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Revision: 1.53
Committed: Sat Nov 7 18:30:06 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.52: +1 -1 lines
Log Message:
lots of cleanups

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.31 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.18 *
4 root 1.32 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.24 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.18 *
8 root 1.48 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.18 *
13 root 1.28 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.18 *
18 root 1.48 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.24 *
22 root 1.31 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.18 */
24 elmex 1.1
25     /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
26     * monster race initialization. b.t.
27     */
28    
29     /* Sept 1996 - moved code over to object -oriented gods -b.t. */
30    
31     #include <global.h>
32     #include <living.h>
33     #include <object.h>
34     #include <spells.h>
35     #include <sounds.h>
36 root 1.14 #include <sproto.h>
37 elmex 1.1
38     /**
39     * Returns the id of specified god.
40     */
41 root 1.51 static int
42 root 1.43 lookup_god_by_name (shstr_cmp name)
43 root 1.6 {
44 root 1.43 if (name)
45 root 1.41 for (godlink *gl = first_god; gl; gl = gl->next)
46     if (gl->name == name)
47     return gl->id;
48 root 1.27
49 root 1.41 return -1;
50 elmex 1.1 }
51    
52     /**
53     * Returns pointer to specified god's object through pntr_to_god_obj..
54     */
55 root 1.6 object *
56 root 1.43 find_god (shstr_cmp name)
57 root 1.6 {
58     if (name)
59 root 1.41 for (godlink *gl = first_god; gl; gl = gl->next)
60 root 1.43 if (gl->name == name)
61 root 1.41 return pntr_to_god_obj (gl);
62 elmex 1.1
63 root 1.41 return 0;
64 elmex 1.1 }
65    
66     /**
67 root 1.43 * 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     */
71     static shstr_tmp
72     get_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     }
81    
82     /**
83 elmex 1.1 * Determines if op worships a 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
86     * who they should worship based on their race. If that fails we
87     * give them a random one.
88     */
89 root 1.41 shstr_tmp
90 root 1.6 determine_god (object *op)
91     {
92     /* spells */
93     if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
94 root 1.41 if (lookup_god_by_name (op->title) >= 0)
95     return op->title;
96 root 1.6
97 root 1.41 if (!op->is_player () && op->flag [FLAG_ALIVE])
98 root 1.6 {
99     /* find a god based on race */
100     if (!op->title)
101 root 1.41 op->title = get_god_for_race (op->race);
102 root 1.3
103 root 1.6 /* find a random god */
104     if (!op->title)
105     {
106 root 1.41 int godnr = rndm (1, first_god->id);
107 root 1.6
108 root 1.46 for (godlink *gl = first_god; gl; gl = gl->next)
109 root 1.41 if (gl->id == godnr)
110     {
111     op->title = gl->name;
112 root 1.6 break;
113 root 1.41 }
114 root 1.3 }
115 elmex 1.1
116 root 1.6 return op->title;
117 elmex 1.1 }
118    
119 root 1.6 /* The god the player worships is in the praying skill (native skill
120     * not skill tool). Since a player can only have one instance of
121     * that skill, once we find it, we can return, either with the
122     * title or "none".
123     */
124     if (op->type == PLAYER)
125 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
126     if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
127     {
128     if (tmp->title)
129     return tmp->title;
130    
131     break;
132     }
133 root 1.29
134 root 1.41 return shstr_none;
135 elmex 1.1 }
136    
137     /**
138     * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
139     */
140 root 1.6 static int
141     same_string (const char *s1, const char *s2)
142 elmex 1.1 {
143 root 1.41 if (s1 == s2)
144     return 1;
145     else if (s1 && s2)
146     return !strcmp (s1, s2);
147     else
148 root 1.6 return 0;
149 elmex 1.1 }
150    
151     /**
152     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
153     * Any matching items in the inventory are deleted, and a
154     * message is displayed to the player.
155     */
156 root 1.6 static void
157     follower_remove_similar_item (object *op, object *item)
158 elmex 1.1 {
159 root 1.6 object *tmp, *next;
160    
161     if (op && op->type == PLAYER && op->contr)
162     {
163     /* search the inventory */
164     for (tmp = op->inv; tmp != NULL; tmp = next)
165     {
166     next = tmp->below; /* backup in case we remove tmp */
167    
168     if (tmp->type == item->type
169     && same_string (tmp->name, item->name)
170     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
171     {
172     /* message */
173 root 1.39 new_draw_info_format (NDI_UNIQUE, 0, op,
174     tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
175     query_short_name (tmp));
176 root 1.6
177 root 1.40 tmp->destroy ();
178 root 1.3 }
179 root 1.10
180 root 1.6 if (tmp->inv)
181     follower_remove_similar_item (tmp, item);
182 root 1.3 }
183 elmex 1.1 }
184     }
185    
186     /**
187     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
188     * Returns 1 if found, else 0.
189     */
190 root 1.6 static int
191     follower_has_similar_item (object *op, object *item)
192 elmex 1.1 {
193 root 1.6 object *tmp;
194 elmex 1.1
195 root 1.6 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
196     {
197     if (tmp->type == item->type
198     && same_string (tmp->name, item->name)
199     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
200     return 1;
201     if (tmp->inv && follower_has_similar_item (tmp, item))
202     return 1;
203 elmex 1.1 }
204 root 1.6 return 0;
205 elmex 1.1 }
206    
207     /**
208     * God gives an item to the player.
209     */
210 root 1.6 static int
211     god_gives_present (object *op, object *god, treasure *tr)
212 elmex 1.1 {
213 elmex 1.16 if (!tr->item)
214     return 0;
215    
216 root 1.26 if (follower_has_similar_item (op, tr->item))
217 root 1.6 return 0;
218 elmex 1.1
219 root 1.33 object *tmp = arch_to_object (tr->item);
220 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
221 root 1.33 op->insert (tmp);
222 elmex 1.16
223 root 1.6 return 1;
224 elmex 1.1 }
225    
226     /**
227     * Removes special prayers given by a god.
228     */
229 root 1.6 static void
230     check_special_prayers (object *op, object *god)
231 elmex 1.1 {
232 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
233     * by 'god'.
234     */
235     treasure *tr;
236     object *tmp, *next_tmp;
237     int remove = 0;
238    
239     /* Outer loop iterates over all special prayer marks */
240     for (tmp = op->inv; tmp; tmp = next_tmp)
241     {
242     next_tmp = tmp->below;
243    
244     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
245     * in that category, not something we need to worry about.
246     */
247     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
248     continue;
249 elmex 1.1
250 root 1.6 if (god->randomitems == NULL)
251     {
252     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
253     do_forget_spell (op, tmp->name);
254     continue;
255 root 1.3 }
256 elmex 1.1
257 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
258     * list. We default that the spell should be removed.
259     */
260     remove = 1;
261     for (tr = god->randomitems->items; tr; tr = tr->next)
262     {
263     object *item;
264    
265 elmex 1.16 if (!tr->item)
266 root 1.6 continue;
267 root 1.19
268 root 1.26 item = tr->item;
269 elmex 1.1
270 root 1.6 /* Basically, see if the matching spell is granted by this god. */
271 elmex 1.1
272 root 1.26 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
273 root 1.6 {
274     remove = 0;
275     break;
276 root 1.3 }
277     }
278 root 1.36
279 root 1.6 if (remove)
280 root 1.36 do_forget_spell (op, tmp->name);
281 elmex 1.1 }
282     }
283    
284     /**
285 root 1.50 * Unapplies up to number worth of items of type
286     */
287 root 1.51 static void
288 root 1.50 stop_using_item (object *op, int type, int number)
289     {
290     object *tmp;
291    
292     for (tmp = op->inv; tmp && number; tmp = tmp->below)
293     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
294     {
295     apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
296     number--;
297     }
298     }
299    
300     /**
301     * If the god does/doesnt have this flag, we
302     * give/remove it from the experience object if it doesnt/does
303     * already exist. For players only!
304     */
305     static void
306     update_priest_flag (object *god, object *exp_ob, uint32 flag)
307     {
308     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
309     SET_FLAG (exp_ob, flag);
310     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
311     {
312     /* When this is called with the exp_ob set to the player,
313     * this check is broken, because most all players arch
314     * allow use of weapons. I'm not actually sure why this
315     * check is here - I guess if you had a case where the
316     * value in the archetype (wisdom) should over ride the restrictions
317     * the god places on it, this may make sense. But I don't think
318     * there is any case like that.
319     */
320    
321     /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
322     CLEAR_FLAG (exp_ob, flag);
323     };
324     }
325    
326     /**
327     * Forbids or let player use something item type.
328     * op is the player.
329     * exp_obj is the widsom experience.
330     * flag is the flag to check against.
331     * string is the string to print out.
332     */
333     static int
334     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
335     {
336     if (QUERY_FLAG (op->arch, flag))
337     if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
338     {
339     update_priest_flag (exp_obj, op, flag);
340     if (QUERY_FLAG (op, flag))
341     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
342     else
343     {
344     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
345     return 1;
346     }
347     }
348    
349     return 0;
350     }
351    
352     /**
353 elmex 1.1 * This function is called whenever a player has
354     * switched to a new god. It handles basically all the stat changes
355     * that happen to the player, including the removal of godgiven
356     * items (from the former cult).
357     */
358 root 1.6 void
359     become_follower (object *op, object *new_god)
360     {
361     object *old_god = NULL; /* old god */
362     treasure *tr;
363     object *item, *skop, *next;
364     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
365    
366     old_god = find_god (determine_god (op));
367    
368     /* take away any special god-characteristic items. */
369 root 1.36 for (item = op->inv; item; item = next)
370 root 1.6 {
371     next = item->below;
372 root 1.36
373 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
374 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
375 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
376 root 1.6 {
377     if (item->type == SPELL)
378 root 1.36 {
379     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
380     esrv_remove_spell (op->contr, item);
381     }
382 root 1.10
383 root 1.6 player_unready_range_ob (op->contr, item);
384 root 1.40 item->destroy ();
385 root 1.6 }
386     }
387    
388     /* remove any godgiven items from the old god */
389     if (old_god)
390 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
391 root 1.26 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
392     follower_remove_similar_item (op, tr->item);
393 root 1.6
394     if (!op || !new_god)
395     return;
396    
397 root 1.47 if (new_god->slaying && op->race.contains (new_god->slaying))
398 root 1.6 {
399     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
400 root 1.19
401 root 1.6 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
402     {
403     object *tmp = get_archetype (LOOSE_MANA);
404    
405     cast_magic_storm (op, tmp, new_god->level + 10);
406     }
407 root 1.19
408 root 1.6 return;
409     }
410    
411     /* give the player any special god-characteristic-items. */
412 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
413 root 1.6 {
414 root 1.26 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
415     && tr->item->type != BOOK && tr->item->type != SPELL)
416 root 1.6 god_gives_present (op, new_god, tr);
417     }
418    
419     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
420    
421 root 1.37 for (skop = op->inv; skop; skop = skop->below)
422 root 1.6 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
423     break;
424    
425     /* Player has no skill - give them the skill */
426     if (!skop)
427 root 1.38 /* The archetype should always be defined - if we crash here because it doesn't,
428     * things are really messed up anyways.
429     */
430     skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
431 root 1.6
432     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
433    
434     /* Clear the "undead" status. We also need to force a call to change_abil,
435     * so I set undeadified for that.
436     * - gros, 21th July 2006.
437     */
438 root 1.38 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
439 root 1.6 {
440     CLEAR_FLAG (skop, FLAG_UNDEAD);
441     undeadified = 1;
442     }
443    
444     if (skop->title)
445 root 1.34 {
446     /* get rid of old god */
447 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
448 root 1.34
449 root 1.6 /* The point of this is to really show what abilities the player just lost */
450     if (sk_applied || undeadified)
451     {
452     CLEAR_FLAG (skop, FLAG_APPLIED);
453 root 1.34 change_abil (op, skop);
454 root 1.6 }
455 elmex 1.1 }
456    
457 root 1.6 /* now change to the new gods attributes to exp_obj */
458     skop->title = new_god->name;
459     skop->path_attuned = new_god->path_attuned;
460     skop->path_repelled = new_god->path_repelled;
461     skop->path_denied = new_god->path_denied;
462     /* copy god's resistances */
463     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
464    
465     /* make sure that certain immunities do NOT get passed
466     * to the follower!
467     */
468     for (i = 0; i < NROFATTACKS; i++)
469     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
470     skop->resist[i] = 30;
471    
472     skop->stats.hp = (sint16) new_god->last_heal;
473     skop->stats.sp = (sint16) new_god->last_sp;
474     skop->stats.grace = (sint16) new_god->last_grace;
475     skop->stats.food = (sint16) new_god->last_eat;
476     skop->stats.luck = (sint8) new_god->stats.luck;
477     /* gods may pass on certain flag properties */
478     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
479     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
480     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
481     update_priest_flag (new_god, skop, FLAG_STEALTH);
482     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
483     update_priest_flag (new_god, skop, FLAG_UNDEAD);
484     update_priest_flag (new_god, skop, FLAG_BLIND);
485     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
486    
487     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
488    
489     /* Weapon/armour use are special...handle flag toggles here as this can
490     * only happen when gods are worshipped and if the new priest could
491     * have used armour/weapons in the first place.
492     *
493     * This also can happen for monks which cannot use weapons. In this case
494     * do not allow to use weapons even if the god otherwise would allow it.
495     */
496     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
497     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
498 root 1.36
499 root 1.6 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
500    
501     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
502     stop_using_item (op, WEAPON, 2);
503    
504     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
505     {
506     stop_using_item (op, ARMOUR, 1);
507     stop_using_item (op, HELMET, 1);
508     stop_using_item (op, BOOTS, 1);
509     stop_using_item (op, GLOVES, 1);
510     stop_using_item (op, SHIELD, 1);
511     }
512 elmex 1.1
513 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
514     (void) change_abil (op, skop);
515 elmex 1.1
516 root 1.6 /* return to previous skill status */
517     if (!sk_applied)
518     CLEAR_FLAG (skop, FLAG_APPLIED);
519    
520     check_special_prayers (op, new_god);
521 elmex 1.1 }
522    
523 root 1.6 archetype *
524 root 1.43 determine_holy_arch (object *god, shstr_cmp type)
525 elmex 1.1 {
526 root 1.6 treasure *tr;
527 elmex 1.1
528 root 1.6 if (!god || !god->randomitems)
529     {
530     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
531 root 1.35 return 0;
532 elmex 1.1 }
533    
534 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
535 root 1.6 {
536     if (!tr->item)
537     continue;
538 elmex 1.16
539 root 1.26 object *item = tr->item;
540 elmex 1.1
541 root 1.43 if (item->type == BOOK && item->invisible && item->name == type)
542 root 1.6 return item->other_arch;
543 elmex 1.1 }
544 root 1.35
545     return 0;
546 elmex 1.1 }
547    
548     /**
549     * God helps player by removing curse and/or damnation.
550     */
551 root 1.6 static int
552     god_removes_curse (object *op, int remove_damnation)
553 elmex 1.1 {
554 root 1.6 int success = 0;
555 elmex 1.1
556 root 1.33 for (object *tmp = op->inv; tmp; tmp = tmp->below)
557 root 1.6 {
558     if (tmp->invisible)
559     continue;
560 root 1.33
561 root 1.6 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
562     continue;
563 root 1.33
564 root 1.6 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
565     {
566     success = 1;
567     CLEAR_FLAG (tmp, FLAG_DAMNED);
568     CLEAR_FLAG (tmp, FLAG_CURSED);
569     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
570 root 1.33
571     if (object *pl = tmp->visible_to ())
572     esrv_update_item (UPD_FLAGS, pl, tmp);
573 elmex 1.1 }
574     }
575    
576 root 1.6 if (success)
577     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
578 root 1.33
579 root 1.6 return success;
580 elmex 1.1 }
581    
582 root 1.6 static int
583     follower_level_to_enchantments (int level, int difficulty)
584 elmex 1.1 {
585 root 1.6 if (difficulty < 1)
586     {
587     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
588     return 0;
589 elmex 1.1 }
590    
591 root 1.6 if (level <= 20)
592     return level / difficulty;
593 root 1.35
594 root 1.6 if (level <= 40)
595     return (20 + (level - 20) / 2) / difficulty;
596 root 1.20
597 root 1.6 return (30 + (level - 40) / 4) / difficulty;
598 elmex 1.1 }
599    
600     /**
601 root 1.50 * God checks item the player is using.
602     * Return either -1 (bad), 0 (neutral) or
603     * 1 (item is ok). If you are using the item of an enemy
604     * god, it can be bad...-b.t.
605     */
606     static int
607     god_examines_item (object *god, object *item)
608     {
609     char buf[MAX_BUF];
610    
611     if (!god || !item)
612     return 0;
613    
614     if (!item->title)
615     return 1; /* unclaimed item are ok */
616    
617     sprintf (buf, "of %s", &god->name);
618     if (!strcmp (&item->title, buf))
619     return 1; /* belongs to that God */
620    
621     if (god->title)
622     { /* check if we have any enemy blessed item */
623     sprintf (buf, "of %s", &god->title);
624     if (!strcmp (&item->title, buf))
625     {
626     if (item->env)
627     {
628     char buf[MAX_BUF];
629    
630     sprintf (buf, "Heretic! You are using %s!", query_name (item));
631     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
632     }
633    
634     return -1;
635     }
636     }
637    
638     return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
639     }
640    
641     /**
642 elmex 1.1 * God wants to enchant weapon.
643     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
644     * it isn't a weapon for another god. If all is all right, update weapon with
645     * attacktype, slaying and such.
646     */
647 root 1.6 static int
648     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
649 elmex 1.1 {
650 root 1.6 object *weapon;
651     uint32 attacktype;
652     int tmp;
653    
654     for (weapon = op->inv; weapon; weapon = weapon->below)
655     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
656     break;
657 root 1.20
658 root 1.35 if (!weapon || god_examines_item (god, weapon) <= 0)
659 root 1.6 return 0;
660    
661     /* First give it a title, so other gods won't touch it */
662     if (!weapon->title)
663     {
664 root 1.35 weapon->title = format ("of %s", &god->name);
665 root 1.33
666     if (object *pl = weapon->visible_to ())
667     esrv_update_item (UPD_NAME, pl, weapon);
668    
669 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
670     }
671    
672     /* Allow the weapon to slay enemies */
673     if (!weapon->slaying && god->slaying)
674     {
675     weapon->slaying = god->slaying;
676     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
677     return 1;
678 elmex 1.1 }
679    
680 root 1.6 /* Add the gods attacktype */
681     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
682     if ((attacktype & god->attacktype) != god->attacktype)
683     {
684     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
685     weapon->attacktype = attacktype | god->attacktype;
686     return 1;
687 elmex 1.1 }
688    
689 root 1.6 /* Higher magic value */
690     tmp = follower_level_to_enchantments (skill->level, tr->level);
691     if (weapon->magic < tmp)
692     {
693     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
694     weapon->magic++;
695 root 1.33
696     if (object *pl = weapon->visible_to ())
697     esrv_update_item (UPD_NAME, pl, weapon);
698    
699 root 1.6 return 1;
700 elmex 1.1 }
701    
702 root 1.6 return 0;
703 elmex 1.1 }
704    
705     /**
706 root 1.50 * Checks and maybe punishes someone praying.
707     * All applied items are examined, if player is using more items of other gods,
708     * s/he loses experience in praying or general experience if no praying.
709     */
710     static int
711     god_examines_priest (object *op, object *god)
712     {
713     int reaction = 1;
714     object *item = NULL, *skop;
715    
716     for (item = op->inv; item; item = item->below)
717     if (QUERY_FLAG (item, FLAG_APPLIED))
718     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
719    
720     /* well, well. Looks like we screwed up. Time for god's revenge */
721     if (reaction < 0)
722     {
723     int loss = 10000000;
724     int angry = abs (reaction);
725    
726     for (skop = op->inv; skop; skop = skop->below)
727     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
728     break;
729    
730     if (skop)
731     loss = 0.05f * skop->stats.exp;
732    
733     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
734    
735     if (random_roll (0, angry, op, PREFER_LOW))
736     {
737     object *tmp = get_archetype (LOOSE_MANA);
738    
739     cast_magic_storm (op, tmp, op->level + (angry * 3));
740     }
741    
742     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
743     }
744    
745     return reaction;
746     }
747    
748     /**
749 elmex 1.1 * Every once in a while the god will intervene to help the worshiper.
750     * Later, this fctn can be used to supply quests, etc for the
751     * priest. -b.t.
752     * called from pray_at_altar() currently.
753     */
754 root 1.50 static void
755 root 1.6 god_intervention (object *op, object *god, object *skill)
756 elmex 1.1 {
757 root 1.6 treasure *tr;
758 elmex 1.1
759 root 1.6 if (!god || !god->randomitems)
760     {
761     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
762     return;
763 elmex 1.1 }
764    
765 root 1.6 check_special_prayers (op, god);
766 elmex 1.1
767 root 1.6 /* lets do some checks of whether we are kosher with our god */
768     if (god_examines_priest (op, god) < 0)
769     return;
770 elmex 1.1
771 root 1.29 op->play_sound (sound_find ("god_intervention"));
772 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
773 elmex 1.1
774 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
775 root 1.6 {
776     object *item;
777    
778     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
779     continue;
780 elmex 1.1
781 root 1.6 /* Treasurelist - generate some treasure for the follower */
782     if (tr->name)
783     {
784 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
785 root 1.6
786     if (tl == NULL)
787 elmex 1.1 continue;
788    
789 root 1.29 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
790 elmex 1.1
791 root 1.33 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
792 root 1.6 return;
793 elmex 1.1 }
794    
795 root 1.6 if (!tr->item)
796 elmex 1.16 continue;
797    
798 root 1.26 item = tr->item;
799 elmex 1.1
800 root 1.6 /* Grace limit */
801 root 1.43 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
802 root 1.6 {
803     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
804     {
805     /* Follower lacks the required grace for the following
806     * treasure list items. */
807    
808 root 1.43 object *tmp = get_archetype (HOLY_POSSESSION);
809 root 1.6 cast_change_ability (op, op, tmp, 0, 1);
810 root 1.40 tmp->destroy ();
811 root 1.6 return;
812 elmex 1.1 }
813 root 1.29
814 root 1.6 continue;
815 elmex 1.1 }
816    
817 root 1.6 /* Restore grace */
818 root 1.43 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
819 root 1.6 {
820     if (op->stats.grace >= 0)
821     continue;
822 root 1.43
823 root 1.6 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
824     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
825     return;
826 elmex 1.1 }
827    
828 root 1.6 /* Heal damage */
829     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
830     {
831     if (op->stats.hp >= op->stats.maxhp)
832     continue;
833 root 1.43
834 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
835     op->stats.hp = op->stats.maxhp;
836     return;
837 elmex 1.1 }
838    
839 root 1.6 /* Restore spellpoints */
840     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
841 elmex 1.1 {
842 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
843    
844     /* Restore to 50 .. 100%, if sp < 50% */
845     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
846    
847     if (op->stats.sp >= max / 2)
848     continue;
849 root 1.35
850     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
851 root 1.6 op->stats.sp = new_sp;
852 elmex 1.1 }
853    
854 root 1.6 /* Various heal spells */
855     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
856 elmex 1.1 {
857 root 1.35 object *tmp = archetype::get (item->slaying);
858     int success = cast_heal (op, op, tmp, 0);
859 root 1.40 tmp->destroy ();
860 elmex 1.1
861 root 1.6 if (success)
862     return;
863     else
864     continue;
865 elmex 1.1 }
866    
867 root 1.6 /* Remove curse */
868     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
869 elmex 1.1 {
870 root 1.6 if (god_removes_curse (op, 0))
871     return;
872     else
873     continue;
874 elmex 1.1 }
875    
876 root 1.6 /* Remove damnation */
877     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
878 elmex 1.1 {
879 root 1.6 if (god_removes_curse (op, 1))
880     return;
881     else
882     continue;
883 elmex 1.1 }
884    
885 root 1.6 /* Heal depletion */
886     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
887 elmex 1.1 {
888 root 1.6 object *depl;
889     archetype *at;
890     int i;
891    
892 root 1.53 if ((at = archetype::find (shstr_depletion)) == NULL)
893 root 1.6 {
894     LOG (llevError, "Could not find archetype depletion.\n");
895     continue;
896 elmex 1.1 }
897 root 1.43
898 root 1.6 depl = present_arch_in_ob (at, op);
899 root 1.10
900 root 1.6 if (depl == NULL)
901     continue;
902 root 1.10
903 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
904 root 1.10
905 root 1.6 for (i = 0; i < NUM_STATS; i++)
906 root 1.21 if (depl->stats.stat (i))
907 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
908 root 1.10
909 root 1.40 depl->destroy ();
910 root 1.13 op->update_stats ();
911 root 1.6 return;
912 elmex 1.1 }
913 root 1.6
914     /* Voices */
915     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
916     {
917 root 1.29 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
918 root 1.6 new_draw_info (NDI_WHITE, 0, op, item->msg);
919     return;
920 elmex 1.1 }
921    
922 root 1.6 /* Messages */
923     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
924 elmex 1.1 {
925 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
926     return;
927 elmex 1.1 }
928    
929 root 1.6 /* Enchant weapon */
930     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
931 elmex 1.1 {
932 root 1.6 if (god_enchants_weapon (op, god, item, skill))
933     return;
934     else
935     continue;
936 elmex 1.1 }
937    
938 root 1.6 /* Spellbooks - works correctly only for prayers */
939     if (item->type == SPELL)
940 elmex 1.1 {
941 root 1.6 if (check_spell_known (op, item->name))
942     continue;
943     if (item->level > skill->level)
944     continue;
945 elmex 1.1
946 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
947     do_learn_spell (op, item, 1);
948     return;
949 elmex 1.1
950 root 1.3 }
951 elmex 1.1
952 root 1.6 /* Other gifts */
953     if (!item->invisible)
954     {
955     if (god_gives_present (op, god, tr))
956     return;
957     else
958     continue;
959 elmex 1.1 }
960 root 1.6 /* else ignore it */
961 elmex 1.1 }
962    
963 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
964 elmex 1.1 }
965    
966     /**
967 root 1.50 * Player prays at altar.
968     * Checks for god changing, divine intervention, and so on.
969 elmex 1.1 */
970 root 1.50 void
971     pray_at_altar (object *pl, object *altar, object *skill)
972 root 1.6 {
973 root 1.50 object *pl_god = find_god (determine_god (pl));
974    
975     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
976     return;
977 elmex 1.1
978 root 1.50 /* If non consecrate altar, don't do anything */
979     if (!altar->other_arch)
980     return;
981 elmex 1.1
982 root 1.50 /* hmm. what happend depends on pl's current god, level, etc */
983     if (!pl_god)
984     { /*new convert */
985     become_follower (pl, altar->other_arch);
986     return;
987     }
988     else if (pl_god->name == altar->other_arch->object::name)
989 root 1.6 {
990 root 1.50 /* pray at your gods altar */
991     /* this leads to very low levels of wis and pray to result in no doubling! */
992     int bonus = (pl->stats.Wis + skill->level) / 10;
993    
994     /* we can get neg grace up faster */
995     if (pl->stats.grace < 0)
996     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
997 elmex 1.1
998 root 1.50 /* we can super-charge grace to 2x max */
999     if (pl->stats.grace < 2 * pl->stats.maxgrace)
1000     pl->stats.grace += bonus / 2;
1001     else
1002     pl->stats.grace = 2 * pl->stats.maxgrace;
1003 root 1.6
1004 root 1.50 /* Every once in a while, the god decides to checkup on their
1005     * follower, and may intervene to help them out.
1006     */
1007     bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1008 root 1.37
1009 root 1.50 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1010     god_intervention (pl, pl_god, skill);
1011     }
1012     else
1013     { /* praying to another god! */
1014     uint64 loss = 0;
1015     int angry = 1;
1016 root 1.37
1017 root 1.50 /* I believe the logic for detecting opposing gods was completely
1018     * broken - I think it should work now. altar->other_arch
1019     * points to the god of this altar (which we have
1020     * already verified is non null). pl_god->other_arch
1021     * is the opposing god - we need to verify that exists before
1022     * using its values.
1023     */
1024     if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1025 root 1.6 {
1026 root 1.50 angry = 2;
1027     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1028     {
1029     object *tmp;
1030 elmex 1.1
1031 root 1.50 /* you really screwed up */
1032     angry = 3;
1033     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1034     tmp = get_archetype (LOOSE_MANA);
1035     cast_magic_storm (pl, tmp, pl_god->level + 20);
1036     }
1037     else
1038     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1039 root 1.3 }
1040 root 1.50 else
1041     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1042 root 1.37
1043 root 1.50 /* whether we will be successfull in defecting or not -
1044     * we lose experience from the clerical experience obj
1045     */
1046 root 1.37
1047 root 1.50 loss = angry * (skill->stats.exp / 10);
1048     if (loss)
1049     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
1050 elmex 1.1
1051 root 1.50 /* May switch Gods, but its random chance based on our current level
1052     * note it gets harder to swap gods the higher we get
1053     */
1054     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1055     become_follower (pl, altar->other_arch);
1056     else
1057 root 1.6 {
1058 root 1.50 /* toss this player off the altar. He can try again. */
1059     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1060     pl->contr->fire_on = 0;
1061     pl->speed_left = 1.f;
1062     move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1063 root 1.6 }
1064 elmex 1.1 }
1065     }
1066    
1067     /**
1068     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1069     * Returns false if there was no race to assign to the slaying field of the spell, but
1070     * the spell attacktype contains AT_HOLYWORD. -b.t.
1071     */
1072 root 1.6 int
1073     tailor_god_spell (object *spellop, object *caster)
1074     {
1075     object *god = find_god (determine_god (caster));
1076     int caster_is_spell = 0;
1077    
1078     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1079     caster_is_spell = 1;
1080    
1081     /* if caster is a rune or the like, it doesn't worship anything. However,
1082     * if this object is owned by someone, then the god that they worship
1083     * is relevant, so use that.
1084     */
1085 root 1.11 if (!god && caster->owner)
1086     god = find_god (determine_god (caster->owner));
1087 root 1.6
1088     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1089     {
1090     if (!caster_is_spell)
1091     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1092     else
1093     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1094 root 1.10
1095 root 1.40 spellop->destroy ();
1096 root 1.6 return 0;
1097 elmex 1.1 }
1098    
1099 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1100     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1101     {
1102     if (spellop->slaying)
1103     spellop->slaying = NULL;
1104 root 1.4
1105 root 1.6 if (!caster_is_spell)
1106     spellop->slaying = god->slaying;
1107     else if (caster->slaying)
1108     spellop->slaying = caster->slaying;
1109 elmex 1.1 }
1110    
1111 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1112     if (spellop->attacktype & AT_GODPOWER)
1113     spellop->attacktype = spellop->attacktype | god->attacktype;
1114 elmex 1.1
1115 root 1.6 /* tack on the god's name to the spell */
1116     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1117     {
1118     spellop->title = god->name;
1119     if (spellop->title)
1120     {
1121     char buf[MAX_BUF];
1122    
1123     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1124     spellop->name = spellop->name_pl = buf;
1125 root 1.3 }
1126 root 1.6 }
1127 elmex 1.1
1128 root 1.6 return 1;
1129 elmex 1.1 }