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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.44 by root, Thu Jan 1 15:43:35 2009 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 (shstr_cmp name) 42lookup_god_by_name (shstr_cmp name)
42{ 43{
43 if (name) 44 if (name)
44 for (godlink *gl = first_god; gl; gl = gl->next) 45 for (godlink *gl = first_god; gl; gl = gl->next)
45 if (gl->name == name) 46 if (gl->name == name)
102 /* find a random god */ 103 /* find a random god */
103 if (!op->title) 104 if (!op->title)
104 { 105 {
105 int godnr = rndm (1, first_god->id); 106 int godnr = rndm (1, first_god->id);
106 107
107 for (godlink *gl = first_god; gl && gl->id != godnr; gl = gl->next) 108 for (godlink *gl = first_god; gl; gl = gl->next)
108 if (gl->id == godnr) 109 if (gl->id == godnr)
109 { 110 {
110 op->title = gl->name; 111 op->title = gl->name;
111 break; 112 break;
112 } 113 }
213 return 0; 214 return 0;
214 215
215 if (follower_has_similar_item (op, tr->item)) 216 if (follower_has_similar_item (op, tr->item))
216 return 0; 217 return 0;
217 218
218 object *tmp = arch_to_object (tr->item); 219 object *tmp = tr->item->instance ();
219 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));
220 op->insert (tmp); 221 op->insert (tmp);
221 222
222 return 1; 223 return 1;
223}
224
225/**
226 * Player prays at altar.
227 * Checks for god changing, divine intervention, and so on.
228 */
229void
230pray_at_altar (object *pl, object *altar, object *skill)
231{
232 object *pl_god = find_god (determine_god (pl));
233
234 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
235 return;
236
237 /* If non consecrate altar, don't do anything */
238 if (!altar->other_arch)
239 return;
240
241 /* hmm. what happend depends on pl's current god, level, etc */
242 if (!pl_god)
243 { /*new convert */
244 become_follower (pl, altar->other_arch);
245 return;
246 }
247 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
248 {
249 /* pray at your gods altar */
250 int bonus = (pl->stats.Wis + skill->level) / 10;
251
252 /* we can get neg grace up faster */
253 if (pl->stats.grace < 0)
254 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
255
256 /* we can super-charge grace to 2x max */
257 if (pl->stats.grace < 2 * pl->stats.maxgrace)
258 pl->stats.grace += bonus / 2;
259 else
260 pl->stats.grace = 2 * pl->stats.maxgrace;
261
262 /* Every once in a while, the god decides to checkup on their
263 * follower, and may intervene to help them out.
264 */
265 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
266
267 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
268 god_intervention (pl, pl_god, skill);
269 }
270 else
271 { /* praying to another god! */
272 uint64 loss = 0;
273 int angry = 1;
274
275 /* I believe the logic for detecting opposing gods was completely
276 * broken - I think it should work now. altar->other_arch
277 * points to the god of this altar (which we have
278 * already verified is non null). pl_god->other_arch
279 * is the opposing god - we need to verify that exists before
280 * using its values.
281 */
282 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
283 {
284 angry = 2;
285 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
286 {
287 object *tmp;
288
289 /* you really screwed up */
290 angry = 3;
291 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
292 tmp = get_archetype (LOOSE_MANA);
293 cast_magic_storm (pl, tmp, pl_god->level + 20);
294 }
295 else
296 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
297 }
298 else
299 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
300
301 /* whether we will be successfull in defecting or not -
302 * we lose experience from the clerical experience obj
303 */
304
305 loss = angry * (skill->stats.exp / 10);
306 if (loss)
307 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
308
309 /* May switch Gods, but its random chance based on our current level
310 * note it gets harder to swap gods the higher we get
311 */
312 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
313 become_follower (pl, altar->other_arch);
314 else
315 {
316 /* toss this player off the altar. He can try again. */
317 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
318 pl->contr->fire_on = 0;
319 pl->speed_left = 1.f;
320 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
321 }
322 }
323} 224}
324 225
325/** 226/**
326 * Removes special prayers given by a god. 227 * Removes special prayers given by a god.
327 */ 228 */
341 next_tmp = tmp->below; 242 next_tmp = tmp->below;
342 243
343 /* 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
344 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
345 */ 246 */
346 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
347 continue; 248 continue;
348 249
349 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
350 { 251 {
351 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);
379 do_forget_spell (op, tmp->name); 280 do_forget_spell (op, tmp->name);
380 } 281 }
381} 282}
382 283
383/** 284/**
285 * Unapplies up to number worth of items of type
286 */
287static void
288stop_using_item (object *op, int type, int number)
289{
290 for (object *tmp = op->inv; tmp && number; tmp = tmp->below)
291 if (tmp->type == type && tmp->flag [FLAG_APPLIED])
292 {
293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
294 --number;
295 }
296}
297
298/**
299 * If the god does/doesnt have this flag, we
300 * give/remove it from the experience object if it doesnt/does
301 * already exist. For players only!
302 */
303static inline void
304update_priest_flag (object *god, object *exp_ob, uint32 flag)
305{
306 exp_ob->flag [flag] = god->flag [flag];
307 return;
308
309 // old code follows for reference...
310 if (god->flag [flag] && !exp_ob->flag [flag])
311 exp_ob->set_flag (flag);
312 else if (exp_ob->flag [flag] && !god->flag [flag])
313 {
314 /* When this is called with the exp_ob set to the player,
315 * this check is broken, because most all players arch
316 * allow use of weapons. I'm not actually sure why this
317 * check is here - I guess if you had a case where the
318 * value in the archetype (wisdom) should over ride the restrictions
319 * the god places on it, this may make sense. But I don't think
320 * there is any case like that.
321 */
322/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
323 exp_ob->clr_flag (flag);
324 };
325}
326
327/**
328 * Forbids or let player use something item type.
329 * op is the player.
330 * exp_obj is the widsom experience.
331 * flag is the flag to check against.
332 * string is the string to print out.
333 */
334static int
335worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
336{
337 if (op->arch->flag [flag])
338 if (op->flag [flag] != exp_obj->flag [flag])
339 {
340 update_priest_flag (exp_obj, op, flag);
341 if (op->flag [flag])
342 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
343 else
344 {
345 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
346 return 1;
347 }
348 }
349
350 return 0;
351}
352
353/**
384 * This function is called whenever a player has 354 * This function is called whenever a player has
385 * 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
386 * that happen to the player, including the removal of godgiven 356 * that happen to the player, including the removal of godgiven
387 * items (from the former cult). 357 * items (from the former cult).
388 */ 358 */
389void 359void
390become_follower (object *op, object *new_god) 360object::become_follower (object *new_god)
391{ 361{
392 object *old_god = NULL; /* old god */ 362 object *old_god = 0; /* old god */
393 treasure *tr; 363 treasure *tr;
394 object *item, *skop, *next; 364 object *item, *skop, *next;
395 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. */
396 366
367 if (!contr)
368 return;
369
370 contr->queue_stats_update ();
371
397 old_god = find_god (determine_god (op)); 372 old_god = find_god (determine_god (this));
398 373
399 /* take away any special god-characteristic items. */ 374 /* take away any special god-characteristic items. */
400 for (item = op->inv; item; item = next) 375 for (item = inv; item; item = next)
401 { 376 {
402 next = item->below; 377 next = item->below;
403 378
404 // 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
405 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 380 if (item->flag [FLAG_STARTEQUIP] && item->invisible
406 (item->type != SKILL) && (item->type != FORCE)) 381 && item->type != SKILL && item->type != FORCE)
407 { 382 {
408 if (item->type == SPELL) 383 if (item->type == SPELL)
409 { 384 {
410 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);
411 esrv_remove_spell (op->contr, item); 386 esrv_remove_spell (contr, item);
412 } 387 }
413 388
414 player_unready_range_ob (op->contr, item);
415 item->destroy (); 389 item->destroy ();
416 } 390 }
417 } 391 }
418 392
419 /* remove any godgiven items from the old god */ 393 /* remove any godgiven items from the old god */
420 if (old_god) 394 if (old_god)
421 for (tr = old_god->randomitems->items; tr; tr = tr->next) 395 for (tr = old_god->randomitems->items; tr; tr = tr->next)
422 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) 396 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
423 follower_remove_similar_item (op, tr->item); 397 follower_remove_similar_item (this, tr->item);
424 398
425 if (!op || !new_god) 399 if (!new_god)
426 return; 400 return;
427 401
428 if (op->race && new_god->slaying && op->race.contains (new_god->slaying)) 402 if (new_god->slaying && new_god->slaying.contains (race))
429 { 403 {
430 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);
431 405
432 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) 406 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
433 { 407 {
434 object *tmp = get_archetype (LOOSE_MANA); 408 object *tmp = get_archetype (LOOSE_MANA);
435 409
436 cast_magic_storm (op, tmp, new_god->level + 10); 410 cast_magic_storm (this, tmp, new_god->level + 10);
437 } 411 }
438 412
439 return; 413 return;
440 } 414 }
441 415
442 /* give the player any special god-characteristic-items. */ 416 /* give the player any special god-characteristic-items. */
443 for (tr = new_god->randomitems->items; tr; tr = tr->next) 417 for (tr = new_god->randomitems->items; tr; tr = tr->next)
444 {
445 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK 418 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
446 && tr->item->type != BOOK && tr->item->type != SPELL) 419 && tr->item->type != BOOK && tr->item->type != SPELL)
447 god_gives_present (op, new_god, tr); 420 god_gives_present (this, new_god, tr);
448 }
449 421
450 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);
451 423
452 for (skop = op->inv; skop; skop = skop->below) 424 for (skop = inv; skop; skop = skop->below)
453 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 425 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
454 break; 426 break;
455 427
456 /* Player has no skill - give them the skill */ 428 /* Player has no skill - give them the skill */
457 if (!skop) 429 if (!skop)
458 /* The archetype should always be defined - if we crash here because it doesn't, 430 /* The archetype should always be defined - if we crash here because it doesn't,
459 * things are really messed up anyways. 431 * things are really messed up anyways.
460 */ 432 */
461 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); 433 skop = give_skill_by_name (this, shstr_praying);
462 434
463 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 435 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
464 436
465 /* 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,
466 * so I set undeadified for that. 438 * so I set undeadified for that.
467 * - gros, 21th July 2006. 439 * - gros, 21th July 2006.
468 */ 440 */
469 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD)) 441 if (old_god && old_god->flag [FLAG_UNDEAD])
470 { 442 {
471 CLEAR_FLAG (skop, FLAG_UNDEAD); 443 skop->clr_flag (FLAG_UNDEAD);
472 undeadified = 1; 444 undeadified = 1;
473 } 445 }
474 446
475 if (skop->title) 447 if (skop->title)
476 { 448 {
477 /* get rid of old god */ 449 /* get rid of old god */
478 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);
479 451
480 /* 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 */
481 if (sk_applied || undeadified) 453 if (sk_applied || undeadified)
482 { 454 {
483 CLEAR_FLAG (skop, FLAG_APPLIED); 455 skop->clr_flag (FLAG_APPLIED);
484 change_abil (op, skop); 456 change_abil (this, skop);
485 } 457 }
486 } 458 }
487 459
488 /* now change to the new gods attributes to exp_obj */ 460 /* now change to the new gods attributes to exp_obj */
489 skop->title = new_god->name; 461 skop->title = new_god->name;
513 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); 485 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
514 update_priest_flag (new_god, skop, FLAG_UNDEAD); 486 update_priest_flag (new_god, skop, FLAG_UNDEAD);
515 update_priest_flag (new_god, skop, FLAG_BLIND); 487 update_priest_flag (new_god, skop, FLAG_BLIND);
516 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! */
517 489
518 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);
519 491
520 /* 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
521 * 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
522 * have used armour/weapons in the first place. 494 * have used armour/weapons in the first place.
523 * 495 *
524 * 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
525 * 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.
526 */ 498 */
527 if (!present_in_ob_by_name (FORCE, "no weapon force", op)) 499 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
528 update_priest_flag (new_god, skop, FLAG_USE_WEAPON); 500 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
529 501
530 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); 502 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
531 503
532 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) 504 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
533 stop_using_item (op, WEAPON, 2); 505 stop_using_item (this, WEAPON, 2);
534 506
535 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) 507 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
536 { 508 {
537 stop_using_item (op, ARMOUR, 1); 509 stop_using_item (this, ARMOUR, 1);
538 stop_using_item (op, HELMET, 1); 510 stop_using_item (this, HELMET, 1);
539 stop_using_item (op, BOOTS, 1); 511 stop_using_item (this, BOOTS, 1);
540 stop_using_item (op, GLOVES, 1); 512 stop_using_item (this, GLOVES, 1);
541 stop_using_item (op, SHIELD, 1); 513 stop_using_item (this, SHIELD, 1);
542 } 514 }
543 515
544 SET_FLAG (skop, FLAG_APPLIED); 516 skop->set_flag (FLAG_APPLIED);
545 (void) change_abil (op, skop); 517 change_abil (this, skop);
546 518
547 /* return to previous skill status */ 519 /* return to previous skill status */
548 if (!sk_applied) 520 if (!sk_applied)
549 CLEAR_FLAG (skop, FLAG_APPLIED); 521 {
522 skop->clr_flag (FLAG_APPLIED);
523 contr->queue_stats_update ();
524 }
550 525
551 check_special_prayers (op, new_god); 526 check_special_prayers (this, new_god);
552}
553
554/**
555 * Forbids or let player use something item type.
556 * op is the player.
557 * exp_obj is the widsom experience.
558 * flag is the flag to check against.
559 * string is the string to print out.
560 */
561
562int
563worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
564{
565 if (QUERY_FLAG (op->arch, flag))
566 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
567 {
568 update_priest_flag (exp_obj, op, flag);
569 if (QUERY_FLAG (op, flag))
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
571 else
572 {
573 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
574 return 1;
575 }
576 }
577
578 return 0;
579}
580
581/**
582 * Unapplies up to number worth of items of type
583 */
584void
585stop_using_item (object *op, int type, int number)
586{
587 object *tmp;
588
589 for (tmp = op->inv; tmp && number; tmp = tmp->below)
590 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
591 {
592 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
593 number--;
594 }
595}
596
597/**
598 * If the god does/doesnt have this flag, we
599 * give/remove it from the experience object if it doesnt/does
600 * already exist. For players only!
601 */
602
603void
604update_priest_flag (object *god, object *exp_ob, uint32 flag)
605{
606 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
607 SET_FLAG (exp_ob, flag);
608 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
609 {
610 /* When this is called with the exp_ob set to the player,
611 * this check is broken, because most all players arch
612 * allow use of weapons. I'm not actually sure why this
613 * check is here - I guess if you had a case where the
614 * value in the archetype (wisdom) should over ride the restrictions
615 * the god places on it, this may make sense. But I don't think
616 * there is any case like that.
617 */
618
619/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
620 CLEAR_FLAG (exp_ob, flag);
621 };
622} 527}
623 528
624archetype * 529archetype *
625determine_holy_arch (object *god, shstr_cmp type) 530determine_holy_arch (object *god, shstr_cmp type)
626{ 531{
657 for (object *tmp = op->inv; tmp; tmp = tmp->below) 562 for (object *tmp = op->inv; tmp; tmp = tmp->below)
658 { 563 {
659 if (tmp->invisible) 564 if (tmp->invisible)
660 continue; 565 continue;
661 566
662 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 567 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
663 continue; 568 continue;
664 569
665 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 570 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
666 { 571 {
667 success = 1; 572 success = 1;
668 CLEAR_FLAG (tmp, FLAG_DAMNED); 573 tmp->clr_flag (FLAG_DAMNED);
669 CLEAR_FLAG (tmp, FLAG_CURSED); 574 tmp->clr_flag (FLAG_CURSED);
670 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 575 tmp->clr_flag (FLAG_KNOWN_CURSED);
671 576
672 if (object *pl = tmp->visible_to ()) 577 if (object *pl = tmp->visible_to ())
673 esrv_update_item (UPD_FLAGS, pl, tmp); 578 esrv_update_item (UPD_FLAGS, pl, tmp);
674 } 579 }
675 } 580 }
694 599
695 if (level <= 40) 600 if (level <= 40)
696 return (20 + (level - 20) / 2) / difficulty; 601 return (20 + (level - 20) / 2) / difficulty;
697 602
698 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 */
699} 645}
700 646
701/** 647/**
702 * God wants to enchant weapon. 648 * God wants to enchant weapon.
703 * 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
705 * attacktype, slaying and such. 651 * attacktype, slaying and such.
706 */ 652 */
707static int 653static int
708god_enchants_weapon (object *op, object *god, object *tr, object *skill) 654god_enchants_weapon (object *op, object *god, object *tr, object *skill)
709{ 655{
710 object *weapon; 656 if (!op->contr)
711 uint32 attacktype; 657 return 0;
712 int tmp;
713 658
714 for (weapon = op->inv; weapon; weapon = weapon->below) 659 object *weapon = op->contr->combat_ob;
715 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
716 break;
717 660
661 if (!weapon)
662 return 0;
663
664 if (weapon->type != WEAPON && weapon->type != BOW)
665 return 0;
666
718 if (!weapon || god_examines_item (god, weapon) <= 0) 667 if (god_examines_item (god, weapon) <= 0)
719 return 0; 668 return 0;
720 669
721 /* 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 */
722 if (!weapon->title) 671 if (!weapon->title)
723 { 672 {
736 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);
737 return 1; 686 return 1;
738 } 687 }
739 688
740 /* Add the gods attacktype */ 689 /* Add the gods attacktype */
741 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; 690 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
691
742 if ((attacktype & god->attacktype) != god->attacktype) 692 if ((attacktype & god->attacktype) != god->attacktype)
743 { 693 {
744 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); 694 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
745 weapon->attacktype = attacktype | god->attacktype; 695 weapon->attacktype = attacktype | god->attacktype;
746 return 1; 696 return 1;
747 } 697 }
748 698
749 /* Higher magic value */ 699 /* Higher magic value */
750 tmp = follower_level_to_enchantments (skill->level, tr->level); 700 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
751 if (weapon->magic < tmp)
752 { 701 {
753 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!");
754 weapon->magic++; 703 weapon->magic++;
755 704
756 if (object *pl = weapon->visible_to ()) 705 if (object *pl = weapon->visible_to ())
758 707
759 return 1; 708 return 1;
760 } 709 }
761 710
762 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;
763} 755}
764 756
765/** 757/**
766 * 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.
767 * 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
768 * priest. -b.t. 760 * priest. -b.t.
769 * called from pray_at_altar() currently. 761 * called from pray_at_altar() currently.
770 */ 762 */
771void 763static void
772god_intervention (object *op, object *god, object *skill) 764god_intervention (object *op, object *god, object *skill)
773{ 765{
774 treasure *tr; 766 treasure *tr;
775 767
776 if (!god || !god->randomitems) 768 if (!god || !god->randomitems)
904 { 896 {
905 object *depl; 897 object *depl;
906 archetype *at; 898 archetype *at;
907 int i; 899 int i;
908 900
909 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 901 if ((at = archetype::find (shstr_depletion)) == NULL)
910 { 902 {
911 LOG (llevError, "Could not find archetype depletion.\n"); 903 LOG (llevError, "Could not find archetype depletion.\n");
912 continue; 904 continue;
913 } 905 }
914 906
979 971
980 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); 972 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
981} 973}
982 974
983/** 975/**
984 * Checks and maybe punishes someone praying. 976 * Player prays at altar.
985 * All applied items are examined, if player is using more items of other gods, 977 * Checks for god changing, divine intervention, and so on.
986 * s/he loses experience in praying or general experience if no praying.
987 */ 978 */
988int 979void
989god_examines_priest (object *op, object *god) 980pray_at_altar (object *pl, object *altar, object *skill)
990{ 981{
991 int reaction = 1; 982 object *pl_god = find_god (determine_god (pl));
992 object *item = NULL, *skop;
993 983
994 for (item = op->inv; item; item = item->below) 984 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
995 if (QUERY_FLAG (item, FLAG_APPLIED))
996 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
997
998 /* well, well. Looks like we screwed up. Time for god's revenge */
999 if (reaction < 0)
1000 {
1001 int loss = 10000000;
1002 int angry = abs (reaction);
1003
1004 for (skop = op->inv; skop; skop = skop->below)
1005 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1006 break;
1007
1008 if (skop)
1009 loss = 0.05f * skop->stats.exp;
1010
1011 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1012
1013 if (random_roll (0, angry, op, PREFER_LOW))
1014 {
1015 object *tmp = get_archetype (LOOSE_MANA);
1016
1017 cast_magic_storm (op, tmp, op->level + (angry * 3));
1018 }
1019
1020 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1021 }
1022
1023 return reaction;
1024}
1025
1026/**
1027 * God checks item the player is using.
1028 * Return either -1 (bad), 0 (neutral) or
1029 * 1 (item is ok). If you are using the item of an enemy
1030 * god, it can be bad...-b.t.
1031 */
1032
1033int
1034god_examines_item (object *god, object *item)
1035{
1036 char buf[MAX_BUF];
1037
1038 if (!god || !item)
1039 return 0; 985 return;
1040 986
1041 if (!item->title) 987 /* If non consecrate altar, don't do anything */
1042 return 1; /* unclaimed item are ok */ 988 if (!altar->other_arch)
989 return;
1043 990
1044 sprintf (buf, "of %s", &god->name); 991 /* hmm. what happend depends on pl's current god, level, etc */
1045 if (!strcmp (item->title, buf)) 992 if (!pl_god)
1046 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;
1047 1002
1048 if (god->title) 1003 /* we can get neg grace up faster */
1049 { /* check if we have any enemy blessed item */ 1004 if (pl->stats.grace < 0)
1050 sprintf (buf, "of %s", &god->title); 1005 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1051 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.
1052 { 1015 */
1053 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)
1054 { 1037 {
1055 char buf[MAX_BUF]; 1038 object *tmp;
1056 1039
1057 sprintf (buf, "Heretic! You are using %s!", query_name (item)); 1040 /* you really screwed up */
1058 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);
1059 } 1045 }
1060 return -1; 1046 else
1047 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1048 }
1049 else
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
1061 } 1066 {
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 }
1062 } 1073 }
1063
1064 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1065}
1066
1067/**
1068 * Returns priest's god's id.
1069 * Straight calls lookup_god_by_name
1070 */
1071
1072int
1073get_god (object *priest)
1074{
1075 return lookup_god_by_name (determine_god (priest));
1076} 1074}
1077 1075
1078/** 1076/**
1079 * 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.
1080 * 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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