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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.40 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.65 by root, Thu Jun 10 06:03:18 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
35#include <sproto.h> 36#include <sproto.h>
36 37
37/** 38/**
38 * Returns the id of specified god. 39 * Returns the id of specified god.
39 */ 40 */
40int 41static int
41lookup_god_by_name (const char *name) 42lookup_god_by_name (shstr_cmp name)
42{ 43{
43 int godnr = -1; 44 if (name)
44 size_t nmlen = strlen (name);
45
46 if (name && strcmp (name, "none"))
47 {
48 godlink *gl;
49
50 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
51 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 46 if (gl->name == name)
52 break;
53
54 if (gl)
55 godnr = gl->id; 47 return gl->id;
56 }
57 48
58 return godnr; 49 return -1;
59} 50}
60 51
61/** 52/**
62 * Returns pointer to specified god's object through pntr_to_god_obj.. 53 * Returns pointer to specified god's object through pntr_to_god_obj..
63 */ 54 */
64object * 55object *
65find_god (const char *name) 56find_god (shstr_cmp name)
66{ 57{
67 object *god = NULL;
68
69 if (name) 58 if (name)
70 {
71 godlink *gl;
72
73 for (gl = first_god; gl; gl = gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
74 if (!strcmp (name, gl->name)) 60 if (gl->name == name)
75 break;
76 if (gl)
77 god = pntr_to_god_obj (gl); 61 return pntr_to_god_obj (gl);
78 } 62
79 return god; 63 return 0;
64}
65
66/**
67 * Returns a string that is the name of the god that should be natively worshipped by a
68 * creature of who has race *race
69 * if we can't find a god that is appropriate, we return NULL
70 */
71static shstr_tmp
72get_god_for_race (shstr_cmp race)
73{
74 if (race)
75 for (godlink *gl = first_god; gl; gl = gl->next)
76 if (gl->arch->race == race)
77 return gl->name;
78
79 return shstr_tmp ();
80} 80}
81 81
82/** 82/**
83 * Determines if op worships a god. 83 * Determines if op worships a god.
84 * Returns the godname if they do or "none" if they have no god. 84 * Returns the godname if they do or "none" if they have no god.
85 * In the case of an NPC, if they have no god, we try and guess 85 * In the case of an NPC, if they have no god, we try and guess
86 * who they should worship based on their race. If that fails we 86 * who they should worship based on their race. If that fails we
87 * give them a random one. 87 * give them a random one.
88 */ 88 */
89 89shstr_tmp
90const char *
91determine_god (object *op) 90determine_god (object *op)
92{ 91{
93 int godnr = -1;
94 const char *godname;
95
96 /* spells */ 92 /* spells */
97 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
98 {
99 if (lookup_god_by_name (op->title) >= 0) 94 if (lookup_god_by_name (op->title) >= 0)
100 return op->title; 95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
101 } 98 {
102
103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
104 {
105
106 /* find a god based on race */ 99 /* find a god based on race */
107 if (!op->title) 100 if (!op->title)
108 {
109 if (op->race)
110 {
111 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
112
113 if (godname)
114 op->title = godname;
115 }
116 }
117 102
118 /* find a random god */ 103 /* find a random god */
119 if (!op->title) 104 if (!op->title)
120 { 105 {
121 godlink *gl = first_god;
122
123 godnr = rndm (1, gl->id); 106 int godnr = rndm (1, first_god->id);
124 while (gl) 107
125 { 108 for (godlink *gl = first_god; gl; gl = gl->next)
126 if (gl->id == godnr) 109 if (gl->id == godnr)
110 {
111 op->title = gl->name;
127 break; 112 break;
128
129 gl = gl->next;
130 } 113 }
131
132 op->title = gl->name;
133 } 114 }
134 115
135 return op->title; 116 return op->title;
136 } 117 }
137
138 118
139 /* The god the player worships is in the praying skill (native skill 119 /* The god the player worships is in the praying skill (native skill
140 * not skill tool). Since a player can only have one instance of 120 * not skill tool). Since a player can only have one instance of
141 * that skill, once we find it, we can return, either with the 121 * that skill, once we find it, we can return, either with the
142 * title or "none". 122 * title or "none".
143 */ 123 */
144 if (op->type == PLAYER) 124 if (op->type == PLAYER)
145 {
146 for (object *tmp = op->inv; tmp; tmp = tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
147 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
148 { 127 {
149 if (tmp->title) 128 if (tmp->title)
150 return tmp->title; 129 return tmp->title;
151 else 130
152 return "none"; 131 break;
153 } 132 }
154 }
155 133
156 return "none"; 134 return shstr_none;
157} 135}
158 136
159/** 137/**
160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 138 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
161 */ 139 */
162static int 140static int
163same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
164{ 142{
165 if (s1 == NULL) 143 if (s1 == s2)
166 if (s2 == NULL)
167 return 1; 144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
168 else 147 else
169 return 0;
170 else if (s2 == NULL)
171 return 0; 148 return 0;
172 else
173 return strcmp (s1, s2) == 0;
174} 149}
175 150
176/** 151/**
177 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 152 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
178 * Any matching items in the inventory are deleted, and a 153 * Any matching items in the inventory are deleted, and a
239 return 0; 214 return 0;
240 215
241 if (follower_has_similar_item (op, tr->item)) 216 if (follower_has_similar_item (op, tr->item))
242 return 0; 217 return 0;
243 218
244 object *tmp = arch_to_object (tr->item); 219 object *tmp = tr->item->instance ();
245 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));
246 op->insert (tmp); 221 op->insert (tmp);
247 222
248 return 1; 223 return 1;
249}
250
251/**
252 * Player prays at altar.
253 * Checks for god changing, divine intervention, and so on.
254 */
255void
256pray_at_altar (object *pl, object *altar, object *skill)
257{
258 object *pl_god = find_god (determine_god (pl));
259
260 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
261 return;
262
263 /* If non consecrate altar, don't do anything */
264 if (!altar->other_arch)
265 return;
266
267 /* hmm. what happend depends on pl's current god, level, etc */
268 if (!pl_god)
269 { /*new convert */
270 become_follower (pl, altar->other_arch);
271 return;
272 }
273 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
274 {
275 /* pray at your gods altar */
276 int bonus = (pl->stats.Wis + skill->level) / 10;
277
278 /* we can get neg grace up faster */
279 if (pl->stats.grace < 0)
280 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
281
282 /* we can super-charge grace to 2x max */
283 if (pl->stats.grace < 2 * pl->stats.maxgrace)
284 pl->stats.grace += bonus / 2;
285 else
286 pl->stats.grace = 2 * pl->stats.maxgrace;
287
288 /* Every once in a while, the god decides to checkup on their
289 * follower, and may intervene to help them out.
290 */
291 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
292
293 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
294 god_intervention (pl, pl_god, skill);
295 }
296 else
297 { /* praying to another god! */
298 uint64 loss = 0;
299 int angry = 1;
300
301 /* I believe the logic for detecting opposing gods was completely
302 * broken - I think it should work now. altar->other_arch
303 * points to the god of this altar (which we have
304 * already verified is non null). pl_god->other_arch
305 * is the opposing god - we need to verify that exists before
306 * using its values.
307 */
308 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
309 {
310 angry = 2;
311 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
312 {
313 object *tmp;
314
315 /* you really screwed up */
316 angry = 3;
317 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
318 tmp = get_archetype (LOOSE_MANA);
319 cast_magic_storm (pl, tmp, pl_god->level + 20);
320 }
321 else
322 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
323 }
324 else
325 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
326
327 /* whether we will be successfull in defecting or not -
328 * we lose experience from the clerical experience obj
329 */
330
331 loss = angry * (skill->stats.exp / 10);
332 if (loss)
333 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
334
335 /* May switch Gods, but its random chance based on our current level
336 * note it gets harder to swap gods the higher we get
337 */
338 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
339 become_follower (pl, altar->other_arch);
340 else
341 {
342 /* toss this player off the altar. He can try again. */
343 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
344 pl->contr->fire_on = 0;
345 pl->speed_left = 1.f;
346 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
347 }
348 }
349} 224}
350 225
351/** 226/**
352 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
353 */ 228 */
367 next_tmp = tmp->below; 242 next_tmp = tmp->below;
368 243
369 /* 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
370 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
371 */ 246 */
372 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
373 continue; 248 continue;
374 249
375 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
376 { 251 {
377 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);
405 do_forget_spell (op, tmp->name); 280 do_forget_spell (op, tmp->name);
406 } 281 }
407} 282}
408 283
409/** 284/**
285 * Unapplies up to number worth of items of type
286 */
287static void
288stop_using_item (object *op, int type, int number)
289{
290 for (object *tmp = op->inv; tmp && number; tmp = tmp->below)
291 if (tmp->type == type && tmp->flag [FLAG_APPLIED])
292 {
293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
294 --number;
295 }
296}
297
298/**
299 * If the god does/doesnt have this flag, we
300 * give/remove it from the experience object if it doesnt/does
301 * already exist. For players only!
302 */
303static 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);
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;
351}
352
353/**
410 * This function is called whenever a player has 354 * This function is called whenever a player has
411 * 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
412 * that happen to the player, including the removal of godgiven 356 * that happen to the player, including the removal of godgiven
413 * items (from the former cult). 357 * items (from the former cult).
414 */ 358 */
415void 359void
416become_follower (object *op, object *new_god) 360object::become_follower (object *new_god)
417{ 361{
418 object *old_god = NULL; /* old god */ 362 object *old_god = 0; /* old god */
419 treasure *tr; 363 treasure *tr;
420 object *item, *skop, *next; 364 object *item, *skop, *next;
421 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. */
422 366
367 if (!contr)
368 return;
369
370 contr->queue_stats_update ();
371
423 old_god = find_god (determine_god (op)); 372 old_god = find_god (determine_god (this));
424 373
425 /* take away any special god-characteristic items. */ 374 /* take away any special god-characteristic items. */
426 for (item = op->inv; item; item = next) 375 for (item = inv; item; item = next)
427 { 376 {
428 next = item->below; 377 next = item->below;
429 378
430 // 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
431 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 380 if (item->flag [FLAG_STARTEQUIP] && item->invisible
432 (item->type != SKILL) && (item->type != FORCE)) 381 && item->type != SKILL && item->type != FORCE)
433 { 382 {
434 if (item->type == SPELL) 383 if (item->type == SPELL)
435 { 384 {
436 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);
437 esrv_remove_spell (op->contr, item); 386 esrv_remove_spell (contr, item);
438 } 387 }
439 388
440 player_unready_range_ob (op->contr, item);
441 item->destroy (); 389 item->destroy ();
442 } 390 }
443 } 391 }
444 392
445 /* remove any godgiven items from the old god */ 393 /* remove any godgiven items from the old god */
446 if (old_god) 394 if (old_god)
447 for (tr = old_god->randomitems->items; tr; tr = tr->next) 395 for (tr = old_god->randomitems->items; tr; tr = tr->next)
448 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) 396 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
449 follower_remove_similar_item (op, tr->item); 397 follower_remove_similar_item (this, tr->item);
450 398
451 if (!op || !new_god) 399 if (!new_god)
452 return; 400 return;
453 401
454 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 402 if (new_god->slaying && race.contains (new_god->slaying))
455 { 403 {
456 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);
457 405
458 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 406 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
459 { 407 {
460 object *tmp = get_archetype (LOOSE_MANA); 408 object *tmp = get_archetype (LOOSE_MANA);
461 409
462 cast_magic_storm (op, tmp, new_god->level + 10); 410 cast_magic_storm (this, tmp, new_god->level + 10);
463 } 411 }
464 412
465 return; 413 return;
466 } 414 }
467 415
468 /* give the player any special god-characteristic-items. */ 416 /* give the player any special god-characteristic-items. */
469 for (tr = new_god->randomitems->items; tr; tr = tr->next) 417 for (tr = new_god->randomitems->items; tr; tr = tr->next)
470 {
471 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK 418 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
472 && tr->item->type != BOOK && tr->item->type != SPELL) 419 && tr->item->type != BOOK && tr->item->type != SPELL)
473 god_gives_present (op, new_god, tr); 420 god_gives_present (this, new_god, tr);
474 }
475 421
476 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);
477 423
478 for (skop = op->inv; skop; skop = skop->below) 424 for (skop = inv; skop; skop = skop->below)
479 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 425 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
480 break; 426 break;
481 427
482 /* Player has no skill - give them the skill */ 428 /* Player has no skill - give them the skill */
483 if (!skop) 429 if (!skop)
484 /* The archetype 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,
485 * things are really messed up anyways. 431 * things are really messed up anyways.
486 */ 432 */
487 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); 433 skop = give_skill_by_name (this, shstr_praying);
488 434
489 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 435 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
490 436
491 /* 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,
492 * so I set undeadified for that. 438 * so I set undeadified for that.
493 * - gros, 21th July 2006. 439 * - gros, 21th July 2006.
494 */ 440 */
495 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD)) 441 if (old_god && old_god->flag [FLAG_UNDEAD])
496 { 442 {
497 CLEAR_FLAG (skop, FLAG_UNDEAD); 443 skop->clr_flag (FLAG_UNDEAD);
498 undeadified = 1; 444 undeadified = 1;
499 } 445 }
500 446
501 if (skop->title) 447 if (skop->title)
502 { 448 {
503 /* get rid of old god */ 449 /* get rid of old god */
504 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);
505 451
506 /* 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 */
507 if (sk_applied || undeadified) 453 if (sk_applied || undeadified)
508 { 454 {
509 CLEAR_FLAG (skop, FLAG_APPLIED); 455 skop->clr_flag (FLAG_APPLIED);
510 change_abil (op, skop); 456 change_abil (this, skop);
511 } 457 }
512 } 458 }
513 459
514 /* now change to the new gods attributes to exp_obj */ 460 /* now change to the new gods attributes to exp_obj */
515 skop->title = new_god->name; 461 skop->title = new_god->name;
539 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); 485 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
540 update_priest_flag (new_god, skop, FLAG_UNDEAD); 486 update_priest_flag (new_god, skop, FLAG_UNDEAD);
541 update_priest_flag (new_god, skop, FLAG_BLIND); 487 update_priest_flag (new_god, skop, FLAG_BLIND);
542 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! */
543 489
544 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);
545 491
546 /* 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
547 * 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
548 * have used armour/weapons in the first place. 494 * have used armour/weapons in the first place.
549 * 495 *
550 * 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
551 * 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.
552 */ 498 */
553 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 499 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
554 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 500 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
555 501
556 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 502 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
557 503
558 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 504 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
559 stop_using_item (op, WEAPON, 2); 505 stop_using_item (this, WEAPON, 2);
560 506
561 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) 507 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
562 { 508 {
563 stop_using_item (op, ARMOUR, 1); 509 stop_using_item (this, ARMOUR, 1);
564 stop_using_item (op, HELMET, 1); 510 stop_using_item (this, HELMET, 1);
565 stop_using_item (op, BOOTS, 1); 511 stop_using_item (this, BOOTS, 1);
566 stop_using_item (op, GLOVES, 1); 512 stop_using_item (this, GLOVES, 1);
567 stop_using_item (op, SHIELD, 1); 513 stop_using_item (this, SHIELD, 1);
568 } 514 }
569 515
570 SET_FLAG (skop, FLAG_APPLIED); 516 skop->set_flag (FLAG_APPLIED);
571 (void) change_abil (op, skop); 517 change_abil (this, skop);
572 518
573 /* return to previous skill status */ 519 /* return to previous skill status */
574 if (!sk_applied) 520 if (!sk_applied)
575 CLEAR_FLAG (skop, FLAG_APPLIED); 521 {
522 skop->clr_flag (FLAG_APPLIED);
523 contr->queue_stats_update ();
524 }
576 525
577 check_special_prayers (op, new_god); 526 check_special_prayers (this, new_god);
578}
579
580/**
581 * Forbids or let player use something item type.
582 * op is the player.
583 * exp_obj is the widsom experience.
584 * flag is the flag to check against.
585 * string is the string to print out.
586 */
587
588int
589worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
590{
591 if (QUERY_FLAG (op->arch, flag))
592 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
593 {
594 update_priest_flag (exp_obj, op, flag);
595 if (QUERY_FLAG (op, flag))
596 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
597 else
598 {
599 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
600 return 1;
601 }
602 }
603
604 return 0;
605}
606
607/**
608 * Unapplies up to number worth of items of type
609 */
610void
611stop_using_item (object *op, int type, int number)
612{
613 object *tmp;
614
615 for (tmp = op->inv; tmp && number; tmp = tmp->below)
616 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
617 {
618 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
619 number--;
620 }
621}
622
623/**
624 * If the god does/doesnt have this flag, we
625 * give/remove it from the experience object if it doesnt/does
626 * already exist. For players only!
627 */
628
629void
630update_priest_flag (object *god, object *exp_ob, uint32 flag)
631{
632 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
633 SET_FLAG (exp_ob, flag);
634 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
635 {
636 /* When this is called with the exp_ob set to the player,
637 * this check is broken, because most all players arch
638 * allow use of weapons. I'm not actually sure why this
639 * check is here - I guess if you had a case where the
640 * value in the archetype (wisdom) should over ride the restrictions
641 * the god places on it, this may make sense. But I don't think
642 * there is any case like that.
643 */
644
645/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
646 CLEAR_FLAG (exp_ob, flag);
647 };
648} 527}
649 528
650archetype * 529archetype *
651determine_holy_arch (object *god, const char *type) 530determine_holy_arch (object *god, shstr_cmp type)
652{ 531{
653 treasure *tr; 532 treasure *tr;
654 533
655 if (!god || !god->randomitems) 534 if (!god || !god->randomitems)
656 { 535 {
663 if (!tr->item) 542 if (!tr->item)
664 continue; 543 continue;
665 544
666 object *item = tr->item; 545 object *item = tr->item;
667 546
668 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 547 if (item->type == BOOK && item->invisible && item->name == type)
669 return item->other_arch; 548 return item->other_arch;
670 } 549 }
671 550
672 return 0; 551 return 0;
673} 552}
683 for (object *tmp = op->inv; tmp; tmp = tmp->below) 562 for (object *tmp = op->inv; tmp; tmp = tmp->below)
684 { 563 {
685 if (tmp->invisible) 564 if (tmp->invisible)
686 continue; 565 continue;
687 566
688 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 567 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
689 continue; 568 continue;
690 569
691 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 570 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
692 { 571 {
693 success = 1; 572 success = 1;
694 CLEAR_FLAG (tmp, FLAG_DAMNED); 573 tmp->clr_flag (FLAG_DAMNED);
695 CLEAR_FLAG (tmp, FLAG_CURSED); 574 tmp->clr_flag (FLAG_CURSED);
696 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 575 tmp->clr_flag (FLAG_KNOWN_CURSED);
697 576
698 if (object *pl = tmp->visible_to ()) 577 if (object *pl = tmp->visible_to ())
699 esrv_update_item (UPD_FLAGS, pl, tmp); 578 esrv_update_item (UPD_FLAGS, pl, tmp);
700 } 579 }
701 } 580 }
720 599
721 if (level <= 40) 600 if (level <= 40)
722 return (20 + (level - 20) / 2) / difficulty; 601 return (20 + (level - 20) / 2) / difficulty;
723 602
724 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 */
725} 645}
726 646
727/** 647/**
728 * God wants to enchant weapon. 648 * God wants to enchant weapon.
729 * 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
731 * attacktype, slaying and such. 651 * attacktype, slaying and such.
732 */ 652 */
733static int 653static int
734god_enchants_weapon (object *op, object *god, object *tr, object *skill) 654god_enchants_weapon (object *op, object *god, object *tr, object *skill)
735{ 655{
736 object *weapon; 656 if (!op->contr)
737 uint32 attacktype; 657 return 0;
738 int tmp;
739 658
740 for (weapon = op->inv; weapon; weapon = weapon->below) 659 object *weapon = op->contr->combat_ob;
741 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
742 break;
743 660
661 if (weapon->type != WEAPON && weapon->type != BOW)
662 return 0;
663
744 if (!weapon || god_examines_item (god, weapon) <= 0) 664 if (god_examines_item (god, weapon) <= 0)
745 return 0; 665 return 0;
746 666
747 /* 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 */
748 if (!weapon->title) 668 if (!weapon->title)
749 { 669 {
762 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);
763 return 1; 683 return 1;
764 } 684 }
765 685
766 /* Add the gods attacktype */ 686 /* Add the gods attacktype */
767 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; 687 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
688
768 if ((attacktype & god->attacktype) != god->attacktype) 689 if ((attacktype & god->attacktype) != god->attacktype)
769 { 690 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); 691 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
771 weapon->attacktype = attacktype | god->attacktype; 692 weapon->attacktype = attacktype | god->attacktype;
772 return 1; 693 return 1;
773 } 694 }
774 695
775 /* Higher magic value */ 696 /* Higher magic value */
776 tmp = follower_level_to_enchantments (skill->level, tr->level); 697 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
777 if (weapon->magic < tmp)
778 { 698 {
779 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!");
780 weapon->magic++; 700 weapon->magic++;
781 701
782 if (object *pl = weapon->visible_to ()) 702 if (object *pl = weapon->visible_to ())
784 704
785 return 1; 705 return 1;
786 } 706 }
787 707
788 return 0; 708 return 0;
709}
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;
789} 752}
790 753
791/** 754/**
792 * 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.
793 * 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
794 * priest. -b.t. 757 * priest. -b.t.
795 * called from pray_at_altar() currently. 758 * called from pray_at_altar() currently.
796 */ 759 */
797void 760static void
798god_intervention (object *op, object *god, object *skill) 761god_intervention (object *op, object *god, object *skill)
799{ 762{
800 treasure *tr; 763 treasure *tr;
801 764
802 if (!god || !god->randomitems) 765 if (!god || !god->randomitems)
839 continue; 802 continue;
840 803
841 item = tr->item; 804 item = tr->item;
842 805
843 /* Grace limit */ 806 /* Grace limit */
844 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 807 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
845 { 808 {
846 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)
847 { 810 {
848 object *tmp;
849
850 /* Follower lacks the required grace for the following 811 /* Follower lacks the required grace for the following
851 * treasure list items. */ 812 * treasure list items. */
852 813
853 tmp = get_archetype (HOLY_POSSESSION); 814 object *tmp = get_archetype (HOLY_POSSESSION);
854 cast_change_ability (op, op, tmp, 0, 1); 815 cast_change_ability (op, op, tmp, 0, 1);
855 tmp->destroy (); 816 tmp->destroy ();
856 return; 817 return;
857 } 818 }
858 819
859 continue; 820 continue;
860 } 821 }
861 822
862 /* Restore grace */ 823 /* Restore grace */
863 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 824 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
864 { 825 {
865 if (op->stats.grace >= 0) 826 if (op->stats.grace >= 0)
866 continue; 827 continue;
828
867 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 829 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
868 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.");
869 return; 831 return;
870 } 832 }
871 833
872 /* Heal damage */ 834 /* Heal damage */
873 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)
874 { 836 {
875 if (op->stats.hp >= op->stats.maxhp) 837 if (op->stats.hp >= op->stats.maxhp)
876 continue; 838 continue;
839
877 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!");
878 op->stats.hp = op->stats.maxhp; 841 op->stats.hp = op->stats.maxhp;
879 return; 842 return;
880 } 843 }
881 844
930 { 893 {
931 object *depl; 894 object *depl;
932 archetype *at; 895 archetype *at;
933 int i; 896 int i;
934 897
935 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 898 if ((at = archetype::find (shstr_depletion)) == NULL)
936 { 899 {
937 LOG (llevError, "Could not find archetype depletion.\n"); 900 LOG (llevError, "Could not find archetype depletion.\n");
938 continue; 901 continue;
939 } 902 }
903
940 depl = present_arch_in_ob (at, op); 904 depl = present_arch_in_ob (at, op);
941 905
942 if (depl == NULL) 906 if (depl == NULL)
943 continue; 907 continue;
944 908
1004 968
1005 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 969 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1006} 970}
1007 971
1008/** 972/**
1009 * Checks and maybe punishes someone praying. 973 * Player prays at altar.
1010 * All applied items are examined, if player is using more items of other gods, 974 * Checks for god changing, divine intervention, and so on.
1011 * s/he loses experience in praying or general experience if no praying.
1012 */ 975 */
1013int 976void
1014god_examines_priest (object *op, object *god) 977pray_at_altar (object *pl, object *altar, object *skill)
1015{ 978{
1016 int reaction = 1; 979 object *pl_god = find_god (determine_god (pl));
1017 object *item = NULL, *skop;
1018 980
1019 for (item = op->inv; item; item = item->below) 981 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1020 if (QUERY_FLAG (item, FLAG_APPLIED))
1021 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1022
1023 /* well, well. Looks like we screwed up. Time for god's revenge */
1024 if (reaction < 0)
1025 {
1026 int loss = 10000000;
1027 int angry = abs (reaction);
1028
1029 for (skop = op->inv; skop; skop = skop->below)
1030 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1031 break;
1032
1033 if (skop)
1034 loss = 0.05f * skop->stats.exp;
1035
1036 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1037
1038 if (random_roll (0, angry, op, PREFER_LOW))
1039 {
1040 object *tmp = get_archetype (LOOSE_MANA);
1041
1042 cast_magic_storm (op, tmp, op->level + (angry * 3));
1043 }
1044
1045 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1046 }
1047
1048 return reaction;
1049}
1050
1051/**
1052 * God checks item the player is using.
1053 * Return either -1 (bad), 0 (neutral) or
1054 * 1 (item is ok). If you are using the item of an enemy
1055 * god, it can be bad...-b.t.
1056 */
1057
1058int
1059god_examines_item (object *god, object *item)
1060{
1061 char buf[MAX_BUF];
1062
1063 if (!god || !item)
1064 return 0; 982 return;
1065 983
1066 if (!item->title) 984 /* If non consecrate altar, don't do anything */
1067 return 1; /* unclaimed item are ok */ 985 if (!altar->other_arch)
986 return;
1068 987
1069 sprintf (buf, "of %s", &god->name); 988 /* hmm. what happend depends on pl's current god, level, etc */
1070 if (!strcmp (item->title, buf)) 989 if (!pl_god)
1071 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;
1072 999
1073 if (god->title) 1000 /* we can get neg grace up faster */
1074 { /* check if we have any enemy blessed item */ 1001 if (pl->stats.grace < 0)
1075 sprintf (buf, "of %s", &god->title); 1002 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1076 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.
1077 { 1012 */
1078 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)
1079 { 1034 {
1080 char buf[MAX_BUF]; 1035 object *tmp;
1081 1036
1082 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1037 /* you really screwed up */
1083 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);
1084 } 1042 }
1085 return -1; 1043 else
1086 } 1044 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1087 }
1088
1089 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1090}
1091
1092/**
1093 * Returns priest's god's id.
1094 * Straight calls lookup_god_by_name
1095 */
1096
1097int
1098get_god (object *priest)
1099{
1100 int godnr = lookup_god_by_name (determine_god (priest));
1101
1102 return godnr;
1103}
1104
1105/**
1106 * Returns a string that is the name of the god that should be natively worshipped by a
1107 * creature of who has race *race
1108 * if we can't find a god that is appropriate, we return NULL
1109 */
1110const char *
1111get_god_for_race (const char *race)
1112{
1113 godlink *gl = first_god;
1114 const char *godname = NULL;
1115
1116 if (race == NULL)
1117 return NULL;
1118 while (gl)
1119 {
1120 if (!strcasecmp (gl->arch->race, race))
1121 { 1045 }
1122 godname = gl->name; 1046 else
1123 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
1124 } 1063 {
1125 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 }
1126 } 1070 }
1127 return godname;
1128} 1071}
1129 1072
1130/** 1073/**
1131 * 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.
1132 * 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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