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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.13 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.67 by root, Sun Aug 22 20:11:04 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24 24
25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
26 * monster race initialization. b.t. 26 * monster race initialization. b.t.
27 */ 27 */
28 28
31#include <global.h> 31#include <global.h>
32#include <living.h> 32#include <living.h>
33#include <object.h> 33#include <object.h>
34#include <spells.h> 34#include <spells.h>
35#include <sounds.h> 35#include <sounds.h>
36#ifndef __CEXTRACT__
37# include <sproto.h> 36#include <sproto.h>
38#endif
39 37
40/** 38/**
41 * Returns the id of specified god. 39 * Returns the id of specified god.
42 */ 40 */
43int 41static int
44lookup_god_by_name (const char *name) 42lookup_god_by_name (shstr_cmp name)
45{ 43{
46 int godnr = -1; 44 if (name)
47 size_t nmlen = strlen (name);
48
49 if (name && strcmp (name, "none"))
50 {
51 godlink *gl;
52
53 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
54 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 46 if (gl->name == name)
55 break;
56 if (gl)
57 godnr = gl->id; 47 return gl->id;
58 } 48
59 return godnr; 49 return -1;
60} 50}
61 51
62/** 52/**
63 * Returns pointer to specified god's object through pntr_to_god_obj.. 53 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */ 54 */
65object * 55object *
66find_god (const char *name) 56find_god (shstr_cmp name)
67{ 57{
68 object *god = NULL;
69
70 if (name) 58 if (name)
71 {
72 godlink *gl;
73
74 for (gl = first_god; gl; gl = gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
75 if (!strcmp (name, gl->name)) 60 if (gl->name == name)
76 break;
77 if (gl)
78 god = pntr_to_god_obj (gl); 61 return pntr_to_god_obj (gl);
79 } 62
80 return god; 63 return 0;
64}
65
66/**
67 * Returns a string that is the name of the god that should be natively worshipped by a
68 * creature of who has race *race
69 * if we can't find a god that is appropriate, we return NULL
70 */
71static shstr_tmp
72get_god_for_race (shstr_cmp race)
73{
74 if (race)
75 for (godlink *gl = first_god; gl; gl = gl->next)
76 if (gl->arch->race == race)
77 return gl->name;
78
79 return shstr_tmp ();
81} 80}
82 81
83/** 82/**
84 * Determines if op worships a god. 83 * Determines if op worships a god.
85 * Returns the godname if they do or "none" if they have no god. 84 * Returns the godname if they do or "none" if they have no god.
86 * In the case of an NPC, if they have no god, we try and guess 85 * In the case of an NPC, if they have no god, we try and guess
87 * who they should worship based on their race. If that fails we 86 * who they should worship based on their race. If that fails we
88 * give them a random one. 87 * give them a random one.
89 */ 88 */
90 89shstr_tmp
91const char *
92determine_god (object *op) 90determine_god (object *op)
93{ 91{
94 int godnr = -1;
95 const char *godname;
96
97 /* spells */ 92 /* spells */
98 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
99 {
100 if (lookup_god_by_name (op->title) >= 0) 94 if (lookup_god_by_name (op->title) >= 0)
101 return op->title; 95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
102 } 98 {
103
104 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
105 {
106
107 /* find a god based on race */ 99 /* find a god based on race */
108 if (!op->title) 100 if (!op->title)
109 {
110 if (op->race != NULL)
111 {
112 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
113 if (godname != NULL)
114 {
115 op->title = godname;
116 }
117 }
118 }
119 102
120 /* find a random god */ 103 /* find a random god */
121 if (!op->title) 104 if (!op->title)
122 { 105 {
123 godlink *gl = first_god;
124
125 godnr = rndm (1, gl->id); 106 int godnr = rndm (1, first_god->id);
126 while (gl) 107
127 { 108 for (godlink *gl = first_god; gl; gl = gl->next)
128 if (gl->id == godnr) 109 if (gl->id == godnr)
110 {
111 op->title = gl->name;
129 break; 112 break;
130 gl = gl->next;
131 } 113 }
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 object *tmp;
147
148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
149 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
150 { 127 {
151 if (tmp->title) 128 if (tmp->title)
152 return (tmp->title); 129 return tmp->title;
153 else 130
154 return ("none"); 131 break;
155 } 132 }
156 } 133
157 return ("none"); 134 return shstr_none;
158} 135}
159 136
160/** 137/**
161 * 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
162 */ 139 */
163static int 140static int
164same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
165{ 142{
166 if (s1 == NULL) 143 if (s1 == s2)
167 if (s2 == NULL)
168 return 1; 144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
169 else 147 else
170 return 0;
171 else if (s2 == NULL)
172 return 0; 148 return 0;
173 else
174 return strcmp (s1, s2) == 0;
175} 149}
176
177 150
178/** 151/**
179 * 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).
180 * Any matching items in the inventory are deleted, and a 153 * Any matching items in the inventory are deleted, and a
181 * message is displayed to the player. 154 * message is displayed to the player.
194 167
195 if (tmp->type == item->type 168 if (tmp->type == item->type
196 && same_string (tmp->name, item->name) 169 && same_string (tmp->name, item->name)
197 && 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))
198 { 171 {
199
200 /* message */ 172 /* message */
201 if (tmp->nrof > 1) 173 new_draw_info_format (NDI_UNIQUE, 0, op,
202 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!",
203 else 175 query_short_name (tmp));
204 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
205 176
206 tmp->remove (); /* remove obj from players inv. */ 177 tmp->destroy ();
207 esrv_del_item (op->contr, tmp->count); /* notify client */
208 tmp->destroy (); /* free object */
209 } 178 }
210 179
211 if (tmp->inv) 180 if (tmp->inv)
212 follower_remove_similar_item (tmp, item); 181 follower_remove_similar_item (tmp, item);
213 } 182 }
239 * God gives an item to the player. 208 * God gives an item to the player.
240 */ 209 */
241static int 210static int
242god_gives_present (object *op, object *god, treasure *tr) 211god_gives_present (object *op, object *god, treasure *tr)
243{ 212{
244 object *tmp; 213 if (!tr->item)
245
246 if (follower_has_similar_item (op, &tr->item->clone))
247 return 0; 214 return 0;
248 215
249 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 ();
250 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));
251 tmp = insert_ob_in_ob (tmp, op); 221 op->insert (tmp);
252 if (op->type == PLAYER) 222
253 esrv_send_item (op, tmp);
254 return 1; 223 return 1;
255}
256
257/**
258 * Player prays at altar.
259 * Checks for god changing, divine intervention, and so on.
260 */
261void
262pray_at_altar (object *pl, object *altar, object *skill)
263{
264 object *pl_god = find_god (determine_god (pl));
265
266 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
267 return;
268
269 /* If non consecrate altar, don't do anything */
270 if (!altar->other_arch)
271 return;
272
273 /* hmm. what happend depends on pl's current god, level, etc */
274 if (!pl_god)
275 { /*new convert */
276 become_follower (pl, &altar->other_arch->clone);
277 return;
278
279 }
280 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
281 {
282 /* pray at your gods altar */
283 int bonus = (pl->stats.Wis + skill->level) / 10;
284
285 /* we can get neg grace up faster */
286 if (pl->stats.grace < 0)
287 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
288 /* we can super-charge grace to 2x max */
289 if (pl->stats.grace < (2 * pl->stats.maxgrace))
290 {
291 pl->stats.grace += bonus / 2;
292 }
293 if (pl->stats.grace > (2 * pl->stats.maxgrace))
294 {
295 pl->stats.grace = (2 * pl->stats.maxgrace);
296 }
297
298 /* Every once in a while, the god decides to checkup on their
299 * follower, and may intervene to help them out.
300 */
301 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
302
303 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
304 god_intervention (pl, pl_god, skill);
305
306 }
307 else
308 { /* praying to another god! */
309 uint64 loss = 0;
310 int angry = 1;
311
312 /* I believe the logic for detecting opposing gods was completely
313 * broken - I think it should work now. altar->other_arch
314 * points to the god of this altar (which we have
315 * already verified is non null). pl_god->other_arch
316 * is the opposing god - we need to verify that exists before
317 * using its values.
318 */
319 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
320 {
321 angry = 2;
322 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
323 {
324 object *tmp;
325
326 /* you really screwed up */
327 angry = 3;
328 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
329 tmp = get_archetype (LOOSE_MANA);
330 cast_magic_storm (pl, tmp, pl_god->level + 20);
331 }
332 else
333 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
334 }
335 else
336 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
337
338 /* whether we will be successfull in defecting or not -
339 * we lose experience from the clerical experience obj
340 */
341
342 loss = angry * (skill->stats.exp / 10);
343 if (loss)
344 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
345
346 /* May switch Gods, but its random chance based on our current level
347 * note it gets harder to swap gods the higher we get
348 */
349 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
350 {
351 become_follower (pl, &altar->other_arch->clone);
352 }
353 else
354 {
355 /* toss this player off the altar. He can try again. */
356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
357 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
358 }
359 }
360} 224}
361 225
362/** 226/**
363 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
364 */ 228 */
378 next_tmp = tmp->below; 242 next_tmp = tmp->below;
379 243
380 /* 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
381 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
382 */ 246 */
383 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
384 continue; 248 continue;
385 249
386 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
387 { 251 {
388 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);
396 remove = 1; 260 remove = 1;
397 for (tr = god->randomitems->items; tr; tr = tr->next) 261 for (tr = god->randomitems->items; tr; tr = tr->next)
398 { 262 {
399 object *item; 263 object *item;
400 264
401 if (tr->item == NULL) 265 if (!tr->item)
402 continue; 266 continue;
267
403 item = &tr->item->clone; 268 item = tr->item;
404 269
405 /* Basically, see if the matching spell is granted by this god. */ 270 /* Basically, see if the matching spell is granted by this god. */
406 271
407 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) 272 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
408 { 273 {
409 remove = 0; 274 remove = 0;
410 break; 275 break;
411 } 276 }
412 } 277 }
278
413 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])
414 { 292 {
415 /* just do the work of removing the spell ourselves - we already 293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
416 * know that the player knows the spell 294 --number;
417 */
418 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
419 player_unready_range_ob (op->contr, tmp);
420 tmp->destroy ();
421 } 295 }
296}
422 297
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);
423 } 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;
424} 351}
425 352
426/** 353/**
427 * This function is called whenever a player has 354 * This function is called whenever a player has
428 * 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
429 * that happen to the player, including the removal of godgiven 356 * that happen to the player, including the removal of godgiven
430 * items (from the former cult). 357 * items (from the former cult).
431 */ 358 */
432void 359void
433become_follower (object *op, object *new_god) 360object::become_follower (object *new_god)
434{ 361{
435 object *old_god = NULL; /* old god */ 362 object *old_god = 0; /* old god */
436 treasure *tr; 363 treasure *tr;
437 object *item, *skop, *next; 364 object *item, *skop, *next;
438 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. */
439 366
367 if (!contr)
368 return;
440 369
370 contr->queue_stats_update ();
371
441 old_god = find_god (determine_god (op)); 372 old_god = find_god (determine_god (this));
442 373
443 /* take away any special god-characteristic items. */ 374 /* take away any special god-characteristic items. */
444 for (item = op->inv; item != NULL; item = next) 375 for (item = inv; item; item = next)
445 { 376 {
446 next = item->below; 377 next = item->below;
378
447 // 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
448 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 380 if (item->flag [FLAG_STARTEQUIP] && item->invisible
449 (item->type != SKILL) && (item->type != FORCE)) 381 && item->type != SKILL && item->type != FORCE)
450 { 382 {
451
452 if (item->type == SPELL) 383 if (item->type == SPELL)
384 {
453 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); 385 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You lose knowledge of %s.", &item->name);
386 esrv_remove_spell (contr, item);
387 }
454 388
455 player_unready_range_ob (op->contr, item);
456 item->destroy (); 389 item->destroy ();
457 } 390 }
458 } 391 }
459 392
460 /* remove any godgiven items from the old god */ 393 /* remove any godgiven items from the old god */
461 if (old_god) 394 if (old_god)
462 {
463 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next) 395 for (tr = old_god->randomitems->items; tr; tr = tr->next)
464 {
465 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) 396 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
466 follower_remove_similar_item (op, &tr->item->clone); 397 follower_remove_similar_item (this, tr->item);
467 }
468 }
469 398
470 if (!op || !new_god) 399 if (!new_god)
471 return; 400 return;
472 401
473 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 402 if (new_god->slaying && new_god->slaying.contains (race))
474 { 403 {
475 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
476 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 406 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
477 { 407 {
478 object *tmp = get_archetype (LOOSE_MANA); 408 object *tmp = get_archetype (LOOSE_MANA);
479 409
480 cast_magic_storm (op, tmp, new_god->level + 10); 410 cast_magic_storm (this, tmp, new_god->level + 10);
481 } 411 }
412
482 return; 413 return;
483 } 414 }
484 415
485
486 /* give the player any special god-characteristic-items. */ 416 /* give the player any special god-characteristic-items. */
487 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) 417 for (tr = new_god->randomitems->items; tr; tr = tr->next)
488 {
489 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && 418 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
490 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) 419 && tr->item->type != BOOK && tr->item->type != SPELL)
491 god_gives_present (op, new_god, tr); 420 god_gives_present (this, new_god, tr);
492 }
493 421
494
495 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);
496 423
497 for (skop = op->inv; skop != NULL; skop = skop->below) 424 for (skop = inv; skop; skop = skop->below)
498 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 425 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
499 break; 426 break;
500 427
501 /* Player has no skill - give them the skill */ 428 /* Player has no skill - give them the skill */
502 if (!skop) 429 if (!skop)
503 {
504 /* 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,
505 * things are really messed up anyways. 431 * things are really messed up anyways.
506 */ 432 */
507 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);
508 link_player_skills (op);
509 }
510 434
511 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 435 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
512 436
513 /* 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,
514 * so I set undeadified for that. 438 * so I set undeadified for that.
515 * - gros, 21th July 2006. 439 * - gros, 21th July 2006.
516 */ 440 */
517 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 441 if (old_god && old_god->flag [FLAG_UNDEAD])
518 { 442 {
519 CLEAR_FLAG (skop, FLAG_UNDEAD); 443 skop->clr_flag (FLAG_UNDEAD);
520 undeadified = 1; 444 undeadified = 1;
521 } 445 }
522 446
523 if (skop->title) 447 if (skop->title)
524 { /* get rid of old god */ 448 {
449 /* get rid of old god */
525 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
526 /* 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 */
527 if (sk_applied || undeadified) 453 if (sk_applied || undeadified)
528 { 454 {
529 455 skop->clr_flag (FLAG_APPLIED);
530 CLEAR_FLAG (skop, FLAG_APPLIED);
531 (void) change_abil (op, skop); 456 change_abil (this, skop);
532 } 457 }
533 } 458 }
534 459
535 /* now change to the new gods attributes to exp_obj */ 460 /* now change to the new gods attributes to exp_obj */
536 skop->title = new_god->name; 461 skop->title = new_god->name;
560 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); 485 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
561 update_priest_flag (new_god, skop, FLAG_UNDEAD); 486 update_priest_flag (new_god, skop, FLAG_UNDEAD);
562 update_priest_flag (new_god, skop, FLAG_BLIND); 487 update_priest_flag (new_god, skop, FLAG_BLIND);
563 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! */
564 489
565 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);
566 491
567 /* 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
568 * 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
569 * have used armour/weapons in the first place. 494 * have used armour/weapons in the first place.
570 * 495 *
571 * 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
572 * 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.
573 */ 498 */
574 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 499 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
575 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 500 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
501
576 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 502 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
577 503
578 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 504 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
579 stop_using_item (op, WEAPON, 2); 505 stop_using_item (this, WEAPON, 2);
580 506
581 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) 507 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
582 { 508 {
583 stop_using_item (op, ARMOUR, 1); 509 stop_using_item (this, ARMOUR, 1);
584 stop_using_item (op, HELMET, 1); 510 stop_using_item (this, HELMET, 1);
585 stop_using_item (op, BOOTS, 1); 511 stop_using_item (this, BOOTS, 1);
586 stop_using_item (op, GLOVES, 1); 512 stop_using_item (this, GLOVES, 1);
587 stop_using_item (op, SHIELD, 1); 513 stop_using_item (this, SHIELD, 1);
588 } 514 }
589 515
590 SET_FLAG (skop, FLAG_APPLIED); 516 skop->set_flag (FLAG_APPLIED);
591 (void) change_abil (op, skop); 517 change_abil (this, skop);
592 518
593 /* return to previous skill status */ 519 /* return to previous skill status */
594 if (!sk_applied) 520 if (!sk_applied)
595 CLEAR_FLAG (skop, FLAG_APPLIED); 521 {
522 skop->clr_flag (FLAG_APPLIED);
523 contr->queue_stats_update ();
524 }
596 525
597 check_special_prayers (op, new_god); 526 check_special_prayers (this, new_god);
598} 527}
599
600/**
601 * Forbids or let player use something item type.
602 * op is the player.
603 * exp_obj is the widsom experience.
604 * flag is the flag to check against.
605 * string is the string to print out.
606 */
607
608int
609worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
610{
611
612 if (QUERY_FLAG (&op->arch->clone, flag))
613 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
614 {
615 update_priest_flag (exp_obj, op, flag);
616 if (QUERY_FLAG (op, flag))
617 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
618 else
619 {
620 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
621 return 1;
622 }
623 }
624 return 0;
625}
626
627/**
628 * Unapplies up to number worth of items of type
629 */
630void
631stop_using_item (object *op, int type, int number)
632{
633 object *tmp;
634
635 for (tmp = op->inv; tmp && number; tmp = tmp->below)
636 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
637 {
638 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
639 number--;
640 }
641}
642
643/**
644 * If the god does/doesnt have this flag, we
645 * give/remove it from the experience object if it doesnt/does
646 * already exist. For players only!
647 */
648
649void
650update_priest_flag (object *god, object *exp_ob, uint32 flag)
651{
652 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
653 SET_FLAG (exp_ob, flag);
654 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
655 {
656 /* When this is called with the exp_ob set to the player,
657 * this check is broken, because most all players arch
658 * allow use of weapons. I'm not actually sure why this
659 * check is here - I guess if you had a case where the
660 * value in the archetype (wisdom) should over ride the restrictions
661 * the god places on it, this may make sense. But I don't think
662 * there is any case like that.
663 */
664
665/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
666 CLEAR_FLAG (exp_ob, flag);
667 };
668}
669
670
671 528
672archetype * 529archetype *
673determine_holy_arch (object *god, const char *type) 530determine_holy_arch (object *god, shstr_cmp type)
674{ 531{
675 treasure *tr; 532 treasure *tr;
676 533
677 if (!god || !god->randomitems) 534 if (!god || !god->randomitems)
678 { 535 {
679 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");
680 return NULL; 537 return 0;
681 } 538 }
682 539
683 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 540 for (tr = god->randomitems->items; tr; tr = tr->next)
684 { 541 {
685 object *item;
686
687 if (!tr->item) 542 if (!tr->item)
688 continue; 543 continue;
689 item = &tr->item->clone;
690 544
545 object *item = tr->item;
546
691 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 547 if (item->type == BOOK && item->invisible && item->name == type)
692 return item->other_arch; 548 return item->other_arch;
693 } 549 }
550
694 return NULL; 551 return 0;
695} 552}
696 553
697/** 554/**
698 * God helps player by removing curse and/or damnation. 555 * God helps player by removing curse and/or damnation.
699 */ 556 */
700static int 557static int
701god_removes_curse (object *op, int remove_damnation) 558god_removes_curse (object *op, int remove_damnation)
702{ 559{
703 object *tmp;
704 int success = 0; 560 int success = 0;
705 561
706 for (tmp = op->inv; tmp; tmp = tmp->below) 562 for (object *tmp = op->inv; tmp; tmp = tmp->below)
707 { 563 {
708 if (tmp->invisible) 564 if (tmp->invisible)
709 continue; 565 continue;
566
710 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 567 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
711 continue; 568 continue;
712 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 569
570 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
713 { 571 {
714 success = 1; 572 success = 1;
715 CLEAR_FLAG (tmp, FLAG_DAMNED); 573 tmp->clr_flag (FLAG_DAMNED);
716 CLEAR_FLAG (tmp, FLAG_CURSED); 574 tmp->clr_flag (FLAG_CURSED);
717 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 575 tmp->clr_flag (FLAG_KNOWN_CURSED);
718 if (op->type == PLAYER) 576
577 if (object *pl = tmp->visible_to ())
719 esrv_send_item (op, tmp); 578 esrv_update_item (UPD_FLAGS, pl, tmp);
720 } 579 }
721 } 580 }
722 581
723 if (success) 582 if (success)
724 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
725 return success; 585 return success;
726} 586}
727 587
728static int 588static int
729follower_level_to_enchantments (int level, int difficulty) 589follower_level_to_enchantments (int level, int difficulty)
734 return 0; 594 return 0;
735 } 595 }
736 596
737 if (level <= 20) 597 if (level <= 20)
738 return level / difficulty; 598 return level / difficulty;
599
739 if (level <= 40) 600 if (level <= 40)
740 return (20 + (level - 20) / 2) / difficulty; 601 return (20 + (level - 20) / 2) / difficulty;
602
741 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 */
742} 645}
743 646
744/** 647/**
745 * God wants to enchant weapon. 648 * God wants to enchant weapon.
746 * 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
748 * attacktype, slaying and such. 651 * attacktype, slaying and such.
749 */ 652 */
750static int 653static int
751god_enchants_weapon (object *op, object *god, object *tr, object *skill) 654god_enchants_weapon (object *op, object *god, object *tr, object *skill)
752{ 655{
753 char buf[MAX_BUF]; 656 if (!op->contr)
754 object *weapon; 657 return 0;
755 uint32 attacktype;
756 int tmp;
757 658
758 for (weapon = op->inv; weapon; weapon = weapon->below) 659 object *weapon = op->contr->combat_ob;
759 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 660
760 break; 661 if (!weapon)
662 return 0;
663
664 if (weapon->type != WEAPON && weapon->type != BOW)
665 return 0;
666
761 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 667 if (god_examines_item (god, weapon) <= 0)
762 return 0; 668 return 0;
763 669
764 /* First give it a title, so other gods won't touch it */ 670 /* First give it a title, so other gods won't touch it */
765 if (!weapon->title) 671 if (!weapon->title)
766 { 672 {
767 sprintf (buf, "of %s", &god->name); 673 weapon->title = format ("of %s", &god->name);
768 weapon->title = buf; 674
769 if (op->type == PLAYER) 675 if (object *pl = weapon->visible_to ())
770 esrv_update_item (UPD_NAME, op, weapon); 676 esrv_update_item (UPD_NAME, pl, weapon);
677
771 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); 678 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
772 } 679 }
773 680
774 /* Allow the weapon to slay enemies */ 681 /* Allow the weapon to slay enemies */
775 if (!weapon->slaying && god->slaying) 682 if (!weapon->slaying && god->slaying)
778 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); 685 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
779 return 1; 686 return 1;
780 } 687 }
781 688
782 /* Add the gods attacktype */ 689 /* Add the gods attacktype */
783 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; 690 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
691
784 if ((attacktype & god->attacktype) != god->attacktype) 692 if ((attacktype & god->attacktype) != god->attacktype)
785 { 693 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); 694 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
787 weapon->attacktype = attacktype | god->attacktype; 695 weapon->attacktype = attacktype | god->attacktype;
788 return 1; 696 return 1;
789 } 697 }
790 698
791 /* Higher magic value */ 699 /* Higher magic value */
792 tmp = follower_level_to_enchantments (skill->level, tr->level); 700 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
793 if (weapon->magic < tmp)
794 { 701 {
795 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); 702 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
796 weapon->magic++; 703 weapon->magic++;
797 if (op->type == PLAYER) 704
705 if (object *pl = weapon->visible_to ())
798 esrv_update_item (UPD_NAME, op, weapon); 706 esrv_update_item (UPD_NAME, pl, weapon);
707
799 return 1; 708 return 1;
800 } 709 }
801 710
802 return 0; 711 return 0;
803} 712}
804 713
714/**
715 * Checks and maybe punishes someone praying.
716 * All applied items are examined, if player is using more items of other gods,
717 * s/he loses experience in praying or general experience if no praying.
718 */
719static int
720god_examines_priest (object *op, object *god)
721{
722 int reaction = 1;
723 object *item = NULL, *skop;
724
725 for (item = op->inv; item; item = item->below)
726 if (item->flag [FLAG_APPLIED])
727 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
728
729 /* well, well. Looks like we screwed up. Time for god's revenge */
730 if (reaction < 0)
731 {
732 int loss = 10000000;
733 int angry = abs (reaction);
734
735 for (skop = op->inv; skop; skop = skop->below)
736 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
737 break;
738
739 if (skop)
740 loss = 0.05f * skop->stats.exp;
741
742 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
743
744 if (random_roll (0, angry, op, PREFER_LOW))
745 {
746 object *tmp = get_archetype (LOOSE_MANA);
747
748 cast_magic_storm (op, tmp, op->level + (angry * 3));
749 }
750
751 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
752 }
753
754 return reaction;
755}
805 756
806/** 757/**
807 * Every once in a while the god will intervene to help the worshiper. 758 * Every once in a while the god will intervene to help the worshiper.
808 * Later, this fctn can be used to supply quests, etc for the 759 * Later, this fctn can be used to supply quests, etc for the
809 * priest. -b.t. 760 * priest. -b.t.
810 * called from pray_at_altar() currently. 761 * called from pray_at_altar() currently.
811 */ 762 */
812 763static void
813void
814god_intervention (object *op, object *god, object *skill) 764god_intervention (object *op, object *god, object *skill)
815{ 765{
816 treasure *tr; 766 treasure *tr;
817 767
818 if (!god || !god->randomitems) 768 if (!god || !god->randomitems)
825 775
826 /* lets do some checks of whether we are kosher with our god */ 776 /* lets do some checks of whether we are kosher with our god */
827 if (god_examines_priest (op, god) < 0) 777 if (god_examines_priest (op, god) < 0)
828 return; 778 return;
829 779
780 op->play_sound (sound_find ("god_intervention"));
830 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); 781 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
831 782
832 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) 783 for (tr = god->randomitems->items; tr; tr = tr->next)
833 { 784 {
834 object *item; 785 object *item;
835 786
836 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) 787 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
837 continue; 788 continue;
838 789
839 /* Treasurelist - generate some treasure for the follower */ 790 /* Treasurelist - generate some treasure for the follower */
840 if (tr->name) 791 if (tr->name)
841 { 792 {
842 treasurelist *tl = find_treasurelist (tr->name); 793 treasurelist *tl = treasurelist::find (tr->name);
843 794
844 if (tl == NULL) 795 if (tl == NULL)
845 continue; 796 continue;
846 797
847 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); 798 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
848 799
849 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); 800 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
850 return; 801 return;
851 } 802 }
852 803
853 if (!tr->item) 804 if (!tr->item)
854 {
855 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
856 continue; 805 continue;
857 } 806
858 item = &tr->item->clone; 807 item = tr->item;
859 808
860 /* Grace limit */ 809 /* Grace limit */
861 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 810 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
862 { 811 {
863 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) 812 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
864 { 813 {
865 object *tmp;
866
867 /* Follower lacks the required grace for the following 814 /* Follower lacks the required grace for the following
868 * treasure list items. */ 815 * treasure list items. */
869 816
870 tmp = get_archetype (HOLY_POSSESSION); 817 object *tmp = get_archetype (HOLY_POSSESSION);
871 cast_change_ability (op, op, tmp, 0, 1); 818 cast_change_ability (op, op, tmp, 0, 1);
872 tmp->destroy (); 819 tmp->destroy ();
873 return; 820 return;
874 } 821 }
822
875 continue; 823 continue;
876 } 824 }
877 825
878 /* Restore grace */ 826 /* Restore grace */
879 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 827 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
880 { 828 {
881 if (op->stats.grace >= 0) 829 if (op->stats.grace >= 0)
882 continue; 830 continue;
831
883 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 832 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
884 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); 833 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
885 return; 834 return;
886 } 835 }
887 836
888 /* Heal damage */ 837 /* Heal damage */
889 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) 838 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
890 { 839 {
891 if (op->stats.hp >= op->stats.maxhp) 840 if (op->stats.hp >= op->stats.maxhp)
892 continue; 841 continue;
842
893 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); 843 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
894 op->stats.hp = op->stats.maxhp; 844 op->stats.hp = op->stats.maxhp;
895 return; 845 return;
896 } 846 }
897 847
903 /* Restore to 50 .. 100%, if sp < 50% */ 853 /* Restore to 50 .. 100%, if sp < 50% */
904 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); 854 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
905 855
906 if (op->stats.sp >= max / 2) 856 if (op->stats.sp >= max / 2)
907 continue; 857 continue;
858
908 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); 859 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
909 op->stats.sp = new_sp; 860 op->stats.sp = new_sp;
910 } 861 }
911 862
912 /* Various heal spells */ 863 /* Various heal spells */
913 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) 864 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
914 { 865 {
915 object *tmp;
916 int success;
917
918 tmp = get_archetype_by_object_name (item->slaying); 866 object *tmp = archetype::get (item->slaying);
919
920 success = cast_heal (op, op, tmp, 0); 867 int success = cast_heal (op, op, tmp, 0);
921 tmp->destroy (); 868 tmp->destroy ();
869
922 if (success) 870 if (success)
923 return; 871 return;
924 else 872 else
925 continue; 873 continue;
926 } 874 }
948 { 896 {
949 object *depl; 897 object *depl;
950 archetype *at; 898 archetype *at;
951 int i; 899 int i;
952 900
953 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 901 if ((at = archetype::find (shstr_depletion)) == NULL)
954 { 902 {
955 LOG (llevError, "Could not find archetype depletion.\n"); 903 LOG (llevError, "Could not find archetype depletion.\n");
956 continue; 904 continue;
957 } 905 }
906
958 depl = present_arch_in_ob (at, op); 907 depl = present_arch_in_ob (at, op);
959 908
960 if (depl == NULL) 909 if (depl == NULL)
961 continue; 910 continue;
962 911
963 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); 912 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
964 913
965 for (i = 0; i < NUM_STATS; i++) 914 for (i = 0; i < NUM_STATS; i++)
966 if (get_attr_value (&depl->stats, i)) 915 if (depl->stats.stat (i))
967 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 916 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
968 917
969 depl->destroy (); 918 depl->destroy ();
970 op->update_stats (); 919 op->update_stats ();
971 return; 920 return;
972 } 921 }
973 922
974 /* Voices */ 923 /* Voices */
975 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) 924 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
976 { 925 {
977 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); 926 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
978 new_draw_info (NDI_WHITE, 0, op, item->msg); 927 new_draw_info (NDI_WHITE, 0, op, item->msg);
979 return; 928 return;
980 } 929 }
981 930
982 /* Messages */ 931 /* Messages */
1022 971
1023 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 972 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1024} 973}
1025 974
1026/** 975/**
1027 * Checks and maybe punishes someone praying. 976 * Player prays at altar.
1028 * All applied items are examined, if player is using more items of other gods, 977 * Checks for god changing, divine intervention, and so on.
1029 * s/he loses experience in praying or general experience if no praying.
1030 */ 978 */
1031int 979void
1032god_examines_priest (object *op, object *god) 980pray_at_altar (object *pl, object *altar, object *skill)
1033{ 981{
1034 int reaction = 1; 982 object *pl_god = find_god (determine_god (pl));
1035 object *item = NULL, *skop;
1036 983
1037 for (item = op->inv; item; item = item->below) 984 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1038 {
1039 if (QUERY_FLAG (item, FLAG_APPLIED))
1040 {
1041 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1042 }
1043 }
1044
1045 /* well, well. Looks like we screwed up. Time for god's revenge */
1046 if (reaction < 0)
1047 {
1048 int loss = 10000000;
1049 int angry = abs (reaction);
1050
1051 for (skop = op->inv; skop != NULL; skop = skop->below)
1052 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1053 break;
1054
1055 if (skop)
1056 loss = (int) (0.05 * (float) skop->stats.exp);
1057 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1058 if (random_roll (0, angry, op, PREFER_LOW))
1059 {
1060 object *tmp = get_archetype (LOOSE_MANA);
1061
1062 cast_magic_storm (op, tmp, op->level + (angry * 3));
1063 }
1064 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1065 }
1066 return reaction;
1067}
1068
1069/**
1070 * God checks item the player is using.
1071 * Return either -1 (bad), 0 (neutral) or
1072 * 1 (item is ok). If you are using the item of an enemy
1073 * god, it can be bad...-b.t.
1074 */
1075
1076int
1077god_examines_item (object *god, object *item)
1078{
1079 char buf[MAX_BUF];
1080
1081 if (!god || !item)
1082 return 0; 985 return;
1083 986
1084 if (!item->title) 987 /* If non consecrate altar, don't do anything */
1085 return 1; /* unclaimed item are ok */ 988 if (!altar->other_arch)
989 return;
1086 990
1087 sprintf (buf, "of %s", &god->name); 991 /* hmm. what happend depends on pl's current god, level, etc */
1088 if (!strcmp (item->title, buf)) 992 if (!pl_god)
1089 return 1; /* belongs to that God */ 993 { /*new convert */
994 pl->become_follower (altar->other_arch);
995 return;
996 }
997 else if (pl_god->name == altar->other_arch->object::name)
998 {
999 /* pray at your gods altar */
1000 /* this leads to very low levels of wis and pray to result in no doubling! */
1001 int bonus = (pl->stats.Wis + skill->level) / 10;
1090 1002
1091 if (god->title) 1003 /* we can get neg grace up faster */
1092 { /* check if we have any enemy blessed item */ 1004 if (pl->stats.grace < 0)
1093 sprintf (buf, "of %s", &god->title); 1005 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1094 if (!strcmp (item->title, buf)) 1006
1007 /* we can super-charge grace to 2x max */
1008 if (pl->stats.grace < 2 * pl->stats.maxgrace)
1009 pl->stats.grace += bonus / 2;
1010 else
1011 pl->stats.grace = 2 * pl->stats.maxgrace;
1012
1013 /* Every once in a while, the god decides to checkup on their
1014 * follower, and may intervene to help them out.
1095 { 1015 */
1096 if (item->env) 1016 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1017
1018 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1019 god_intervention (pl, pl_god, skill);
1020 }
1021 else
1022 { /* praying to another god! */
1023 uint64 loss = 0;
1024 int angry = 1;
1025
1026 /* I believe the logic for detecting opposing gods was completely
1027 * broken - I think it should work now. altar->other_arch
1028 * points to the god of this altar (which we have
1029 * already verified is non null). pl_god->other_arch
1030 * is the opposing god - we need to verify that exists before
1031 * using its values.
1032 */
1033 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1034 {
1035 angry = 2;
1036 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1097 { 1037 {
1098 char buf[MAX_BUF]; 1038 object *tmp;
1099 1039
1100 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1040 /* you really screwed up */
1101 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); 1041 angry = 3;
1042 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1043 tmp = get_archetype (LOOSE_MANA);
1044 cast_magic_storm (pl, tmp, pl_god->level + 20);
1102 } 1045 }
1103 return -1; 1046 else
1104 } 1047 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1105 }
1106
1107 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1108}
1109
1110/**
1111 * Returns priest's god's id.
1112 * Straight calls lookup_god_by_name
1113 */
1114
1115int
1116get_god (object *priest)
1117{
1118 int godnr = lookup_god_by_name (determine_god (priest));
1119
1120 return godnr;
1121}
1122
1123/**
1124 * Returns a string that is the name of the god that should be natively worshipped by a
1125 * creature of who has race *race
1126 * if we can't find a god that is appropriate, we return NULL
1127 */
1128const char *
1129get_god_for_race (const char *race)
1130{
1131 godlink *gl = first_god;
1132 const char *godname = NULL;
1133
1134 if (race == NULL)
1135 return NULL;
1136 while (gl)
1137 {
1138 if (!strcasecmp (gl->arch->clone.race, race))
1139 { 1048 }
1140 godname = gl->name; 1049 else
1141 break; 1050 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1051
1052 /* whether we will be successfull in defecting or not -
1053 * we lose experience from the clerical experience obj
1054 */
1055
1056 loss = angry * (skill->stats.exp / 10);
1057 if (loss)
1058 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
1059
1060 /* May switch Gods, but its random chance based on our current level
1061 * note it gets harder to swap gods the higher we get
1062 */
1063 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1064 pl->become_follower (altar->other_arch);
1065 else
1142 } 1066 {
1143 gl = gl->next; 1067 /* toss this player off the altar. He can try again. */
1068 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1069 pl->contr->fire_on = 0;
1070 pl->speed_left = 1.f;
1071 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1072 }
1144 } 1073 }
1145 return godname;
1146} 1074}
1147 1075
1148/** 1076/**
1149 * Changes the attributes of cone, smite, and ball spells as needed by the code. 1077 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1150 * Returns false if there was no race to assign to the slaying field of the spell, but 1078 * Returns false if there was no race to assign to the slaying field of the spell, but
1151 * the spell attacktype contains AT_HOLYWORD. -b.t. 1079 * the spell attacktype contains AT_HOLYWORD. -b.t.
1152 */ 1080 */
1153
1154int 1081int
1155tailor_god_spell (object *spellop, object *caster) 1082tailor_god_spell (object *spellop, object *caster)
1156{ 1083{
1157 object *god = find_god (determine_god (caster)); 1084 object *god = find_god (determine_god (caster));
1158 int caster_is_spell = 0; 1085 int caster_is_spell = 0;

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