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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.27 by root, Tue Jun 5 13:05:02 2007 UTC vs.
Revision 1.65 by root, Thu Jun 10 06:03:18 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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 */
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
55 if (gl)
56 godnr = gl->id; 47 return gl->id;
57 }
58 48
59 return godnr; 49 return -1;
60} 50}
61 51
62/** 52/**
63 * 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..
64 */ 54 */
65object * 55object *
66find_god (const char *name) 56find_god (shstr_cmp name)
67{ 57{
68 object *god = NULL;
69
70 if (name) 58 if (name)
71 {
72 godlink *gl;
73
74 for (gl = first_god; gl; gl = gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
75 if (!strcmp (name, gl->name)) 60 if (gl->name == name)
76 break;
77 if (gl)
78 god = pntr_to_god_obj (gl); 61 return pntr_to_god_obj (gl);
79 } 62
80 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 ();
81} 80}
82 81
83/** 82/**
84 * Determines if op worships a god. 83 * Determines if op worships a god.
85 * 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.
86 * 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
87 * 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
88 * give them a random one. 87 * give them a random one.
89 */ 88 */
90 89shstr_tmp
91const char *
92determine_god (object *op) 90determine_god (object *op)
93{ 91{
94 int godnr = -1;
95 const char *godname;
96
97 /* spells */ 92 /* spells */
98 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
99 {
100 if (lookup_god_by_name (op->title) >= 0) 94 if (lookup_god_by_name (op->title) >= 0)
101 return op->title; 95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
102 } 98 {
103
104 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
105 {
106
107 /* find a god based on race */ 99 /* find a god based on race */
108 if (!op->title) 100 if (!op->title)
109 {
110 if (op->race != NULL)
111 {
112 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
113 if (godname != NULL)
114 {
115 op->title = godname;
116 }
117 }
118 }
119 102
120 /* find a random god */ 103 /* find a random god */
121 if (!op->title) 104 if (!op->title)
122 { 105 {
123 godlink *gl = first_god;
124
125 godnr = rndm (1, gl->id); 106 int godnr = rndm (1, first_god->id);
126 while (gl) 107
127 { 108 for (godlink *gl = first_god; gl; gl = gl->next)
128 if (gl->id == godnr) 109 if (gl->id == godnr)
110 {
111 op->title = gl->name;
129 break; 112 break;
130
131 gl = gl->next;
132 } 113 }
133
134 op->title = gl->name;
135 } 114 }
136 115
137 return op->title; 116 return op->title;
138 } 117 }
139
140 118
141 /* 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
142 * 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
143 * 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
144 * title or "none". 122 * title or "none".
145 */ 123 */
146 if (op->type == PLAYER) 124 if (op->type == PLAYER)
147 {
148 object *tmp;
149
150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
151 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
152 { 127 {
153 if (tmp->title) 128 if (tmp->title)
154 return (tmp->title); 129 return tmp->title;
155 else 130
156 return ("none"); 131 break;
157 } 132 }
158 } 133
159 return ("none"); 134 return shstr_none;
160} 135}
161 136
162/** 137/**
163 * 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
164 */ 139 */
165static int 140static int
166same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
167{ 142{
168 if (s1 == NULL) 143 if (s1 == s2)
169 if (s2 == NULL)
170 return 1; 144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
171 else 147 else
172 return 0;
173 else if (s2 == NULL)
174 return 0; 148 return 0;
175 else
176 return strcmp (s1, s2) == 0;
177} 149}
178 150
179/** 151/**
180 * 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).
181 * Any matching items in the inventory are deleted, and a 153 * Any matching items in the inventory are deleted, and a
195 167
196 if (tmp->type == item->type 168 if (tmp->type == item->type
197 && same_string (tmp->name, item->name) 169 && same_string (tmp->name, item->name)
198 && 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))
199 { 171 {
200
201 /* message */ 172 /* message */
202 if (tmp->nrof > 1) 173 new_draw_info_format (NDI_UNIQUE, 0, op,
203 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!",
204 else 175 query_short_name (tmp));
205 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
206 176
207 tmp->remove (); /* remove obj from players inv. */ 177 tmp->destroy ();
208 esrv_del_item (op->contr, tmp->count); /* notify client */
209 tmp->destroy (); /* free object */
210 } 178 }
211 179
212 if (tmp->inv) 180 if (tmp->inv)
213 follower_remove_similar_item (tmp, item); 181 follower_remove_similar_item (tmp, item);
214 } 182 }
240 * God gives an item to the player. 208 * God gives an item to the player.
241 */ 209 */
242static int 210static int
243god_gives_present (object *op, object *god, treasure *tr) 211god_gives_present (object *op, object *god, treasure *tr)
244{ 212{
245 object *tmp;
246
247 if (!tr->item) 213 if (!tr->item)
248 return 0; 214 return 0;
249 215
250 if (follower_has_similar_item (op, tr->item)) 216 if (follower_has_similar_item (op, tr->item))
251 return 0; 217 return 0;
252 218
253 tmp = arch_to_object (tr->item); 219 object *tmp = tr->item->instance ();
254 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));
255 tmp = insert_ob_in_ob (tmp, op); 221 op->insert (tmp);
256 if (op->type == PLAYER)
257 esrv_send_item (op, tmp);
258 222
259 return 1; 223 return 1;
260}
261
262/**
263 * Player prays at altar.
264 * Checks for god changing, divine intervention, and so on.
265 */
266void
267pray_at_altar (object *pl, object *altar, object *skill)
268{
269 object *pl_god = find_god (determine_god (pl));
270
271 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
272 return;
273
274 /* If non consecrate altar, don't do anything */
275 if (!altar->other_arch)
276 return;
277
278 /* hmm. what happend depends on pl's current god, level, etc */
279 if (!pl_god)
280 { /*new convert */
281 become_follower (pl, altar->other_arch);
282 return;
283
284 }
285 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
286 {
287 /* pray at your gods altar */
288 int bonus = (pl->stats.Wis + skill->level) / 10;
289
290 /* we can get neg grace up faster */
291 if (pl->stats.grace < 0)
292 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
293 /* we can super-charge grace to 2x max */
294 if (pl->stats.grace < (2 * pl->stats.maxgrace))
295 {
296 pl->stats.grace += bonus / 2;
297 }
298 if (pl->stats.grace > (2 * pl->stats.maxgrace))
299 {
300 pl->stats.grace = (2 * pl->stats.maxgrace);
301 }
302
303 /* Every once in a while, the god decides to checkup on their
304 * follower, and may intervene to help them out.
305 */
306 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
307
308 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
309 god_intervention (pl, pl_god, skill);
310
311 }
312 else
313 { /* praying to another god! */
314 uint64 loss = 0;
315 int angry = 1;
316
317 /* I believe the logic for detecting opposing gods was completely
318 * broken - I think it should work now. altar->other_arch
319 * points to the god of this altar (which we have
320 * already verified is non null). pl_god->other_arch
321 * is the opposing god - we need to verify that exists before
322 * using its values.
323 */
324 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
325 {
326 angry = 2;
327 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
328 {
329 object *tmp;
330
331 /* you really screwed up */
332 angry = 3;
333 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
334 tmp = get_archetype (LOOSE_MANA);
335 cast_magic_storm (pl, tmp, pl_god->level + 20);
336 }
337 else
338 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
339 }
340 else
341 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
342
343 /* whether we will be successfull in defecting or not -
344 * we lose experience from the clerical experience obj
345 */
346
347 loss = angry * (skill->stats.exp / 10);
348 if (loss)
349 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
350
351 /* May switch Gods, but its random chance based on our current level
352 * note it gets harder to swap gods the higher we get
353 */
354 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
355 become_follower (pl, altar->other_arch);
356 else
357 {
358 /* toss this player off the altar. He can try again. */
359 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
360 pl->contr->fire_on = 0;
361 pl->speed_left = 1.f;
362 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
363 }
364 }
365} 224}
366 225
367/** 226/**
368 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
369 */ 228 */
383 next_tmp = tmp->below; 242 next_tmp = tmp->below;
384 243
385 /* 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
386 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
387 */ 246 */
388 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
389 continue; 248 continue;
390 249
391 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
392 { 251 {
393 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);
414 { 273 {
415 remove = 0; 274 remove = 0;
416 break; 275 break;
417 } 276 }
418 } 277 }
278
419 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])
420 { 292 {
421 /* just do the work of removing the spell ourselves - we already 293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
422 * know that the player knows the spell 294 --number;
423 */
424 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
425 player_unready_range_ob (op->contr, tmp);
426 tmp->destroy ();
427 } 295 }
296}
428 297
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);
429 } 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;
430} 351}
431 352
432/** 353/**
433 * This function is called whenever a player has 354 * This function is called whenever a player has
434 * 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
435 * that happen to the player, including the removal of godgiven 356 * that happen to the player, including the removal of godgiven
436 * items (from the former cult). 357 * items (from the former cult).
437 */ 358 */
438void 359void
439become_follower (object *op, object *new_god) 360object::become_follower (object *new_god)
440{ 361{
441 object *old_god = NULL; /* old god */ 362 object *old_god = 0; /* old god */
442 treasure *tr; 363 treasure *tr;
443 object *item, *skop, *next; 364 object *item, *skop, *next;
444 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. */
445 366
367 if (!contr)
368 return;
446 369
370 contr->queue_stats_update ();
371
447 old_god = find_god (determine_god (op)); 372 old_god = find_god (determine_god (this));
448 373
449 /* take away any special god-characteristic items. */ 374 /* take away any special god-characteristic items. */
450 for (item = op->inv; item != NULL; item = next) 375 for (item = inv; item; item = next)
451 { 376 {
452 next = item->below; 377 next = item->below;
378
453 // 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
454 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 380 if (item->flag [FLAG_STARTEQUIP] && item->invisible
455 (item->type != SKILL) && (item->type != FORCE)) 381 && item->type != SKILL && item->type != FORCE)
456 { 382 {
457
458 if (item->type == SPELL) 383 if (item->type == SPELL)
384 {
459 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 }
460 388
461 player_unready_range_ob (op->contr, item);
462 item->destroy (); 389 item->destroy ();
463 } 390 }
464 } 391 }
465 392
466 /* remove any godgiven items from the old god */ 393 /* remove any godgiven items from the old god */
467 if (old_god) 394 if (old_god)
468 for (tr = old_god->randomitems->items; tr; tr = tr->next) 395 for (tr = old_god->randomitems->items; tr; tr = tr->next)
469 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) 396 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
470 follower_remove_similar_item (op, tr->item); 397 follower_remove_similar_item (this, tr->item);
471 398
472 if (!op || !new_god) 399 if (!new_god)
473 return; 400 return;
474 401
475 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 402 if (new_god->slaying && race.contains (new_god->slaying))
476 { 403 {
477 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);
478 405
479 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 406 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
480 { 407 {
481 object *tmp = get_archetype (LOOSE_MANA); 408 object *tmp = get_archetype (LOOSE_MANA);
482 409
483 cast_magic_storm (op, tmp, new_god->level + 10); 410 cast_magic_storm (this, tmp, new_god->level + 10);
484 } 411 }
485 412
486 return; 413 return;
487 } 414 }
488
489 415
490 /* give the player any special god-characteristic-items. */ 416 /* give the player any special god-characteristic-items. */
491 for (tr = new_god->randomitems->items; tr; tr = tr->next) 417 for (tr = new_god->randomitems->items; tr; tr = tr->next)
492 {
493 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK 418 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
494 && tr->item->type != BOOK && tr->item->type != SPELL) 419 && tr->item->type != BOOK && tr->item->type != SPELL)
495 god_gives_present (op, new_god, tr); 420 god_gives_present (this, new_god, tr);
496 }
497 421
498
499 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);
500 423
501 for (skop = op->inv; skop != NULL; skop = skop->below) 424 for (skop = inv; skop; skop = skop->below)
502 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 425 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
503 break; 426 break;
504 427
505 /* Player has no skill - give them the skill */ 428 /* Player has no skill - give them the skill */
506 if (!skop) 429 if (!skop)
507 {
508 /* 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,
509 * things are really messed up anyways. 431 * things are really messed up anyways.
510 */ 432 */
511 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); 433 skop = give_skill_by_name (this, shstr_praying);
512 link_player_skills (op);
513 }
514 434
515 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 435 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
516 436
517 /* 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,
518 * so I set undeadified for that. 438 * so I set undeadified for that.
519 * - gros, 21th July 2006. 439 * - gros, 21th July 2006.
520 */ 440 */
521 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 441 if (old_god && old_god->flag [FLAG_UNDEAD])
522 { 442 {
523 CLEAR_FLAG (skop, FLAG_UNDEAD); 443 skop->clr_flag (FLAG_UNDEAD);
524 undeadified = 1; 444 undeadified = 1;
525 } 445 }
526 446
527 if (skop->title) 447 if (skop->title)
528 { /* get rid of old god */ 448 {
449 /* get rid of old god */
529 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
530 /* 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 */
531 if (sk_applied || undeadified) 453 if (sk_applied || undeadified)
532 { 454 {
533 455 skop->clr_flag (FLAG_APPLIED);
534 CLEAR_FLAG (skop, FLAG_APPLIED);
535 (void) change_abil (op, skop); 456 change_abil (this, skop);
536 } 457 }
537 } 458 }
538 459
539 /* now change to the new gods attributes to exp_obj */ 460 /* now change to the new gods attributes to exp_obj */
540 skop->title = new_god->name; 461 skop->title = new_god->name;
564 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); 485 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
565 update_priest_flag (new_god, skop, FLAG_UNDEAD); 486 update_priest_flag (new_god, skop, FLAG_UNDEAD);
566 update_priest_flag (new_god, skop, FLAG_BLIND); 487 update_priest_flag (new_god, skop, FLAG_BLIND);
567 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! */
568 489
569 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);
570 491
571 /* 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
572 * 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
573 * have used armour/weapons in the first place. 494 * have used armour/weapons in the first place.
574 * 495 *
575 * 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
576 * 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.
577 */ 498 */
578 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 499 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
579 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 500 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
501
580 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 502 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
581 503
582 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 504 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
583 stop_using_item (op, WEAPON, 2); 505 stop_using_item (this, WEAPON, 2);
584 506
585 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) 507 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
586 { 508 {
587 stop_using_item (op, ARMOUR, 1); 509 stop_using_item (this, ARMOUR, 1);
588 stop_using_item (op, HELMET, 1); 510 stop_using_item (this, HELMET, 1);
589 stop_using_item (op, BOOTS, 1); 511 stop_using_item (this, BOOTS, 1);
590 stop_using_item (op, GLOVES, 1); 512 stop_using_item (this, GLOVES, 1);
591 stop_using_item (op, SHIELD, 1); 513 stop_using_item (this, SHIELD, 1);
592 } 514 }
593 515
594 SET_FLAG (skop, FLAG_APPLIED); 516 skop->set_flag (FLAG_APPLIED);
595 (void) change_abil (op, skop); 517 change_abil (this, skop);
596 518
597 /* return to previous skill status */ 519 /* return to previous skill status */
598 if (!sk_applied) 520 if (!sk_applied)
599 CLEAR_FLAG (skop, FLAG_APPLIED); 521 {
522 skop->clr_flag (FLAG_APPLIED);
523 contr->queue_stats_update ();
524 }
600 525
601 check_special_prayers (op, new_god); 526 check_special_prayers (this, new_god);
602} 527}
603
604/**
605 * Forbids or let player use something item type.
606 * op is the player.
607 * exp_obj is the widsom experience.
608 * flag is the flag to check against.
609 * string is the string to print out.
610 */
611
612int
613worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
614{
615
616 if (QUERY_FLAG (op->arch, flag))
617 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
618 {
619 update_priest_flag (exp_obj, op, flag);
620 if (QUERY_FLAG (op, flag))
621 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
622 else
623 {
624 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
625 return 1;
626 }
627 }
628 return 0;
629}
630
631/**
632 * Unapplies up to number worth of items of type
633 */
634void
635stop_using_item (object *op, int type, int number)
636{
637 object *tmp;
638
639 for (tmp = op->inv; tmp && number; tmp = tmp->below)
640 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
641 {
642 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
643 number--;
644 }
645}
646
647/**
648 * If the god does/doesnt have this flag, we
649 * give/remove it from the experience object if it doesnt/does
650 * already exist. For players only!
651 */
652
653void
654update_priest_flag (object *god, object *exp_ob, uint32 flag)
655{
656 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
657 SET_FLAG (exp_ob, flag);
658 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
659 {
660 /* When this is called with the exp_ob set to the player,
661 * this check is broken, because most all players arch
662 * allow use of weapons. I'm not actually sure why this
663 * check is here - I guess if you had a case where the
664 * value in the archetype (wisdom) should over ride the restrictions
665 * the god places on it, this may make sense. But I don't think
666 * there is any case like that.
667 */
668
669/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
670 CLEAR_FLAG (exp_ob, flag);
671 };
672}
673
674
675 528
676archetype * 529archetype *
677determine_holy_arch (object *god, const char *type) 530determine_holy_arch (object *god, shstr_cmp type)
678{ 531{
679 treasure *tr; 532 treasure *tr;
680 533
681 if (!god || !god->randomitems) 534 if (!god || !god->randomitems)
682 { 535 {
683 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");
684 return NULL; 537 return 0;
685 } 538 }
686 539
687 for (tr = god->randomitems->items; tr; tr = tr->next) 540 for (tr = god->randomitems->items; tr; tr = tr->next)
688 { 541 {
689 if (!tr->item) 542 if (!tr->item)
690 continue; 543 continue;
691 544
692 object *item = tr->item; 545 object *item = tr->item;
693 546
694 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 547 if (item->type == BOOK && item->invisible && item->name == type)
695 return item->other_arch; 548 return item->other_arch;
696 } 549 }
550
697 return NULL; 551 return 0;
698} 552}
699 553
700/** 554/**
701 * God helps player by removing curse and/or damnation. 555 * God helps player by removing curse and/or damnation.
702 */ 556 */
703static int 557static int
704god_removes_curse (object *op, int remove_damnation) 558god_removes_curse (object *op, int remove_damnation)
705{ 559{
706 object *tmp;
707 int success = 0; 560 int success = 0;
708 561
709 for (tmp = op->inv; tmp; tmp = tmp->below) 562 for (object *tmp = op->inv; tmp; tmp = tmp->below)
710 { 563 {
711 if (tmp->invisible) 564 if (tmp->invisible)
712 continue; 565 continue;
566
713 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 567 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
714 continue; 568 continue;
715 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 569
570 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
716 { 571 {
717 success = 1; 572 success = 1;
718 CLEAR_FLAG (tmp, FLAG_DAMNED); 573 tmp->clr_flag (FLAG_DAMNED);
719 CLEAR_FLAG (tmp, FLAG_CURSED); 574 tmp->clr_flag (FLAG_CURSED);
720 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 575 tmp->clr_flag (FLAG_KNOWN_CURSED);
721 if (op->type == PLAYER) 576
577 if (object *pl = tmp->visible_to ())
722 esrv_send_item (op, tmp); 578 esrv_update_item (UPD_FLAGS, pl, tmp);
723 } 579 }
724 } 580 }
725 581
726 if (success) 582 if (success)
727 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
728 return success; 585 return success;
729} 586}
730 587
731static int 588static int
732follower_level_to_enchantments (int level, int difficulty) 589follower_level_to_enchantments (int level, int difficulty)
737 return 0; 594 return 0;
738 } 595 }
739 596
740 if (level <= 20) 597 if (level <= 20)
741 return level / difficulty; 598 return level / difficulty;
599
742 if (level <= 40) 600 if (level <= 40)
743 return (20 + (level - 20) / 2) / difficulty; 601 return (20 + (level - 20) / 2) / difficulty;
744 602
745 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 */
746} 645}
747 646
748/** 647/**
749 * God wants to enchant weapon. 648 * God wants to enchant weapon.
750 * 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
752 * attacktype, slaying and such. 651 * attacktype, slaying and such.
753 */ 652 */
754static int 653static int
755god_enchants_weapon (object *op, object *god, object *tr, object *skill) 654god_enchants_weapon (object *op, object *god, object *tr, object *skill)
756{ 655{
757 char buf[MAX_BUF]; 656 if (!op->contr)
758 object *weapon; 657 return 0;
759 uint32 attacktype;
760 int tmp;
761 658
762 for (weapon = op->inv; weapon; weapon = weapon->below) 659 object *weapon = op->contr->combat_ob;
763 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
764 break;
765 660
661 if (weapon->type != WEAPON && weapon->type != BOW)
662 return 0;
663
766 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 664 if (god_examines_item (god, weapon) <= 0)
767 return 0; 665 return 0;
768 666
769 /* 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 */
770 if (!weapon->title) 668 if (!weapon->title)
771 { 669 {
772 sprintf (buf, "of %s", &god->name); 670 weapon->title = format ("of %s", &god->name);
773 weapon->title = buf; 671
774 if (op->type == PLAYER) 672 if (object *pl = weapon->visible_to ())
775 esrv_update_item (UPD_NAME, op, weapon); 673 esrv_update_item (UPD_NAME, pl, weapon);
674
776 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!");
777 } 676 }
778 677
779 /* Allow the weapon to slay enemies */ 678 /* Allow the weapon to slay enemies */
780 if (!weapon->slaying && god->slaying) 679 if (!weapon->slaying && god->slaying)
783 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);
784 return 1; 683 return 1;
785 } 684 }
786 685
787 /* Add the gods attacktype */ 686 /* Add the gods attacktype */
788 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; 687 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
688
789 if ((attacktype & god->attacktype) != god->attacktype) 689 if ((attacktype & god->attacktype) != god->attacktype)
790 { 690 {
791 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); 691 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
792 weapon->attacktype = attacktype | god->attacktype; 692 weapon->attacktype = attacktype | god->attacktype;
793 return 1; 693 return 1;
794 } 694 }
795 695
796 /* Higher magic value */ 696 /* Higher magic value */
797 tmp = follower_level_to_enchantments (skill->level, tr->level); 697 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
798 if (weapon->magic < tmp)
799 { 698 {
800 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!");
801 weapon->magic++; 700 weapon->magic++;
802 if (op->type == PLAYER) 701
702 if (object *pl = weapon->visible_to ())
803 esrv_update_item (UPD_NAME, op, weapon); 703 esrv_update_item (UPD_NAME, pl, weapon);
704
804 return 1; 705 return 1;
805 } 706 }
806 707
807 return 0; 708 return 0;
808} 709}
809 710
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}
810 753
811/** 754/**
812 * 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.
813 * 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
814 * priest. -b.t. 757 * priest. -b.t.
815 * called from pray_at_altar() currently. 758 * called from pray_at_altar() currently.
816 */ 759 */
817 760static void
818void
819god_intervention (object *op, object *god, object *skill) 761god_intervention (object *op, object *god, object *skill)
820{ 762{
821 treasure *tr; 763 treasure *tr;
822 764
823 if (!god || !god->randomitems) 765 if (!god || !god->randomitems)
830 772
831 /* 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 */
832 if (god_examines_priest (op, god) < 0) 774 if (god_examines_priest (op, god) < 0)
833 return; 775 return;
834 776
777 op->play_sound (sound_find ("god_intervention"));
835 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!");
836 779
837 for (tr = god->randomitems->items; tr; tr = tr->next) 780 for (tr = god->randomitems->items; tr; tr = tr->next)
838 { 781 {
839 object *item; 782 object *item;
847 treasurelist *tl = treasurelist::find (tr->name); 790 treasurelist *tl = treasurelist::find (tr->name);
848 791
849 if (tl == NULL) 792 if (tl == NULL)
850 continue; 793 continue;
851 794
852 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.");
853 796
854 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);
855 return; 798 return;
856 } 799 }
857 800
858 if (!tr->item) 801 if (!tr->item)
859 continue; 802 continue;
860 803
861 item = tr->item; 804 item = tr->item;
862 805
863 /* Grace limit */ 806 /* Grace limit */
864 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 807 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
865 { 808 {
866 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)
867 { 810 {
868 object *tmp;
869
870 /* Follower lacks the required grace for the following 811 /* Follower lacks the required grace for the following
871 * treasure list items. */ 812 * treasure list items. */
872 813
873 tmp = get_archetype (HOLY_POSSESSION); 814 object *tmp = get_archetype (HOLY_POSSESSION);
874 cast_change_ability (op, op, tmp, 0, 1); 815 cast_change_ability (op, op, tmp, 0, 1);
875 tmp->destroy (); 816 tmp->destroy ();
876 return; 817 return;
877 } 818 }
819
878 continue; 820 continue;
879 } 821 }
880 822
881 /* Restore grace */ 823 /* Restore grace */
882 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 824 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
883 { 825 {
884 if (op->stats.grace >= 0) 826 if (op->stats.grace >= 0)
885 continue; 827 continue;
828
886 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 829 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
887 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.");
888 return; 831 return;
889 } 832 }
890 833
891 /* Heal damage */ 834 /* Heal damage */
892 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)
893 { 836 {
894 if (op->stats.hp >= op->stats.maxhp) 837 if (op->stats.hp >= op->stats.maxhp)
895 continue; 838 continue;
839
896 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!");
897 op->stats.hp = op->stats.maxhp; 841 op->stats.hp = op->stats.maxhp;
898 return; 842 return;
899 } 843 }
900 844
906 /* Restore to 50 .. 100%, if sp < 50% */ 850 /* Restore to 50 .. 100%, if sp < 50% */
907 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);
908 852
909 if (op->stats.sp >= max / 2) 853 if (op->stats.sp >= max / 2)
910 continue; 854 continue;
855
911 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!");
912 op->stats.sp = new_sp; 857 op->stats.sp = new_sp;
913 } 858 }
914 859
915 /* Various heal spells */ 860 /* Various heal spells */
916 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)
917 { 862 {
918 object *tmp;
919 int success;
920
921 tmp = get_archetype_by_object_name (item->slaying); 863 object *tmp = archetype::get (item->slaying);
922
923 success = cast_heal (op, op, tmp, 0); 864 int success = cast_heal (op, op, tmp, 0);
924 tmp->destroy (); 865 tmp->destroy ();
866
925 if (success) 867 if (success)
926 return; 868 return;
927 else 869 else
928 continue; 870 continue;
929 } 871 }
951 { 893 {
952 object *depl; 894 object *depl;
953 archetype *at; 895 archetype *at;
954 int i; 896 int i;
955 897
956 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 898 if ((at = archetype::find (shstr_depletion)) == NULL)
957 { 899 {
958 LOG (llevError, "Could not find archetype depletion.\n"); 900 LOG (llevError, "Could not find archetype depletion.\n");
959 continue; 901 continue;
960 } 902 }
903
961 depl = present_arch_in_ob (at, op); 904 depl = present_arch_in_ob (at, op);
962 905
963 if (depl == NULL) 906 if (depl == NULL)
964 continue; 907 continue;
965 908
975 } 918 }
976 919
977 /* Voices */ 920 /* Voices */
978 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)
979 { 922 {
980 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:");
981 new_draw_info (NDI_WHITE, 0, op, item->msg); 924 new_draw_info (NDI_WHITE, 0, op, item->msg);
982 return; 925 return;
983 } 926 }
984 927
985 /* Messages */ 928 /* Messages */
1025 968
1026 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 969 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1027} 970}
1028 971
1029/** 972/**
1030 * Checks and maybe punishes someone praying. 973 * Player prays at altar.
1031 * All applied items are examined, if player is using more items of other gods, 974 * Checks for god changing, divine intervention, and so on.
1032 * s/he loses experience in praying or general experience if no praying.
1033 */ 975 */
1034int 976void
1035god_examines_priest (object *op, object *god) 977pray_at_altar (object *pl, object *altar, object *skill)
1036{ 978{
1037 int reaction = 1; 979 object *pl_god = find_god (determine_god (pl));
1038 object *item = NULL, *skop;
1039 980
1040 for (item = op->inv; item; item = item->below) 981 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1041 {
1042 if (QUERY_FLAG (item, FLAG_APPLIED))
1043 {
1044 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1045 }
1046 }
1047
1048 /* well, well. Looks like we screwed up. Time for god's revenge */
1049 if (reaction < 0)
1050 {
1051 int loss = 10000000;
1052 int angry = abs (reaction);
1053
1054 for (skop = op->inv; skop != NULL; skop = skop->below)
1055 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1056 break;
1057
1058 if (skop)
1059 loss = (int) (0.05 * (float) skop->stats.exp);
1060 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1061 if (random_roll (0, angry, op, PREFER_LOW))
1062 {
1063 object *tmp = get_archetype (LOOSE_MANA);
1064
1065 cast_magic_storm (op, tmp, op->level + (angry * 3));
1066 }
1067 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1068 }
1069 return reaction;
1070}
1071
1072/**
1073 * God checks item the player is using.
1074 * Return either -1 (bad), 0 (neutral) or
1075 * 1 (item is ok). If you are using the item of an enemy
1076 * god, it can be bad...-b.t.
1077 */
1078
1079int
1080god_examines_item (object *god, object *item)
1081{
1082 char buf[MAX_BUF];
1083
1084 if (!god || !item)
1085 return 0; 982 return;
1086 983
1087 if (!item->title) 984 /* If non consecrate altar, don't do anything */
1088 return 1; /* unclaimed item are ok */ 985 if (!altar->other_arch)
986 return;
1089 987
1090 sprintf (buf, "of %s", &god->name); 988 /* hmm. what happend depends on pl's current god, level, etc */
1091 if (!strcmp (item->title, buf)) 989 if (!pl_god)
1092 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;
1093 999
1094 if (god->title) 1000 /* we can get neg grace up faster */
1095 { /* check if we have any enemy blessed item */ 1001 if (pl->stats.grace < 0)
1096 sprintf (buf, "of %s", &god->title); 1002 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1097 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.
1098 { 1012 */
1099 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)
1100 { 1034 {
1101 char buf[MAX_BUF]; 1035 object *tmp;
1102 1036
1103 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1037 /* you really screwed up */
1104 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);
1105 } 1042 }
1106 return -1; 1043 else
1107 } 1044 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1108 }
1109
1110 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1111}
1112
1113/**
1114 * Returns priest's god's id.
1115 * Straight calls lookup_god_by_name
1116 */
1117
1118int
1119get_god (object *priest)
1120{
1121 int godnr = lookup_god_by_name (determine_god (priest));
1122
1123 return godnr;
1124}
1125
1126/**
1127 * Returns a string that is the name of the god that should be natively worshipped by a
1128 * creature of who has race *race
1129 * if we can't find a god that is appropriate, we return NULL
1130 */
1131const char *
1132get_god_for_race (const char *race)
1133{
1134 godlink *gl = first_god;
1135 const char *godname = NULL;
1136
1137 if (race == NULL)
1138 return NULL;
1139 while (gl)
1140 {
1141 if (!strcasecmp (gl->arch->race, race))
1142 { 1045 }
1143 godname = gl->name; 1046 else
1144 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
1145 } 1063 {
1146 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 }
1147 } 1070 }
1148 return godname;
1149} 1071}
1150 1072
1151/** 1073/**
1152 * 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.
1153 * 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

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