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Revision: 1.64
Committed: Fri Apr 30 21:00:40 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.63: +2 -2 lines
Log Message:
use shstr_tmp, speeds up change_exp and saves 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 || !tmp->flag [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 inline void
304 update_priest_flag (object *god, object *exp_ob, uint32 flag)
305 {
306 exp_ob->flag [flag] = god->flag [flag];
307 return;
308
309 // old code follows for reference...
310 if (god->flag [flag] && !exp_ob->flag [flag])
311 exp_ob->set_flag (flag);
312 else if (exp_ob->flag [flag] && !god->flag [flag])
313 {
314 /* When this is called with the exp_ob set to the player,
315 * this check is broken, because most all players arch
316 * allow use of weapons. I'm not actually sure why this
317 * check is here - I guess if you had a case where the
318 * value in the archetype (wisdom) should over ride the restrictions
319 * the god places on it, this may make sense. But I don't think
320 * there is any case like that.
321 */
322 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
323 exp_ob->clr_flag (flag);
324 };
325 }
326
327 /**
328 * Forbids or let player use something item type.
329 * op is the player.
330 * exp_obj is the widsom experience.
331 * flag is the flag to check against.
332 * string is the string to print out.
333 */
334 static int
335 worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
336 {
337 if (op->arch->flag [flag])
338 if (op->flag [flag] != exp_obj->flag [flag])
339 {
340 update_priest_flag (exp_obj, op, flag);
341 if (op->flag [flag])
342 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
343 else
344 {
345 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
346 return 1;
347 }
348 }
349
350 return 0;
351 }
352
353 /**
354 * This function is called whenever a player has
355 * switched to a new god. It handles basically all the stat changes
356 * that happen to the player, including the removal of godgiven
357 * items (from the former cult).
358 */
359 void
360 object::become_follower (object *new_god)
361 {
362 object *old_god = 0; /* old god */
363 treasure *tr;
364 object *item, *skop, *next;
365 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
366
367 if (!contr)
368 return;
369
370 contr->queue_stats_update ();
371
372 old_god = find_god (determine_god (this));
373
374 /* take away any special god-characteristic items. */
375 for (item = inv; item; item = next)
376 {
377 next = item->below;
378
379 // remove all invisible startequip items which are not skill, exp or force
380 if (item->flag [FLAG_STARTEQUIP] && item->invisible
381 && item->type != SKILL && item->type != FORCE)
382 {
383 if (item->type == SPELL)
384 {
385 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You lose knowledge of %s.", &item->name);
386 esrv_remove_spell (contr, item);
387 }
388
389 item->destroy ();
390 }
391 }
392
393 /* remove any godgiven items from the old god */
394 if (old_god)
395 for (tr = old_god->randomitems->items; tr; tr = tr->next)
396 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
397 follower_remove_similar_item (this, tr->item);
398
399 if (!new_god)
400 return;
401
402 if (new_god->slaying && race.contains (new_god->slaying))
403 {
404 failmsgf ("Fool! %s detests your kind! H<This god does not accept followers of your race.>", &new_god->name);
405
406 if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0)
407 {
408 object *tmp = get_archetype (LOOSE_MANA);
409
410 cast_magic_storm (this, tmp, new_god->level + 10);
411 }
412
413 return;
414 }
415
416 /* give the player any special god-characteristic-items. */
417 for (tr = new_god->randomitems->items; tr; tr = tr->next)
418 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
419 && tr->item->type != BOOK && tr->item->type != SPELL)
420 god_gives_present (this, new_god, tr);
421
422 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You become a follower of %s!", &new_god->name);
423
424 for (skop = inv; skop; skop = skop->below)
425 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
426 break;
427
428 /* Player has no skill - give them the skill */
429 if (!skop)
430 /* The archetype should always be defined - if we crash here because it doesn't,
431 * things are really messed up anyways.
432 */
433 skop = give_skill_by_name (this, shstr_praying);
434
435 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
436
437 /* Clear the "undead" status. We also need to force a call to change_abil,
438 * so I set undeadified for that.
439 * - gros, 21th July 2006.
440 */
441 if (old_god && old_god->flag [FLAG_UNDEAD])
442 {
443 skop->clr_flag (FLAG_UNDEAD);
444 undeadified = 1;
445 }
446
447 if (skop->title)
448 {
449 /* get rid of old god */
450 new_draw_info_format (NDI_UNIQUE, 0, this, "%s's blessing is withdrawn from you.", &skop->title);
451
452 /* The point of this is to really show what abilities the player just lost */
453 if (sk_applied || undeadified)
454 {
455 skop->clr_flag (FLAG_APPLIED);
456 change_abil (this, skop);
457 }
458 }
459
460 /* now change to the new gods attributes to exp_obj */
461 skop->title = new_god->name;
462 skop->path_attuned = new_god->path_attuned;
463 skop->path_repelled = new_god->path_repelled;
464 skop->path_denied = new_god->path_denied;
465 /* copy god's resistances */
466 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
467
468 /* make sure that certain immunities do NOT get passed
469 * to the follower!
470 */
471 for (i = 0; i < NROFATTACKS; i++)
472 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
473 skop->resist[i] = 30;
474
475 skop->stats.hp = (sint16) new_god->last_heal;
476 skop->stats.sp = (sint16) new_god->last_sp;
477 skop->stats.grace = (sint16) new_god->last_grace;
478 skop->stats.food = (sint16) new_god->last_eat;
479 skop->stats.luck = (sint8) new_god->stats.luck;
480 /* gods may pass on certain flag properties */
481 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
482 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
483 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
484 update_priest_flag (new_god, skop, FLAG_STEALTH);
485 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
486 update_priest_flag (new_god, skop, FLAG_UNDEAD);
487 update_priest_flag (new_god, skop, FLAG_BLIND);
488 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
489
490 new_draw_info_format (NDI_UNIQUE, 0, this, "You are bathed in %s's aura.", &new_god->name);
491
492 /* Weapon/armour use are special...handle flag toggles here as this can
493 * only happen when gods are worshipped and if the new priest could
494 * have used armour/weapons in the first place.
495 *
496 * This also can happen for monks which cannot use weapons. In this case
497 * do not allow to use weapons even if the god otherwise would allow it.
498 */
499 if (!present_in_ob_by_name (FORCE, "no weapon force", this))
500 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
501
502 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
503
504 if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons"))
505 stop_using_item (this, WEAPON, 2);
506
507 if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour"))
508 {
509 stop_using_item (this, ARMOUR, 1);
510 stop_using_item (this, HELMET, 1);
511 stop_using_item (this, BOOTS, 1);
512 stop_using_item (this, GLOVES, 1);
513 stop_using_item (this, SHIELD, 1);
514 }
515
516 skop->set_flag (FLAG_APPLIED);
517 change_abil (this, skop);
518
519 /* return to previous skill status */
520 if (!sk_applied)
521 {
522 skop->clr_flag (FLAG_APPLIED);
523 contr->queue_stats_update ();
524 }
525
526 check_special_prayers (this, new_god);
527 }
528
529 archetype *
530 determine_holy_arch (object *god, shstr_cmp type)
531 {
532 treasure *tr;
533
534 if (!god || !god->randomitems)
535 {
536 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
537 return 0;
538 }
539
540 for (tr = god->randomitems->items; tr; tr = tr->next)
541 {
542 if (!tr->item)
543 continue;
544
545 object *item = tr->item;
546
547 if (item->type == BOOK && item->invisible && item->name == type)
548 return item->other_arch;
549 }
550
551 return 0;
552 }
553
554 /**
555 * God helps player by removing curse and/or damnation.
556 */
557 static int
558 god_removes_curse (object *op, int remove_damnation)
559 {
560 int success = 0;
561
562 for (object *tmp = op->inv; tmp; tmp = tmp->below)
563 {
564 if (tmp->invisible)
565 continue;
566
567 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
568 continue;
569
570 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
571 {
572 success = 1;
573 tmp->clr_flag (FLAG_DAMNED);
574 tmp->clr_flag (FLAG_CURSED);
575 tmp->clr_flag (FLAG_KNOWN_CURSED);
576
577 if (object *pl = tmp->visible_to ())
578 esrv_update_item (UPD_FLAGS, pl, tmp);
579 }
580 }
581
582 if (success)
583 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
584
585 return success;
586 }
587
588 static int
589 follower_level_to_enchantments (int level, int difficulty)
590 {
591 if (difficulty < 1)
592 {
593 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
594 return 0;
595 }
596
597 if (level <= 20)
598 return level / difficulty;
599
600 if (level <= 40)
601 return (20 + (level - 20) / 2) / difficulty;
602
603 return (30 + (level - 40) / 4) / difficulty;
604 }
605
606 /**
607 * God checks item the player is using.
608 * Return either -1 (bad), 0 (neutral) or
609 * 1 (item is ok). If you are using the item of an enemy
610 * god, it can be bad...-b.t.
611 */
612 static int
613 god_examines_item (object *god, object *item)
614 {
615 char buf[MAX_BUF];
616
617 if (!god || !item)
618 return 0;
619
620 if (!item->title)
621 return 1; /* unclaimed item are ok */
622
623 sprintf (buf, "of %s", &god->name);
624 if (!strcmp (&item->title, buf))
625 return 1; /* belongs to that God */
626
627 if (god->title)
628 { /* check if we have any enemy blessed item */
629 sprintf (buf, "of %s", &god->title);
630 if (!strcmp (&item->title, buf))
631 {
632 if (item->env)
633 {
634 char buf[MAX_BUF];
635
636 sprintf (buf, "Heretic! You are using %s!", query_name (item));
637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
638 }
639
640 return -1;
641 }
642 }
643
644 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
645 }
646
647 /**
648 * God wants to enchant weapon.
649 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
650 * it isn't a weapon for another god. If all is all right, update weapon with
651 * attacktype, slaying and such.
652 */
653 static int
654 god_enchants_weapon (object *op, object *god, object *tr, object *skill)
655 {
656 object *weapon;
657 uint32 attacktype;
658 int tmp;
659
660 for (weapon = op->inv; weapon; weapon = weapon->below)
661 if ((weapon->type == WEAPON || weapon->type == BOW) && weapon->flag [FLAG_APPLIED])
662 break;
663
664 if (!weapon || god_examines_item (god, weapon) <= 0)
665 return 0;
666
667 /* First give it a title, so other gods won't touch it */
668 if (!weapon->title)
669 {
670 weapon->title = format ("of %s", &god->name);
671
672 if (object *pl = weapon->visible_to ())
673 esrv_update_item (UPD_NAME, pl, weapon);
674
675 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
676 }
677
678 /* Allow the weapon to slay enemies */
679 if (!weapon->slaying && god->slaying)
680 {
681 weapon->slaying = god->slaying;
682 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
683 return 1;
684 }
685
686 /* Add the gods attacktype */
687 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
688 if ((attacktype & god->attacktype) != god->attacktype)
689 {
690 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
691 weapon->attacktype = attacktype | god->attacktype;
692 return 1;
693 }
694
695 /* Higher magic value */
696 tmp = follower_level_to_enchantments (skill->level, tr->level);
697 if (weapon->magic < tmp)
698 {
699 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
700 weapon->magic++;
701
702 if (object *pl = weapon->visible_to ())
703 esrv_update_item (UPD_NAME, pl, weapon);
704
705 return 1;
706 }
707
708 return 0;
709 }
710
711 /**
712 * Checks and maybe punishes someone praying.
713 * All applied items are examined, if player is using more items of other gods,
714 * s/he loses experience in praying or general experience if no praying.
715 */
716 static int
717 god_examines_priest (object *op, object *god)
718 {
719 int reaction = 1;
720 object *item = NULL, *skop;
721
722 for (item = op->inv; item; item = item->below)
723 if (item->flag [FLAG_APPLIED])
724 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
725
726 /* well, well. Looks like we screwed up. Time for god's revenge */
727 if (reaction < 0)
728 {
729 int loss = 10000000;
730 int angry = abs (reaction);
731
732 for (skop = op->inv; skop; skop = skop->below)
733 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
734 break;
735
736 if (skop)
737 loss = 0.05f * skop->stats.exp;
738
739 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
740
741 if (random_roll (0, angry, op, PREFER_LOW))
742 {
743 object *tmp = get_archetype (LOOSE_MANA);
744
745 cast_magic_storm (op, tmp, op->level + (angry * 3));
746 }
747
748 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
749 }
750
751 return reaction;
752 }
753
754 /**
755 * Every once in a while the god will intervene to help the worshiper.
756 * Later, this fctn can be used to supply quests, etc for the
757 * priest. -b.t.
758 * called from pray_at_altar() currently.
759 */
760 static void
761 god_intervention (object *op, object *god, object *skill)
762 {
763 treasure *tr;
764
765 if (!god || !god->randomitems)
766 {
767 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
768 return;
769 }
770
771 check_special_prayers (op, god);
772
773 /* lets do some checks of whether we are kosher with our god */
774 if (god_examines_priest (op, god) < 0)
775 return;
776
777 op->play_sound (sound_find ("god_intervention"));
778 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
779
780 for (tr = god->randomitems->items; tr; tr = tr->next)
781 {
782 object *item;
783
784 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
785 continue;
786
787 /* Treasurelist - generate some treasure for the follower */
788 if (tr->name)
789 {
790 treasurelist *tl = treasurelist::find (tr->name);
791
792 if (tl == NULL)
793 continue;
794
795 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
796
797 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
798 return;
799 }
800
801 if (!tr->item)
802 continue;
803
804 item = tr->item;
805
806 /* Grace limit */
807 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
808 {
809 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
810 {
811 /* Follower lacks the required grace for the following
812 * treasure list items. */
813
814 object *tmp = get_archetype (HOLY_POSSESSION);
815 cast_change_ability (op, op, tmp, 0, 1);
816 tmp->destroy ();
817 return;
818 }
819
820 continue;
821 }
822
823 /* Restore grace */
824 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
825 {
826 if (op->stats.grace >= 0)
827 continue;
828
829 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
830 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
831 return;
832 }
833
834 /* Heal damage */
835 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
836 {
837 if (op->stats.hp >= op->stats.maxhp)
838 continue;
839
840 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
841 op->stats.hp = op->stats.maxhp;
842 return;
843 }
844
845 /* Restore spellpoints */
846 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
847 {
848 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
849
850 /* Restore to 50 .. 100%, if sp < 50% */
851 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
852
853 if (op->stats.sp >= max / 2)
854 continue;
855
856 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
857 op->stats.sp = new_sp;
858 }
859
860 /* Various heal spells */
861 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
862 {
863 object *tmp = archetype::get (item->slaying);
864 int success = cast_heal (op, op, tmp, 0);
865 tmp->destroy ();
866
867 if (success)
868 return;
869 else
870 continue;
871 }
872
873 /* Remove curse */
874 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
875 {
876 if (god_removes_curse (op, 0))
877 return;
878 else
879 continue;
880 }
881
882 /* Remove damnation */
883 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
884 {
885 if (god_removes_curse (op, 1))
886 return;
887 else
888 continue;
889 }
890
891 /* Heal depletion */
892 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
893 {
894 object *depl;
895 archetype *at;
896 int i;
897
898 if ((at = archetype::find (shstr_depletion)) == NULL)
899 {
900 LOG (llevError, "Could not find archetype depletion.\n");
901 continue;
902 }
903
904 depl = present_arch_in_ob (at, op);
905
906 if (depl == NULL)
907 continue;
908
909 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
910
911 for (i = 0; i < NUM_STATS; i++)
912 if (depl->stats.stat (i))
913 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
914
915 depl->destroy ();
916 op->update_stats ();
917 return;
918 }
919
920 /* Voices */
921 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
922 {
923 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
924 new_draw_info (NDI_WHITE, 0, op, item->msg);
925 return;
926 }
927
928 /* Messages */
929 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
932 return;
933 }
934
935 /* Enchant weapon */
936 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
937 {
938 if (god_enchants_weapon (op, god, item, skill))
939 return;
940 else
941 continue;
942 }
943
944 /* Spellbooks - works correctly only for prayers */
945 if (item->type == SPELL)
946 {
947 if (check_spell_known (op, item->name))
948 continue;
949 if (item->level > skill->level)
950 continue;
951
952 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
953 do_learn_spell (op, item, 1);
954 return;
955
956 }
957
958 /* Other gifts */
959 if (!item->invisible)
960 {
961 if (god_gives_present (op, god, tr))
962 return;
963 else
964 continue;
965 }
966 /* else ignore it */
967 }
968
969 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
970 }
971
972 /**
973 * Player prays at altar.
974 * Checks for god changing, divine intervention, and so on.
975 */
976 void
977 pray_at_altar (object *pl, object *altar, object *skill)
978 {
979 object *pl_god = find_god (determine_god (pl));
980
981 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
982 return;
983
984 /* If non consecrate altar, don't do anything */
985 if (!altar->other_arch)
986 return;
987
988 /* hmm. what happend depends on pl's current god, level, etc */
989 if (!pl_god)
990 { /*new convert */
991 pl->become_follower (altar->other_arch);
992 return;
993 }
994 else if (pl_god->name == altar->other_arch->object::name)
995 {
996 /* pray at your gods altar */
997 /* this leads to very low levels of wis and pray to result in no doubling! */
998 int bonus = (pl->stats.Wis + skill->level) / 10;
999
1000 /* we can get neg grace up faster */
1001 if (pl->stats.grace < 0)
1002 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1003
1004 /* we can super-charge grace to 2x max */
1005 if (pl->stats.grace < 2 * pl->stats.maxgrace)
1006 pl->stats.grace += bonus / 2;
1007 else
1008 pl->stats.grace = 2 * pl->stats.maxgrace;
1009
1010 /* Every once in a while, the god decides to checkup on their
1011 * follower, and may intervene to help them out.
1012 */
1013 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1014
1015 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1016 god_intervention (pl, pl_god, skill);
1017 }
1018 else
1019 { /* praying to another god! */
1020 uint64 loss = 0;
1021 int angry = 1;
1022
1023 /* I believe the logic for detecting opposing gods was completely
1024 * broken - I think it should work now. altar->other_arch
1025 * points to the god of this altar (which we have
1026 * already verified is non null). pl_god->other_arch
1027 * is the opposing god - we need to verify that exists before
1028 * using its values.
1029 */
1030 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1031 {
1032 angry = 2;
1033 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1034 {
1035 object *tmp;
1036
1037 /* you really screwed up */
1038 angry = 3;
1039 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1040 tmp = get_archetype (LOOSE_MANA);
1041 cast_magic_storm (pl, tmp, pl_god->level + 20);
1042 }
1043 else
1044 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1045 }
1046 else
1047 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1048
1049 /* whether we will be successfull in defecting or not -
1050 * we lose experience from the clerical experience obj
1051 */
1052
1053 loss = angry * (skill->stats.exp / 10);
1054 if (loss)
1055 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
1056
1057 /* May switch Gods, but its random chance based on our current level
1058 * note it gets harder to swap gods the higher we get
1059 */
1060 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1061 pl->become_follower (altar->other_arch);
1062 else
1063 {
1064 /* toss this player off the altar. He can try again. */
1065 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1066 pl->contr->fire_on = 0;
1067 pl->speed_left = 1.f;
1068 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1069 }
1070 }
1071 }
1072
1073 /**
1074 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1075 * Returns false if there was no race to assign to the slaying field of the spell, but
1076 * the spell attacktype contains AT_HOLYWORD. -b.t.
1077 */
1078 int
1079 tailor_god_spell (object *spellop, object *caster)
1080 {
1081 object *god = find_god (determine_god (caster));
1082 int caster_is_spell = 0;
1083
1084 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1085 caster_is_spell = 1;
1086
1087 /* if caster is a rune or the like, it doesn't worship anything. However,
1088 * if this object is owned by someone, then the god that they worship
1089 * is relevant, so use that.
1090 */
1091 if (!god && caster->owner)
1092 god = find_god (determine_god (caster->owner));
1093
1094 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1095 {
1096 if (!caster_is_spell)
1097 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1098 else
1099 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1100
1101 spellop->destroy ();
1102 return 0;
1103 }
1104
1105 /* either holy word or godpower attacks will set the slaying field */
1106 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1107 {
1108 if (spellop->slaying)
1109 spellop->slaying = NULL;
1110
1111 if (!caster_is_spell)
1112 spellop->slaying = god->slaying;
1113 else if (caster->slaying)
1114 spellop->slaying = caster->slaying;
1115 }
1116
1117 /* only the godpower attacktype adds the god's attack onto the spell */
1118 if (spellop->attacktype & AT_GODPOWER)
1119 spellop->attacktype = spellop->attacktype | god->attacktype;
1120
1121 /* tack on the god's name to the spell */
1122 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1123 {
1124 spellop->title = god->name;
1125 if (spellop->title)
1126 {
1127 char buf[MAX_BUF];
1128
1129 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1130 spellop->name = spellop->name_pl = buf;
1131 }
1132 }
1133
1134 return 1;
1135 }