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Revision: 1.65
Committed: Thu Jun 10 06:03:18 2010 UTC (13 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.64: +11 -11 lines
Log Message:
handle god weapon enchantments better

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 root 1.60 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
248 root 1.6 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 root 1.61 static inline void
304 root 1.50 update_priest_flag (object *god, object *exp_ob, uint32 flag)
305     {
306 root 1.61 exp_ob->flag [flag] = god->flag [flag];
307     return;
308    
309     // old code follows for reference...
310 root 1.60 if (god->flag [flag] && !exp_ob->flag [flag])
311 root 1.61 exp_ob->set_flag (flag);
312 root 1.60 else if (exp_ob->flag [flag] && !god->flag [flag])
313 root 1.50 {
314     /* When this is called with the exp_ob set to the player,
315     * this check is broken, because most all players arch
316     * allow use of weapons. I'm not actually sure why this
317     * check is here - I guess if you had a case where the
318     * value in the archetype (wisdom) should over ride the restrictions
319     * the god places on it, this may make sense. But I don't think
320     * there is any case like that.
321     */
322     /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
323 root 1.60 exp_ob->clr_flag (flag);
324 root 1.50 };
325     }
326    
327     /**
328     * Forbids or let player use something item type.
329     * op is the player.
330     * exp_obj is the widsom experience.
331     * flag is the flag to check against.
332     * string is the string to print out.
333     */
334     static int
335     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
336     {
337 root 1.60 if (op->arch->flag [flag])
338     if (op->flag [flag] != exp_obj->flag [flag])
339 root 1.50 {
340     update_priest_flag (exp_obj, op, flag);
341 root 1.60 if (op->flag [flag])
342 root 1.50 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
343     else
344     {
345     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
346     return 1;
347     }
348     }
349    
350     return 0;
351     }
352    
353     /**
354 elmex 1.1 * This function is called whenever a player has
355     * switched to a new god. It handles basically all the stat changes
356     * that happen to the player, including the removal of godgiven
357     * items (from the former cult).
358     */
359 root 1.6 void
360 root 1.62 object::become_follower (object *new_god)
361 root 1.6 {
362 root 1.62 object *old_god = 0; /* old god */
363 root 1.6 treasure *tr;
364     object *item, *skop, *next;
365     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
366    
367 root 1.62 if (!contr)
368     return;
369    
370     contr->queue_stats_update ();
371    
372     old_god = find_god (determine_god (this));
373 root 1.6
374     /* take away any special god-characteristic items. */
375 root 1.62 for (item = inv; item; item = next)
376 root 1.6 {
377     next = item->below;
378 root 1.36
379 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
380 root 1.62 if (item->flag [FLAG_STARTEQUIP] && item->invisible
381     && item->type != SKILL && item->type != FORCE)
382 root 1.6 {
383     if (item->type == SPELL)
384 root 1.36 {
385 root 1.62 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You lose knowledge of %s.", &item->name);
386     esrv_remove_spell (contr, item);
387 root 1.36 }
388 root 1.10
389 root 1.40 item->destroy ();
390 root 1.6 }
391     }
392    
393     /* remove any godgiven items from the old god */
394     if (old_god)
395 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
396 root 1.60 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
397 root 1.62 follower_remove_similar_item (this, tr->item);
398 root 1.6
399 root 1.62 if (!new_god)
400 root 1.6 return;
401    
402 root 1.62 if (new_god->slaying && race.contains (new_god->slaying))
403 root 1.6 {
404 root 1.62 failmsgf ("Fool! %s detests your kind! H<This god does not accept followers of your race.>", &new_god->name);
405 root 1.19
406 root 1.62 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
407 root 1.6 {
408     object *tmp = get_archetype (LOOSE_MANA);
409    
410 root 1.62 cast_magic_storm (this, tmp, new_god->level + 10);
411 root 1.6 }
412 root 1.19
413 root 1.6 return;
414     }
415    
416     /* give the player any special god-characteristic-items. */
417 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
418 root 1.62 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
419     && tr->item->type != BOOK && tr->item->type != SPELL)
420     god_gives_present (this, new_god, tr);
421 root 1.6
422 root 1.62 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You become a follower of %s!", &new_god->name);
423 root 1.6
424 root 1.62 for (skop = inv; skop; skop = skop->below)
425 root 1.6 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
426     break;
427    
428     /* Player has no skill - give them the skill */
429     if (!skop)
430 root 1.38 /* The archetype should always be defined - if we crash here because it doesn't,
431     * things are really messed up anyways.
432     */
433 root 1.63 skop = give_skill_by_name (this, shstr_praying);
434 root 1.6
435 root 1.60 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
436 root 1.6
437     /* Clear the "undead" status. We also need to force a call to change_abil,
438     * so I set undeadified for that.
439     * - gros, 21th July 2006.
440     */
441 root 1.60 if (old_god && old_god->flag [FLAG_UNDEAD])
442 root 1.6 {
443 root 1.60 skop->clr_flag (FLAG_UNDEAD);
444 root 1.6 undeadified = 1;
445     }
446    
447     if (skop->title)
448 root 1.34 {
449     /* get rid of old god */
450 root 1.62 new_draw_info_format (NDI_UNIQUE, 0, this, "%s's blessing is withdrawn from you.", &skop->title);
451 root 1.34
452 root 1.6 /* The point of this is to really show what abilities the player just lost */
453     if (sk_applied || undeadified)
454     {
455 root 1.60 skop->clr_flag (FLAG_APPLIED);
456 root 1.62 change_abil (this, skop);
457 root 1.6 }
458 elmex 1.1 }
459    
460 root 1.6 /* now change to the new gods attributes to exp_obj */
461     skop->title = new_god->name;
462     skop->path_attuned = new_god->path_attuned;
463     skop->path_repelled = new_god->path_repelled;
464     skop->path_denied = new_god->path_denied;
465     /* copy god's resistances */
466     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
467    
468     /* make sure that certain immunities do NOT get passed
469     * to the follower!
470     */
471     for (i = 0; i < NROFATTACKS; i++)
472     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
473     skop->resist[i] = 30;
474    
475     skop->stats.hp = (sint16) new_god->last_heal;
476     skop->stats.sp = (sint16) new_god->last_sp;
477     skop->stats.grace = (sint16) new_god->last_grace;
478     skop->stats.food = (sint16) new_god->last_eat;
479     skop->stats.luck = (sint8) new_god->stats.luck;
480     /* gods may pass on certain flag properties */
481     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
482     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
483     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
484     update_priest_flag (new_god, skop, FLAG_STEALTH);
485     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
486     update_priest_flag (new_god, skop, FLAG_UNDEAD);
487     update_priest_flag (new_god, skop, FLAG_BLIND);
488     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
489    
490 root 1.62 new_draw_info_format (NDI_UNIQUE, 0, this, "You are bathed in %s's aura.", &new_god->name);
491 root 1.6
492     /* Weapon/armour use are special...handle flag toggles here as this can
493     * only happen when gods are worshipped and if the new priest could
494     * have used armour/weapons in the first place.
495     *
496     * This also can happen for monks which cannot use weapons. In this case
497     * do not allow to use weapons even if the god otherwise would allow it.
498     */
499 root 1.62 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
500 root 1.6 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
501 root 1.36
502 root 1.6 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
503    
504 root 1.62 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
505     stop_using_item (this, WEAPON, 2);
506 root 1.6
507 root 1.62 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
508 root 1.6 {
509 root 1.62 stop_using_item (this, ARMOUR, 1);
510     stop_using_item (this, HELMET, 1);
511     stop_using_item (this, BOOTS, 1);
512     stop_using_item (this, GLOVES, 1);
513     stop_using_item (this, SHIELD, 1);
514 root 1.6 }
515 elmex 1.1
516 root 1.60 skop->set_flag (FLAG_APPLIED);
517 root 1.62 change_abil (this, skop);
518 elmex 1.1
519 root 1.6 /* return to previous skill status */
520     if (!sk_applied)
521 root 1.62 {
522     skop->clr_flag (FLAG_APPLIED);
523     contr->queue_stats_update ();
524     }
525 root 1.6
526 root 1.62 check_special_prayers (this, new_god);
527 elmex 1.1 }
528    
529 root 1.6 archetype *
530 root 1.43 determine_holy_arch (object *god, shstr_cmp type)
531 elmex 1.1 {
532 root 1.6 treasure *tr;
533 elmex 1.1
534 root 1.6 if (!god || !god->randomitems)
535     {
536     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
537 root 1.35 return 0;
538 elmex 1.1 }
539    
540 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
541 root 1.6 {
542     if (!tr->item)
543     continue;
544 elmex 1.16
545 root 1.26 object *item = tr->item;
546 elmex 1.1
547 root 1.43 if (item->type == BOOK && item->invisible && item->name == type)
548 root 1.6 return item->other_arch;
549 elmex 1.1 }
550 root 1.35
551     return 0;
552 elmex 1.1 }
553    
554     /**
555     * God helps player by removing curse and/or damnation.
556     */
557 root 1.6 static int
558     god_removes_curse (object *op, int remove_damnation)
559 elmex 1.1 {
560 root 1.6 int success = 0;
561 elmex 1.1
562 root 1.33 for (object *tmp = op->inv; tmp; tmp = tmp->below)
563 root 1.6 {
564     if (tmp->invisible)
565     continue;
566 root 1.33
567 root 1.60 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
568 root 1.6 continue;
569 root 1.33
570 root 1.60 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
571 root 1.6 {
572     success = 1;
573 root 1.60 tmp->clr_flag (FLAG_DAMNED);
574     tmp->clr_flag (FLAG_CURSED);
575     tmp->clr_flag (FLAG_KNOWN_CURSED);
576 root 1.33
577     if (object *pl = tmp->visible_to ())
578     esrv_update_item (UPD_FLAGS, pl, tmp);
579 elmex 1.1 }
580     }
581    
582 root 1.6 if (success)
583     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
584 root 1.33
585 root 1.6 return success;
586 elmex 1.1 }
587    
588 root 1.6 static int
589     follower_level_to_enchantments (int level, int difficulty)
590 elmex 1.1 {
591 root 1.6 if (difficulty < 1)
592     {
593     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
594     return 0;
595 elmex 1.1 }
596    
597 root 1.6 if (level <= 20)
598     return level / difficulty;
599 root 1.35
600 root 1.6 if (level <= 40)
601     return (20 + (level - 20) / 2) / difficulty;
602 root 1.20
603 root 1.6 return (30 + (level - 40) / 4) / difficulty;
604 elmex 1.1 }
605    
606     /**
607 root 1.50 * God checks item the player is using.
608     * Return either -1 (bad), 0 (neutral) or
609     * 1 (item is ok). If you are using the item of an enemy
610     * god, it can be bad...-b.t.
611     */
612     static int
613     god_examines_item (object *god, object *item)
614     {
615     char buf[MAX_BUF];
616    
617     if (!god || !item)
618     return 0;
619    
620     if (!item->title)
621     return 1; /* unclaimed item are ok */
622    
623     sprintf (buf, "of %s", &god->name);
624     if (!strcmp (&item->title, buf))
625     return 1; /* belongs to that God */
626    
627     if (god->title)
628     { /* check if we have any enemy blessed item */
629     sprintf (buf, "of %s", &god->title);
630     if (!strcmp (&item->title, buf))
631     {
632     if (item->env)
633     {
634     char buf[MAX_BUF];
635    
636     sprintf (buf, "Heretic! You are using %s!", query_name (item));
637     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
638     }
639    
640     return -1;
641     }
642     }
643    
644     return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
645     }
646    
647     /**
648 elmex 1.1 * God wants to enchant weapon.
649     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
650     * it isn't a weapon for another god. If all is all right, update weapon with
651     * attacktype, slaying and such.
652     */
653 root 1.6 static int
654     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
655 elmex 1.1 {
656 root 1.65 if (!op->contr)
657     return 0;
658    
659     object *weapon = op->contr->combat_ob;
660 root 1.20
661 root 1.65 if (weapon->type != WEAPON && weapon->type != BOW)
662     return 0;
663    
664     if (god_examines_item (god, weapon) <= 0)
665 root 1.6 return 0;
666    
667     /* First give it a title, so other gods won't touch it */
668     if (!weapon->title)
669     {
670 root 1.35 weapon->title = format ("of %s", &god->name);
671 root 1.33
672     if (object *pl = weapon->visible_to ())
673     esrv_update_item (UPD_NAME, pl, weapon);
674    
675 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
676     }
677    
678     /* Allow the weapon to slay enemies */
679     if (!weapon->slaying && god->slaying)
680     {
681     weapon->slaying = god->slaying;
682     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
683     return 1;
684 elmex 1.1 }
685    
686 root 1.6 /* Add the gods attacktype */
687 root 1.65 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
688    
689 root 1.6 if ((attacktype & god->attacktype) != god->attacktype)
690     {
691     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
692     weapon->attacktype = attacktype | god->attacktype;
693     return 1;
694 elmex 1.1 }
695    
696 root 1.6 /* Higher magic value */
697 root 1.65 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
698 root 1.6 {
699     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
700     weapon->magic++;
701 root 1.33
702     if (object *pl = weapon->visible_to ())
703     esrv_update_item (UPD_NAME, pl, weapon);
704    
705 root 1.6 return 1;
706 elmex 1.1 }
707    
708 root 1.6 return 0;
709 elmex 1.1 }
710    
711     /**
712 root 1.50 * Checks and maybe punishes someone praying.
713     * All applied items are examined, if player is using more items of other gods,
714     * s/he loses experience in praying or general experience if no praying.
715     */
716     static int
717     god_examines_priest (object *op, object *god)
718     {
719     int reaction = 1;
720     object *item = NULL, *skop;
721    
722     for (item = op->inv; item; item = item->below)
723 root 1.60 if (item->flag [FLAG_APPLIED])
724 root 1.50 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
725    
726     /* well, well. Looks like we screwed up. Time for god's revenge */
727     if (reaction < 0)
728     {
729     int loss = 10000000;
730     int angry = abs (reaction);
731    
732     for (skop = op->inv; skop; skop = skop->below)
733     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
734     break;
735    
736     if (skop)
737     loss = 0.05f * skop->stats.exp;
738    
739 root 1.64 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
740 root 1.50
741     if (random_roll (0, angry, op, PREFER_LOW))
742     {
743     object *tmp = get_archetype (LOOSE_MANA);
744    
745     cast_magic_storm (op, tmp, op->level + (angry * 3));
746     }
747    
748     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
749     }
750    
751     return reaction;
752     }
753    
754     /**
755 elmex 1.1 * Every once in a while the god will intervene to help the worshiper.
756     * Later, this fctn can be used to supply quests, etc for the
757     * priest. -b.t.
758     * called from pray_at_altar() currently.
759     */
760 root 1.50 static void
761 root 1.6 god_intervention (object *op, object *god, object *skill)
762 elmex 1.1 {
763 root 1.6 treasure *tr;
764 elmex 1.1
765 root 1.6 if (!god || !god->randomitems)
766     {
767     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
768     return;
769 elmex 1.1 }
770    
771 root 1.6 check_special_prayers (op, god);
772 elmex 1.1
773 root 1.6 /* lets do some checks of whether we are kosher with our god */
774     if (god_examines_priest (op, god) < 0)
775     return;
776 elmex 1.1
777 root 1.29 op->play_sound (sound_find ("god_intervention"));
778 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
779 elmex 1.1
780 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
781 root 1.6 {
782     object *item;
783    
784     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
785     continue;
786 elmex 1.1
787 root 1.6 /* Treasurelist - generate some treasure for the follower */
788     if (tr->name)
789     {
790 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
791 root 1.6
792     if (tl == NULL)
793 elmex 1.1 continue;
794    
795 root 1.29 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
796 elmex 1.1
797 root 1.33 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
798 root 1.6 return;
799 elmex 1.1 }
800    
801 root 1.6 if (!tr->item)
802 elmex 1.16 continue;
803    
804 root 1.26 item = tr->item;
805 elmex 1.1
806 root 1.6 /* Grace limit */
807 root 1.43 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
808 root 1.6 {
809     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
810     {
811     /* Follower lacks the required grace for the following
812     * treasure list items. */
813    
814 root 1.43 object *tmp = get_archetype (HOLY_POSSESSION);
815 root 1.6 cast_change_ability (op, op, tmp, 0, 1);
816 root 1.40 tmp->destroy ();
817 root 1.6 return;
818 elmex 1.1 }
819 root 1.29
820 root 1.6 continue;
821 elmex 1.1 }
822    
823 root 1.6 /* Restore grace */
824 root 1.43 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
825 root 1.6 {
826     if (op->stats.grace >= 0)
827     continue;
828 root 1.43
829 root 1.6 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
830     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
831     return;
832 elmex 1.1 }
833    
834 root 1.6 /* Heal damage */
835     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
836     {
837     if (op->stats.hp >= op->stats.maxhp)
838     continue;
839 root 1.43
840 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
841     op->stats.hp = op->stats.maxhp;
842     return;
843 elmex 1.1 }
844    
845 root 1.6 /* Restore spellpoints */
846     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
847 elmex 1.1 {
848 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
849    
850     /* Restore to 50 .. 100%, if sp < 50% */
851     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
852    
853     if (op->stats.sp >= max / 2)
854     continue;
855 root 1.35
856     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
857 root 1.6 op->stats.sp = new_sp;
858 elmex 1.1 }
859    
860 root 1.6 /* Various heal spells */
861     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
862 elmex 1.1 {
863 root 1.35 object *tmp = archetype::get (item->slaying);
864     int success = cast_heal (op, op, tmp, 0);
865 root 1.40 tmp->destroy ();
866 elmex 1.1
867 root 1.6 if (success)
868     return;
869     else
870     continue;
871 elmex 1.1 }
872    
873 root 1.6 /* Remove curse */
874     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
875 elmex 1.1 {
876 root 1.6 if (god_removes_curse (op, 0))
877     return;
878     else
879     continue;
880 elmex 1.1 }
881    
882 root 1.6 /* Remove damnation */
883     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
884 elmex 1.1 {
885 root 1.6 if (god_removes_curse (op, 1))
886     return;
887     else
888     continue;
889 elmex 1.1 }
890    
891 root 1.6 /* Heal depletion */
892     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
893 elmex 1.1 {
894 root 1.6 object *depl;
895     archetype *at;
896     int i;
897    
898 root 1.53 if ((at = archetype::find (shstr_depletion)) == NULL)
899 root 1.6 {
900     LOG (llevError, "Could not find archetype depletion.\n");
901     continue;
902 elmex 1.1 }
903 root 1.43
904 root 1.6 depl = present_arch_in_ob (at, op);
905 root 1.10
906 root 1.6 if (depl == NULL)
907     continue;
908 root 1.10
909 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
910 root 1.10
911 root 1.6 for (i = 0; i < NUM_STATS; i++)
912 root 1.21 if (depl->stats.stat (i))
913 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
914 root 1.10
915 root 1.40 depl->destroy ();
916 root 1.13 op->update_stats ();
917 root 1.6 return;
918 elmex 1.1 }
919 root 1.6
920     /* Voices */
921     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
922     {
923 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:");
924 root 1.6 new_draw_info (NDI_WHITE, 0, op, item->msg);
925     return;
926 elmex 1.1 }
927    
928 root 1.6 /* Messages */
929     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
930 elmex 1.1 {
931 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
932     return;
933 elmex 1.1 }
934    
935 root 1.6 /* Enchant weapon */
936     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
937 elmex 1.1 {
938 root 1.6 if (god_enchants_weapon (op, god, item, skill))
939     return;
940     else
941     continue;
942 elmex 1.1 }
943    
944 root 1.6 /* Spellbooks - works correctly only for prayers */
945     if (item->type == SPELL)
946 elmex 1.1 {
947 root 1.6 if (check_spell_known (op, item->name))
948     continue;
949     if (item->level > skill->level)
950     continue;
951 elmex 1.1
952 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
953     do_learn_spell (op, item, 1);
954     return;
955 elmex 1.1
956 root 1.3 }
957 elmex 1.1
958 root 1.6 /* Other gifts */
959     if (!item->invisible)
960     {
961     if (god_gives_present (op, god, tr))
962     return;
963     else
964     continue;
965 elmex 1.1 }
966 root 1.6 /* else ignore it */
967 elmex 1.1 }
968    
969 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
970 elmex 1.1 }
971    
972     /**
973 root 1.50 * Player prays at altar.
974     * Checks for god changing, divine intervention, and so on.
975 elmex 1.1 */
976 root 1.50 void
977     pray_at_altar (object *pl, object *altar, object *skill)
978 root 1.6 {
979 root 1.50 object *pl_god = find_god (determine_god (pl));
980    
981     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
982     return;
983 elmex 1.1
984 root 1.50 /* If non consecrate altar, don't do anything */
985     if (!altar->other_arch)
986     return;
987 elmex 1.1
988 root 1.50 /* hmm. what happend depends on pl's current god, level, etc */
989     if (!pl_god)
990     { /*new convert */
991 root 1.62 pl->become_follower (altar->other_arch);
992 root 1.50 return;
993     }
994     else if (pl_god->name == altar->other_arch->object::name)
995 root 1.6 {
996 root 1.50 /* pray at your gods altar */
997     /* this leads to very low levels of wis and pray to result in no doubling! */
998     int bonus = (pl->stats.Wis + skill->level) / 10;
999    
1000     /* we can get neg grace up faster */
1001     if (pl->stats.grace < 0)
1002     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1003 elmex 1.1
1004 root 1.50 /* we can super-charge grace to 2x max */
1005     if (pl->stats.grace < 2 * pl->stats.maxgrace)
1006     pl->stats.grace += bonus / 2;
1007     else
1008     pl->stats.grace = 2 * pl->stats.maxgrace;
1009 root 1.6
1010 root 1.50 /* Every once in a while, the god decides to checkup on their
1011     * follower, and may intervene to help them out.
1012     */
1013     bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1014 root 1.37
1015 root 1.50 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1016     god_intervention (pl, pl_god, skill);
1017     }
1018     else
1019     { /* praying to another god! */
1020     uint64 loss = 0;
1021     int angry = 1;
1022 root 1.37
1023 root 1.50 /* I believe the logic for detecting opposing gods was completely
1024     * broken - I think it should work now. altar->other_arch
1025     * points to the god of this altar (which we have
1026     * already verified is non null). pl_god->other_arch
1027     * is the opposing god - we need to verify that exists before
1028     * using its values.
1029     */
1030     if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1031 root 1.6 {
1032 root 1.50 angry = 2;
1033     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1034     {
1035     object *tmp;
1036 elmex 1.1
1037 root 1.50 /* you really screwed up */
1038     angry = 3;
1039     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1040     tmp = get_archetype (LOOSE_MANA);
1041     cast_magic_storm (pl, tmp, pl_god->level + 20);
1042     }
1043     else
1044     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1045 root 1.3 }
1046 root 1.50 else
1047     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1048 root 1.37
1049 root 1.50 /* whether we will be successfull in defecting or not -
1050     * we lose experience from the clerical experience obj
1051     */
1052 root 1.37
1053 root 1.50 loss = angry * (skill->stats.exp / 10);
1054     if (loss)
1055 root 1.64 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
1056 elmex 1.1
1057 root 1.50 /* May switch Gods, but its random chance based on our current level
1058     * note it gets harder to swap gods the higher we get
1059     */
1060     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1061 root 1.62 pl->become_follower (altar->other_arch);
1062 root 1.50 else
1063 root 1.6 {
1064 root 1.50 /* toss this player off the altar. He can try again. */
1065     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1066     pl->contr->fire_on = 0;
1067     pl->speed_left = 1.f;
1068     move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1069 root 1.6 }
1070 elmex 1.1 }
1071     }
1072    
1073     /**
1074     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1075     * Returns false if there was no race to assign to the slaying field of the spell, but
1076     * the spell attacktype contains AT_HOLYWORD. -b.t.
1077     */
1078 root 1.6 int
1079     tailor_god_spell (object *spellop, object *caster)
1080     {
1081     object *god = find_god (determine_god (caster));
1082     int caster_is_spell = 0;
1083    
1084     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1085     caster_is_spell = 1;
1086    
1087     /* if caster is a rune or the like, it doesn't worship anything. However,
1088     * if this object is owned by someone, then the god that they worship
1089     * is relevant, so use that.
1090     */
1091 root 1.11 if (!god && caster->owner)
1092     god = find_god (determine_god (caster->owner));
1093 root 1.6
1094     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1095     {
1096     if (!caster_is_spell)
1097     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1098     else
1099     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1100 root 1.10
1101 root 1.40 spellop->destroy ();
1102 root 1.6 return 0;
1103 elmex 1.1 }
1104    
1105 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1106     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1107     {
1108     if (spellop->slaying)
1109     spellop->slaying = NULL;
1110 root 1.4
1111 root 1.6 if (!caster_is_spell)
1112     spellop->slaying = god->slaying;
1113     else if (caster->slaying)
1114     spellop->slaying = caster->slaying;
1115 elmex 1.1 }
1116    
1117 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1118     if (spellop->attacktype & AT_GODPOWER)
1119     spellop->attacktype = spellop->attacktype | god->attacktype;
1120 elmex 1.1
1121 root 1.6 /* tack on the god's name to the spell */
1122     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1123     {
1124     spellop->title = god->name;
1125     if (spellop->title)
1126     {
1127     char buf[MAX_BUF];
1128    
1129     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1130     spellop->name = spellop->name_pl = buf;
1131 root 1.3 }
1132 root 1.6 }
1133 elmex 1.1
1134 root 1.6 return 1;
1135 elmex 1.1 }