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Revision: 1.58
Committed: Fri Apr 2 03:41:25 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.57: +0 -1 lines
Log Message:
preliminary check-in with dbeugging code

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 1.57 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.56 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 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 1.55 object *tmp = tr->item->instance ();
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 1.40 item->destroy ();
384 root 1.6 }
385     }
386    
387     /* remove any godgiven items from the old god */
388     if (old_god)
389 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
390 root 1.26 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
391     follower_remove_similar_item (op, tr->item);
392 root 1.6
393     if (!op || !new_god)
394     return;
395    
396 root 1.47 if (new_god->slaying && op->race.contains (new_god->slaying))
397 root 1.6 {
398     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
399 root 1.19
400 root 1.6 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
401     {
402     object *tmp = get_archetype (LOOSE_MANA);
403    
404     cast_magic_storm (op, tmp, new_god->level + 10);
405     }
406 root 1.19
407 root 1.6 return;
408     }
409    
410     /* give the player any special god-characteristic-items. */
411 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
412 root 1.6 {
413 root 1.26 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
414     && tr->item->type != BOOK && tr->item->type != SPELL)
415 root 1.6 god_gives_present (op, new_god, tr);
416     }
417    
418     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
419    
420 root 1.37 for (skop = op->inv; skop; skop = skop->below)
421 root 1.6 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
422     break;
423    
424     /* Player has no skill - give them the skill */
425     if (!skop)
426 root 1.38 /* The archetype should always be defined - if we crash here because it doesn't,
427     * things are really messed up anyways.
428     */
429     skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
430 root 1.6
431     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
432    
433     /* Clear the "undead" status. We also need to force a call to change_abil,
434     * so I set undeadified for that.
435     * - gros, 21th July 2006.
436     */
437 root 1.38 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
438 root 1.6 {
439     CLEAR_FLAG (skop, FLAG_UNDEAD);
440     undeadified = 1;
441     }
442    
443     if (skop->title)
444 root 1.34 {
445     /* get rid of old god */
446 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
447 root 1.34
448 root 1.6 /* The point of this is to really show what abilities the player just lost */
449     if (sk_applied || undeadified)
450     {
451     CLEAR_FLAG (skop, FLAG_APPLIED);
452 root 1.34 change_abil (op, skop);
453 root 1.6 }
454 elmex 1.1 }
455    
456 root 1.6 /* now change to the new gods attributes to exp_obj */
457     skop->title = new_god->name;
458     skop->path_attuned = new_god->path_attuned;
459     skop->path_repelled = new_god->path_repelled;
460     skop->path_denied = new_god->path_denied;
461     /* copy god's resistances */
462     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
463    
464     /* make sure that certain immunities do NOT get passed
465     * to the follower!
466     */
467     for (i = 0; i < NROFATTACKS; i++)
468     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
469     skop->resist[i] = 30;
470    
471     skop->stats.hp = (sint16) new_god->last_heal;
472     skop->stats.sp = (sint16) new_god->last_sp;
473     skop->stats.grace = (sint16) new_god->last_grace;
474     skop->stats.food = (sint16) new_god->last_eat;
475     skop->stats.luck = (sint8) new_god->stats.luck;
476     /* gods may pass on certain flag properties */
477     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
478     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
479     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
480     update_priest_flag (new_god, skop, FLAG_STEALTH);
481     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
482     update_priest_flag (new_god, skop, FLAG_UNDEAD);
483     update_priest_flag (new_god, skop, FLAG_BLIND);
484     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
485    
486     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
487    
488     /* Weapon/armour use are special...handle flag toggles here as this can
489     * only happen when gods are worshipped and if the new priest could
490     * have used armour/weapons in the first place.
491     *
492     * This also can happen for monks which cannot use weapons. In this case
493     * do not allow to use weapons even if the god otherwise would allow it.
494     */
495     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
496     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
497 root 1.36
498 root 1.6 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
499    
500     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
501     stop_using_item (op, WEAPON, 2);
502    
503     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
504     {
505     stop_using_item (op, ARMOUR, 1);
506     stop_using_item (op, HELMET, 1);
507     stop_using_item (op, BOOTS, 1);
508     stop_using_item (op, GLOVES, 1);
509     stop_using_item (op, SHIELD, 1);
510     }
511 elmex 1.1
512 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
513 root 1.54 change_abil (op, skop);
514 elmex 1.1
515 root 1.6 /* return to previous skill status */
516     if (!sk_applied)
517     CLEAR_FLAG (skop, FLAG_APPLIED);
518    
519     check_special_prayers (op, new_god);
520 elmex 1.1 }
521    
522 root 1.6 archetype *
523 root 1.43 determine_holy_arch (object *god, shstr_cmp type)
524 elmex 1.1 {
525 root 1.6 treasure *tr;
526 elmex 1.1
527 root 1.6 if (!god || !god->randomitems)
528     {
529     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
530 root 1.35 return 0;
531 elmex 1.1 }
532    
533 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
534 root 1.6 {
535     if (!tr->item)
536     continue;
537 elmex 1.16
538 root 1.26 object *item = tr->item;
539 elmex 1.1
540 root 1.43 if (item->type == BOOK && item->invisible && item->name == type)
541 root 1.6 return item->other_arch;
542 elmex 1.1 }
543 root 1.35
544     return 0;
545 elmex 1.1 }
546    
547     /**
548     * God helps player by removing curse and/or damnation.
549     */
550 root 1.6 static int
551     god_removes_curse (object *op, int remove_damnation)
552 elmex 1.1 {
553 root 1.6 int success = 0;
554 elmex 1.1
555 root 1.33 for (object *tmp = op->inv; tmp; tmp = tmp->below)
556 root 1.6 {
557     if (tmp->invisible)
558     continue;
559 root 1.33
560 root 1.6 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
561     continue;
562 root 1.33
563 root 1.6 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
564     {
565     success = 1;
566     CLEAR_FLAG (tmp, FLAG_DAMNED);
567     CLEAR_FLAG (tmp, FLAG_CURSED);
568     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
569 root 1.33
570     if (object *pl = tmp->visible_to ())
571     esrv_update_item (UPD_FLAGS, pl, tmp);
572 elmex 1.1 }
573     }
574    
575 root 1.6 if (success)
576     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
577 root 1.33
578 root 1.6 return success;
579 elmex 1.1 }
580    
581 root 1.6 static int
582     follower_level_to_enchantments (int level, int difficulty)
583 elmex 1.1 {
584 root 1.6 if (difficulty < 1)
585     {
586     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
587     return 0;
588 elmex 1.1 }
589    
590 root 1.6 if (level <= 20)
591     return level / difficulty;
592 root 1.35
593 root 1.6 if (level <= 40)
594     return (20 + (level - 20) / 2) / difficulty;
595 root 1.20
596 root 1.6 return (30 + (level - 40) / 4) / difficulty;
597 elmex 1.1 }
598    
599     /**
600 root 1.50 * God checks item the player is using.
601     * Return either -1 (bad), 0 (neutral) or
602     * 1 (item is ok). If you are using the item of an enemy
603     * god, it can be bad...-b.t.
604     */
605     static int
606     god_examines_item (object *god, object *item)
607     {
608     char buf[MAX_BUF];
609    
610     if (!god || !item)
611     return 0;
612    
613     if (!item->title)
614     return 1; /* unclaimed item are ok */
615    
616     sprintf (buf, "of %s", &god->name);
617     if (!strcmp (&item->title, buf))
618     return 1; /* belongs to that God */
619    
620     if (god->title)
621     { /* check if we have any enemy blessed item */
622     sprintf (buf, "of %s", &god->title);
623     if (!strcmp (&item->title, buf))
624     {
625     if (item->env)
626     {
627     char buf[MAX_BUF];
628    
629     sprintf (buf, "Heretic! You are using %s!", query_name (item));
630     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
631     }
632    
633     return -1;
634     }
635     }
636    
637     return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
638     }
639    
640     /**
641 elmex 1.1 * God wants to enchant weapon.
642     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
643     * it isn't a weapon for another god. If all is all right, update weapon with
644     * attacktype, slaying and such.
645     */
646 root 1.6 static int
647     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
648 elmex 1.1 {
649 root 1.6 object *weapon;
650     uint32 attacktype;
651     int tmp;
652    
653     for (weapon = op->inv; weapon; weapon = weapon->below)
654     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
655     break;
656 root 1.20
657 root 1.35 if (!weapon || god_examines_item (god, weapon) <= 0)
658 root 1.6 return 0;
659    
660     /* First give it a title, so other gods won't touch it */
661     if (!weapon->title)
662     {
663 root 1.35 weapon->title = format ("of %s", &god->name);
664 root 1.33
665     if (object *pl = weapon->visible_to ())
666     esrv_update_item (UPD_NAME, pl, weapon);
667    
668 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
669     }
670    
671     /* Allow the weapon to slay enemies */
672     if (!weapon->slaying && god->slaying)
673     {
674     weapon->slaying = god->slaying;
675     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
676     return 1;
677 elmex 1.1 }
678    
679 root 1.6 /* Add the gods attacktype */
680     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
681     if ((attacktype & god->attacktype) != god->attacktype)
682     {
683     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
684     weapon->attacktype = attacktype | god->attacktype;
685     return 1;
686 elmex 1.1 }
687    
688 root 1.6 /* Higher magic value */
689     tmp = follower_level_to_enchantments (skill->level, tr->level);
690     if (weapon->magic < tmp)
691     {
692     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
693     weapon->magic++;
694 root 1.33
695     if (object *pl = weapon->visible_to ())
696     esrv_update_item (UPD_NAME, pl, weapon);
697    
698 root 1.6 return 1;
699 elmex 1.1 }
700    
701 root 1.6 return 0;
702 elmex 1.1 }
703    
704     /**
705 root 1.50 * Checks and maybe punishes someone praying.
706     * All applied items are examined, if player is using more items of other gods,
707     * s/he loses experience in praying or general experience if no praying.
708     */
709     static int
710     god_examines_priest (object *op, object *god)
711     {
712     int reaction = 1;
713     object *item = NULL, *skop;
714    
715     for (item = op->inv; item; item = item->below)
716     if (QUERY_FLAG (item, FLAG_APPLIED))
717     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
718    
719     /* well, well. Looks like we screwed up. Time for god's revenge */
720     if (reaction < 0)
721     {
722     int loss = 10000000;
723     int angry = abs (reaction);
724    
725     for (skop = op->inv; skop; skop = skop->below)
726     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
727     break;
728    
729     if (skop)
730     loss = 0.05f * skop->stats.exp;
731    
732     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
733    
734     if (random_roll (0, angry, op, PREFER_LOW))
735     {
736     object *tmp = get_archetype (LOOSE_MANA);
737    
738     cast_magic_storm (op, tmp, op->level + (angry * 3));
739     }
740    
741     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
742     }
743    
744     return reaction;
745     }
746    
747     /**
748 elmex 1.1 * Every once in a while the god will intervene to help the worshiper.
749     * Later, this fctn can be used to supply quests, etc for the
750     * priest. -b.t.
751     * called from pray_at_altar() currently.
752     */
753 root 1.50 static void
754 root 1.6 god_intervention (object *op, object *god, object *skill)
755 elmex 1.1 {
756 root 1.6 treasure *tr;
757 elmex 1.1
758 root 1.6 if (!god || !god->randomitems)
759     {
760     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
761     return;
762 elmex 1.1 }
763    
764 root 1.6 check_special_prayers (op, god);
765 elmex 1.1
766 root 1.6 /* lets do some checks of whether we are kosher with our god */
767     if (god_examines_priest (op, god) < 0)
768     return;
769 elmex 1.1
770 root 1.29 op->play_sound (sound_find ("god_intervention"));
771 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
772 elmex 1.1
773 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
774 root 1.6 {
775     object *item;
776    
777     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
778     continue;
779 elmex 1.1
780 root 1.6 /* Treasurelist - generate some treasure for the follower */
781     if (tr->name)
782     {
783 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
784 root 1.6
785     if (tl == NULL)
786 elmex 1.1 continue;
787    
788 root 1.29 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
789 elmex 1.1
790 root 1.33 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
791 root 1.6 return;
792 elmex 1.1 }
793    
794 root 1.6 if (!tr->item)
795 elmex 1.16 continue;
796    
797 root 1.26 item = tr->item;
798 elmex 1.1
799 root 1.6 /* Grace limit */
800 root 1.43 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
801 root 1.6 {
802     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
803     {
804     /* Follower lacks the required grace for the following
805     * treasure list items. */
806    
807 root 1.43 object *tmp = get_archetype (HOLY_POSSESSION);
808 root 1.6 cast_change_ability (op, op, tmp, 0, 1);
809 root 1.40 tmp->destroy ();
810 root 1.6 return;
811 elmex 1.1 }
812 root 1.29
813 root 1.6 continue;
814 elmex 1.1 }
815    
816 root 1.6 /* Restore grace */
817 root 1.43 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
818 root 1.6 {
819     if (op->stats.grace >= 0)
820     continue;
821 root 1.43
822 root 1.6 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
823     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
824     return;
825 elmex 1.1 }
826    
827 root 1.6 /* Heal damage */
828     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
829     {
830     if (op->stats.hp >= op->stats.maxhp)
831     continue;
832 root 1.43
833 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
834     op->stats.hp = op->stats.maxhp;
835     return;
836 elmex 1.1 }
837    
838 root 1.6 /* Restore spellpoints */
839     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
840 elmex 1.1 {
841 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
842    
843     /* Restore to 50 .. 100%, if sp < 50% */
844     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
845    
846     if (op->stats.sp >= max / 2)
847     continue;
848 root 1.35
849     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
850 root 1.6 op->stats.sp = new_sp;
851 elmex 1.1 }
852    
853 root 1.6 /* Various heal spells */
854     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
855 elmex 1.1 {
856 root 1.35 object *tmp = archetype::get (item->slaying);
857     int success = cast_heal (op, op, tmp, 0);
858 root 1.40 tmp->destroy ();
859 elmex 1.1
860 root 1.6 if (success)
861     return;
862     else
863     continue;
864 elmex 1.1 }
865    
866 root 1.6 /* Remove curse */
867     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
868 elmex 1.1 {
869 root 1.6 if (god_removes_curse (op, 0))
870     return;
871     else
872     continue;
873 elmex 1.1 }
874    
875 root 1.6 /* Remove damnation */
876     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
877 elmex 1.1 {
878 root 1.6 if (god_removes_curse (op, 1))
879     return;
880     else
881     continue;
882 elmex 1.1 }
883    
884 root 1.6 /* Heal depletion */
885     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
886 elmex 1.1 {
887 root 1.6 object *depl;
888     archetype *at;
889     int i;
890    
891 root 1.53 if ((at = archetype::find (shstr_depletion)) == NULL)
892 root 1.6 {
893     LOG (llevError, "Could not find archetype depletion.\n");
894     continue;
895 elmex 1.1 }
896 root 1.43
897 root 1.6 depl = present_arch_in_ob (at, op);
898 root 1.10
899 root 1.6 if (depl == NULL)
900     continue;
901 root 1.10
902 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
903 root 1.10
904 root 1.6 for (i = 0; i < NUM_STATS; i++)
905 root 1.21 if (depl->stats.stat (i))
906 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
907 root 1.10
908 root 1.40 depl->destroy ();
909 root 1.13 op->update_stats ();
910 root 1.6 return;
911 elmex 1.1 }
912 root 1.6
913     /* Voices */
914     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
915     {
916 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:");
917 root 1.6 new_draw_info (NDI_WHITE, 0, op, item->msg);
918     return;
919 elmex 1.1 }
920    
921 root 1.6 /* Messages */
922     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
923 elmex 1.1 {
924 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
925     return;
926 elmex 1.1 }
927    
928 root 1.6 /* Enchant weapon */
929     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
930 elmex 1.1 {
931 root 1.6 if (god_enchants_weapon (op, god, item, skill))
932     return;
933     else
934     continue;
935 elmex 1.1 }
936    
937 root 1.6 /* Spellbooks - works correctly only for prayers */
938     if (item->type == SPELL)
939 elmex 1.1 {
940 root 1.6 if (check_spell_known (op, item->name))
941     continue;
942     if (item->level > skill->level)
943     continue;
944 elmex 1.1
945 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
946     do_learn_spell (op, item, 1);
947     return;
948 elmex 1.1
949 root 1.3 }
950 elmex 1.1
951 root 1.6 /* Other gifts */
952     if (!item->invisible)
953     {
954     if (god_gives_present (op, god, tr))
955     return;
956     else
957     continue;
958 elmex 1.1 }
959 root 1.6 /* else ignore it */
960 elmex 1.1 }
961    
962 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
963 elmex 1.1 }
964    
965     /**
966 root 1.50 * Player prays at altar.
967     * Checks for god changing, divine intervention, and so on.
968 elmex 1.1 */
969 root 1.50 void
970     pray_at_altar (object *pl, object *altar, object *skill)
971 root 1.6 {
972 root 1.50 object *pl_god = find_god (determine_god (pl));
973    
974     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
975     return;
976 elmex 1.1
977 root 1.50 /* If non consecrate altar, don't do anything */
978     if (!altar->other_arch)
979     return;
980 elmex 1.1
981 root 1.50 /* hmm. what happend depends on pl's current god, level, etc */
982     if (!pl_god)
983     { /*new convert */
984     become_follower (pl, altar->other_arch);
985     return;
986     }
987     else if (pl_god->name == altar->other_arch->object::name)
988 root 1.6 {
989 root 1.50 /* pray at your gods altar */
990     /* this leads to very low levels of wis and pray to result in no doubling! */
991     int bonus = (pl->stats.Wis + skill->level) / 10;
992    
993     /* we can get neg grace up faster */
994     if (pl->stats.grace < 0)
995     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
996 elmex 1.1
997 root 1.50 /* we can super-charge grace to 2x max */
998     if (pl->stats.grace < 2 * pl->stats.maxgrace)
999     pl->stats.grace += bonus / 2;
1000     else
1001     pl->stats.grace = 2 * pl->stats.maxgrace;
1002 root 1.6
1003 root 1.50 /* Every once in a while, the god decides to checkup on their
1004     * follower, and may intervene to help them out.
1005     */
1006     bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1007 root 1.37
1008 root 1.50 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1009     god_intervention (pl, pl_god, skill);
1010     }
1011     else
1012     { /* praying to another god! */
1013     uint64 loss = 0;
1014     int angry = 1;
1015 root 1.37
1016 root 1.50 /* I believe the logic for detecting opposing gods was completely
1017     * broken - I think it should work now. altar->other_arch
1018     * points to the god of this altar (which we have
1019     * already verified is non null). pl_god->other_arch
1020     * is the opposing god - we need to verify that exists before
1021     * using its values.
1022     */
1023     if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1024 root 1.6 {
1025 root 1.50 angry = 2;
1026     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1027     {
1028     object *tmp;
1029 elmex 1.1
1030 root 1.50 /* you really screwed up */
1031     angry = 3;
1032     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1033     tmp = get_archetype (LOOSE_MANA);
1034     cast_magic_storm (pl, tmp, pl_god->level + 20);
1035     }
1036     else
1037     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1038 root 1.3 }
1039 root 1.50 else
1040     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1041 root 1.37
1042 root 1.50 /* whether we will be successfull in defecting or not -
1043     * we lose experience from the clerical experience obj
1044     */
1045 root 1.37
1046 root 1.50 loss = angry * (skill->stats.exp / 10);
1047     if (loss)
1048     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
1049 elmex 1.1
1050 root 1.50 /* May switch Gods, but its random chance based on our current level
1051     * note it gets harder to swap gods the higher we get
1052     */
1053     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1054     become_follower (pl, altar->other_arch);
1055     else
1056 root 1.6 {
1057 root 1.50 /* toss this player off the altar. He can try again. */
1058     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1059     pl->contr->fire_on = 0;
1060     pl->speed_left = 1.f;
1061     move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1062 root 1.6 }
1063 elmex 1.1 }
1064     }
1065    
1066     /**
1067     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1068     * Returns false if there was no race to assign to the slaying field of the spell, but
1069     * the spell attacktype contains AT_HOLYWORD. -b.t.
1070     */
1071 root 1.6 int
1072     tailor_god_spell (object *spellop, object *caster)
1073     {
1074     object *god = find_god (determine_god (caster));
1075     int caster_is_spell = 0;
1076    
1077     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1078     caster_is_spell = 1;
1079    
1080     /* if caster is a rune or the like, it doesn't worship anything. However,
1081     * if this object is owned by someone, then the god that they worship
1082     * is relevant, so use that.
1083     */
1084 root 1.11 if (!god && caster->owner)
1085     god = find_god (determine_god (caster->owner));
1086 root 1.6
1087     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1088     {
1089     if (!caster_is_spell)
1090     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1091     else
1092     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1093 root 1.10
1094 root 1.40 spellop->destroy ();
1095 root 1.6 return 0;
1096 elmex 1.1 }
1097    
1098 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1099     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1100     {
1101     if (spellop->slaying)
1102     spellop->slaying = NULL;
1103 root 1.4
1104 root 1.6 if (!caster_is_spell)
1105     spellop->slaying = god->slaying;
1106     else if (caster->slaying)
1107     spellop->slaying = caster->slaying;
1108 elmex 1.1 }
1109    
1110 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1111     if (spellop->attacktype & AT_GODPOWER)
1112     spellop->attacktype = spellop->attacktype | god->attacktype;
1113 elmex 1.1
1114 root 1.6 /* tack on the god's name to the spell */
1115     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1116     {
1117     spellop->title = god->name;
1118     if (spellop->title)
1119     {
1120     char buf[MAX_BUF];
1121    
1122     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1123     spellop->name = spellop->name_pl = buf;
1124 root 1.3 }
1125 root 1.6 }
1126 elmex 1.1
1127 root 1.6 return 1;
1128 elmex 1.1 }