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Revision: 1.58
Committed: Fri Apr 2 03:41:25 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.57: +0 -1 lines
Log Message:
preliminary check-in with dbeugging code

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 = tr->item->instance ();
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 item->destroy ();
384 }
385 }
386
387 /* remove any godgiven items from the old god */
388 if (old_god)
389 for (tr = old_god->randomitems->items; tr; tr = tr->next)
390 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
391 follower_remove_similar_item (op, tr->item);
392
393 if (!op || !new_god)
394 return;
395
396 if (new_god->slaying && op->race.contains (new_god->slaying))
397 {
398 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
399
400 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
401 {
402 object *tmp = get_archetype (LOOSE_MANA);
403
404 cast_magic_storm (op, tmp, new_god->level + 10);
405 }
406
407 return;
408 }
409
410 /* give the player any special god-characteristic-items. */
411 for (tr = new_god->randomitems->items; tr; tr = tr->next)
412 {
413 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
414 && tr->item->type != BOOK && tr->item->type != SPELL)
415 god_gives_present (op, new_god, tr);
416 }
417
418 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
419
420 for (skop = op->inv; skop; skop = skop->below)
421 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
422 break;
423
424 /* Player has no skill - give them the skill */
425 if (!skop)
426 /* The archetype should always be defined - if we crash here because it doesn't,
427 * things are really messed up anyways.
428 */
429 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
430
431 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
432
433 /* Clear the "undead" status. We also need to force a call to change_abil,
434 * so I set undeadified for that.
435 * - gros, 21th July 2006.
436 */
437 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
438 {
439 CLEAR_FLAG (skop, FLAG_UNDEAD);
440 undeadified = 1;
441 }
442
443 if (skop->title)
444 {
445 /* get rid of old god */
446 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
447
448 /* The point of this is to really show what abilities the player just lost */
449 if (sk_applied || undeadified)
450 {
451 CLEAR_FLAG (skop, FLAG_APPLIED);
452 change_abil (op, skop);
453 }
454 }
455
456 /* now change to the new gods attributes to exp_obj */
457 skop->title = new_god->name;
458 skop->path_attuned = new_god->path_attuned;
459 skop->path_repelled = new_god->path_repelled;
460 skop->path_denied = new_god->path_denied;
461 /* copy god's resistances */
462 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
463
464 /* make sure that certain immunities do NOT get passed
465 * to the follower!
466 */
467 for (i = 0; i < NROFATTACKS; i++)
468 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
469 skop->resist[i] = 30;
470
471 skop->stats.hp = (sint16) new_god->last_heal;
472 skop->stats.sp = (sint16) new_god->last_sp;
473 skop->stats.grace = (sint16) new_god->last_grace;
474 skop->stats.food = (sint16) new_god->last_eat;
475 skop->stats.luck = (sint8) new_god->stats.luck;
476 /* gods may pass on certain flag properties */
477 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
478 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
479 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
480 update_priest_flag (new_god, skop, FLAG_STEALTH);
481 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
482 update_priest_flag (new_god, skop, FLAG_UNDEAD);
483 update_priest_flag (new_god, skop, FLAG_BLIND);
484 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
485
486 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
487
488 /* Weapon/armour use are special...handle flag toggles here as this can
489 * only happen when gods are worshipped and if the new priest could
490 * have used armour/weapons in the first place.
491 *
492 * This also can happen for monks which cannot use weapons. In this case
493 * do not allow to use weapons even if the god otherwise would allow it.
494 */
495 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
496 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
497
498 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
499
500 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
501 stop_using_item (op, WEAPON, 2);
502
503 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
504 {
505 stop_using_item (op, ARMOUR, 1);
506 stop_using_item (op, HELMET, 1);
507 stop_using_item (op, BOOTS, 1);
508 stop_using_item (op, GLOVES, 1);
509 stop_using_item (op, SHIELD, 1);
510 }
511
512 SET_FLAG (skop, FLAG_APPLIED);
513 change_abil (op, skop);
514
515 /* return to previous skill status */
516 if (!sk_applied)
517 CLEAR_FLAG (skop, FLAG_APPLIED);
518
519 check_special_prayers (op, new_god);
520 }
521
522 archetype *
523 determine_holy_arch (object *god, shstr_cmp type)
524 {
525 treasure *tr;
526
527 if (!god || !god->randomitems)
528 {
529 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
530 return 0;
531 }
532
533 for (tr = god->randomitems->items; tr; tr = tr->next)
534 {
535 if (!tr->item)
536 continue;
537
538 object *item = tr->item;
539
540 if (item->type == BOOK && item->invisible && item->name == type)
541 return item->other_arch;
542 }
543
544 return 0;
545 }
546
547 /**
548 * God helps player by removing curse and/or damnation.
549 */
550 static int
551 god_removes_curse (object *op, int remove_damnation)
552 {
553 int success = 0;
554
555 for (object *tmp = op->inv; tmp; tmp = tmp->below)
556 {
557 if (tmp->invisible)
558 continue;
559
560 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
561 continue;
562
563 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
564 {
565 success = 1;
566 CLEAR_FLAG (tmp, FLAG_DAMNED);
567 CLEAR_FLAG (tmp, FLAG_CURSED);
568 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
569
570 if (object *pl = tmp->visible_to ())
571 esrv_update_item (UPD_FLAGS, pl, tmp);
572 }
573 }
574
575 if (success)
576 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
577
578 return success;
579 }
580
581 static int
582 follower_level_to_enchantments (int level, int difficulty)
583 {
584 if (difficulty < 1)
585 {
586 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
587 return 0;
588 }
589
590 if (level <= 20)
591 return level / difficulty;
592
593 if (level <= 40)
594 return (20 + (level - 20) / 2) / difficulty;
595
596 return (30 + (level - 40) / 4) / difficulty;
597 }
598
599 /**
600 * God checks item the player is using.
601 * Return either -1 (bad), 0 (neutral) or
602 * 1 (item is ok). If you are using the item of an enemy
603 * god, it can be bad...-b.t.
604 */
605 static int
606 god_examines_item (object *god, object *item)
607 {
608 char buf[MAX_BUF];
609
610 if (!god || !item)
611 return 0;
612
613 if (!item->title)
614 return 1; /* unclaimed item are ok */
615
616 sprintf (buf, "of %s", &god->name);
617 if (!strcmp (&item->title, buf))
618 return 1; /* belongs to that God */
619
620 if (god->title)
621 { /* check if we have any enemy blessed item */
622 sprintf (buf, "of %s", &god->title);
623 if (!strcmp (&item->title, buf))
624 {
625 if (item->env)
626 {
627 char buf[MAX_BUF];
628
629 sprintf (buf, "Heretic! You are using %s!", query_name (item));
630 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
631 }
632
633 return -1;
634 }
635 }
636
637 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
638 }
639
640 /**
641 * God wants to enchant weapon.
642 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
643 * it isn't a weapon for another god. If all is all right, update weapon with
644 * attacktype, slaying and such.
645 */
646 static int
647 god_enchants_weapon (object *op, object *god, object *tr, object *skill)
648 {
649 object *weapon;
650 uint32 attacktype;
651 int tmp;
652
653 for (weapon = op->inv; weapon; weapon = weapon->below)
654 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
655 break;
656
657 if (!weapon || god_examines_item (god, weapon) <= 0)
658 return 0;
659
660 /* First give it a title, so other gods won't touch it */
661 if (!weapon->title)
662 {
663 weapon->title = format ("of %s", &god->name);
664
665 if (object *pl = weapon->visible_to ())
666 esrv_update_item (UPD_NAME, pl, weapon);
667
668 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
669 }
670
671 /* Allow the weapon to slay enemies */
672 if (!weapon->slaying && god->slaying)
673 {
674 weapon->slaying = god->slaying;
675 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
676 return 1;
677 }
678
679 /* Add the gods attacktype */
680 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
681 if ((attacktype & god->attacktype) != god->attacktype)
682 {
683 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
684 weapon->attacktype = attacktype | god->attacktype;
685 return 1;
686 }
687
688 /* Higher magic value */
689 tmp = follower_level_to_enchantments (skill->level, tr->level);
690 if (weapon->magic < tmp)
691 {
692 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
693 weapon->magic++;
694
695 if (object *pl = weapon->visible_to ())
696 esrv_update_item (UPD_NAME, pl, weapon);
697
698 return 1;
699 }
700
701 return 0;
702 }
703
704 /**
705 * Checks and maybe punishes someone praying.
706 * All applied items are examined, if player is using more items of other gods,
707 * s/he loses experience in praying or general experience if no praying.
708 */
709 static int
710 god_examines_priest (object *op, object *god)
711 {
712 int reaction = 1;
713 object *item = NULL, *skop;
714
715 for (item = op->inv; item; item = item->below)
716 if (QUERY_FLAG (item, FLAG_APPLIED))
717 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
718
719 /* well, well. Looks like we screwed up. Time for god's revenge */
720 if (reaction < 0)
721 {
722 int loss = 10000000;
723 int angry = abs (reaction);
724
725 for (skop = op->inv; skop; skop = skop->below)
726 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
727 break;
728
729 if (skop)
730 loss = 0.05f * skop->stats.exp;
731
732 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
733
734 if (random_roll (0, angry, op, PREFER_LOW))
735 {
736 object *tmp = get_archetype (LOOSE_MANA);
737
738 cast_magic_storm (op, tmp, op->level + (angry * 3));
739 }
740
741 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
742 }
743
744 return reaction;
745 }
746
747 /**
748 * Every once in a while the god will intervene to help the worshiper.
749 * Later, this fctn can be used to supply quests, etc for the
750 * priest. -b.t.
751 * called from pray_at_altar() currently.
752 */
753 static void
754 god_intervention (object *op, object *god, object *skill)
755 {
756 treasure *tr;
757
758 if (!god || !god->randomitems)
759 {
760 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
761 return;
762 }
763
764 check_special_prayers (op, god);
765
766 /* lets do some checks of whether we are kosher with our god */
767 if (god_examines_priest (op, god) < 0)
768 return;
769
770 op->play_sound (sound_find ("god_intervention"));
771 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
772
773 for (tr = god->randomitems->items; tr; tr = tr->next)
774 {
775 object *item;
776
777 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
778 continue;
779
780 /* Treasurelist - generate some treasure for the follower */
781 if (tr->name)
782 {
783 treasurelist *tl = treasurelist::find (tr->name);
784
785 if (tl == NULL)
786 continue;
787
788 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
789
790 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
791 return;
792 }
793
794 if (!tr->item)
795 continue;
796
797 item = tr->item;
798
799 /* Grace limit */
800 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
801 {
802 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
803 {
804 /* Follower lacks the required grace for the following
805 * treasure list items. */
806
807 object *tmp = get_archetype (HOLY_POSSESSION);
808 cast_change_ability (op, op, tmp, 0, 1);
809 tmp->destroy ();
810 return;
811 }
812
813 continue;
814 }
815
816 /* Restore grace */
817 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
818 {
819 if (op->stats.grace >= 0)
820 continue;
821
822 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
823 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
824 return;
825 }
826
827 /* Heal damage */
828 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
829 {
830 if (op->stats.hp >= op->stats.maxhp)
831 continue;
832
833 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
834 op->stats.hp = op->stats.maxhp;
835 return;
836 }
837
838 /* Restore spellpoints */
839 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
840 {
841 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
842
843 /* Restore to 50 .. 100%, if sp < 50% */
844 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
845
846 if (op->stats.sp >= max / 2)
847 continue;
848
849 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
850 op->stats.sp = new_sp;
851 }
852
853 /* Various heal spells */
854 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
855 {
856 object *tmp = archetype::get (item->slaying);
857 int success = cast_heal (op, op, tmp, 0);
858 tmp->destroy ();
859
860 if (success)
861 return;
862 else
863 continue;
864 }
865
866 /* Remove curse */
867 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
868 {
869 if (god_removes_curse (op, 0))
870 return;
871 else
872 continue;
873 }
874
875 /* Remove damnation */
876 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
877 {
878 if (god_removes_curse (op, 1))
879 return;
880 else
881 continue;
882 }
883
884 /* Heal depletion */
885 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
886 {
887 object *depl;
888 archetype *at;
889 int i;
890
891 if ((at = archetype::find (shstr_depletion)) == NULL)
892 {
893 LOG (llevError, "Could not find archetype depletion.\n");
894 continue;
895 }
896
897 depl = present_arch_in_ob (at, op);
898
899 if (depl == NULL)
900 continue;
901
902 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
903
904 for (i = 0; i < NUM_STATS; i++)
905 if (depl->stats.stat (i))
906 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
907
908 depl->destroy ();
909 op->update_stats ();
910 return;
911 }
912
913 /* Voices */
914 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
915 {
916 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
917 new_draw_info (NDI_WHITE, 0, op, item->msg);
918 return;
919 }
920
921 /* Messages */
922 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
923 {
924 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
925 return;
926 }
927
928 /* Enchant weapon */
929 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
930 {
931 if (god_enchants_weapon (op, god, item, skill))
932 return;
933 else
934 continue;
935 }
936
937 /* Spellbooks - works correctly only for prayers */
938 if (item->type == SPELL)
939 {
940 if (check_spell_known (op, item->name))
941 continue;
942 if (item->level > skill->level)
943 continue;
944
945 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
946 do_learn_spell (op, item, 1);
947 return;
948
949 }
950
951 /* Other gifts */
952 if (!item->invisible)
953 {
954 if (god_gives_present (op, god, tr))
955 return;
956 else
957 continue;
958 }
959 /* else ignore it */
960 }
961
962 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
963 }
964
965 /**
966 * Player prays at altar.
967 * Checks for god changing, divine intervention, and so on.
968 */
969 void
970 pray_at_altar (object *pl, object *altar, object *skill)
971 {
972 object *pl_god = find_god (determine_god (pl));
973
974 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
975 return;
976
977 /* If non consecrate altar, don't do anything */
978 if (!altar->other_arch)
979 return;
980
981 /* hmm. what happend depends on pl's current god, level, etc */
982 if (!pl_god)
983 { /*new convert */
984 become_follower (pl, altar->other_arch);
985 return;
986 }
987 else if (pl_god->name == altar->other_arch->object::name)
988 {
989 /* pray at your gods altar */
990 /* this leads to very low levels of wis and pray to result in no doubling! */
991 int bonus = (pl->stats.Wis + skill->level) / 10;
992
993 /* we can get neg grace up faster */
994 if (pl->stats.grace < 0)
995 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
996
997 /* we can super-charge grace to 2x max */
998 if (pl->stats.grace < 2 * pl->stats.maxgrace)
999 pl->stats.grace += bonus / 2;
1000 else
1001 pl->stats.grace = 2 * pl->stats.maxgrace;
1002
1003 /* Every once in a while, the god decides to checkup on their
1004 * follower, and may intervene to help them out.
1005 */
1006 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1007
1008 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1009 god_intervention (pl, pl_god, skill);
1010 }
1011 else
1012 { /* praying to another god! */
1013 uint64 loss = 0;
1014 int angry = 1;
1015
1016 /* I believe the logic for detecting opposing gods was completely
1017 * broken - I think it should work now. altar->other_arch
1018 * points to the god of this altar (which we have
1019 * already verified is non null). pl_god->other_arch
1020 * is the opposing god - we need to verify that exists before
1021 * using its values.
1022 */
1023 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1024 {
1025 angry = 2;
1026 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1027 {
1028 object *tmp;
1029
1030 /* you really screwed up */
1031 angry = 3;
1032 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1033 tmp = get_archetype (LOOSE_MANA);
1034 cast_magic_storm (pl, tmp, pl_god->level + 20);
1035 }
1036 else
1037 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1038 }
1039 else
1040 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1041
1042 /* whether we will be successfull in defecting or not -
1043 * we lose experience from the clerical experience obj
1044 */
1045
1046 loss = angry * (skill->stats.exp / 10);
1047 if (loss)
1048 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
1049
1050 /* May switch Gods, but its random chance based on our current level
1051 * note it gets harder to swap gods the higher we get
1052 */
1053 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1054 become_follower (pl, altar->other_arch);
1055 else
1056 {
1057 /* toss this player off the altar. He can try again. */
1058 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1059 pl->contr->fire_on = 0;
1060 pl->speed_left = 1.f;
1061 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1062 }
1063 }
1064 }
1065
1066 /**
1067 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1068 * Returns false if there was no race to assign to the slaying field of the spell, but
1069 * the spell attacktype contains AT_HOLYWORD. -b.t.
1070 */
1071 int
1072 tailor_god_spell (object *spellop, object *caster)
1073 {
1074 object *god = find_god (determine_god (caster));
1075 int caster_is_spell = 0;
1076
1077 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1078 caster_is_spell = 1;
1079
1080 /* if caster is a rune or the like, it doesn't worship anything. However,
1081 * if this object is owned by someone, then the god that they worship
1082 * is relevant, so use that.
1083 */
1084 if (!god && caster->owner)
1085 god = find_god (determine_god (caster->owner));
1086
1087 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1088 {
1089 if (!caster_is_spell)
1090 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1091 else
1092 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1093
1094 spellop->destroy ();
1095 return 0;
1096 }
1097
1098 /* either holy word or godpower attacks will set the slaying field */
1099 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1100 {
1101 if (spellop->slaying)
1102 spellop->slaying = NULL;
1103
1104 if (!caster_is_spell)
1105 spellop->slaying = god->slaying;
1106 else if (caster->slaying)
1107 spellop->slaying = caster->slaying;
1108 }
1109
1110 /* only the godpower attacktype adds the god's attack onto the spell */
1111 if (spellop->attacktype & AT_GODPOWER)
1112 spellop->attacktype = spellop->attacktype | god->attacktype;
1113
1114 /* tack on the god's name to the spell */
1115 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1116 {
1117 spellop->title = god->name;
1118 if (spellop->title)
1119 {
1120 char buf[MAX_BUF];
1121
1122 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1123 spellop->name = spellop->name_pl = buf;
1124 }
1125 }
1126
1127 return 1;
1128 }