025 * Checks and maybe punishes someone praying. 973 * Player prays at altar.
1026 * All applied items are examined, if player is using more items of other gods, 974 * Checks for god changing, divine intervention, and so on.
1027 * s/he loses experience in praying or general experience if no praying.
1028 */ 975 */
1029int 976void
1030god_examines_priest (object *op, object *god) 977pray_at_altar (object *pl, object *altar, object *skill)
1031{ 978{
1032 int reaction = 1; 979 object *pl_god = find_god (determine_god (pl));
1033 object *item = NULL, *skop;
1034 980
1035 for (item = op->inv; item; item = item->below) 981 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; 982 return;
1081 983
1082 if (!item->title) 984 /* If non consecrate altar, don't do anything */
1083 return 1; /* unclaimed item are ok */ 985 if (!altar->other_arch)
986 return;
1084 987
1085 sprintf (buf, "of %s", &god->name); 988 /* hmm. what happend depends on pl's current god, level, etc */
1086 if (!strcmp (item->title, buf)) 989 if (!pl_god)
1087 return 1; /* belongs to that God */ 990 { /*new convert */
991 pl->become_follower (altar->other_arch);
992 return;
993 }
994 else if (pl_god->name == altar->other_arch->object::name)
995 {
996 /* pray at your gods altar */
997 /* this leads to very low levels of wis and pray to result in no doubling! */
998 int bonus = (pl->stats.Wis + skill->level) / 10;
1088 999
1089 if (god->title) 1000 /* we can get neg grace up faster */
1090 { /* check if we have any enemy blessed item */ 1001 if (pl->stats.grace < 0)
1091 sprintf (buf, "of %s", &god->title); 1002 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1092 if (!strcmp (item->title, buf)) 1003
1004 /* we can super-charge grace to 2x max */
1005 if (pl->stats.grace < 2 * pl->stats.maxgrace)
1006 pl->stats.grace += bonus / 2;
1007 else
1008 pl->stats.grace = 2 * pl->stats.maxgrace;
1009
1010 /* Every once in a while, the god decides to checkup on their
1011 * follower, and may intervene to help them out.
1093 { 1012 */
1094 if (item->env) 1013 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1014
1015 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1016 god_intervention (pl, pl_god, skill);
1017 }
1018 else
1019 { /* praying to another god! */
1020 uint64 loss = 0;
1021 int angry = 1;
1022
1023 /* I believe the logic for detecting opposing gods was completely
1024 * broken - I think it should work now. altar->other_arch
1025 * points to the god of this altar (which we have
1026 * already verified is non null). pl_god->other_arch
1027 * is the opposing god - we need to verify that exists before
1028 * using its values.
1029 */
1030 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1031 {
1032 angry = 2;
1033 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1095 { 1034 {
1096 char buf[MAX_BUF]; 1035 object *tmp;
1097 1036
1098 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1037 /* you really screwed up */
1099 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); 1038 angry = 3;
1039 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1040 tmp = get_archetype (LOOSE_MANA);
1041 cast_magic_storm (pl, tmp, pl_god->level + 20);
1100 } 1042 }
1101 return -1; 1043 else
1102 } 1044 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->clone.race, race))
1137 { 1045 }
1138 godname = gl->name; 1046 else
1139 break; 1047 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1048
1049 /* whether we will be successfull in defecting or not -
1050 * we lose experience from the clerical experience obj
1051 */
1052
1053 loss = angry * (skill->stats.exp / 10);
1054 if (loss)
1055 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
1056
1057 /* May switch Gods, but its random chance based on our current level
1058 * note it gets harder to swap gods the higher we get
1059 */
1060 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1061 pl->become_follower (altar->other_arch);
1062 else
1140 } 1063 {
1141 gl = gl->next; 1064 /* toss this player off the altar. He can try again. */
1065 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1066 pl->contr->fire_on = 0;
1067 pl->speed_left = 1.f;
1068 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1069 }
1142 } 1070 }
1143 return godname;
1144} 1071}
1145 1072
1146/** 1073/**
1147 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1074 * 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 1075 * Returns false if there was no race to assign to the slaying field of the spell, but

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines