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Revision: 1.59
Committed: Mon Apr 5 17:28:12 2010 UTC (14 years, 2 months ago) by root
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Branch: MAIN
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# 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 for (object *tmp = op->inv; tmp && number; tmp = tmp->below)
291 if (tmp->type == type && tmp->flag [FLAG_APPLIED])
292 {
293 op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
294 --number;
295 }
296 }
297
298 /**
299 * If the god does/doesnt have this flag, we
300 * give/remove it from the experience object if it doesnt/does
301 * already exist. For players only!
302 */
303 static void
304 update_priest_flag (object *god, object *exp_ob, uint32 flag)
305 {
306 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
307 SET_FLAG (exp_ob, flag);
308 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
309 {
310 /* When this is called with the exp_ob set to the player,
311 * this check is broken, because most all players arch
312 * allow use of weapons. I'm not actually sure why this
313 * check is here - I guess if you had a case where the
314 * value in the archetype (wisdom) should over ride the restrictions
315 * the god places on it, this may make sense. But I don't think
316 * there is any case like that.
317 */
318
319 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
320 CLEAR_FLAG (exp_ob, flag);
321 };
322 }
323
324 /**
325 * Forbids or let player use something item type.
326 * op is the player.
327 * exp_obj is the widsom experience.
328 * flag is the flag to check against.
329 * string is the string to print out.
330 */
331 static int
332 worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
333 {
334 if (QUERY_FLAG (op->arch, flag))
335 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
336 {
337 update_priest_flag (exp_obj, op, flag);
338 if (QUERY_FLAG (op, flag))
339 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
340 else
341 {
342 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
343 return 1;
344 }
345 }
346
347 return 0;
348 }
349
350 /**
351 * This function is called whenever a player has
352 * switched to a new god. It handles basically all the stat changes
353 * that happen to the player, including the removal of godgiven
354 * items (from the former cult).
355 */
356 void
357 become_follower (object *op, object *new_god)
358 {
359 object *old_god = NULL; /* old god */
360 treasure *tr;
361 object *item, *skop, *next;
362 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
363
364 old_god = find_god (determine_god (op));
365
366 /* take away any special god-characteristic items. */
367 for (item = op->inv; item; item = next)
368 {
369 next = item->below;
370
371 // remove all invisible startequip items which are not skill, exp or force
372 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
373 (item->type != SKILL) && (item->type != FORCE))
374 {
375 if (item->type == SPELL)
376 {
377 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
378 esrv_remove_spell (op->contr, item);
379 }
380
381 item->destroy ();
382 }
383 }
384
385 /* remove any godgiven items from the old god */
386 if (old_god)
387 for (tr = old_god->randomitems->items; tr; tr = tr->next)
388 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
389 follower_remove_similar_item (op, tr->item);
390
391 if (!op || !new_god)
392 return;
393
394 if (new_god->slaying && op->race.contains (new_god->slaying))
395 {
396 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
397
398 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
399 {
400 object *tmp = get_archetype (LOOSE_MANA);
401
402 cast_magic_storm (op, tmp, new_god->level + 10);
403 }
404
405 return;
406 }
407
408 /* give the player any special god-characteristic-items. */
409 for (tr = new_god->randomitems->items; tr; tr = tr->next)
410 {
411 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
412 && tr->item->type != BOOK && tr->item->type != SPELL)
413 god_gives_present (op, new_god, tr);
414 }
415
416 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
417
418 for (skop = op->inv; skop; skop = skop->below)
419 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
420 break;
421
422 /* Player has no skill - give them the skill */
423 if (!skop)
424 /* The archetype should always be defined - if we crash here because it doesn't,
425 * things are really messed up anyways.
426 */
427 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
428
429 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
430
431 /* Clear the "undead" status. We also need to force a call to change_abil,
432 * so I set undeadified for that.
433 * - gros, 21th July 2006.
434 */
435 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
436 {
437 CLEAR_FLAG (skop, FLAG_UNDEAD);
438 undeadified = 1;
439 }
440
441 if (skop->title)
442 {
443 /* get rid of old god */
444 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
445
446 /* The point of this is to really show what abilities the player just lost */
447 if (sk_applied || undeadified)
448 {
449 CLEAR_FLAG (skop, FLAG_APPLIED);
450 change_abil (op, skop);
451 }
452 }
453
454 /* now change to the new gods attributes to exp_obj */
455 skop->title = new_god->name;
456 skop->path_attuned = new_god->path_attuned;
457 skop->path_repelled = new_god->path_repelled;
458 skop->path_denied = new_god->path_denied;
459 /* copy god's resistances */
460 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
461
462 /* make sure that certain immunities do NOT get passed
463 * to the follower!
464 */
465 for (i = 0; i < NROFATTACKS; i++)
466 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
467 skop->resist[i] = 30;
468
469 skop->stats.hp = (sint16) new_god->last_heal;
470 skop->stats.sp = (sint16) new_god->last_sp;
471 skop->stats.grace = (sint16) new_god->last_grace;
472 skop->stats.food = (sint16) new_god->last_eat;
473 skop->stats.luck = (sint8) new_god->stats.luck;
474 /* gods may pass on certain flag properties */
475 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
476 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
477 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
478 update_priest_flag (new_god, skop, FLAG_STEALTH);
479 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
480 update_priest_flag (new_god, skop, FLAG_UNDEAD);
481 update_priest_flag (new_god, skop, FLAG_BLIND);
482 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
483
484 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
485
486 /* Weapon/armour use are special...handle flag toggles here as this can
487 * only happen when gods are worshipped and if the new priest could
488 * have used armour/weapons in the first place.
489 *
490 * This also can happen for monks which cannot use weapons. In this case
491 * do not allow to use weapons even if the god otherwise would allow it.
492 */
493 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
494 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
495
496 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
497
498 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
499 stop_using_item (op, WEAPON, 2);
500
501 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
502 {
503 stop_using_item (op, ARMOUR, 1);
504 stop_using_item (op, HELMET, 1);
505 stop_using_item (op, BOOTS, 1);
506 stop_using_item (op, GLOVES, 1);
507 stop_using_item (op, SHIELD, 1);
508 }
509
510 SET_FLAG (skop, FLAG_APPLIED);
511 change_abil (op, skop);
512
513 /* return to previous skill status */
514 if (!sk_applied)
515 CLEAR_FLAG (skop, FLAG_APPLIED);
516
517 check_special_prayers (op, new_god);
518 }
519
520 archetype *
521 determine_holy_arch (object *god, shstr_cmp type)
522 {
523 treasure *tr;
524
525 if (!god || !god->randomitems)
526 {
527 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
528 return 0;
529 }
530
531 for (tr = god->randomitems->items; tr; tr = tr->next)
532 {
533 if (!tr->item)
534 continue;
535
536 object *item = tr->item;
537
538 if (item->type == BOOK && item->invisible && item->name == type)
539 return item->other_arch;
540 }
541
542 return 0;
543 }
544
545 /**
546 * God helps player by removing curse and/or damnation.
547 */
548 static int
549 god_removes_curse (object *op, int remove_damnation)
550 {
551 int success = 0;
552
553 for (object *tmp = op->inv; tmp; tmp = tmp->below)
554 {
555 if (tmp->invisible)
556 continue;
557
558 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
559 continue;
560
561 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
562 {
563 success = 1;
564 CLEAR_FLAG (tmp, FLAG_DAMNED);
565 CLEAR_FLAG (tmp, FLAG_CURSED);
566 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
567
568 if (object *pl = tmp->visible_to ())
569 esrv_update_item (UPD_FLAGS, pl, tmp);
570 }
571 }
572
573 if (success)
574 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
575
576 return success;
577 }
578
579 static int
580 follower_level_to_enchantments (int level, int difficulty)
581 {
582 if (difficulty < 1)
583 {
584 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
585 return 0;
586 }
587
588 if (level <= 20)
589 return level / difficulty;
590
591 if (level <= 40)
592 return (20 + (level - 20) / 2) / difficulty;
593
594 return (30 + (level - 40) / 4) / difficulty;
595 }
596
597 /**
598 * God checks item the player is using.
599 * Return either -1 (bad), 0 (neutral) or
600 * 1 (item is ok). If you are using the item of an enemy
601 * god, it can be bad...-b.t.
602 */
603 static int
604 god_examines_item (object *god, object *item)
605 {
606 char buf[MAX_BUF];
607
608 if (!god || !item)
609 return 0;
610
611 if (!item->title)
612 return 1; /* unclaimed item are ok */
613
614 sprintf (buf, "of %s", &god->name);
615 if (!strcmp (&item->title, buf))
616 return 1; /* belongs to that God */
617
618 if (god->title)
619 { /* check if we have any enemy blessed item */
620 sprintf (buf, "of %s", &god->title);
621 if (!strcmp (&item->title, buf))
622 {
623 if (item->env)
624 {
625 char buf[MAX_BUF];
626
627 sprintf (buf, "Heretic! You are using %s!", query_name (item));
628 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
629 }
630
631 return -1;
632 }
633 }
634
635 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
636 }
637
638 /**
639 * God wants to enchant weapon.
640 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
641 * it isn't a weapon for another god. If all is all right, update weapon with
642 * attacktype, slaying and such.
643 */
644 static int
645 god_enchants_weapon (object *op, object *god, object *tr, object *skill)
646 {
647 object *weapon;
648 uint32 attacktype;
649 int tmp;
650
651 for (weapon = op->inv; weapon; weapon = weapon->below)
652 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
653 break;
654
655 if (!weapon || god_examines_item (god, weapon) <= 0)
656 return 0;
657
658 /* First give it a title, so other gods won't touch it */
659 if (!weapon->title)
660 {
661 weapon->title = format ("of %s", &god->name);
662
663 if (object *pl = weapon->visible_to ())
664 esrv_update_item (UPD_NAME, pl, weapon);
665
666 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
667 }
668
669 /* Allow the weapon to slay enemies */
670 if (!weapon->slaying && god->slaying)
671 {
672 weapon->slaying = god->slaying;
673 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
674 return 1;
675 }
676
677 /* Add the gods attacktype */
678 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
679 if ((attacktype & god->attacktype) != god->attacktype)
680 {
681 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
682 weapon->attacktype = attacktype | god->attacktype;
683 return 1;
684 }
685
686 /* Higher magic value */
687 tmp = follower_level_to_enchantments (skill->level, tr->level);
688 if (weapon->magic < tmp)
689 {
690 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
691 weapon->magic++;
692
693 if (object *pl = weapon->visible_to ())
694 esrv_update_item (UPD_NAME, pl, weapon);
695
696 return 1;
697 }
698
699 return 0;
700 }
701
702 /**
703 * Checks and maybe punishes someone praying.
704 * All applied items are examined, if player is using more items of other gods,
705 * s/he loses experience in praying or general experience if no praying.
706 */
707 static int
708 god_examines_priest (object *op, object *god)
709 {
710 int reaction = 1;
711 object *item = NULL, *skop;
712
713 for (item = op->inv; item; item = item->below)
714 if (QUERY_FLAG (item, FLAG_APPLIED))
715 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
716
717 /* well, well. Looks like we screwed up. Time for god's revenge */
718 if (reaction < 0)
719 {
720 int loss = 10000000;
721 int angry = abs (reaction);
722
723 for (skop = op->inv; skop; skop = skop->below)
724 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
725 break;
726
727 if (skop)
728 loss = 0.05f * skop->stats.exp;
729
730 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
731
732 if (random_roll (0, angry, op, PREFER_LOW))
733 {
734 object *tmp = get_archetype (LOOSE_MANA);
735
736 cast_magic_storm (op, tmp, op->level + (angry * 3));
737 }
738
739 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
740 }
741
742 return reaction;
743 }
744
745 /**
746 * Every once in a while the god will intervene to help the worshiper.
747 * Later, this fctn can be used to supply quests, etc for the
748 * priest. -b.t.
749 * called from pray_at_altar() currently.
750 */
751 static void
752 god_intervention (object *op, object *god, object *skill)
753 {
754 treasure *tr;
755
756 if (!god || !god->randomitems)
757 {
758 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
759 return;
760 }
761
762 check_special_prayers (op, god);
763
764 /* lets do some checks of whether we are kosher with our god */
765 if (god_examines_priest (op, god) < 0)
766 return;
767
768 op->play_sound (sound_find ("god_intervention"));
769 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
770
771 for (tr = god->randomitems->items; tr; tr = tr->next)
772 {
773 object *item;
774
775 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
776 continue;
777
778 /* Treasurelist - generate some treasure for the follower */
779 if (tr->name)
780 {
781 treasurelist *tl = treasurelist::find (tr->name);
782
783 if (tl == NULL)
784 continue;
785
786 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
787
788 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
789 return;
790 }
791
792 if (!tr->item)
793 continue;
794
795 item = tr->item;
796
797 /* Grace limit */
798 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
799 {
800 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
801 {
802 /* Follower lacks the required grace for the following
803 * treasure list items. */
804
805 object *tmp = get_archetype (HOLY_POSSESSION);
806 cast_change_ability (op, op, tmp, 0, 1);
807 tmp->destroy ();
808 return;
809 }
810
811 continue;
812 }
813
814 /* Restore grace */
815 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
816 {
817 if (op->stats.grace >= 0)
818 continue;
819
820 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
821 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
822 return;
823 }
824
825 /* Heal damage */
826 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
827 {
828 if (op->stats.hp >= op->stats.maxhp)
829 continue;
830
831 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
832 op->stats.hp = op->stats.maxhp;
833 return;
834 }
835
836 /* Restore spellpoints */
837 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
838 {
839 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
840
841 /* Restore to 50 .. 100%, if sp < 50% */
842 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
843
844 if (op->stats.sp >= max / 2)
845 continue;
846
847 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
848 op->stats.sp = new_sp;
849 }
850
851 /* Various heal spells */
852 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
853 {
854 object *tmp = archetype::get (item->slaying);
855 int success = cast_heal (op, op, tmp, 0);
856 tmp->destroy ();
857
858 if (success)
859 return;
860 else
861 continue;
862 }
863
864 /* Remove curse */
865 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
866 {
867 if (god_removes_curse (op, 0))
868 return;
869 else
870 continue;
871 }
872
873 /* Remove damnation */
874 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
875 {
876 if (god_removes_curse (op, 1))
877 return;
878 else
879 continue;
880 }
881
882 /* Heal depletion */
883 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
884 {
885 object *depl;
886 archetype *at;
887 int i;
888
889 if ((at = archetype::find (shstr_depletion)) == NULL)
890 {
891 LOG (llevError, "Could not find archetype depletion.\n");
892 continue;
893 }
894
895 depl = present_arch_in_ob (at, op);
896
897 if (depl == NULL)
898 continue;
899
900 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
901
902 for (i = 0; i < NUM_STATS; i++)
903 if (depl->stats.stat (i))
904 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
905
906 depl->destroy ();
907 op->update_stats ();
908 return;
909 }
910
911 /* Voices */
912 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
913 {
914 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
915 new_draw_info (NDI_WHITE, 0, op, item->msg);
916 return;
917 }
918
919 /* Messages */
920 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
921 {
922 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
923 return;
924 }
925
926 /* Enchant weapon */
927 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
928 {
929 if (god_enchants_weapon (op, god, item, skill))
930 return;
931 else
932 continue;
933 }
934
935 /* Spellbooks - works correctly only for prayers */
936 if (item->type == SPELL)
937 {
938 if (check_spell_known (op, item->name))
939 continue;
940 if (item->level > skill->level)
941 continue;
942
943 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
944 do_learn_spell (op, item, 1);
945 return;
946
947 }
948
949 /* Other gifts */
950 if (!item->invisible)
951 {
952 if (god_gives_present (op, god, tr))
953 return;
954 else
955 continue;
956 }
957 /* else ignore it */
958 }
959
960 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
961 }
962
963 /**
964 * Player prays at altar.
965 * Checks for god changing, divine intervention, and so on.
966 */
967 void
968 pray_at_altar (object *pl, object *altar, object *skill)
969 {
970 object *pl_god = find_god (determine_god (pl));
971
972 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
973 return;
974
975 /* If non consecrate altar, don't do anything */
976 if (!altar->other_arch)
977 return;
978
979 /* hmm. what happend depends on pl's current god, level, etc */
980 if (!pl_god)
981 { /*new convert */
982 become_follower (pl, altar->other_arch);
983 return;
984 }
985 else if (pl_god->name == altar->other_arch->object::name)
986 {
987 /* pray at your gods altar */
988 /* this leads to very low levels of wis and pray to result in no doubling! */
989 int bonus = (pl->stats.Wis + skill->level) / 10;
990
991 /* we can get neg grace up faster */
992 if (pl->stats.grace < 0)
993 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
994
995 /* we can super-charge grace to 2x max */
996 if (pl->stats.grace < 2 * pl->stats.maxgrace)
997 pl->stats.grace += bonus / 2;
998 else
999 pl->stats.grace = 2 * pl->stats.maxgrace;
1000
1001 /* Every once in a while, the god decides to checkup on their
1002 * follower, and may intervene to help them out.
1003 */
1004 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1005
1006 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1007 god_intervention (pl, pl_god, skill);
1008 }
1009 else
1010 { /* praying to another god! */
1011 uint64 loss = 0;
1012 int angry = 1;
1013
1014 /* I believe the logic for detecting opposing gods was completely
1015 * broken - I think it should work now. altar->other_arch
1016 * points to the god of this altar (which we have
1017 * already verified is non null). pl_god->other_arch
1018 * is the opposing god - we need to verify that exists before
1019 * using its values.
1020 */
1021 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1022 {
1023 angry = 2;
1024 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1025 {
1026 object *tmp;
1027
1028 /* you really screwed up */
1029 angry = 3;
1030 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1031 tmp = get_archetype (LOOSE_MANA);
1032 cast_magic_storm (pl, tmp, pl_god->level + 20);
1033 }
1034 else
1035 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1036 }
1037 else
1038 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1039
1040 /* whether we will be successfull in defecting or not -
1041 * we lose experience from the clerical experience obj
1042 */
1043
1044 loss = angry * (skill->stats.exp / 10);
1045 if (loss)
1046 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
1047
1048 /* May switch Gods, but its random chance based on our current level
1049 * note it gets harder to swap gods the higher we get
1050 */
1051 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1052 become_follower (pl, altar->other_arch);
1053 else
1054 {
1055 /* toss this player off the altar. He can try again. */
1056 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1057 pl->contr->fire_on = 0;
1058 pl->speed_left = 1.f;
1059 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1060 }
1061 }
1062 }
1063
1064 /**
1065 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1066 * Returns false if there was no race to assign to the slaying field of the spell, but
1067 * the spell attacktype contains AT_HOLYWORD. -b.t.
1068 */
1069 int
1070 tailor_god_spell (object *spellop, object *caster)
1071 {
1072 object *god = find_god (determine_god (caster));
1073 int caster_is_spell = 0;
1074
1075 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1076 caster_is_spell = 1;
1077
1078 /* if caster is a rune or the like, it doesn't worship anything. However,
1079 * if this object is owned by someone, then the god that they worship
1080 * is relevant, so use that.
1081 */
1082 if (!god && caster->owner)
1083 god = find_god (determine_god (caster->owner));
1084
1085 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1086 {
1087 if (!caster_is_spell)
1088 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1089 else
1090 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1091
1092 spellop->destroy ();
1093 return 0;
1094 }
1095
1096 /* either holy word or godpower attacks will set the slaying field */
1097 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1098 {
1099 if (spellop->slaying)
1100 spellop->slaying = NULL;
1101
1102 if (!caster_is_spell)
1103 spellop->slaying = god->slaying;
1104 else if (caster->slaying)
1105 spellop->slaying = caster->slaying;
1106 }
1107
1108 /* only the godpower attacktype adds the god's attack onto the spell */
1109 if (spellop->attacktype & AT_GODPOWER)
1110 spellop->attacktype = spellop->attacktype | god->attacktype;
1111
1112 /* tack on the god's name to the spell */
1113 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1114 {
1115 spellop->title = god->name;
1116 if (spellop->title)
1117 {
1118 char buf[MAX_BUF];
1119
1120 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1121 spellop->name = spellop->name_pl = buf;
1122 }
1123 }
1124
1125 return 1;
1126 }