/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
* monster race initialization. b.t.
*/
/* Sept 1996 - moved code over to object -oriented gods -b.t. */
#include
#include
#include
#include
#include
#include
/**
* Returns the id of specified god.
*/
int
lookup_god_by_name (const char *name)
{
int godnr = -1;
size_t nmlen = strlen (name);
if (name && strcmp (name, "none"))
{
godlink *gl;
for (gl = first_god; gl; gl = gl->next)
if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
break;
if (gl)
godnr = gl->id;
}
return godnr;
}
/**
* Returns pointer to specified god's object through pntr_to_god_obj..
*/
object *
find_god (const char *name)
{
object *god = NULL;
if (name)
{
godlink *gl;
for (gl = first_god; gl; gl = gl->next)
if (!strcmp (name, gl->name))
break;
if (gl)
god = pntr_to_god_obj (gl);
}
return god;
}
/**
* Determines if op worships a god.
* Returns the godname if they do or "none" if they have no god.
* In the case of an NPC, if they have no god, we try and guess
* who they should worship based on their race. If that fails we
* give them a random one.
*/
const char *
determine_god (object *op)
{
int godnr = -1;
const char *godname;
/* spells */
if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
{
if (lookup_god_by_name (op->title) >= 0)
return op->title;
}
if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
{
/* find a god based on race */
if (!op->title)
{
if (op->race)
{
godname = get_god_for_race (op->race);
if (godname)
op->title = godname;
}
}
/* find a random god */
if (!op->title)
{
godlink *gl = first_god;
godnr = rndm (1, gl->id);
while (gl)
{
if (gl->id == godnr)
break;
gl = gl->next;
}
op->title = gl->name;
}
return op->title;
}
/* The god the player worships is in the praying skill (native skill
* not skill tool). Since a player can only have one instance of
* that skill, once we find it, we can return, either with the
* title or "none".
*/
if (op->type == PLAYER)
{
for (object *tmp = op->inv; tmp; tmp = tmp->below)
if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
{
if (tmp->title)
return tmp->title;
else
return "none";
}
}
return "none";
}
/**
* Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
*/
static int
same_string (const char *s1, const char *s2)
{
if (s1 == NULL)
if (s2 == NULL)
return 1;
else
return 0;
else if (s2 == NULL)
return 0;
else
return strcmp (s1, s2) == 0;
}
/**
* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
* Any matching items in the inventory are deleted, and a
* message is displayed to the player.
*/
static void
follower_remove_similar_item (object *op, object *item)
{
object *tmp, *next;
if (op && op->type == PLAYER && op->contr)
{
/* search the inventory */
for (tmp = op->inv; tmp != NULL; tmp = next)
{
next = tmp->below; /* backup in case we remove tmp */
if (tmp->type == item->type
&& same_string (tmp->name, item->name)
&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
{
/* message */
if (tmp->nrof > 1)
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
else
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
tmp->destroy ();
}
if (tmp->inv)
follower_remove_similar_item (tmp, item);
}
}
}
/**
* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
* Returns 1 if found, else 0.
*/
static int
follower_has_similar_item (object *op, object *item)
{
object *tmp;
for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
{
if (tmp->type == item->type
&& same_string (tmp->name, item->name)
&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
return 1;
if (tmp->inv && follower_has_similar_item (tmp, item))
return 1;
}
return 0;
}
/**
* God gives an item to the player.
*/
static int
god_gives_present (object *op, object *god, treasure *tr)
{
if (!tr->item)
return 0;
if (follower_has_similar_item (op, tr->item))
return 0;
object *tmp = arch_to_object (tr->item);
new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
op->insert (tmp);
return 1;
}
/**
* Player prays at altar.
* Checks for god changing, divine intervention, and so on.
*/
void
pray_at_altar (object *pl, object *altar, object *skill)
{
object *pl_god = find_god (determine_god (pl));
if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
return;
/* If non consecrate altar, don't do anything */
if (!altar->other_arch)
return;
/* hmm. what happend depends on pl's current god, level, etc */
if (!pl_god)
{ /*new convert */
become_follower (pl, altar->other_arch);
return;
}
else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
{
/* pray at your gods altar */
int bonus = (pl->stats.Wis + skill->level) / 10;
/* we can get neg grace up faster */
if (pl->stats.grace < 0)
pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
/* we can super-charge grace to 2x max */
if (pl->stats.grace < 2 * pl->stats.maxgrace)
pl->stats.grace += bonus / 2;
else
pl->stats.grace = 2 * pl->stats.maxgrace;
/* Every once in a while, the god decides to checkup on their
* follower, and may intervene to help them out.
*/
bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
god_intervention (pl, pl_god, skill);
}
else
{ /* praying to another god! */
uint64 loss = 0;
int angry = 1;
/* I believe the logic for detecting opposing gods was completely
* broken - I think it should work now. altar->other_arch
* points to the god of this altar (which we have
* already verified is non null). pl_god->other_arch
* is the opposing god - we need to verify that exists before
* using its values.
*/
if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
{
angry = 2;
if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
{
object *tmp;
/* you really screwed up */
angry = 3;
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
tmp = get_archetype (LOOSE_MANA);
cast_magic_storm (pl, tmp, pl_god->level + 20);
}
else
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
}
else
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
/* whether we will be successfull in defecting or not -
* we lose experience from the clerical experience obj
*/
loss = angry * (skill->stats.exp / 10);
if (loss)
change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
/* May switch Gods, but its random chance based on our current level
* note it gets harder to swap gods the higher we get
*/
if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
become_follower (pl, altar->other_arch);
else
{
/* toss this player off the altar. He can try again. */
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
pl->contr->fire_on = 0;
pl->speed_left = 1.f;
move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
}
}
}
/**
* Removes special prayers given by a god.
*/
static void
check_special_prayers (object *op, object *god)
{
/* Ensure that 'op' doesn't know any special prayers that are not granted
* by 'god'.
*/
treasure *tr;
object *tmp, *next_tmp;
int remove = 0;
/* Outer loop iterates over all special prayer marks */
for (tmp = op->inv; tmp; tmp = next_tmp)
{
next_tmp = tmp->below;
/* we mark special prayers with the STARTEQUIP flag, so if it isn't
* in that category, not something we need to worry about.
*/
if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
continue;
if (god->randomitems == NULL)
{
LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
do_forget_spell (op, tmp->name);
continue;
}
/* Inner loop tries to find the special prayer in the god's treasure
* list. We default that the spell should be removed.
*/
remove = 1;
for (tr = god->randomitems->items; tr; tr = tr->next)
{
object *item;
if (!tr->item)
continue;
item = tr->item;
/* Basically, see if the matching spell is granted by this god. */
if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
{
remove = 0;
break;
}
}
if (remove)
{
/* just do the work of removing the spell ourselves - we already
* know that the player knows the spell
*/
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
player_unready_range_ob (op->contr, tmp);
tmp->destroy ();
}
}
}
/**
* This function is called whenever a player has
* switched to a new god. It handles basically all the stat changes
* that happen to the player, including the removal of godgiven
* items (from the former cult).
*/
void
become_follower (object *op, object *new_god)
{
object *old_god = NULL; /* old god */
treasure *tr;
object *item, *skop, *next;
int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
old_god = find_god (determine_god (op));
/* take away any special god-characteristic items. */
for (item = op->inv; item != NULL; item = next)
{
next = item->below;
// remove all invisible startequip items which are not skill, exp or force
if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
(item->type != SKILL) && (item->type != FORCE))
{
if (item->type == SPELL)
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
player_unready_range_ob (op->contr, item);
item->destroy ();
}
}
/* remove any godgiven items from the old god */
if (old_god)
for (tr = old_god->randomitems->items; tr; tr = tr->next)
if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
follower_remove_similar_item (op, tr->item);
if (!op || !new_god)
return;
if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
{
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
{
object *tmp = get_archetype (LOOSE_MANA);
cast_magic_storm (op, tmp, new_god->level + 10);
}
return;
}
/* give the player any special god-characteristic-items. */
for (tr = new_god->randomitems->items; tr; tr = tr->next)
{
if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
&& tr->item->type != BOOK && tr->item->type != SPELL)
god_gives_present (op, new_god, tr);
}
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
for (skop = op->inv; skop != NULL; skop = skop->below)
if (skop->type == SKILL && skop->subtype == SK_PRAYING)
break;
/* Player has no skill - give them the skill */
if (!skop)
{
/* The arhetype should always be defined - if we crash here because it doesn't,
* things are really messed up anyways.
*/
skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
link_player_skills (op);
}
sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
/* Clear the "undead" status. We also need to force a call to change_abil,
* so I set undeadified for that.
* - gros, 21th July 2006.
*/
if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
{
CLEAR_FLAG (skop, FLAG_UNDEAD);
undeadified = 1;
}
if (skop->title)
{
/* get rid of old god */
new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
/* The point of this is to really show what abilities the player just lost */
if (sk_applied || undeadified)
{
CLEAR_FLAG (skop, FLAG_APPLIED);
change_abil (op, skop);
}
}
/* now change to the new gods attributes to exp_obj */
skop->title = new_god->name;
skop->path_attuned = new_god->path_attuned;
skop->path_repelled = new_god->path_repelled;
skop->path_denied = new_god->path_denied;
/* copy god's resistances */
memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
/* make sure that certain immunities do NOT get passed
* to the follower!
*/
for (i = 0; i < NROFATTACKS; i++)
if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
skop->resist[i] = 30;
skop->stats.hp = (sint16) new_god->last_heal;
skop->stats.sp = (sint16) new_god->last_sp;
skop->stats.grace = (sint16) new_god->last_grace;
skop->stats.food = (sint16) new_god->last_eat;
skop->stats.luck = (sint8) new_god->stats.luck;
/* gods may pass on certain flag properties */
update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
update_priest_flag (new_god, skop, FLAG_STEALTH);
update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
update_priest_flag (new_god, skop, FLAG_UNDEAD);
update_priest_flag (new_god, skop, FLAG_BLIND);
update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
/* Weapon/armour use are special...handle flag toggles here as this can
* only happen when gods are worshipped and if the new priest could
* have used armour/weapons in the first place.
*
* This also can happen for monks which cannot use weapons. In this case
* do not allow to use weapons even if the god otherwise would allow it.
*/
if (!present_in_ob_by_name (FORCE, "no weapon force", op))
update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
stop_using_item (op, WEAPON, 2);
if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
{
stop_using_item (op, ARMOUR, 1);
stop_using_item (op, HELMET, 1);
stop_using_item (op, BOOTS, 1);
stop_using_item (op, GLOVES, 1);
stop_using_item (op, SHIELD, 1);
}
SET_FLAG (skop, FLAG_APPLIED);
(void) change_abil (op, skop);
/* return to previous skill status */
if (!sk_applied)
CLEAR_FLAG (skop, FLAG_APPLIED);
check_special_prayers (op, new_god);
}
/**
* Forbids or let player use something item type.
* op is the player.
* exp_obj is the widsom experience.
* flag is the flag to check against.
* string is the string to print out.
*/
int
worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
{
if (QUERY_FLAG (op->arch, flag))
if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
{
update_priest_flag (exp_obj, op, flag);
if (QUERY_FLAG (op, flag))
new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
else
{
new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
return 1;
}
}
return 0;
}
/**
* Unapplies up to number worth of items of type
*/
void
stop_using_item (object *op, int type, int number)
{
object *tmp;
for (tmp = op->inv; tmp && number; tmp = tmp->below)
if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
{
apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
number--;
}
}
/**
* If the god does/doesnt have this flag, we
* give/remove it from the experience object if it doesnt/does
* already exist. For players only!
*/
void
update_priest_flag (object *god, object *exp_ob, uint32 flag)
{
if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
SET_FLAG (exp_ob, flag);
else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
{
/* When this is called with the exp_ob set to the player,
* this check is broken, because most all players arch
* allow use of weapons. I'm not actually sure why this
* check is here - I guess if you had a case where the
* value in the archetype (wisdom) should over ride the restrictions
* the god places on it, this may make sense. But I don't think
* there is any case like that.
*/
/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
CLEAR_FLAG (exp_ob, flag);
};
}
archetype *
determine_holy_arch (object *god, const char *type)
{
treasure *tr;
if (!god || !god->randomitems)
{
LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
return NULL;
}
for (tr = god->randomitems->items; tr; tr = tr->next)
{
if (!tr->item)
continue;
object *item = tr->item;
if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
return item->other_arch;
}
return NULL;
}
/**
* God helps player by removing curse and/or damnation.
*/
static int
god_removes_curse (object *op, int remove_damnation)
{
int success = 0;
for (object *tmp = op->inv; tmp; tmp = tmp->below)
{
if (tmp->invisible)
continue;
if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
continue;
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
{
success = 1;
CLEAR_FLAG (tmp, FLAG_DAMNED);
CLEAR_FLAG (tmp, FLAG_CURSED);
CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
if (object *pl = tmp->visible_to ())
esrv_update_item (UPD_FLAGS, pl, tmp);
}
}
if (success)
new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
return success;
}
static int
follower_level_to_enchantments (int level, int difficulty)
{
if (difficulty < 1)
{
LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
return 0;
}
if (level <= 20)
return level / difficulty;
if (level <= 40)
return (20 + (level - 20) / 2) / difficulty;
return (30 + (level - 40) / 4) / difficulty;
}
/**
* God wants to enchant weapon.
* Affected weapon is the applied one (weapon or bow). It's checked to make sure
* it isn't a weapon for another god. If all is all right, update weapon with
* attacktype, slaying and such.
*/
static int
god_enchants_weapon (object *op, object *god, object *tr, object *skill)
{
char buf[MAX_BUF];
object *weapon;
uint32 attacktype;
int tmp;
for (weapon = op->inv; weapon; weapon = weapon->below)
if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
break;
if (weapon == NULL || god_examines_item (god, weapon) <= 0)
return 0;
/* First give it a title, so other gods won't touch it */
if (!weapon->title)
{
sprintf (buf, "of %s", &god->name);
weapon->title = buf;
if (object *pl = weapon->visible_to ())
esrv_update_item (UPD_NAME, pl, weapon);
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
}
/* Allow the weapon to slay enemies */
if (!weapon->slaying && god->slaying)
{
weapon->slaying = god->slaying;
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
return 1;
}
/* Add the gods attacktype */
attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
if ((attacktype & god->attacktype) != god->attacktype)
{
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
weapon->attacktype = attacktype | god->attacktype;
return 1;
}
/* Higher magic value */
tmp = follower_level_to_enchantments (skill->level, tr->level);
if (weapon->magic < tmp)
{
new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
weapon->magic++;
if (object *pl = weapon->visible_to ())
esrv_update_item (UPD_NAME, pl, weapon);
return 1;
}
return 0;
}
/**
* Every once in a while the god will intervene to help the worshiper.
* Later, this fctn can be used to supply quests, etc for the
* priest. -b.t.
* called from pray_at_altar() currently.
*/
void
god_intervention (object *op, object *god, object *skill)
{
treasure *tr;
if (!god || !god->randomitems)
{
LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
return;
}
check_special_prayers (op, god);
/* lets do some checks of whether we are kosher with our god */
if (god_examines_priest (op, god) < 0)
return;
op->play_sound (sound_find ("god_intervention"));
new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
for (tr = god->randomitems->items; tr; tr = tr->next)
{
object *item;
if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
continue;
/* Treasurelist - generate some treasure for the follower */
if (tr->name)
{
treasurelist *tl = treasurelist::find (tr->name);
if (tl == NULL)
continue;
new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
return;
}
if (!tr->item)
continue;
item = tr->item;
/* Grace limit */
if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
{
if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
{
object *tmp;
/* Follower lacks the required grace for the following
* treasure list items. */
tmp = get_archetype (HOLY_POSSESSION);
cast_change_ability (op, op, tmp, 0, 1);
tmp->destroy ();
return;
}
continue;
}
/* Restore grace */
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
{
if (op->stats.grace >= 0)
continue;
op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
return;
}
/* Heal damage */
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
{
if (op->stats.hp >= op->stats.maxhp)
continue;
new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
op->stats.hp = op->stats.maxhp;
return;
}
/* Restore spellpoints */
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
{
int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
/* Restore to 50 .. 100%, if sp < 50% */
int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
if (op->stats.sp >= max / 2)
continue;
new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
op->stats.sp = new_sp;
}
/* Various heal spells */
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
{
object *tmp;
int success;
tmp = get_archetype_by_object_name (item->slaying);
success = cast_heal (op, op, tmp, 0);
tmp->destroy ();
if (success)
return;
else
continue;
}
/* Remove curse */
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
{
if (god_removes_curse (op, 0))
return;
else
continue;
}
/* Remove damnation */
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
{
if (god_removes_curse (op, 1))
return;
else
continue;
}
/* Heal depletion */
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
{
object *depl;
archetype *at;
int i;
if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
{
LOG (llevError, "Could not find archetype depletion.\n");
continue;
}
depl = present_arch_in_ob (at, op);
if (depl == NULL)
continue;
new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
for (i = 0; i < NUM_STATS; i++)
if (depl->stats.stat (i))
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
depl->destroy ();
op->update_stats ();
return;
}
/* Voices */
if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
{
new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
new_draw_info (NDI_WHITE, 0, op, item->msg);
return;
}
/* Messages */
if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
{
new_draw_info (NDI_UNIQUE, 0, op, item->msg);
return;
}
/* Enchant weapon */
if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
{
if (god_enchants_weapon (op, god, item, skill))
return;
else
continue;
}
/* Spellbooks - works correctly only for prayers */
if (item->type == SPELL)
{
if (check_spell_known (op, item->name))
continue;
if (item->level > skill->level)
continue;
new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
do_learn_spell (op, item, 1);
return;
}
/* Other gifts */
if (!item->invisible)
{
if (god_gives_present (op, god, tr))
return;
else
continue;
}
/* else ignore it */
}
new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
}
/**
* Checks and maybe punishes someone praying.
* All applied items are examined, if player is using more items of other gods,
* s/he loses experience in praying or general experience if no praying.
*/
int
god_examines_priest (object *op, object *god)
{
int reaction = 1;
object *item = NULL, *skop;
for (item = op->inv; item; item = item->below)
{
if (QUERY_FLAG (item, FLAG_APPLIED))
{
reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
}
}
/* well, well. Looks like we screwed up. Time for god's revenge */
if (reaction < 0)
{
int loss = 10000000;
int angry = abs (reaction);
for (skop = op->inv; skop != NULL; skop = skop->below)
if (skop->type == SKILL && skop->subtype == SK_PRAYING)
break;
if (skop)
loss = (int) (0.05 * (float) skop->stats.exp);
change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
if (random_roll (0, angry, op, PREFER_LOW))
{
object *tmp = get_archetype (LOOSE_MANA);
cast_magic_storm (op, tmp, op->level + (angry * 3));
}
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
}
return reaction;
}
/**
* God checks item the player is using.
* Return either -1 (bad), 0 (neutral) or
* 1 (item is ok). If you are using the item of an enemy
* god, it can be bad...-b.t.
*/
int
god_examines_item (object *god, object *item)
{
char buf[MAX_BUF];
if (!god || !item)
return 0;
if (!item->title)
return 1; /* unclaimed item are ok */
sprintf (buf, "of %s", &god->name);
if (!strcmp (item->title, buf))
return 1; /* belongs to that God */
if (god->title)
{ /* check if we have any enemy blessed item */
sprintf (buf, "of %s", &god->title);
if (!strcmp (item->title, buf))
{
if (item->env)
{
char buf[MAX_BUF];
sprintf (buf, "Heretic! You are using %s!", query_name (item));
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
}
return -1;
}
}
return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
}
/**
* Returns priest's god's id.
* Straight calls lookup_god_by_name
*/
int
get_god (object *priest)
{
int godnr = lookup_god_by_name (determine_god (priest));
return godnr;
}
/**
* Returns a string that is the name of the god that should be natively worshipped by a
* creature of who has race *race
* if we can't find a god that is appropriate, we return NULL
*/
const char *
get_god_for_race (const char *race)
{
godlink *gl = first_god;
const char *godname = NULL;
if (race == NULL)
return NULL;
while (gl)
{
if (!strcasecmp (gl->arch->race, race))
{
godname = gl->name;
break;
}
gl = gl->next;
}
return godname;
}
/**
* Changes the attributes of cone, smite, and ball spells as needed by the code.
* Returns false if there was no race to assign to the slaying field of the spell, but
* the spell attacktype contains AT_HOLYWORD. -b.t.
*/
int
tailor_god_spell (object *spellop, object *caster)
{
object *god = find_god (determine_god (caster));
int caster_is_spell = 0;
if (caster->type == SPELL_EFFECT || caster->type == SPELL)
caster_is_spell = 1;
/* if caster is a rune or the like, it doesn't worship anything. However,
* if this object is owned by someone, then the god that they worship
* is relevant, so use that.
*/
if (!god && caster->owner)
god = find_god (determine_god (caster->owner));
if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
{
if (!caster_is_spell)
new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
else
LOG (llevError, "BUG: tailor_god_spell(): no god\n");
spellop->destroy ();
return 0;
}
/* either holy word or godpower attacks will set the slaying field */
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
{
if (spellop->slaying)
spellop->slaying = NULL;
if (!caster_is_spell)
spellop->slaying = god->slaying;
else if (caster->slaying)
spellop->slaying = caster->slaying;
}
/* only the godpower attacktype adds the god's attack onto the spell */
if (spellop->attacktype & AT_GODPOWER)
spellop->attacktype = spellop->attacktype | god->attacktype;
/* tack on the god's name to the spell */
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
{
spellop->title = god->name;
if (spellop->title)
{
char buf[MAX_BUF];
sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
spellop->name = spellop->name_pl = buf;
}
}
return 1;
}