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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.34 by root, Tue Apr 22 23:53:12 2008 UTC vs.
Revision 1.67 by root, Sun Aug 22 20:11:04 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and 25/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
35#include <sproto.h> 36#include <sproto.h>
36 37
37/** 38/**
38 * Returns the id of specified god. 39 * Returns the id of specified god.
39 */ 40 */
40int 41static int
41lookup_god_by_name (const char *name) 42lookup_god_by_name (shstr_cmp name)
42{ 43{
43 int godnr = -1; 44 if (name)
44 size_t nmlen = strlen (name);
45
46 if (name && strcmp (name, "none"))
47 {
48 godlink *gl;
49
50 for (gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
51 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) 46 if (gl->name == name)
52 break;
53
54 if (gl)
55 godnr = gl->id; 47 return gl->id;
56 }
57 48
58 return godnr; 49 return -1;
59} 50}
60 51
61/** 52/**
62 * Returns pointer to specified god's object through pntr_to_god_obj.. 53 * Returns pointer to specified god's object through pntr_to_god_obj..
63 */ 54 */
64object * 55object *
65find_god (const char *name) 56find_god (shstr_cmp name)
66{ 57{
67 object *god = NULL;
68
69 if (name) 58 if (name)
70 {
71 godlink *gl;
72
73 for (gl = first_god; gl; gl = gl->next) 59 for (godlink *gl = first_god; gl; gl = gl->next)
74 if (!strcmp (name, gl->name)) 60 if (gl->name == name)
75 break;
76 if (gl)
77 god = pntr_to_god_obj (gl); 61 return pntr_to_god_obj (gl);
78 } 62
79 return god; 63 return 0;
64}
65
66/**
67 * Returns a string that is the name of the god that should be natively worshipped by a
68 * creature of who has race *race
69 * if we can't find a god that is appropriate, we return NULL
70 */
71static shstr_tmp
72get_god_for_race (shstr_cmp race)
73{
74 if (race)
75 for (godlink *gl = first_god; gl; gl = gl->next)
76 if (gl->arch->race == race)
77 return gl->name;
78
79 return shstr_tmp ();
80} 80}
81 81
82/** 82/**
83 * Determines if op worships a god. 83 * Determines if op worships a god.
84 * Returns the godname if they do or "none" if they have no god. 84 * Returns the godname if they do or "none" if they have no god.
85 * In the case of an NPC, if they have no god, we try and guess 85 * In the case of an NPC, if they have no god, we try and guess
86 * who they should worship based on their race. If that fails we 86 * who they should worship based on their race. If that fails we
87 * give them a random one. 87 * give them a random one.
88 */ 88 */
89 89shstr_tmp
90const char *
91determine_god (object *op) 90determine_god (object *op)
92{ 91{
93 int godnr = -1;
94 const char *godname;
95
96 /* spells */ 92 /* spells */
97 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) 93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
98 {
99 if (lookup_god_by_name (op->title) >= 0) 94 if (lookup_god_by_name (op->title) >= 0)
100 return op->title; 95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
101 } 98 {
102
103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
104 {
105
106 /* find a god based on race */ 99 /* find a god based on race */
107 if (!op->title) 100 if (!op->title)
108 {
109 if (op->race)
110 {
111 godname = get_god_for_race (op->race); 101 op->title = get_god_for_race (op->race);
112
113 if (godname)
114 op->title = godname;
115 }
116 }
117 102
118 /* find a random god */ 103 /* find a random god */
119 if (!op->title) 104 if (!op->title)
120 { 105 {
121 godlink *gl = first_god;
122
123 godnr = rndm (1, gl->id); 106 int godnr = rndm (1, first_god->id);
124 while (gl) 107
125 { 108 for (godlink *gl = first_god; gl; gl = gl->next)
126 if (gl->id == godnr) 109 if (gl->id == godnr)
110 {
111 op->title = gl->name;
127 break; 112 break;
128
129 gl = gl->next;
130 } 113 }
131
132 op->title = gl->name;
133 } 114 }
134 115
135 return op->title; 116 return op->title;
136 } 117 }
137
138 118
139 /* The god the player worships is in the praying skill (native skill 119 /* The god the player worships is in the praying skill (native skill
140 * not skill tool). Since a player can only have one instance of 120 * not skill tool). Since a player can only have one instance of
141 * that skill, once we find it, we can return, either with the 121 * that skill, once we find it, we can return, either with the
142 * title or "none". 122 * title or "none".
143 */ 123 */
144 if (op->type == PLAYER) 124 if (op->type == PLAYER)
145 {
146 for (object *tmp = op->inv; tmp; tmp = tmp->below) 125 for (object *tmp = op->inv; tmp; tmp = tmp->below)
147 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) 126 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
148 { 127 {
149 if (tmp->title) 128 if (tmp->title)
150 return tmp->title; 129 return tmp->title;
151 else 130
152 return "none"; 131 break;
153 } 132 }
154 }
155 133
156 return "none"; 134 return shstr_none;
157} 135}
158 136
159/** 137/**
160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 138 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
161 */ 139 */
162static int 140static int
163same_string (const char *s1, const char *s2) 141same_string (const char *s1, const char *s2)
164{ 142{
165 if (s1 == NULL) 143 if (s1 == s2)
166 if (s2 == NULL)
167 return 1; 144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
168 else 147 else
169 return 0;
170 else if (s2 == NULL)
171 return 0; 148 return 0;
172 else
173 return strcmp (s1, s2) == 0;
174} 149}
175 150
176/** 151/**
177 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). 152 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
178 * Any matching items in the inventory are deleted, and a 153 * Any matching items in the inventory are deleted, and a
192 167
193 if (tmp->type == item->type 168 if (tmp->type == item->type
194 && same_string (tmp->name, item->name) 169 && same_string (tmp->name, item->name)
195 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) 170 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
196 { 171 {
197
198 /* message */ 172 /* message */
199 if (tmp->nrof > 1) 173 new_draw_info_format (NDI_UNIQUE, 0, op,
200 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp)); 174 tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
201 else 175 query_short_name (tmp));
202 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
203 176
204 tmp->destroy (); 177 tmp->destroy ();
205 } 178 }
206 179
207 if (tmp->inv) 180 if (tmp->inv)
241 return 0; 214 return 0;
242 215
243 if (follower_has_similar_item (op, tr->item)) 216 if (follower_has_similar_item (op, tr->item))
244 return 0; 217 return 0;
245 218
246 object *tmp = arch_to_object (tr->item); 219 object *tmp = tr->item->instance ();
247 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));
248 op->insert (tmp); 221 op->insert (tmp);
249 222
250 return 1; 223 return 1;
251}
252
253/**
254 * Player prays at altar.
255 * Checks for god changing, divine intervention, and so on.
256 */
257void
258pray_at_altar (object *pl, object *altar, object *skill)
259{
260 object *pl_god = find_god (determine_god (pl));
261
262 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
263 return;
264
265 /* If non consecrate altar, don't do anything */
266 if (!altar->other_arch)
267 return;
268
269 /* hmm. what happend depends on pl's current god, level, etc */
270 if (!pl_god)
271 { /*new convert */
272 become_follower (pl, altar->other_arch);
273 return;
274 }
275 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
276 {
277 /* pray at your gods altar */
278 int bonus = (pl->stats.Wis + skill->level) / 10;
279
280 /* we can get neg grace up faster */
281 if (pl->stats.grace < 0)
282 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
283
284 /* we can super-charge grace to 2x max */
285 if (pl->stats.grace < 2 * pl->stats.maxgrace)
286 pl->stats.grace += bonus / 2;
287 else
288 pl->stats.grace = 2 * pl->stats.maxgrace;
289
290 /* Every once in a while, the god decides to checkup on their
291 * follower, and may intervene to help them out.
292 */
293 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
294
295 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
296 god_intervention (pl, pl_god, skill);
297 }
298 else
299 { /* praying to another god! */
300 uint64 loss = 0;
301 int angry = 1;
302
303 /* I believe the logic for detecting opposing gods was completely
304 * broken - I think it should work now. altar->other_arch
305 * points to the god of this altar (which we have
306 * already verified is non null). pl_god->other_arch
307 * is the opposing god - we need to verify that exists before
308 * using its values.
309 */
310 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
311 {
312 angry = 2;
313 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
314 {
315 object *tmp;
316
317 /* you really screwed up */
318 angry = 3;
319 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
320 tmp = get_archetype (LOOSE_MANA);
321 cast_magic_storm (pl, tmp, pl_god->level + 20);
322 }
323 else
324 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
325 }
326 else
327 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
328
329 /* whether we will be successfull in defecting or not -
330 * we lose experience from the clerical experience obj
331 */
332
333 loss = angry * (skill->stats.exp / 10);
334 if (loss)
335 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
336
337 /* May switch Gods, but its random chance based on our current level
338 * note it gets harder to swap gods the higher we get
339 */
340 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
341 become_follower (pl, altar->other_arch);
342 else
343 {
344 /* toss this player off the altar. He can try again. */
345 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
346 pl->contr->fire_on = 0;
347 pl->speed_left = 1.f;
348 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
349 }
350 }
351} 224}
352 225
353/** 226/**
354 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
355 */ 228 */
369 next_tmp = tmp->below; 242 next_tmp = tmp->below;
370 243
371 /* 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
372 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
373 */ 246 */
374 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
375 continue; 248 continue;
376 249
377 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
378 { 251 {
379 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);
400 { 273 {
401 remove = 0; 274 remove = 0;
402 break; 275 break;
403 } 276 }
404 } 277 }
278
405 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])
406 { 292 {
407 /* just do the work of removing the spell ourselves - we already 293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
408 * know that the player knows the spell 294 --number;
409 */
410 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
411 player_unready_range_ob (op->contr, tmp);
412 tmp->destroy ();
413 } 295 }
296}
414 297
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);
415 } 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;
416} 351}
417 352
418/** 353/**
419 * This function is called whenever a player has 354 * This function is called whenever a player has
420 * 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
421 * that happen to the player, including the removal of godgiven 356 * that happen to the player, including the removal of godgiven
422 * items (from the former cult). 357 * items (from the former cult).
423 */ 358 */
424void 359void
425become_follower (object *op, object *new_god) 360object::become_follower (object *new_god)
426{ 361{
427 object *old_god = NULL; /* old god */ 362 object *old_god = 0; /* old god */
428 treasure *tr; 363 treasure *tr;
429 object *item, *skop, *next; 364 object *item, *skop, *next;
430 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. */
431 366
367 if (!contr)
368 return;
432 369
370 contr->queue_stats_update ();
371
433 old_god = find_god (determine_god (op)); 372 old_god = find_god (determine_god (this));
434 373
435 /* take away any special god-characteristic items. */ 374 /* take away any special god-characteristic items. */
436 for (item = op->inv; item != NULL; item = next) 375 for (item = inv; item; item = next)
437 { 376 {
438 next = item->below; 377 next = item->below;
378
439 // 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
440 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 380 if (item->flag [FLAG_STARTEQUIP] && item->invisible
441 (item->type != SKILL) && (item->type != FORCE)) 381 && item->type != SKILL && item->type != FORCE)
442 { 382 {
443
444 if (item->type == SPELL) 383 if (item->type == SPELL)
384 {
445 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 }
446 388
447 player_unready_range_ob (op->contr, item);
448 item->destroy (); 389 item->destroy ();
449 } 390 }
450 } 391 }
451 392
452 /* remove any godgiven items from the old god */ 393 /* remove any godgiven items from the old god */
453 if (old_god) 394 if (old_god)
454 for (tr = old_god->randomitems->items; tr; tr = tr->next) 395 for (tr = old_god->randomitems->items; tr; tr = tr->next)
455 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) 396 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
456 follower_remove_similar_item (op, tr->item); 397 follower_remove_similar_item (this, tr->item);
457 398
458 if (!op || !new_god) 399 if (!new_god)
459 return; 400 return;
460 401
461 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) 402 if (new_god->slaying && new_god->slaying.contains (race))
462 { 403 {
463 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);
464 405
465 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 406 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
466 { 407 {
467 object *tmp = get_archetype (LOOSE_MANA); 408 object *tmp = get_archetype (LOOSE_MANA);
468 409
469 cast_magic_storm (op, tmp, new_god->level + 10); 410 cast_magic_storm (this, tmp, new_god->level + 10);
470 } 411 }
471 412
472 return; 413 return;
473 } 414 }
474
475 415
476 /* give the player any special god-characteristic-items. */ 416 /* give the player any special god-characteristic-items. */
477 for (tr = new_god->randomitems->items; tr; tr = tr->next) 417 for (tr = new_god->randomitems->items; tr; tr = tr->next)
478 {
479 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK 418 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
480 && tr->item->type != BOOK && tr->item->type != SPELL) 419 && tr->item->type != BOOK && tr->item->type != SPELL)
481 god_gives_present (op, new_god, tr); 420 god_gives_present (this, new_god, tr);
482 }
483 421
484
485 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);
486 423
487 for (skop = op->inv; skop != NULL; skop = skop->below) 424 for (skop = inv; skop; skop = skop->below)
488 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 425 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
489 break; 426 break;
490 427
491 /* Player has no skill - give them the skill */ 428 /* Player has no skill - give them the skill */
492 if (!skop) 429 if (!skop)
493 {
494 /* 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,
495 * things are really messed up anyways. 431 * things are really messed up anyways.
496 */ 432 */
497 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); 433 skop = give_skill_by_name (this, shstr_praying);
498 link_player_skills (op);
499 }
500 434
501 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 435 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
502 436
503 /* 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,
504 * so I set undeadified for that. 438 * so I set undeadified for that.
505 * - gros, 21th July 2006. 439 * - gros, 21th July 2006.
506 */ 440 */
507 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) 441 if (old_god && old_god->flag [FLAG_UNDEAD])
508 { 442 {
509 CLEAR_FLAG (skop, FLAG_UNDEAD); 443 skop->clr_flag (FLAG_UNDEAD);
510 undeadified = 1; 444 undeadified = 1;
511 } 445 }
512 446
513 if (skop->title) 447 if (skop->title)
514 { 448 {
515 /* get rid of old god */ 449 /* get rid of old god */
516 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);
517 451
518 /* 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 */
519 if (sk_applied || undeadified) 453 if (sk_applied || undeadified)
520 { 454 {
521 CLEAR_FLAG (skop, FLAG_APPLIED); 455 skop->clr_flag (FLAG_APPLIED);
522 change_abil (op, skop); 456 change_abil (this, skop);
523 } 457 }
524 } 458 }
525 459
526 /* now change to the new gods attributes to exp_obj */ 460 /* now change to the new gods attributes to exp_obj */
527 skop->title = new_god->name; 461 skop->title = new_god->name;
551 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); 485 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
552 update_priest_flag (new_god, skop, FLAG_UNDEAD); 486 update_priest_flag (new_god, skop, FLAG_UNDEAD);
553 update_priest_flag (new_god, skop, FLAG_BLIND); 487 update_priest_flag (new_god, skop, FLAG_BLIND);
554 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! */
555 489
556 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);
557 491
558 /* 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
559 * 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
560 * have used armour/weapons in the first place. 494 * have used armour/weapons in the first place.
561 * 495 *
562 * 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
563 * 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.
564 */ 498 */
565 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 499 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
566 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 500 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
501
567 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 502 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
568 503
569 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 504 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
570 stop_using_item (op, WEAPON, 2); 505 stop_using_item (this, WEAPON, 2);
571 506
572 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) 507 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
573 { 508 {
574 stop_using_item (op, ARMOUR, 1); 509 stop_using_item (this, ARMOUR, 1);
575 stop_using_item (op, HELMET, 1); 510 stop_using_item (this, HELMET, 1);
576 stop_using_item (op, BOOTS, 1); 511 stop_using_item (this, BOOTS, 1);
577 stop_using_item (op, GLOVES, 1); 512 stop_using_item (this, GLOVES, 1);
578 stop_using_item (op, SHIELD, 1); 513 stop_using_item (this, SHIELD, 1);
579 } 514 }
580 515
581 SET_FLAG (skop, FLAG_APPLIED); 516 skop->set_flag (FLAG_APPLIED);
582 (void) change_abil (op, skop); 517 change_abil (this, skop);
583 518
584 /* return to previous skill status */ 519 /* return to previous skill status */
585 if (!sk_applied) 520 if (!sk_applied)
586 CLEAR_FLAG (skop, FLAG_APPLIED); 521 {
522 skop->clr_flag (FLAG_APPLIED);
523 contr->queue_stats_update ();
524 }
587 525
588 check_special_prayers (op, new_god); 526 check_special_prayers (this, new_god);
589} 527}
590
591/**
592 * Forbids or let player use something item type.
593 * op is the player.
594 * exp_obj is the widsom experience.
595 * flag is the flag to check against.
596 * string is the string to print out.
597 */
598
599int
600worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
601{
602
603 if (QUERY_FLAG (op->arch, flag))
604 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
605 {
606 update_priest_flag (exp_obj, op, flag);
607 if (QUERY_FLAG (op, flag))
608 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
609 else
610 {
611 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
612 return 1;
613 }
614 }
615 return 0;
616}
617
618/**
619 * Unapplies up to number worth of items of type
620 */
621void
622stop_using_item (object *op, int type, int number)
623{
624 object *tmp;
625
626 for (tmp = op->inv; tmp && number; tmp = tmp->below)
627 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
628 {
629 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
630 number--;
631 }
632}
633
634/**
635 * If the god does/doesnt have this flag, we
636 * give/remove it from the experience object if it doesnt/does
637 * already exist. For players only!
638 */
639
640void
641update_priest_flag (object *god, object *exp_ob, uint32 flag)
642{
643 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
644 SET_FLAG (exp_ob, flag);
645 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
646 {
647 /* When this is called with the exp_ob set to the player,
648 * this check is broken, because most all players arch
649 * allow use of weapons. I'm not actually sure why this
650 * check is here - I guess if you had a case where the
651 * value in the archetype (wisdom) should over ride the restrictions
652 * the god places on it, this may make sense. But I don't think
653 * there is any case like that.
654 */
655
656/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
657 CLEAR_FLAG (exp_ob, flag);
658 };
659}
660
661
662 528
663archetype * 529archetype *
664determine_holy_arch (object *god, const char *type) 530determine_holy_arch (object *god, shstr_cmp type)
665{ 531{
666 treasure *tr; 532 treasure *tr;
667 533
668 if (!god || !god->randomitems) 534 if (!god || !god->randomitems)
669 { 535 {
670 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");
671 return NULL; 537 return 0;
672 } 538 }
673 539
674 for (tr = god->randomitems->items; tr; tr = tr->next) 540 for (tr = god->randomitems->items; tr; tr = tr->next)
675 { 541 {
676 if (!tr->item) 542 if (!tr->item)
677 continue; 543 continue;
678 544
679 object *item = tr->item; 545 object *item = tr->item;
680 546
681 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) 547 if (item->type == BOOK && item->invisible && item->name == type)
682 return item->other_arch; 548 return item->other_arch;
683 } 549 }
550
684 return NULL; 551 return 0;
685} 552}
686 553
687/** 554/**
688 * God helps player by removing curse and/or damnation. 555 * God helps player by removing curse and/or damnation.
689 */ 556 */
695 for (object *tmp = op->inv; tmp; tmp = tmp->below) 562 for (object *tmp = op->inv; tmp; tmp = tmp->below)
696 { 563 {
697 if (tmp->invisible) 564 if (tmp->invisible)
698 continue; 565 continue;
699 566
700 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 567 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
701 continue; 568 continue;
702 569
703 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 570 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
704 { 571 {
705 success = 1; 572 success = 1;
706 CLEAR_FLAG (tmp, FLAG_DAMNED); 573 tmp->clr_flag (FLAG_DAMNED);
707 CLEAR_FLAG (tmp, FLAG_CURSED); 574 tmp->clr_flag (FLAG_CURSED);
708 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 575 tmp->clr_flag (FLAG_KNOWN_CURSED);
709 576
710 if (object *pl = tmp->visible_to ()) 577 if (object *pl = tmp->visible_to ())
711 esrv_update_item (UPD_FLAGS, pl, tmp); 578 esrv_update_item (UPD_FLAGS, pl, tmp);
712 } 579 }
713 } 580 }
727 return 0; 594 return 0;
728 } 595 }
729 596
730 if (level <= 20) 597 if (level <= 20)
731 return level / difficulty; 598 return level / difficulty;
599
732 if (level <= 40) 600 if (level <= 40)
733 return (20 + (level - 20) / 2) / difficulty; 601 return (20 + (level - 20) / 2) / difficulty;
734 602
735 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 */
736} 645}
737 646
738/** 647/**
739 * God wants to enchant weapon. 648 * God wants to enchant weapon.
740 * 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
742 * attacktype, slaying and such. 651 * attacktype, slaying and such.
743 */ 652 */
744static int 653static int
745god_enchants_weapon (object *op, object *god, object *tr, object *skill) 654god_enchants_weapon (object *op, object *god, object *tr, object *skill)
746{ 655{
747 char buf[MAX_BUF]; 656 if (!op->contr)
748 object *weapon; 657 return 0;
749 uint32 attacktype;
750 int tmp;
751 658
752 for (weapon = op->inv; weapon; weapon = weapon->below) 659 object *weapon = op->contr->combat_ob;
753 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
754 break;
755 660
661 if (!weapon)
662 return 0;
663
664 if (weapon->type != WEAPON && weapon->type != BOW)
665 return 0;
666
756 if (weapon == NULL || god_examines_item (god, weapon) <= 0) 667 if (god_examines_item (god, weapon) <= 0)
757 return 0; 668 return 0;
758 669
759 /* 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 */
760 if (!weapon->title) 671 if (!weapon->title)
761 { 672 {
762 sprintf (buf, "of %s", &god->name); 673 weapon->title = format ("of %s", &god->name);
763 weapon->title = buf;
764 674
765 if (object *pl = weapon->visible_to ()) 675 if (object *pl = weapon->visible_to ())
766 esrv_update_item (UPD_NAME, pl, weapon); 676 esrv_update_item (UPD_NAME, pl, weapon);
767 677
768 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!");
775 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);
776 return 1; 686 return 1;
777 } 687 }
778 688
779 /* Add the gods attacktype */ 689 /* Add the gods attacktype */
780 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; 690 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
691
781 if ((attacktype & god->attacktype) != god->attacktype) 692 if ((attacktype & god->attacktype) != god->attacktype)
782 { 693 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); 694 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
784 weapon->attacktype = attacktype | god->attacktype; 695 weapon->attacktype = attacktype | god->attacktype;
785 return 1; 696 return 1;
786 } 697 }
787 698
788 /* Higher magic value */ 699 /* Higher magic value */
789 tmp = follower_level_to_enchantments (skill->level, tr->level); 700 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
790 if (weapon->magic < tmp)
791 { 701 {
792 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!");
793 weapon->magic++; 703 weapon->magic++;
794 704
795 if (object *pl = weapon->visible_to ()) 705 if (object *pl = weapon->visible_to ())
797 707
798 return 1; 708 return 1;
799 } 709 }
800 710
801 return 0; 711 return 0;
712}
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;
802} 755}
803 756
804/** 757/**
805 * 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.
806 * 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
807 * priest. -b.t. 760 * priest. -b.t.
808 * called from pray_at_altar() currently. 761 * called from pray_at_altar() currently.
809 */ 762 */
810void 763static void
811god_intervention (object *op, object *god, object *skill) 764god_intervention (object *op, object *god, object *skill)
812{ 765{
813 treasure *tr; 766 treasure *tr;
814 767
815 if (!god || !god->randomitems) 768 if (!god || !god->randomitems)
852 continue; 805 continue;
853 806
854 item = tr->item; 807 item = tr->item;
855 808
856 /* Grace limit */ 809 /* Grace limit */
857 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) 810 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
858 { 811 {
859 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)
860 { 813 {
861 object *tmp;
862
863 /* Follower lacks the required grace for the following 814 /* Follower lacks the required grace for the following
864 * treasure list items. */ 815 * treasure list items. */
865 816
866 tmp = get_archetype (HOLY_POSSESSION); 817 object *tmp = get_archetype (HOLY_POSSESSION);
867 cast_change_ability (op, op, tmp, 0, 1); 818 cast_change_ability (op, op, tmp, 0, 1);
868 tmp->destroy (); 819 tmp->destroy ();
869 return; 820 return;
870 } 821 }
871 822
872 continue; 823 continue;
873 } 824 }
874 825
875 /* Restore grace */ 826 /* Restore grace */
876 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) 827 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
877 { 828 {
878 if (op->stats.grace >= 0) 829 if (op->stats.grace >= 0)
879 continue; 830 continue;
831
880 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); 832 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
881 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.");
882 return; 834 return;
883 } 835 }
884 836
885 /* Heal damage */ 837 /* Heal damage */
886 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)
887 { 839 {
888 if (op->stats.hp >= op->stats.maxhp) 840 if (op->stats.hp >= op->stats.maxhp)
889 continue; 841 continue;
842
890 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!");
891 op->stats.hp = op->stats.maxhp; 844 op->stats.hp = op->stats.maxhp;
892 return; 845 return;
893 } 846 }
894 847
900 /* Restore to 50 .. 100%, if sp < 50% */ 853 /* Restore to 50 .. 100%, if sp < 50% */
901 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);
902 855
903 if (op->stats.sp >= max / 2) 856 if (op->stats.sp >= max / 2)
904 continue; 857 continue;
858
905 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!");
906 op->stats.sp = new_sp; 860 op->stats.sp = new_sp;
907 } 861 }
908 862
909 /* Various heal spells */ 863 /* Various heal spells */
910 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)
911 { 865 {
912 object *tmp;
913 int success;
914
915 tmp = get_archetype_by_object_name (item->slaying); 866 object *tmp = archetype::get (item->slaying);
916
917 success = cast_heal (op, op, tmp, 0); 867 int success = cast_heal (op, op, tmp, 0);
918 tmp->destroy (); 868 tmp->destroy ();
869
919 if (success) 870 if (success)
920 return; 871 return;
921 else 872 else
922 continue; 873 continue;
923 } 874 }
945 { 896 {
946 object *depl; 897 object *depl;
947 archetype *at; 898 archetype *at;
948 int i; 899 int i;
949 900
950 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 901 if ((at = archetype::find (shstr_depletion)) == NULL)
951 { 902 {
952 LOG (llevError, "Could not find archetype depletion.\n"); 903 LOG (llevError, "Could not find archetype depletion.\n");
953 continue; 904 continue;
954 } 905 }
906
955 depl = present_arch_in_ob (at, op); 907 depl = present_arch_in_ob (at, op);
956 908
957 if (depl == NULL) 909 if (depl == NULL)
958 continue; 910 continue;
959 911
1019 971
1020 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 972 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1021} 973}
1022 974
1023/** 975/**
1024 * Checks and maybe punishes someone praying. 976 * Player prays at altar.
1025 * All applied items are examined, if player is using more items of other gods, 977 * Checks for god changing, divine intervention, and so on.
1026 * s/he loses experience in praying or general experience if no praying.
1027 */ 978 */
1028int 979void
1029god_examines_priest (object *op, object *god) 980pray_at_altar (object *pl, object *altar, object *skill)
1030{ 981{
1031 int reaction = 1; 982 object *pl_god = find_god (determine_god (pl));
1032 object *item = NULL, *skop;
1033 983
1034 for (item = op->inv; item; item = item->below) 984 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
1035 {
1036 if (QUERY_FLAG (item, FLAG_APPLIED))
1037 {
1038 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1039 }
1040 }
1041
1042 /* well, well. Looks like we screwed up. Time for god's revenge */
1043 if (reaction < 0)
1044 {
1045 int loss = 10000000;
1046 int angry = abs (reaction);
1047
1048 for (skop = op->inv; skop != NULL; skop = skop->below)
1049 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1050 break;
1051
1052 if (skop)
1053 loss = (int) (0.05 * (float) skop->stats.exp);
1054 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1055 if (random_roll (0, angry, op, PREFER_LOW))
1056 {
1057 object *tmp = get_archetype (LOOSE_MANA);
1058
1059 cast_magic_storm (op, tmp, op->level + (angry * 3));
1060 }
1061 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1062 }
1063 return reaction;
1064}
1065
1066/**
1067 * God checks item the player is using.
1068 * Return either -1 (bad), 0 (neutral) or
1069 * 1 (item is ok). If you are using the item of an enemy
1070 * god, it can be bad...-b.t.
1071 */
1072
1073int
1074god_examines_item (object *god, object *item)
1075{
1076 char buf[MAX_BUF];
1077
1078 if (!god || !item)
1079 return 0; 985 return;
1080 986
1081 if (!item->title) 987 /* If non consecrate altar, don't do anything */
1082 return 1; /* unclaimed item are ok */ 988 if (!altar->other_arch)
989 return;
1083 990
1084 sprintf (buf, "of %s", &god->name); 991 /* hmm. what happend depends on pl's current god, level, etc */
1085 if (!strcmp (item->title, buf)) 992 if (!pl_god)
1086 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;
1087 1002
1088 if (god->title) 1003 /* we can get neg grace up faster */
1089 { /* check if we have any enemy blessed item */ 1004 if (pl->stats.grace < 0)
1090 sprintf (buf, "of %s", &god->title); 1005 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1091 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.
1092 { 1015 */
1093 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)
1094 { 1037 {
1095 char buf[MAX_BUF]; 1038 object *tmp;
1096 1039
1097 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1040 /* you really screwed up */
1098 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);
1099 } 1045 }
1100 return -1; 1046 else
1101 } 1047 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1102 }
1103
1104 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1105}
1106
1107/**
1108 * Returns priest's god's id.
1109 * Straight calls lookup_god_by_name
1110 */
1111
1112int
1113get_god (object *priest)
1114{
1115 int godnr = lookup_god_by_name (determine_god (priest));
1116
1117 return godnr;
1118}
1119
1120/**
1121 * Returns a string that is the name of the god that should be natively worshipped by a
1122 * creature of who has race *race
1123 * if we can't find a god that is appropriate, we return NULL
1124 */
1125const char *
1126get_god_for_race (const char *race)
1127{
1128 godlink *gl = first_god;
1129 const char *godname = NULL;
1130
1131 if (race == NULL)
1132 return NULL;
1133 while (gl)
1134 {
1135 if (!strcasecmp (gl->arch->race, race))
1136 { 1048 }
1137 godname = gl->name; 1049 else
1138 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
1139 } 1066 {
1140 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 }
1141 } 1073 }
1142 return godname;
1143} 1074}
1144 1075
1145/** 1076/**
1146 * 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.
1147 * 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

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