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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.6 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.65 by root, Thu Jun 10 06:03:18 2010 UTC

1
2/* 1/*
3 * static char *rcsid_gods_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: gods.C,v 1.6 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29
30 24
31/* 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
32 * monster race initialization. b.t. 26 * monster race initialization. b.t.
33 */ 27 */
34 28
37#include <global.h> 31#include <global.h>
38#include <living.h> 32#include <living.h>
39#include <object.h> 33#include <object.h>
40#include <spells.h> 34#include <spells.h>
41#include <sounds.h> 35#include <sounds.h>
42#ifndef __CEXTRACT__
43# include <sproto.h> 36#include <sproto.h>
44#endif
45 37
46/** 38/**
47 * Returns the id of specified god. 39 * Returns the id of specified god.
48 */ 40 */
49int 41static int
50lookup_god_by_name (const char *name) 42lookup_god_by_name (shstr_cmp name)
51{ 43{
52 int godnr = -1; 44 if (name)
53 size_t nmlen = strlen (name);
54
55 if (name && strcmp (name, "none"))
56 {
57 godlink *gl;
58
59 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
60 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 46 if (gl->name == name)
61 break;
62 if (gl)
63 godnr = gl->id; 47 return gl->id;
64 } 48
65 return godnr; 49 return -1;
66} 50}
67 51
68/** 52/**
69 * 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..
70 */ 54 */
71object * 55object *
72find_god (const char *name) 56find_god (shstr_cmp name)
73{ 57{
74 object *god = NULL;
75
76 if (name) 58 if (name)
77 {
78 godlink *gl;
79
80 for (gl = first_god; gl; gl = gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
81 if (!strcmp (name, gl->name)) 60 if (gl->name == name)
82 break;
83 if (gl)
84 god = pntr_to_god_obj (gl); 61 return pntr_to_god_obj (gl);
85 } 62
86 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 ();
87} 80}
88 81
89/** 82/**
90 * Determines if op worships a god. 83 * Determines if op worships a god.
91 * 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.
92 * 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
93 * 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
94 * give them a random one. 87 * give them a random one.
95 */ 88 */
96 89shstr_tmp
97const char *
98determine_god (object *op) 90determine_god (object *op)
99{ 91{
100 int godnr = -1;
101 const char *godname;
102
103 /* spells */ 92 /* spells */
104 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
105 {
106 if (lookup_god_by_name (op->title) >= 0) 94 if (lookup_god_by_name (op->title) >= 0)
107 return op->title; 95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
108 } 98 {
109
110 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
111 {
112
113 /* find a god based on race */ 99 /* find a god based on race */
114 if (!op->title) 100 if (!op->title)
115 {
116 if (op->race != NULL)
117 {
118 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
119 if (godname != NULL)
120 {
121 op->title = godname;
122 }
123 }
124 }
125 102
126 /* find a random god */ 103 /* find a random god */
127 if (!op->title) 104 if (!op->title)
128 { 105 {
129 godlink *gl = first_god;
130
131 godnr = rndm (1, gl->id); 106 int godnr = rndm (1, first_god->id);
132 while (gl) 107
133 { 108 for (godlink *gl = first_god; gl; gl = gl->next)
134 if (gl->id == godnr) 109 if (gl->id == godnr)
110 {
111 op->title = gl->name;
135 break; 112 break;
136 gl = gl->next;
137 } 113 }
138 op->title = gl->name;
139 } 114 }
140 115
141 return op->title; 116 return op->title;
142 } 117 }
143
144 118
145 /* 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
146 * 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
147 * 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
148 * title or "none". 122 * title or "none".
149 */ 123 */
150 if (op->type == PLAYER) 124 if (op->type == PLAYER)
151 {
152 object *tmp;
153
154 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
155 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
156 { 127 {
157 if (tmp->title) 128 if (tmp->title)
158 return (tmp->title); 129 return tmp->title;
159 else 130
160 return ("none"); 131 break;
161 } 132 }
162 } 133
163 return ("none"); 134 return shstr_none;
164} 135}
165 136
166/** 137/**
167 * 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
168 */ 139 */
169static int 140static int
170same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
171{ 142{
172 if (s1 == NULL) 143 if (s1 == s2)
173 if (s2 == NULL)
174 return 1; 144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
175 else 147 else
176 return 0;
177 else if (s2 == NULL)
178 return 0; 148 return 0;
179 else
180 return strcmp (s1, s2) == 0;
181} 149}
182
183 150
184/** 151/**
185 * 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).
186 * Any matching items in the inventory are deleted, and a 153 * Any matching items in the inventory are deleted, and a
187 * message is displayed to the player. 154 * message is displayed to the player.
200 167
201 if (tmp->type == item->type 168 if (tmp->type == item->type
202 && same_string (tmp->name, item->name) 169 && same_string (tmp->name, item->name)
203 && 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))
204 { 171 {
205
206 /* message */ 172 /* message */
207 if (tmp->nrof > 1) 173 new_draw_info_format (NDI_UNIQUE, 0, op,
208 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!",
209 else 175 query_short_name (tmp));
210 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
211 176
212 remove_ob (tmp); /* remove obj from players inv. */ 177 tmp->destroy ();
213 esrv_del_item (op->contr, tmp->count); /* notify client */
214 free_object (tmp); /* free object */
215 } 178 }
179
216 if (tmp->inv) 180 if (tmp->inv)
217 follower_remove_similar_item (tmp, item); 181 follower_remove_similar_item (tmp, item);
218 } 182 }
219 } 183 }
220} 184}
244 * God gives an item to the player. 208 * God gives an item to the player.
245 */ 209 */
246static int 210static int
247god_gives_present (object *op, object *god, treasure *tr) 211god_gives_present (object *op, object *god, treasure *tr)
248{ 212{
249 object *tmp; 213 if (!tr->item)
250
251 if (follower_has_similar_item (op, &tr->item->clone))
252 return 0; 214 return 0;
253 215
254 tmp = arch_to_object (tr->item); 216 if (follower_has_similar_item (op, tr->item))
217 return 0;
218
219 object *tmp = tr->item->instance ();
255 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));
256 tmp = insert_ob_in_ob (tmp, op); 221 op->insert (tmp);
257 if (op->type == PLAYER) 222
258 esrv_send_item (op, tmp);
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->clone);
282 return;
283
284 }
285 else if (!strcmp (&pl_god->name, altar->other_arch->clone.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->name == pl_god->other_arch->name))
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 {
356 become_follower (pl, &altar->other_arch->clone);
357 }
358 else
359 {
360 /* toss this player off the altar. He can try again. */
361 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
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);
401 remove = 1; 260 remove = 1;
402 for (tr = god->randomitems->items; tr; tr = tr->next) 261 for (tr = god->randomitems->items; tr; tr = tr->next)
403 { 262 {
404 object *item; 263 object *item;
405 264
406 if (tr->item == NULL) 265 if (!tr->item)
407 continue; 266 continue;
267
408 item = &tr->item->clone; 268 item = tr->item;
409 269
410 /* Basically, see if the matching spell is granted by this god. */ 270 /* Basically, see if the matching spell is granted by this god. */
411 271
412 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 272 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
413 { 273 {
414 remove = 0; 274 remove = 0;
415 break; 275 break;
416 } 276 }
417 } 277 }
278
418 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])
419 { 292 {
420 /* just do the work of removing the spell ourselves - we already 293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
421 * know that the player knows the spell 294 --number;
422 */
423 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
424 player_unready_range_ob (op->contr, tmp);
425 remove_ob (tmp);
426 free_object (tmp);
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 379 // remove all invisible startequip items which are not skill, exp or force
454 * not skill, exp or force
455 */
456 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 380 if (item->flag [FLAG_STARTEQUIP] && item->invisible
457 (item->type != SKILL) && (item->type != EXPERIENCE) && (item->type != FORCE)) 381 && item->type != SKILL && item->type != FORCE)
458 { 382 {
459
460 if (item->type == SPELL) 383 if (item->type == SPELL)
384 {
461 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);
462 player_unready_range_ob (op->contr, item); 386 esrv_remove_spell (contr, item);
463 remove_ob (item); 387 }
464 free_object (item); 388
389 item->destroy ();
465 } 390 }
466 } 391 }
467 392
468 /* remove any godgiven items from the old god */ 393 /* remove any godgiven items from the old god */
469 if (old_god) 394 if (old_god)
470 {
471 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) 395 for (tr = old_god->randomitems->items; tr; tr = tr->next)
472 {
473 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 396 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
474 follower_remove_similar_item (op, &tr->item->clone); 397 follower_remove_similar_item (this, tr->item);
475 }
476 }
477 398
478 if (!op || !new_god) 399 if (!new_god)
479 return; 400 return;
480 401
481 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 402 if (new_god->slaying && race.contains (new_god->slaying))
482 { 403 {
483 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); 404 failmsgf ("Fool! %s detests your kind! H<This god does not accept followers of your race.>", &new_god->name);
405
484 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 406 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
485 { 407 {
486 object *tmp = get_archetype (LOOSE_MANA); 408 object *tmp = get_archetype (LOOSE_MANA);
487 409
488 cast_magic_storm (op, tmp, new_god->level + 10); 410 cast_magic_storm (this, tmp, new_god->level + 10);
489 } 411 }
412
490 return; 413 return;
491 } 414 }
492 415
493
494 /* give the player any special god-characteristic-items. */ 416 /* give the player any special god-characteristic-items. */
495 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) 417 for (tr = new_god->randomitems->items; tr; tr = tr->next)
496 {
497 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 418 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
498 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 419 && tr->item->type != BOOK && tr->item->type != SPELL)
499 god_gives_present (op, new_god, tr); 420 god_gives_present (this, new_god, tr);
500 }
501 421
502
503 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);
504 423
505 for (skop = op->inv; skop != NULL; skop = skop->below) 424 for (skop = inv; skop; skop = skop->below)
506 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 425 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
507 break; 426 break;
508 427
509 /* Player has no skill - give them the skill */ 428 /* Player has no skill - give them the skill */
510 if (!skop) 429 if (!skop)
511 {
512 /* 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,
513 * things are really messed up anyways. 431 * things are really messed up anyways.
514 */ 432 */
515 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); 433 skop = give_skill_by_name (this, shstr_praying);
516 link_player_skills (op);
517 }
518 434
519 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 435 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
520 436
521 /* 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,
522 * so I set undeadified for that. 438 * so I set undeadified for that.
523 * - gros, 21th July 2006. 439 * - gros, 21th July 2006.
524 */ 440 */
525 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 441 if (old_god && old_god->flag [FLAG_UNDEAD])
526 { 442 {
527 CLEAR_FLAG (skop, FLAG_UNDEAD); 443 skop->clr_flag (FLAG_UNDEAD);
528 undeadified = 1; 444 undeadified = 1;
529 } 445 }
530 446
531 if (skop->title) 447 if (skop->title)
532 { /* get rid of old god */ 448 {
449 /* get rid of old god */
533 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
534 /* 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 */
535 if (sk_applied || undeadified) 453 if (sk_applied || undeadified)
536 { 454 {
537 455 skop->clr_flag (FLAG_APPLIED);
538 CLEAR_FLAG (skop, FLAG_APPLIED);
539 (void) change_abil (op, skop); 456 change_abil (this, skop);
540 } 457 }
541 } 458 }
542 459
543 /* now change to the new gods attributes to exp_obj */ 460 /* now change to the new gods attributes to exp_obj */
544 skop->title = new_god->name; 461 skop->title = new_god->name;
568 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); 485 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
569 update_priest_flag (new_god, skop, FLAG_UNDEAD); 486 update_priest_flag (new_god, skop, FLAG_UNDEAD);
570 update_priest_flag (new_god, skop, FLAG_BLIND); 487 update_priest_flag (new_god, skop, FLAG_BLIND);
571 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! */
572 489
573 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);
574 491
575 /* 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
576 * 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
577 * have used armour/weapons in the first place. 494 * have used armour/weapons in the first place.
578 * 495 *
579 * 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
580 * 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.
581 */ 498 */
582 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 499 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
583 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 500 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
501
584 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 502 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
585 503
586 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 504 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
587 stop_using_item (op, WEAPON, 2); 505 stop_using_item (this, WEAPON, 2);
588 506
589 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) 507 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
590 { 508 {
591 stop_using_item (op, ARMOUR, 1); 509 stop_using_item (this, ARMOUR, 1);
592 stop_using_item (op, HELMET, 1); 510 stop_using_item (this, HELMET, 1);
593 stop_using_item (op, BOOTS, 1); 511 stop_using_item (this, BOOTS, 1);
594 stop_using_item (op, GLOVES, 1); 512 stop_using_item (this, GLOVES, 1);
595 stop_using_item (op, SHIELD, 1); 513 stop_using_item (this, SHIELD, 1);
596 } 514 }
597 515
598 SET_FLAG (skop, FLAG_APPLIED); 516 skop->set_flag (FLAG_APPLIED);
599 (void) change_abil (op, skop); 517 change_abil (this, skop);
600 518
601 /* return to previous skill status */ 519 /* return to previous skill status */
602 if (!sk_applied) 520 if (!sk_applied)
603 CLEAR_FLAG (skop, FLAG_APPLIED); 521 {
522 skop->clr_flag (FLAG_APPLIED);
523 contr->queue_stats_update ();
524 }
604 525
605 check_special_prayers (op, new_god); 526 check_special_prayers (this, new_god);
606} 527}
607
608/**
609 * Forbids or let player use something item type.
610 * op is the player.
611 * exp_obj is the widsom experience.
612 * flag is the flag to check against.
613 * string is the string to print out.
614 */
615
616int
617worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
618{
619
620 if (QUERY_FLAG (&op->arch->clone, flag))
621 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
622 {
623 update_priest_flag (exp_obj, op, flag);
624 if (QUERY_FLAG (op, flag))
625 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
626 else
627 {
628 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
629 return 1;
630 }
631 }
632 return 0;
633}
634
635/**
636 * Unapplies up to number worth of items of type
637 */
638void
639stop_using_item (object *op, int type, int number)
640{
641 object *tmp;
642
643 for (tmp = op->inv; tmp && number; tmp = tmp->below)
644 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
645 {
646 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
647 number--;
648 }
649}
650
651/**
652 * If the god does/doesnt have this flag, we
653 * give/remove it from the experience object if it doesnt/does
654 * already exist. For players only!
655 */
656
657void
658update_priest_flag (object *god, object *exp_ob, uint32 flag)
659{
660 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
661 SET_FLAG (exp_ob, flag);
662 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
663 {
664 /* When this is called with the exp_ob set to the player,
665 * this check is broken, because most all players arch
666 * allow use of weapons. I'm not actually sure why this
667 * check is here - I guess if you had a case where the
668 * value in the archetype (wisdom) should over ride the restrictions
669 * the god places on it, this may make sense. But I don't think
670 * there is any case like that.
671 */
672
673/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
674 CLEAR_FLAG (exp_ob, flag);
675 };
676}
677
678
679 528
680archetype * 529archetype *
681determine_holy_arch (object *god, const char *type) 530determine_holy_arch (object *god, shstr_cmp type)
682{ 531{
683 treasure *tr; 532 treasure *tr;
684 533
685 if (!god || !god->randomitems) 534 if (!god || !god->randomitems)
686 { 535 {
687 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");
688 return NULL; 537 return 0;
689 } 538 }
690 539
691 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 540 for (tr = god->randomitems->items; tr; tr = tr->next)
692 { 541 {
693 object *item;
694
695 if (!tr->item) 542 if (!tr->item)
696 continue; 543 continue;
697 item = &tr->item->clone;
698 544
545 object *item = tr->item;
546
699 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 547 if (item->type == BOOK && item->invisible && item->name == type)
700 return item->other_arch; 548 return item->other_arch;
701 } 549 }
550
702 return NULL; 551 return 0;
703} 552}
704 553
705/** 554/**
706 * God helps player by removing curse and/or damnation. 555 * God helps player by removing curse and/or damnation.
707 */ 556 */
708static int 557static int
709god_removes_curse (object *op, int remove_damnation) 558god_removes_curse (object *op, int remove_damnation)
710{ 559{
711 object *tmp;
712 int success = 0; 560 int success = 0;
713 561
714 for (tmp = op->inv; tmp; tmp = tmp->below) 562 for (object *tmp = op->inv; tmp; tmp = tmp->below)
715 { 563 {
716 if (tmp->invisible) 564 if (tmp->invisible)
717 continue; 565 continue;
566
718 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 567 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
719 continue; 568 continue;
720 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 569
570 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
721 { 571 {
722 success = 1; 572 success = 1;
723 CLEAR_FLAG (tmp, FLAG_DAMNED); 573 tmp->clr_flag (FLAG_DAMNED);
724 CLEAR_FLAG (tmp, FLAG_CURSED); 574 tmp->clr_flag (FLAG_CURSED);
725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 575 tmp->clr_flag (FLAG_KNOWN_CURSED);
726 if (op->type == PLAYER) 576
577 if (object *pl = tmp->visible_to ())
727 esrv_send_item (op, tmp); 578 esrv_update_item (UPD_FLAGS, pl, tmp);
728 } 579 }
729 } 580 }
730 581
731 if (success) 582 if (success)
732 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
733 return success; 585 return success;
734} 586}
735 587
736static int 588static int
737follower_level_to_enchantments (int level, int difficulty) 589follower_level_to_enchantments (int level, int difficulty)
742 return 0; 594 return 0;
743 } 595 }
744 596
745 if (level <= 20) 597 if (level <= 20)
746 return level / difficulty; 598 return level / difficulty;
599
747 if (level <= 40) 600 if (level <= 40)
748 return (20 + (level - 20) / 2) / difficulty; 601 return (20 + (level - 20) / 2) / difficulty;
602
749 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 */
750} 645}
751 646
752/** 647/**
753 * God wants to enchant weapon. 648 * God wants to enchant weapon.
754 * 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
756 * attacktype, slaying and such. 651 * attacktype, slaying and such.
757 */ 652 */
758static int 653static int
759god_enchants_weapon (object *op, object *god, object *tr, object *skill) 654god_enchants_weapon (object *op, object *god, object *tr, object *skill)
760{ 655{
761 char buf[MAX_BUF]; 656 if (!op->contr)
762 object *weapon; 657 return 0;
763 uint32 attacktype;
764 int tmp;
765 658
766 for (weapon = op->inv; weapon; weapon = weapon->below) 659 object *weapon = op->contr->combat_ob;
767 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 660
768 break; 661 if (weapon->type != WEAPON && weapon->type != BOW)
662 return 0;
663
769 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 664 if (god_examines_item (god, weapon) <= 0)
770 return 0; 665 return 0;
771 666
772 /* 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 */
773 if (!weapon->title) 668 if (!weapon->title)
774 { 669 {
775 sprintf (buf, "of %s", &god->name); 670 weapon->title = format ("of %s", &god->name);
776 weapon->title = buf; 671
777 if (op->type == PLAYER) 672 if (object *pl = weapon->visible_to ())
778 esrv_update_item (UPD_NAME, op, weapon); 673 esrv_update_item (UPD_NAME, pl, weapon);
674
779 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!");
780 } 676 }
781 677
782 /* Allow the weapon to slay enemies */ 678 /* Allow the weapon to slay enemies */
783 if (!weapon->slaying && god->slaying) 679 if (!weapon->slaying && god->slaying)
786 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);
787 return 1; 683 return 1;
788 } 684 }
789 685
790 /* Add the gods attacktype */ 686 /* Add the gods attacktype */
791 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; 687 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
688
792 if ((attacktype & god->attacktype) != god->attacktype) 689 if ((attacktype & god->attacktype) != god->attacktype)
793 { 690 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); 691 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
795 weapon->attacktype = attacktype | god->attacktype; 692 weapon->attacktype = attacktype | god->attacktype;
796 return 1; 693 return 1;
797 } 694 }
798 695
799 /* Higher magic value */ 696 /* Higher magic value */
800 tmp = follower_level_to_enchantments (skill->level, tr->level); 697 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
801 if (weapon->magic < tmp)
802 { 698 {
803 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!");
804 weapon->magic++; 700 weapon->magic++;
805 if (op->type == PLAYER) 701
702 if (object *pl = weapon->visible_to ())
806 esrv_update_item (UPD_NAME, op, weapon); 703 esrv_update_item (UPD_NAME, pl, weapon);
704
807 return 1; 705 return 1;
808 } 706 }
809 707
810 return 0; 708 return 0;
811} 709}
812 710
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}
813 753
814/** 754/**
815 * 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.
816 * 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
817 * priest. -b.t. 757 * priest. -b.t.
818 * called from pray_at_altar() currently. 758 * called from pray_at_altar() currently.
819 */ 759 */
820 760static void
821void
822god_intervention (object *op, object *god, object *skill) 761god_intervention (object *op, object *god, object *skill)
823{ 762{
824 treasure *tr; 763 treasure *tr;
825 764
826 if (!god || !god->randomitems) 765 if (!god || !god->randomitems)
833 772
834 /* 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 */
835 if (god_examines_priest (op, god) < 0) 774 if (god_examines_priest (op, god) < 0)
836 return; 775 return;
837 776
777 op->play_sound (sound_find ("god_intervention"));
838 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!");
839 779
840 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 780 for (tr = god->randomitems->items; tr; tr = tr->next)
841 { 781 {
842 object *item; 782 object *item;
843 783
844 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) 784 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
845 continue; 785 continue;
846 786
847 /* Treasurelist - generate some treasure for the follower */ 787 /* Treasurelist - generate some treasure for the follower */
848 if (tr->name) 788 if (tr->name)
849 { 789 {
850 treasurelist *tl = find_treasurelist (tr->name); 790 treasurelist *tl = treasurelist::find (tr->name);
851 791
852 if (tl == NULL) 792 if (tl == NULL)
853 continue; 793 continue;
854 794
855 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.");
856 796
857 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);
858 return; 798 return;
859 } 799 }
860 800
861 if (!tr->item) 801 if (!tr->item)
862 {
863 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
864 continue; 802 continue;
865 } 803
866 item = &tr->item->clone; 804 item = tr->item;
867 805
868 /* Grace limit */ 806 /* Grace limit */
869 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 807 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
870 { 808 {
871 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)
872 { 810 {
873 object *tmp;
874
875 /* Follower lacks the required grace for the following 811 /* Follower lacks the required grace for the following
876 * treasure list items. */ 812 * treasure list items. */
877 813
878 tmp = get_archetype (HOLY_POSSESSION); 814 object *tmp = get_archetype (HOLY_POSSESSION);
879 cast_change_ability (op, op, tmp, 0, 1); 815 cast_change_ability (op, op, tmp, 0, 1);
880 free_object (tmp); 816 tmp->destroy ();
881 return; 817 return;
882 } 818 }
819
883 continue; 820 continue;
884 } 821 }
885 822
886 /* Restore grace */ 823 /* Restore grace */
887 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 824 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
888 { 825 {
889 if (op->stats.grace >= 0) 826 if (op->stats.grace >= 0)
890 continue; 827 continue;
828
891 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 829 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
892 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.");
893 return; 831 return;
894 } 832 }
895 833
896 /* Heal damage */ 834 /* Heal damage */
897 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)
898 { 836 {
899 if (op->stats.hp >= op->stats.maxhp) 837 if (op->stats.hp >= op->stats.maxhp)
900 continue; 838 continue;
839
901 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!");
902 op->stats.hp = op->stats.maxhp; 841 op->stats.hp = op->stats.maxhp;
903 return; 842 return;
904 } 843 }
905 844
911 /* Restore to 50 .. 100%, if sp < 50% */ 850 /* Restore to 50 .. 100%, if sp < 50% */
912 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);
913 852
914 if (op->stats.sp >= max / 2) 853 if (op->stats.sp >= max / 2)
915 continue; 854 continue;
855
916 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!");
917 op->stats.sp = new_sp; 857 op->stats.sp = new_sp;
918 } 858 }
919 859
920 /* Various heal spells */ 860 /* Various heal spells */
921 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)
922 { 862 {
923 object *tmp;
924 int success;
925
926 tmp = get_archetype_by_object_name (item->slaying); 863 object *tmp = archetype::get (item->slaying);
927
928 success = cast_heal (op, op, tmp, 0); 864 int success = cast_heal (op, op, tmp, 0);
929 free_object (tmp); 865 tmp->destroy ();
866
930 if (success) 867 if (success)
931 return; 868 return;
932 else 869 else
933 continue; 870 continue;
934 } 871 }
956 { 893 {
957 object *depl; 894 object *depl;
958 archetype *at; 895 archetype *at;
959 int i; 896 int i;
960 897
961 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 898 if ((at = archetype::find (shstr_depletion)) == NULL)
962 { 899 {
963 LOG (llevError, "Could not find archetype depletion.\n"); 900 LOG (llevError, "Could not find archetype depletion.\n");
964 continue; 901 continue;
965 } 902 }
903
966 depl = present_arch_in_ob (at, op); 904 depl = present_arch_in_ob (at, op);
905
967 if (depl == NULL) 906 if (depl == NULL)
968 continue; 907 continue;
908
969 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); 909 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
910
970 for (i = 0; i < NUM_STATS; i++) 911 for (i = 0; i < NUM_STATS; i++)
971 if (get_attr_value (&depl->stats, i)) 912 if (depl->stats.stat (i))
972 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 913 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
973 remove_ob (depl); 914
974 free_object (depl); 915 depl->destroy ();
975 fix_player (op); 916 op->update_stats ();
976 return; 917 return;
977 } 918 }
978 919
979 /* Voices */ 920 /* Voices */
980 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)
981 { 922 {
982 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:");
983 new_draw_info (NDI_WHITE, 0, op, item->msg); 924 new_draw_info (NDI_WHITE, 0, op, item->msg);
984 return; 925 return;
985 } 926 }
986 927
987 /* Messages */ 928 /* Messages */
1027 968
1028 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 969 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1029} 970}
1030 971
1031/** 972/**
1032 * Checks and maybe punishes someone praying. 973 * Player prays at altar.
1033 * All applied items are examined, if player is using more items of other gods, 974 * Checks for god changing, divine intervention, and so on.
1034 * s/he loses experience in praying or general experience if no praying.
1035 */ 975 */
1036int 976void
1037god_examines_priest (object *op, object *god) 977pray_at_altar (object *pl, object *altar, object *skill)
1038{ 978{
1039 int reaction = 1; 979 object *pl_god = find_god (determine_god (pl));
1040 object *item = NULL, *skop;
1041 980
1042 for (item = op->inv; item; item = item->below) 981 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1043 {
1044 if (QUERY_FLAG (item, FLAG_APPLIED))
1045 {
1046 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1047 }
1048 }
1049
1050 /* well, well. Looks like we screwed up. Time for god's revenge */
1051 if (reaction < 0)
1052 {
1053 int loss = 10000000;
1054 int angry = abs (reaction);
1055
1056 for (skop = op->inv; skop != NULL; skop = skop->below)
1057 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1058 break;
1059
1060 if (skop)
1061 loss = (int) (0.05 * (float) skop->stats.exp);
1062 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1063 if (random_roll (0, angry, op, PREFER_LOW))
1064 {
1065 object *tmp = get_archetype (LOOSE_MANA);
1066
1067 cast_magic_storm (op, tmp, op->level + (angry * 3));
1068 }
1069 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1070 }
1071 return reaction;
1072}
1073
1074/**
1075 * God checks item the player is using.
1076 * Return either -1 (bad), 0 (neutral) or
1077 * 1 (item is ok). If you are using the item of an enemy
1078 * god, it can be bad...-b.t.
1079 */
1080
1081int
1082god_examines_item (object *god, object *item)
1083{
1084 char buf[MAX_BUF];
1085
1086 if (!god || !item)
1087 return 0; 982 return;
1088 983
1089 if (!item->title) 984 /* If non consecrate altar, don't do anything */
1090 return 1; /* unclaimed item are ok */ 985 if (!altar->other_arch)
986 return;
1091 987
1092 sprintf (buf, "of %s", &god->name); 988 /* hmm. what happend depends on pl's current god, level, etc */
1093 if (!strcmp (item->title, buf)) 989 if (!pl_god)
1094 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;
1095 999
1096 if (god->title) 1000 /* we can get neg grace up faster */
1097 { /* check if we have any enemy blessed item */ 1001 if (pl->stats.grace < 0)
1098 sprintf (buf, "of %s", &god->title); 1002 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1099 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.
1100 { 1012 */
1101 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)
1102 { 1034 {
1103 char buf[MAX_BUF]; 1035 object *tmp;
1104 1036
1105 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1037 /* you really screwed up */
1106 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);
1107 } 1042 }
1108 return -1; 1043 else
1109 } 1044 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1110 }
1111
1112 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1113}
1114
1115/**
1116 * Returns priest's god's id.
1117 * Straight calls lookup_god_by_name
1118 */
1119
1120int
1121get_god (object *priest)
1122{
1123 int godnr = lookup_god_by_name (determine_god (priest));
1124
1125 return godnr;
1126}
1127
1128/**
1129 * Returns a string that is the name of the god that should be natively worshipped by a
1130 * creature of who has race *race
1131 * if we can't find a god that is appropriate, we return NULL
1132 */
1133const char *
1134get_god_for_race (const char *race)
1135{
1136 godlink *gl = first_god;
1137 const char *godname = NULL;
1138
1139 if (race == NULL)
1140 return NULL;
1141 while (gl)
1142 {
1143 if (!strcasecmp (gl->arch->clone.race, race))
1144 { 1045 }
1145 godname = gl->name; 1046 else
1146 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
1147 } 1063 {
1148 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 }
1149 } 1070 }
1150 return godname;
1151} 1071}
1152 1072
1153/** 1073/**
1154 * 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.
1155 * 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
1156 * the spell attacktype contains AT_HOLYWORD. -b.t. 1076 * the spell attacktype contains AT_HOLYWORD. -b.t.
1157 */ 1077 */
1158
1159int 1078int
1160tailor_god_spell (object *spellop, object *caster) 1079tailor_god_spell (object *spellop, object *caster)
1161{ 1080{
1162 object *god = find_god (determine_god (caster)); 1081 object *god = find_god (determine_god (caster));
1163 int caster_is_spell = 0; 1082 int caster_is_spell = 0;
1167 1086
1168 /* if caster is a rune or the like, it doesn't worship anything. However, 1087 /* if caster is a rune or the like, it doesn't worship anything. However,
1169 * if this object is owned by someone, then the god that they worship 1088 * if this object is owned by someone, then the god that they worship
1170 * is relevant, so use that. 1089 * is relevant, so use that.
1171 */ 1090 */
1172 if (!god && get_owner (caster)) 1091 if (!god && caster->owner)
1173 god = find_god (determine_god (get_owner (caster))); 1092 god = find_god (determine_god (caster->owner));
1174 1093
1175 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race)) 1094 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1176 { 1095 {
1177 if (!caster_is_spell) 1096 if (!caster_is_spell)
1178 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god"); 1097 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1179 else 1098 else
1180 LOG (llevError, "BUG: tailor_god_spell(): no god\n"); 1099 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1181 free_object (spellop); 1100
1101 spellop->destroy ();
1182 return 0; 1102 return 0;
1183 } 1103 }
1184 1104
1185 /* either holy word or godpower attacks will set the slaying field */ 1105 /* either holy word or godpower attacks will set the slaying field */
1186 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) 1106 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)

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