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Revision: 1.51
Committed: Fri Nov 6 13:03:34 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +3 -3 lines
Log Message:
make effectively static symbols actually static, part 2

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