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Revision: 1.59
Committed: Mon Apr 5 17:28:12 2010 UTC (14 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.58: +4 -6 lines
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# 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 root 1.59 for (object *tmp = op->inv; tmp && number; tmp = tmp->below)
291     if (tmp->type == type && tmp->flag [FLAG_APPLIED])
292 root 1.50 {
293 root 1.59 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
294     --number;
295 root 1.50 }
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     */
303     static void
304     update_priest_flag (object *god, object *exp_ob, uint32 flag)
305     {
306     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
307     SET_FLAG (exp_ob, flag);
308     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
309     {
310     /* When this is called with the exp_ob set to the player,
311     * this check is broken, because most all players arch
312     * allow use of weapons. I'm not actually sure why this
313     * check is here - I guess if you had a case where the
314     * value in the archetype (wisdom) should over ride the restrictions
315     * the god places on it, this may make sense. But I don't think
316     * there is any case like that.
317     */
318    
319     /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
320     CLEAR_FLAG (exp_ob, flag);
321     };
322     }
323    
324     /**
325     * Forbids or let player use something item type.
326     * op is the player.
327     * exp_obj is the widsom experience.
328     * flag is the flag to check against.
329     * string is the string to print out.
330     */
331     static int
332     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
333     {
334     if (QUERY_FLAG (op->arch, flag))
335     if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
336     {
337     update_priest_flag (exp_obj, op, flag);
338     if (QUERY_FLAG (op, flag))
339     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
340     else
341     {
342     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
343     return 1;
344     }
345     }
346    
347     return 0;
348     }
349    
350     /**
351 elmex 1.1 * This function is called whenever a player has
352     * switched to a new god. It handles basically all the stat changes
353     * that happen to the player, including the removal of godgiven
354     * items (from the former cult).
355     */
356 root 1.6 void
357     become_follower (object *op, object *new_god)
358     {
359     object *old_god = NULL; /* old god */
360     treasure *tr;
361     object *item, *skop, *next;
362     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
363    
364     old_god = find_god (determine_god (op));
365    
366     /* take away any special god-characteristic items. */
367 root 1.36 for (item = op->inv; item; item = next)
368 root 1.6 {
369     next = item->below;
370 root 1.36
371 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
372 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
373 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
374 root 1.6 {
375     if (item->type == SPELL)
376 root 1.36 {
377     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
378     esrv_remove_spell (op->contr, item);
379     }
380 root 1.10
381 root 1.40 item->destroy ();
382 root 1.6 }
383     }
384    
385     /* remove any godgiven items from the old god */
386     if (old_god)
387 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
388 root 1.26 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
389     follower_remove_similar_item (op, tr->item);
390 root 1.6
391     if (!op || !new_god)
392     return;
393    
394 root 1.47 if (new_god->slaying && op->race.contains (new_god->slaying))
395 root 1.6 {
396     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
397 root 1.19
398 root 1.6 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
399     {
400     object *tmp = get_archetype (LOOSE_MANA);
401    
402     cast_magic_storm (op, tmp, new_god->level + 10);
403     }
404 root 1.19
405 root 1.6 return;
406     }
407    
408     /* give the player any special god-characteristic-items. */
409 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
410 root 1.6 {
411 root 1.26 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
412     && tr->item->type != BOOK && tr->item->type != SPELL)
413 root 1.6 god_gives_present (op, new_god, tr);
414     }
415    
416     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
417    
418 root 1.37 for (skop = op->inv; skop; skop = skop->below)
419 root 1.6 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
420     break;
421    
422     /* Player has no skill - give them the skill */
423     if (!skop)
424 root 1.38 /* The archetype should always be defined - if we crash here because it doesn't,
425     * things are really messed up anyways.
426     */
427     skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
428 root 1.6
429     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
430    
431     /* Clear the "undead" status. We also need to force a call to change_abil,
432     * so I set undeadified for that.
433     * - gros, 21th July 2006.
434     */
435 root 1.38 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
436 root 1.6 {
437     CLEAR_FLAG (skop, FLAG_UNDEAD);
438     undeadified = 1;
439     }
440    
441     if (skop->title)
442 root 1.34 {
443     /* get rid of old god */
444 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
445 root 1.34
446 root 1.6 /* The point of this is to really show what abilities the player just lost */
447     if (sk_applied || undeadified)
448     {
449     CLEAR_FLAG (skop, FLAG_APPLIED);
450 root 1.34 change_abil (op, skop);
451 root 1.6 }
452 elmex 1.1 }
453    
454 root 1.6 /* now change to the new gods attributes to exp_obj */
455     skop->title = new_god->name;
456     skop->path_attuned = new_god->path_attuned;
457     skop->path_repelled = new_god->path_repelled;
458     skop->path_denied = new_god->path_denied;
459     /* copy god's resistances */
460     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
461    
462     /* make sure that certain immunities do NOT get passed
463     * to the follower!
464     */
465     for (i = 0; i < NROFATTACKS; i++)
466     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
467     skop->resist[i] = 30;
468    
469     skop->stats.hp = (sint16) new_god->last_heal;
470     skop->stats.sp = (sint16) new_god->last_sp;
471     skop->stats.grace = (sint16) new_god->last_grace;
472     skop->stats.food = (sint16) new_god->last_eat;
473     skop->stats.luck = (sint8) new_god->stats.luck;
474     /* gods may pass on certain flag properties */
475     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
476     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
477     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
478     update_priest_flag (new_god, skop, FLAG_STEALTH);
479     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
480     update_priest_flag (new_god, skop, FLAG_UNDEAD);
481     update_priest_flag (new_god, skop, FLAG_BLIND);
482     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
483    
484     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
485    
486     /* Weapon/armour use are special...handle flag toggles here as this can
487     * only happen when gods are worshipped and if the new priest could
488     * have used armour/weapons in the first place.
489     *
490     * This also can happen for monks which cannot use weapons. In this case
491     * do not allow to use weapons even if the god otherwise would allow it.
492     */
493     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
494     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
495 root 1.36
496 root 1.6 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
497    
498     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
499     stop_using_item (op, WEAPON, 2);
500    
501     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
502     {
503     stop_using_item (op, ARMOUR, 1);
504     stop_using_item (op, HELMET, 1);
505     stop_using_item (op, BOOTS, 1);
506     stop_using_item (op, GLOVES, 1);
507     stop_using_item (op, SHIELD, 1);
508     }
509 elmex 1.1
510 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
511 root 1.54 change_abil (op, skop);
512 elmex 1.1
513 root 1.6 /* return to previous skill status */
514     if (!sk_applied)
515     CLEAR_FLAG (skop, FLAG_APPLIED);
516    
517     check_special_prayers (op, new_god);
518 elmex 1.1 }
519    
520 root 1.6 archetype *
521 root 1.43 determine_holy_arch (object *god, shstr_cmp type)
522 elmex 1.1 {
523 root 1.6 treasure *tr;
524 elmex 1.1
525 root 1.6 if (!god || !god->randomitems)
526     {
527     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
528 root 1.35 return 0;
529 elmex 1.1 }
530    
531 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
532 root 1.6 {
533     if (!tr->item)
534     continue;
535 elmex 1.16
536 root 1.26 object *item = tr->item;
537 elmex 1.1
538 root 1.43 if (item->type == BOOK && item->invisible && item->name == type)
539 root 1.6 return item->other_arch;
540 elmex 1.1 }
541 root 1.35
542     return 0;
543 elmex 1.1 }
544    
545     /**
546     * God helps player by removing curse and/or damnation.
547     */
548 root 1.6 static int
549     god_removes_curse (object *op, int remove_damnation)
550 elmex 1.1 {
551 root 1.6 int success = 0;
552 elmex 1.1
553 root 1.33 for (object *tmp = op->inv; tmp; tmp = tmp->below)
554 root 1.6 {
555     if (tmp->invisible)
556     continue;
557 root 1.33
558 root 1.6 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
559     continue;
560 root 1.33
561 root 1.6 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
562     {
563     success = 1;
564     CLEAR_FLAG (tmp, FLAG_DAMNED);
565     CLEAR_FLAG (tmp, FLAG_CURSED);
566     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
567 root 1.33
568     if (object *pl = tmp->visible_to ())
569     esrv_update_item (UPD_FLAGS, pl, tmp);
570 elmex 1.1 }
571     }
572    
573 root 1.6 if (success)
574     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
575 root 1.33
576 root 1.6 return success;
577 elmex 1.1 }
578    
579 root 1.6 static int
580     follower_level_to_enchantments (int level, int difficulty)
581 elmex 1.1 {
582 root 1.6 if (difficulty < 1)
583     {
584     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
585     return 0;
586 elmex 1.1 }
587    
588 root 1.6 if (level <= 20)
589     return level / difficulty;
590 root 1.35
591 root 1.6 if (level <= 40)
592     return (20 + (level - 20) / 2) / difficulty;
593 root 1.20
594 root 1.6 return (30 + (level - 40) / 4) / difficulty;
595 elmex 1.1 }
596    
597     /**
598 root 1.50 * God checks item the player is using.
599     * Return either -1 (bad), 0 (neutral) or
600     * 1 (item is ok). If you are using the item of an enemy
601     * god, it can be bad...-b.t.
602     */
603     static int
604     god_examines_item (object *god, object *item)
605     {
606     char buf[MAX_BUF];
607    
608     if (!god || !item)
609     return 0;
610    
611     if (!item->title)
612     return 1; /* unclaimed item are ok */
613    
614     sprintf (buf, "of %s", &god->name);
615     if (!strcmp (&item->title, buf))
616     return 1; /* belongs to that God */
617    
618     if (god->title)
619     { /* check if we have any enemy blessed item */
620     sprintf (buf, "of %s", &god->title);
621     if (!strcmp (&item->title, buf))
622     {
623     if (item->env)
624     {
625     char buf[MAX_BUF];
626    
627     sprintf (buf, "Heretic! You are using %s!", query_name (item));
628     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
629     }
630    
631     return -1;
632     }
633     }
634    
635     return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
636     }
637    
638     /**
639 elmex 1.1 * God wants to enchant weapon.
640     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
641     * it isn't a weapon for another god. If all is all right, update weapon with
642     * attacktype, slaying and such.
643     */
644 root 1.6 static int
645     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
646 elmex 1.1 {
647 root 1.6 object *weapon;
648     uint32 attacktype;
649     int tmp;
650    
651     for (weapon = op->inv; weapon; weapon = weapon->below)
652     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
653     break;
654 root 1.20
655 root 1.35 if (!weapon || god_examines_item (god, weapon) <= 0)
656 root 1.6 return 0;
657    
658     /* First give it a title, so other gods won't touch it */
659     if (!weapon->title)
660     {
661 root 1.35 weapon->title = format ("of %s", &god->name);
662 root 1.33
663     if (object *pl = weapon->visible_to ())
664     esrv_update_item (UPD_NAME, pl, weapon);
665    
666 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
667     }
668    
669     /* Allow the weapon to slay enemies */
670     if (!weapon->slaying && god->slaying)
671     {
672     weapon->slaying = god->slaying;
673     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
674     return 1;
675 elmex 1.1 }
676    
677 root 1.6 /* Add the gods attacktype */
678     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
679     if ((attacktype & god->attacktype) != god->attacktype)
680     {
681     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
682     weapon->attacktype = attacktype | god->attacktype;
683     return 1;
684 elmex 1.1 }
685    
686 root 1.6 /* Higher magic value */
687     tmp = follower_level_to_enchantments (skill->level, tr->level);
688     if (weapon->magic < tmp)
689     {
690     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
691     weapon->magic++;
692 root 1.33
693     if (object *pl = weapon->visible_to ())
694     esrv_update_item (UPD_NAME, pl, weapon);
695    
696 root 1.6 return 1;
697 elmex 1.1 }
698    
699 root 1.6 return 0;
700 elmex 1.1 }
701    
702     /**
703 root 1.50 * Checks and maybe punishes someone praying.
704     * All applied items are examined, if player is using more items of other gods,
705     * s/he loses experience in praying or general experience if no praying.
706     */
707     static int
708     god_examines_priest (object *op, object *god)
709     {
710     int reaction = 1;
711     object *item = NULL, *skop;
712    
713     for (item = op->inv; item; item = item->below)
714     if (QUERY_FLAG (item, FLAG_APPLIED))
715     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
716    
717     /* well, well. Looks like we screwed up. Time for god's revenge */
718     if (reaction < 0)
719     {
720     int loss = 10000000;
721     int angry = abs (reaction);
722    
723     for (skop = op->inv; skop; skop = skop->below)
724     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
725     break;
726    
727     if (skop)
728     loss = 0.05f * skop->stats.exp;
729    
730     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
731    
732     if (random_roll (0, angry, op, PREFER_LOW))
733     {
734     object *tmp = get_archetype (LOOSE_MANA);
735    
736     cast_magic_storm (op, tmp, op->level + (angry * 3));
737     }
738    
739     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
740     }
741    
742     return reaction;
743     }
744    
745     /**
746 elmex 1.1 * Every once in a while the god will intervene to help the worshiper.
747     * Later, this fctn can be used to supply quests, etc for the
748     * priest. -b.t.
749     * called from pray_at_altar() currently.
750     */
751 root 1.50 static void
752 root 1.6 god_intervention (object *op, object *god, object *skill)
753 elmex 1.1 {
754 root 1.6 treasure *tr;
755 elmex 1.1
756 root 1.6 if (!god || !god->randomitems)
757     {
758     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
759     return;
760 elmex 1.1 }
761    
762 root 1.6 check_special_prayers (op, god);
763 elmex 1.1
764 root 1.6 /* lets do some checks of whether we are kosher with our god */
765     if (god_examines_priest (op, god) < 0)
766     return;
767 elmex 1.1
768 root 1.29 op->play_sound (sound_find ("god_intervention"));
769 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
770 elmex 1.1
771 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
772 root 1.6 {
773     object *item;
774    
775     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
776     continue;
777 elmex 1.1
778 root 1.6 /* Treasurelist - generate some treasure for the follower */
779     if (tr->name)
780     {
781 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
782 root 1.6
783     if (tl == NULL)
784 elmex 1.1 continue;
785    
786 root 1.29 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
787 elmex 1.1
788 root 1.33 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
789 root 1.6 return;
790 elmex 1.1 }
791    
792 root 1.6 if (!tr->item)
793 elmex 1.16 continue;
794    
795 root 1.26 item = tr->item;
796 elmex 1.1
797 root 1.6 /* Grace limit */
798 root 1.43 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
799 root 1.6 {
800     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
801     {
802     /* Follower lacks the required grace for the following
803     * treasure list items. */
804    
805 root 1.43 object *tmp = get_archetype (HOLY_POSSESSION);
806 root 1.6 cast_change_ability (op, op, tmp, 0, 1);
807 root 1.40 tmp->destroy ();
808 root 1.6 return;
809 elmex 1.1 }
810 root 1.29
811 root 1.6 continue;
812 elmex 1.1 }
813    
814 root 1.6 /* Restore grace */
815 root 1.43 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
816 root 1.6 {
817     if (op->stats.grace >= 0)
818     continue;
819 root 1.43
820 root 1.6 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
821     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
822     return;
823 elmex 1.1 }
824    
825 root 1.6 /* Heal damage */
826     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
827     {
828     if (op->stats.hp >= op->stats.maxhp)
829     continue;
830 root 1.43
831 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
832     op->stats.hp = op->stats.maxhp;
833     return;
834 elmex 1.1 }
835    
836 root 1.6 /* Restore spellpoints */
837     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
838 elmex 1.1 {
839 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
840    
841     /* Restore to 50 .. 100%, if sp < 50% */
842     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
843    
844     if (op->stats.sp >= max / 2)
845     continue;
846 root 1.35
847     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
848 root 1.6 op->stats.sp = new_sp;
849 elmex 1.1 }
850    
851 root 1.6 /* Various heal spells */
852     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
853 elmex 1.1 {
854 root 1.35 object *tmp = archetype::get (item->slaying);
855     int success = cast_heal (op, op, tmp, 0);
856 root 1.40 tmp->destroy ();
857 elmex 1.1
858 root 1.6 if (success)
859     return;
860     else
861     continue;
862 elmex 1.1 }
863    
864 root 1.6 /* Remove curse */
865     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
866 elmex 1.1 {
867 root 1.6 if (god_removes_curse (op, 0))
868     return;
869     else
870     continue;
871 elmex 1.1 }
872    
873 root 1.6 /* Remove damnation */
874     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
875 elmex 1.1 {
876 root 1.6 if (god_removes_curse (op, 1))
877     return;
878     else
879     continue;
880 elmex 1.1 }
881    
882 root 1.6 /* Heal depletion */
883     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
884 elmex 1.1 {
885 root 1.6 object *depl;
886     archetype *at;
887     int i;
888    
889 root 1.53 if ((at = archetype::find (shstr_depletion)) == NULL)
890 root 1.6 {
891     LOG (llevError, "Could not find archetype depletion.\n");
892     continue;
893 elmex 1.1 }
894 root 1.43
895 root 1.6 depl = present_arch_in_ob (at, op);
896 root 1.10
897 root 1.6 if (depl == NULL)
898     continue;
899 root 1.10
900 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
901 root 1.10
902 root 1.6 for (i = 0; i < NUM_STATS; i++)
903 root 1.21 if (depl->stats.stat (i))
904 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
905 root 1.10
906 root 1.40 depl->destroy ();
907 root 1.13 op->update_stats ();
908 root 1.6 return;
909 elmex 1.1 }
910 root 1.6
911     /* Voices */
912     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
913     {
914 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:");
915 root 1.6 new_draw_info (NDI_WHITE, 0, op, item->msg);
916     return;
917 elmex 1.1 }
918    
919 root 1.6 /* Messages */
920     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
921 elmex 1.1 {
922 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
923     return;
924 elmex 1.1 }
925    
926 root 1.6 /* Enchant weapon */
927     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
928 elmex 1.1 {
929 root 1.6 if (god_enchants_weapon (op, god, item, skill))
930     return;
931     else
932     continue;
933 elmex 1.1 }
934    
935 root 1.6 /* Spellbooks - works correctly only for prayers */
936     if (item->type == SPELL)
937 elmex 1.1 {
938 root 1.6 if (check_spell_known (op, item->name))
939     continue;
940     if (item->level > skill->level)
941     continue;
942 elmex 1.1
943 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
944     do_learn_spell (op, item, 1);
945     return;
946 elmex 1.1
947 root 1.3 }
948 elmex 1.1
949 root 1.6 /* Other gifts */
950     if (!item->invisible)
951     {
952     if (god_gives_present (op, god, tr))
953     return;
954     else
955     continue;
956 elmex 1.1 }
957 root 1.6 /* else ignore it */
958 elmex 1.1 }
959    
960 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
961 elmex 1.1 }
962    
963     /**
964 root 1.50 * Player prays at altar.
965     * Checks for god changing, divine intervention, and so on.
966 elmex 1.1 */
967 root 1.50 void
968     pray_at_altar (object *pl, object *altar, object *skill)
969 root 1.6 {
970 root 1.50 object *pl_god = find_god (determine_god (pl));
971    
972     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
973     return;
974 elmex 1.1
975 root 1.50 /* If non consecrate altar, don't do anything */
976     if (!altar->other_arch)
977     return;
978 elmex 1.1
979 root 1.50 /* hmm. what happend depends on pl's current god, level, etc */
980     if (!pl_god)
981     { /*new convert */
982     become_follower (pl, altar->other_arch);
983     return;
984     }
985     else if (pl_god->name == altar->other_arch->object::name)
986 root 1.6 {
987 root 1.50 /* pray at your gods altar */
988     /* this leads to very low levels of wis and pray to result in no doubling! */
989     int bonus = (pl->stats.Wis + skill->level) / 10;
990    
991     /* we can get neg grace up faster */
992     if (pl->stats.grace < 0)
993     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
994 elmex 1.1
995 root 1.50 /* we can super-charge grace to 2x max */
996     if (pl->stats.grace < 2 * pl->stats.maxgrace)
997     pl->stats.grace += bonus / 2;
998     else
999     pl->stats.grace = 2 * pl->stats.maxgrace;
1000 root 1.6
1001 root 1.50 /* Every once in a while, the god decides to checkup on their
1002     * follower, and may intervene to help them out.
1003     */
1004     bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1005 root 1.37
1006 root 1.50 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1007     god_intervention (pl, pl_god, skill);
1008     }
1009     else
1010     { /* praying to another god! */
1011     uint64 loss = 0;
1012     int angry = 1;
1013 root 1.37
1014 root 1.50 /* I believe the logic for detecting opposing gods was completely
1015     * broken - I think it should work now. altar->other_arch
1016     * points to the god of this altar (which we have
1017     * already verified is non null). pl_god->other_arch
1018     * is the opposing god - we need to verify that exists before
1019     * using its values.
1020     */
1021     if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1022 root 1.6 {
1023 root 1.50 angry = 2;
1024     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1025     {
1026     object *tmp;
1027 elmex 1.1
1028 root 1.50 /* you really screwed up */
1029     angry = 3;
1030     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1031     tmp = get_archetype (LOOSE_MANA);
1032     cast_magic_storm (pl, tmp, pl_god->level + 20);
1033     }
1034     else
1035     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1036 root 1.3 }
1037 root 1.50 else
1038     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1039 root 1.37
1040 root 1.50 /* whether we will be successfull in defecting or not -
1041     * we lose experience from the clerical experience obj
1042     */
1043 root 1.37
1044 root 1.50 loss = angry * (skill->stats.exp / 10);
1045     if (loss)
1046     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
1047 elmex 1.1
1048 root 1.50 /* May switch Gods, but its random chance based on our current level
1049     * note it gets harder to swap gods the higher we get
1050     */
1051     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1052     become_follower (pl, altar->other_arch);
1053     else
1054 root 1.6 {
1055 root 1.50 /* toss this player off the altar. He can try again. */
1056     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1057     pl->contr->fire_on = 0;
1058     pl->speed_left = 1.f;
1059     move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1060 root 1.6 }
1061 elmex 1.1 }
1062     }
1063    
1064     /**
1065     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1066     * Returns false if there was no race to assign to the slaying field of the spell, but
1067     * the spell attacktype contains AT_HOLYWORD. -b.t.
1068     */
1069 root 1.6 int
1070     tailor_god_spell (object *spellop, object *caster)
1071     {
1072     object *god = find_god (determine_god (caster));
1073     int caster_is_spell = 0;
1074    
1075     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1076     caster_is_spell = 1;
1077    
1078     /* if caster is a rune or the like, it doesn't worship anything. However,
1079     * if this object is owned by someone, then the god that they worship
1080     * is relevant, so use that.
1081     */
1082 root 1.11 if (!god && caster->owner)
1083     god = find_god (determine_god (caster->owner));
1084 root 1.6
1085     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1086     {
1087     if (!caster_is_spell)
1088     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1089     else
1090     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1091 root 1.10
1092 root 1.40 spellop->destroy ();
1093 root 1.6 return 0;
1094 elmex 1.1 }
1095    
1096 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1097     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1098     {
1099     if (spellop->slaying)
1100     spellop->slaying = NULL;
1101 root 1.4
1102 root 1.6 if (!caster_is_spell)
1103     spellop->slaying = god->slaying;
1104     else if (caster->slaying)
1105     spellop->slaying = caster->slaying;
1106 elmex 1.1 }
1107    
1108 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1109     if (spellop->attacktype & AT_GODPOWER)
1110     spellop->attacktype = spellop->attacktype | god->attacktype;
1111 elmex 1.1
1112 root 1.6 /* tack on the god's name to the spell */
1113     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1114     {
1115     spellop->title = god->name;
1116     if (spellop->title)
1117     {
1118     char buf[MAX_BUF];
1119    
1120     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1121     spellop->name = spellop->name_pl = buf;
1122 root 1.3 }
1123 root 1.6 }
1124 elmex 1.1
1125 root 1.6 return 1;
1126 elmex 1.1 }