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Revision: 1.48
Committed: Mon Oct 12 14:00:59 2009 UTC (14 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_81
Changes since 1.47: +7 -6 lines
Log Message:
clarify license

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * 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 *
13 * 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 *
18 * 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 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
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 #include <sproto.h>
37
38 /**
39 * Returns the id of specified god.
40 */
41 int
42 lookup_god_by_name (shstr_cmp name)
43 {
44 if (name)
45 for (godlink *gl = first_god; gl; gl = gl->next)
46 if (gl->name == name)
47 return gl->id;
48
49 return -1;
50 }
51
52 /**
53 * Returns pointer to specified god's object through pntr_to_god_obj..
54 */
55 object *
56 find_god (shstr_cmp name)
57 {
58 if (name)
59 for (godlink *gl = first_god; gl; gl = gl->next)
60 if (gl->name == name)
61 return pntr_to_god_obj (gl);
62
63 return 0;
64 }
65
66 /**
67 * 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 * 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 shstr_tmp
90 determine_god (object *op)
91 {
92 /* spells */
93 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
94 if (lookup_god_by_name (op->title) >= 0)
95 return op->title;
96
97 if (!op->is_player () && op->flag [FLAG_ALIVE])
98 {
99 /* find a god based on race */
100 if (!op->title)
101 op->title = get_god_for_race (op->race);
102
103 /* find a random god */
104 if (!op->title)
105 {
106 int godnr = rndm (1, first_god->id);
107
108 for (godlink *gl = first_god; gl; gl = gl->next)
109 if (gl->id == godnr)
110 {
111 op->title = gl->name;
112 break;
113 }
114 }
115
116 return op->title;
117 }
118
119 /* 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 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
134 return shstr_none;
135 }
136
137 /**
138 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
139 */
140 static int
141 same_string (const char *s1, const char *s2)
142 {
143 if (s1 == s2)
144 return 1;
145 else if (s1 && s2)
146 return !strcmp (s1, s2);
147 else
148 return 0;
149 }
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 static void
157 follower_remove_similar_item (object *op, object *item)
158 {
159 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 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
177 tmp->destroy ();
178 }
179
180 if (tmp->inv)
181 follower_remove_similar_item (tmp, item);
182 }
183 }
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 static int
191 follower_has_similar_item (object *op, object *item)
192 {
193 object *tmp;
194
195 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 }
204 return 0;
205 }
206
207 /**
208 * God gives an item to the player.
209 */
210 static int
211 god_gives_present (object *op, object *god, treasure *tr)
212 {
213 if (!tr->item)
214 return 0;
215
216 if (follower_has_similar_item (op, tr->item))
217 return 0;
218
219 object *tmp = arch_to_object (tr->item);
220 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
221 op->insert (tmp);
222
223 return 1;
224 }
225
226 /**
227 * Player prays at altar.
228 * Checks for god changing, divine intervention, and so on.
229 */
230 void
231 pray_at_altar (object *pl, object *altar, object *skill)
232 {
233 object *pl_god = find_god (determine_god (pl));
234
235 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
236 return;
237
238 /* If non consecrate altar, don't do anything */
239 if (!altar->other_arch)
240 return;
241
242 /* hmm. what happend depends on pl's current god, level, etc */
243 if (!pl_god)
244 { /*new convert */
245 become_follower (pl, altar->other_arch);
246 return;
247 }
248 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
249 {
250 /* pray at your gods altar */
251 int bonus = (pl->stats.Wis + skill->level) / 10;
252
253 /* we can get neg grace up faster */
254 if (pl->stats.grace < 0)
255 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
256
257 /* we can super-charge grace to 2x max */
258 if (pl->stats.grace < 2 * pl->stats.maxgrace)
259 pl->stats.grace += bonus / 2;
260 else
261 pl->stats.grace = 2 * pl->stats.maxgrace;
262
263 /* Every once in a while, the god decides to checkup on their
264 * follower, and may intervene to help them out.
265 */
266 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
267
268 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
269 god_intervention (pl, pl_god, skill);
270 }
271 else
272 { /* praying to another god! */
273 uint64 loss = 0;
274 int angry = 1;
275
276 /* I believe the logic for detecting opposing gods was completely
277 * broken - I think it should work now. altar->other_arch
278 * points to the god of this altar (which we have
279 * already verified is non null). pl_god->other_arch
280 * is the opposing god - we need to verify that exists before
281 * using its values.
282 */
283 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
284 {
285 angry = 2;
286 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
287 {
288 object *tmp;
289
290 /* you really screwed up */
291 angry = 3;
292 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
293 tmp = get_archetype (LOOSE_MANA);
294 cast_magic_storm (pl, tmp, pl_god->level + 20);
295 }
296 else
297 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
298 }
299 else
300 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
301
302 /* whether we will be successfull in defecting or not -
303 * we lose experience from the clerical experience obj
304 */
305
306 loss = angry * (skill->stats.exp / 10);
307 if (loss)
308 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
309
310 /* May switch Gods, but its random chance based on our current level
311 * note it gets harder to swap gods the higher we get
312 */
313 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
314 become_follower (pl, altar->other_arch);
315 else
316 {
317 /* toss this player off the altar. He can try again. */
318 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
319 pl->contr->fire_on = 0;
320 pl->speed_left = 1.f;
321 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
322 }
323 }
324 }
325
326 /**
327 * Removes special prayers given by a god.
328 */
329 static void
330 check_special_prayers (object *op, object *god)
331 {
332 /* Ensure that 'op' doesn't know any special prayers that are not granted
333 * by 'god'.
334 */
335 treasure *tr;
336 object *tmp, *next_tmp;
337 int remove = 0;
338
339 /* Outer loop iterates over all special prayer marks */
340 for (tmp = op->inv; tmp; tmp = next_tmp)
341 {
342 next_tmp = tmp->below;
343
344 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
345 * in that category, not something we need to worry about.
346 */
347 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
348 continue;
349
350 if (god->randomitems == NULL)
351 {
352 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
353 do_forget_spell (op, tmp->name);
354 continue;
355 }
356
357 /* Inner loop tries to find the special prayer in the god's treasure
358 * list. We default that the spell should be removed.
359 */
360 remove = 1;
361 for (tr = god->randomitems->items; tr; tr = tr->next)
362 {
363 object *item;
364
365 if (!tr->item)
366 continue;
367
368 item = tr->item;
369
370 /* Basically, see if the matching spell is granted by this god. */
371
372 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
373 {
374 remove = 0;
375 break;
376 }
377 }
378
379 if (remove)
380 do_forget_spell (op, tmp->name);
381 }
382 }
383
384 /**
385 * This function is called whenever a player has
386 * switched to a new god. It handles basically all the stat changes
387 * that happen to the player, including the removal of godgiven
388 * items (from the former cult).
389 */
390 void
391 become_follower (object *op, object *new_god)
392 {
393 object *old_god = NULL; /* old god */
394 treasure *tr;
395 object *item, *skop, *next;
396 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
397
398 old_god = find_god (determine_god (op));
399
400 /* take away any special god-characteristic items. */
401 for (item = op->inv; item; item = next)
402 {
403 next = item->below;
404
405 // remove all invisible startequip items which are not skill, exp or force
406 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
407 (item->type != SKILL) && (item->type != FORCE))
408 {
409 if (item->type == SPELL)
410 {
411 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
412 esrv_remove_spell (op->contr, item);
413 }
414
415 player_unready_range_ob (op->contr, item);
416 item->destroy ();
417 }
418 }
419
420 /* remove any godgiven items from the old god */
421 if (old_god)
422 for (tr = old_god->randomitems->items; tr; tr = tr->next)
423 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
424 follower_remove_similar_item (op, tr->item);
425
426 if (!op || !new_god)
427 return;
428
429 if (new_god->slaying && op->race.contains (new_god->slaying))
430 {
431 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
432
433 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
434 {
435 object *tmp = get_archetype (LOOSE_MANA);
436
437 cast_magic_storm (op, tmp, new_god->level + 10);
438 }
439
440 return;
441 }
442
443 /* give the player any special god-characteristic-items. */
444 for (tr = new_god->randomitems->items; tr; tr = tr->next)
445 {
446 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
447 && tr->item->type != BOOK && tr->item->type != SPELL)
448 god_gives_present (op, new_god, tr);
449 }
450
451 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
452
453 for (skop = op->inv; skop; skop = skop->below)
454 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
455 break;
456
457 /* Player has no skill - give them the skill */
458 if (!skop)
459 /* The archetype should always be defined - if we crash here because it doesn't,
460 * things are really messed up anyways.
461 */
462 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
463
464 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
465
466 /* Clear the "undead" status. We also need to force a call to change_abil,
467 * so I set undeadified for that.
468 * - gros, 21th July 2006.
469 */
470 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
471 {
472 CLEAR_FLAG (skop, FLAG_UNDEAD);
473 undeadified = 1;
474 }
475
476 if (skop->title)
477 {
478 /* get rid of old god */
479 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
480
481 /* The point of this is to really show what abilities the player just lost */
482 if (sk_applied || undeadified)
483 {
484 CLEAR_FLAG (skop, FLAG_APPLIED);
485 change_abil (op, skop);
486 }
487 }
488
489 /* now change to the new gods attributes to exp_obj */
490 skop->title = new_god->name;
491 skop->path_attuned = new_god->path_attuned;
492 skop->path_repelled = new_god->path_repelled;
493 skop->path_denied = new_god->path_denied;
494 /* copy god's resistances */
495 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
496
497 /* make sure that certain immunities do NOT get passed
498 * to the follower!
499 */
500 for (i = 0; i < NROFATTACKS; i++)
501 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
502 skop->resist[i] = 30;
503
504 skop->stats.hp = (sint16) new_god->last_heal;
505 skop->stats.sp = (sint16) new_god->last_sp;
506 skop->stats.grace = (sint16) new_god->last_grace;
507 skop->stats.food = (sint16) new_god->last_eat;
508 skop->stats.luck = (sint8) new_god->stats.luck;
509 /* gods may pass on certain flag properties */
510 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
511 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
512 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
513 update_priest_flag (new_god, skop, FLAG_STEALTH);
514 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
515 update_priest_flag (new_god, skop, FLAG_UNDEAD);
516 update_priest_flag (new_god, skop, FLAG_BLIND);
517 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
518
519 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
520
521 /* Weapon/armour use are special...handle flag toggles here as this can
522 * only happen when gods are worshipped and if the new priest could
523 * have used armour/weapons in the first place.
524 *
525 * This also can happen for monks which cannot use weapons. In this case
526 * do not allow to use weapons even if the god otherwise would allow it.
527 */
528 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
529 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
530
531 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
532
533 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
534 stop_using_item (op, WEAPON, 2);
535
536 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
537 {
538 stop_using_item (op, ARMOUR, 1);
539 stop_using_item (op, HELMET, 1);
540 stop_using_item (op, BOOTS, 1);
541 stop_using_item (op, GLOVES, 1);
542 stop_using_item (op, SHIELD, 1);
543 }
544
545 SET_FLAG (skop, FLAG_APPLIED);
546 (void) change_abil (op, skop);
547
548 /* return to previous skill status */
549 if (!sk_applied)
550 CLEAR_FLAG (skop, FLAG_APPLIED);
551
552 check_special_prayers (op, new_god);
553 }
554
555 /**
556 * Forbids or let player use something item type.
557 * op is the player.
558 * exp_obj is the widsom experience.
559 * flag is the flag to check against.
560 * string is the string to print out.
561 */
562
563 int
564 worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
565 {
566 if (QUERY_FLAG (op->arch, flag))
567 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
568 {
569 update_priest_flag (exp_obj, op, flag);
570 if (QUERY_FLAG (op, flag))
571 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
572 else
573 {
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
575 return 1;
576 }
577 }
578
579 return 0;
580 }
581
582 /**
583 * Unapplies up to number worth of items of type
584 */
585 void
586 stop_using_item (object *op, int type, int number)
587 {
588 object *tmp;
589
590 for (tmp = op->inv; tmp && number; tmp = tmp->below)
591 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
592 {
593 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
594 number--;
595 }
596 }
597
598 /**
599 * If the god does/doesnt have this flag, we
600 * give/remove it from the experience object if it doesnt/does
601 * already exist. For players only!
602 */
603
604 void
605 update_priest_flag (object *god, object *exp_ob, uint32 flag)
606 {
607 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
608 SET_FLAG (exp_ob, flag);
609 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
610 {
611 /* When this is called with the exp_ob set to the player,
612 * this check is broken, because most all players arch
613 * allow use of weapons. I'm not actually sure why this
614 * check is here - I guess if you had a case where the
615 * value in the archetype (wisdom) should over ride the restrictions
616 * the god places on it, this may make sense. But I don't think
617 * there is any case like that.
618 */
619
620 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
621 CLEAR_FLAG (exp_ob, flag);
622 };
623 }
624
625 archetype *
626 determine_holy_arch (object *god, shstr_cmp type)
627 {
628 treasure *tr;
629
630 if (!god || !god->randomitems)
631 {
632 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
633 return 0;
634 }
635
636 for (tr = god->randomitems->items; tr; tr = tr->next)
637 {
638 if (!tr->item)
639 continue;
640
641 object *item = tr->item;
642
643 if (item->type == BOOK && item->invisible && item->name == type)
644 return item->other_arch;
645 }
646
647 return 0;
648 }
649
650 /**
651 * God helps player by removing curse and/or damnation.
652 */
653 static int
654 god_removes_curse (object *op, int remove_damnation)
655 {
656 int success = 0;
657
658 for (object *tmp = op->inv; tmp; tmp = tmp->below)
659 {
660 if (tmp->invisible)
661 continue;
662
663 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
664 continue;
665
666 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
667 {
668 success = 1;
669 CLEAR_FLAG (tmp, FLAG_DAMNED);
670 CLEAR_FLAG (tmp, FLAG_CURSED);
671 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
672
673 if (object *pl = tmp->visible_to ())
674 esrv_update_item (UPD_FLAGS, pl, tmp);
675 }
676 }
677
678 if (success)
679 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
680
681 return success;
682 }
683
684 static int
685 follower_level_to_enchantments (int level, int difficulty)
686 {
687 if (difficulty < 1)
688 {
689 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
690 return 0;
691 }
692
693 if (level <= 20)
694 return level / difficulty;
695
696 if (level <= 40)
697 return (20 + (level - 20) / 2) / difficulty;
698
699 return (30 + (level - 40) / 4) / difficulty;
700 }
701
702 /**
703 * God wants to enchant weapon.
704 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
705 * it isn't a weapon for another god. If all is all right, update weapon with
706 * attacktype, slaying and such.
707 */
708 static int
709 god_enchants_weapon (object *op, object *god, object *tr, object *skill)
710 {
711 object *weapon;
712 uint32 attacktype;
713 int tmp;
714
715 for (weapon = op->inv; weapon; weapon = weapon->below)
716 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
717 break;
718
719 if (!weapon || god_examines_item (god, weapon) <= 0)
720 return 0;
721
722 /* First give it a title, so other gods won't touch it */
723 if (!weapon->title)
724 {
725 weapon->title = format ("of %s", &god->name);
726
727 if (object *pl = weapon->visible_to ())
728 esrv_update_item (UPD_NAME, pl, weapon);
729
730 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
731 }
732
733 /* Allow the weapon to slay enemies */
734 if (!weapon->slaying && god->slaying)
735 {
736 weapon->slaying = god->slaying;
737 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
738 return 1;
739 }
740
741 /* Add the gods attacktype */
742 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
743 if ((attacktype & god->attacktype) != god->attacktype)
744 {
745 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
746 weapon->attacktype = attacktype | god->attacktype;
747 return 1;
748 }
749
750 /* Higher magic value */
751 tmp = follower_level_to_enchantments (skill->level, tr->level);
752 if (weapon->magic < tmp)
753 {
754 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
755 weapon->magic++;
756
757 if (object *pl = weapon->visible_to ())
758 esrv_update_item (UPD_NAME, pl, weapon);
759
760 return 1;
761 }
762
763 return 0;
764 }
765
766 /**
767 * Every once in a while the god will intervene to help the worshiper.
768 * Later, this fctn can be used to supply quests, etc for the
769 * priest. -b.t.
770 * called from pray_at_altar() currently.
771 */
772 void
773 god_intervention (object *op, object *god, object *skill)
774 {
775 treasure *tr;
776
777 if (!god || !god->randomitems)
778 {
779 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
780 return;
781 }
782
783 check_special_prayers (op, god);
784
785 /* lets do some checks of whether we are kosher with our god */
786 if (god_examines_priest (op, god) < 0)
787 return;
788
789 op->play_sound (sound_find ("god_intervention"));
790 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
791
792 for (tr = god->randomitems->items; tr; tr = tr->next)
793 {
794 object *item;
795
796 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
797 continue;
798
799 /* Treasurelist - generate some treasure for the follower */
800 if (tr->name)
801 {
802 treasurelist *tl = treasurelist::find (tr->name);
803
804 if (tl == NULL)
805 continue;
806
807 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
808
809 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
810 return;
811 }
812
813 if (!tr->item)
814 continue;
815
816 item = tr->item;
817
818 /* Grace limit */
819 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
820 {
821 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
822 {
823 /* Follower lacks the required grace for the following
824 * treasure list items. */
825
826 object *tmp = get_archetype (HOLY_POSSESSION);
827 cast_change_ability (op, op, tmp, 0, 1);
828 tmp->destroy ();
829 return;
830 }
831
832 continue;
833 }
834
835 /* Restore grace */
836 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
837 {
838 if (op->stats.grace >= 0)
839 continue;
840
841 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
842 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
843 return;
844 }
845
846 /* Heal damage */
847 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
848 {
849 if (op->stats.hp >= op->stats.maxhp)
850 continue;
851
852 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
853 op->stats.hp = op->stats.maxhp;
854 return;
855 }
856
857 /* Restore spellpoints */
858 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
859 {
860 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
861
862 /* Restore to 50 .. 100%, if sp < 50% */
863 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
864
865 if (op->stats.sp >= max / 2)
866 continue;
867
868 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
869 op->stats.sp = new_sp;
870 }
871
872 /* Various heal spells */
873 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
874 {
875 object *tmp = archetype::get (item->slaying);
876 int success = cast_heal (op, op, tmp, 0);
877 tmp->destroy ();
878
879 if (success)
880 return;
881 else
882 continue;
883 }
884
885 /* Remove curse */
886 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
887 {
888 if (god_removes_curse (op, 0))
889 return;
890 else
891 continue;
892 }
893
894 /* Remove damnation */
895 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
896 {
897 if (god_removes_curse (op, 1))
898 return;
899 else
900 continue;
901 }
902
903 /* Heal depletion */
904 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
905 {
906 object *depl;
907 archetype *at;
908 int i;
909
910 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
911 {
912 LOG (llevError, "Could not find archetype depletion.\n");
913 continue;
914 }
915
916 depl = present_arch_in_ob (at, op);
917
918 if (depl == NULL)
919 continue;
920
921 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
922
923 for (i = 0; i < NUM_STATS; i++)
924 if (depl->stats.stat (i))
925 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
926
927 depl->destroy ();
928 op->update_stats ();
929 return;
930 }
931
932 /* Voices */
933 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
936 new_draw_info (NDI_WHITE, 0, op, item->msg);
937 return;
938 }
939
940 /* Messages */
941 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
942 {
943 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
944 return;
945 }
946
947 /* Enchant weapon */
948 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
949 {
950 if (god_enchants_weapon (op, god, item, skill))
951 return;
952 else
953 continue;
954 }
955
956 /* Spellbooks - works correctly only for prayers */
957 if (item->type == SPELL)
958 {
959 if (check_spell_known (op, item->name))
960 continue;
961 if (item->level > skill->level)
962 continue;
963
964 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
965 do_learn_spell (op, item, 1);
966 return;
967
968 }
969
970 /* Other gifts */
971 if (!item->invisible)
972 {
973 if (god_gives_present (op, god, tr))
974 return;
975 else
976 continue;
977 }
978 /* else ignore it */
979 }
980
981 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
982 }
983
984 /**
985 * Checks and maybe punishes someone praying.
986 * All applied items are examined, if player is using more items of other gods,
987 * s/he loses experience in praying or general experience if no praying.
988 */
989 int
990 god_examines_priest (object *op, object *god)
991 {
992 int reaction = 1;
993 object *item = NULL, *skop;
994
995 for (item = op->inv; item; item = item->below)
996 if (QUERY_FLAG (item, FLAG_APPLIED))
997 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
998
999 /* well, well. Looks like we screwed up. Time for god's revenge */
1000 if (reaction < 0)
1001 {
1002 int loss = 10000000;
1003 int angry = abs (reaction);
1004
1005 for (skop = op->inv; skop; skop = skop->below)
1006 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1007 break;
1008
1009 if (skop)
1010 loss = 0.05f * skop->stats.exp;
1011
1012 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1013
1014 if (random_roll (0, angry, op, PREFER_LOW))
1015 {
1016 object *tmp = get_archetype (LOOSE_MANA);
1017
1018 cast_magic_storm (op, tmp, op->level + (angry * 3));
1019 }
1020
1021 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1022 }
1023
1024 return reaction;
1025 }
1026
1027 /**
1028 * God checks item the player is using.
1029 * Return either -1 (bad), 0 (neutral) or
1030 * 1 (item is ok). If you are using the item of an enemy
1031 * god, it can be bad...-b.t.
1032 */
1033 int
1034 god_examines_item (object *god, object *item)
1035 {
1036 char buf[MAX_BUF];
1037
1038 if (!god || !item)
1039 return 0;
1040
1041 if (!item->title)
1042 return 1; /* unclaimed item are ok */
1043
1044 sprintf (buf, "of %s", &god->name);
1045 if (!strcmp (&item->title, buf))
1046 return 1; /* belongs to that God */
1047
1048 if (god->title)
1049 { /* check if we have any enemy blessed item */
1050 sprintf (buf, "of %s", &god->title);
1051 if (!strcmp (&item->title, buf))
1052 {
1053 if (item->env)
1054 {
1055 char buf[MAX_BUF];
1056
1057 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1058 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1059 }
1060
1061 return -1;
1062 }
1063 }
1064
1065 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1066 }
1067
1068 /**
1069 * Returns priest's god's id.
1070 * Straight calls lookup_god_by_name
1071 */
1072 int
1073 get_god (object *priest)
1074 {
1075 return lookup_god_by_name (determine_god (priest));
1076 }
1077
1078 /**
1079 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1080 * Returns false if there was no race to assign to the slaying field of the spell, but
1081 * the spell attacktype contains AT_HOLYWORD. -b.t.
1082 */
1083 int
1084 tailor_god_spell (object *spellop, object *caster)
1085 {
1086 object *god = find_god (determine_god (caster));
1087 int caster_is_spell = 0;
1088
1089 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1090 caster_is_spell = 1;
1091
1092 /* if caster is a rune or the like, it doesn't worship anything. However,
1093 * if this object is owned by someone, then the god that they worship
1094 * is relevant, so use that.
1095 */
1096 if (!god && caster->owner)
1097 god = find_god (determine_god (caster->owner));
1098
1099 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1100 {
1101 if (!caster_is_spell)
1102 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1103 else
1104 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1105
1106 spellop->destroy ();
1107 return 0;
1108 }
1109
1110 /* either holy word or godpower attacks will set the slaying field */
1111 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1112 {
1113 if (spellop->slaying)
1114 spellop->slaying = NULL;
1115
1116 if (!caster_is_spell)
1117 spellop->slaying = god->slaying;
1118 else if (caster->slaying)
1119 spellop->slaying = caster->slaying;
1120 }
1121
1122 /* only the godpower attacktype adds the god's attack onto the spell */
1123 if (spellop->attacktype & AT_GODPOWER)
1124 spellop->attacktype = spellop->attacktype | god->attacktype;
1125
1126 /* tack on the god's name to the spell */
1127 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1128 {
1129 spellop->title = god->name;
1130 if (spellop->title)
1131 {
1132 char buf[MAX_BUF];
1133
1134 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1135 spellop->name = spellop->name_pl = buf;
1136 }
1137 }
1138
1139 return 1;
1140 }