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Revision: 1.71
Committed: Mon Oct 29 23:55:55 2012 UTC (11 years, 6 months ago) by root
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Branch: MAIN
CVS Tags: rel-3_1
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 && new_god->slaying.contains (race))
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 = archetype::get (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 if (!op->contr)
657 return 0;
658
659 object *weapon = op->contr->combat_ob;
660
661 if (!weapon)
662 return 0;
663
664 if (weapon->type != WEAPON && weapon->type != BOW)
665 return 0;
666
667 if (god_examines_item (god, weapon) <= 0)
668 return 0;
669
670 /* First give it a title, so other gods won't touch it */
671 if (!weapon->title)
672 {
673 weapon->title = format ("of %s", &god->name);
674
675 if (object *pl = weapon->visible_to ())
676 esrv_update_item (UPD_NAME, pl, weapon);
677
678 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
679 }
680
681 /* Allow the weapon to slay enemies */
682 if (!weapon->slaying && god->slaying)
683 {
684 weapon->slaying = god->slaying;
685 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
686 return 1;
687 }
688
689 /* Add the gods attacktype */
690 uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
691
692 if ((attacktype & god->attacktype) != god->attacktype)
693 {
694 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
695 weapon->attacktype = attacktype | god->attacktype;
696 return 1;
697 }
698
699 /* Higher magic value */
700 if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level))
701 {
702 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
703 weapon->magic++;
704
705 if (object *pl = weapon->visible_to ())
706 esrv_update_item (UPD_NAME, pl, weapon);
707
708 return 1;
709 }
710
711 return 0;
712 }
713
714 /**
715 * Checks and maybe punishes someone praying.
716 * All applied items are examined, if player is using more items of other gods,
717 * s/he loses experience in praying or general experience if no praying.
718 */
719 static int
720 god_examines_priest (object *op, object *god)
721 {
722 int reaction = 1;
723 object *item = NULL, *skop;
724
725 for (item = op->inv; item; item = item->below)
726 if (item->flag [FLAG_APPLIED])
727 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
728
729 /* well, well. Looks like we screwed up. Time for god's revenge */
730 if (reaction < 0)
731 {
732 int loss = 10000000;
733 int angry = abs (reaction);
734
735 for (skop = op->inv; skop; skop = skop->below)
736 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
737 break;
738
739 if (skop)
740 loss = 0.05f * skop->stats.exp;
741
742 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
743
744 if (random_roll (0, angry, op, PREFER_LOW))
745 {
746 object *tmp = archetype::get (LOOSE_MANA);
747
748 cast_magic_storm (op, tmp, op->level + (angry * 3));
749 }
750
751 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
752 }
753
754 return reaction;
755 }
756
757 /**
758 * Every once in a while the god will intervene to help the worshiper.
759 * Later, this fctn can be used to supply quests, etc for the
760 * priest. -b.t.
761 * called from pray_at_altar() currently.
762 */
763 static void
764 god_intervention (object *op, object *god, object *skill)
765 {
766 treasure *tr;
767
768 if (!god || !god->randomitems)
769 {
770 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
771 return;
772 }
773
774 check_special_prayers (op, god);
775
776 /* lets do some checks of whether we are kosher with our god */
777 if (god_examines_priest (op, god) < 0)
778 return;
779
780 op->play_sound (sound_find ("god_intervention"));
781 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
782
783 for (tr = god->randomitems->items; tr; tr = tr->next)
784 {
785 object *item;
786
787 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
788 continue;
789
790 /* Treasurelist - generate some treasure for the follower */
791 if (tr->name)
792 {
793 treasurelist *tl = treasurelist::find (tr->name);
794
795 if (tl == NULL)
796 continue;
797
798 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
799
800 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
801 return;
802 }
803
804 if (!tr->item)
805 continue;
806
807 item = tr->item;
808
809 /* Grace limit */
810 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
811 {
812 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
813 {
814 /* Follower lacks the required grace for the following
815 * treasure list items. */
816
817 object *tmp = archetype::get (HOLY_POSSESSION);
818 cast_change_ability (op, op, tmp, 0, 1);
819 tmp->destroy ();
820 return;
821 }
822
823 continue;
824 }
825
826 /* Restore grace */
827 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
828 {
829 if (op->stats.grace >= 0)
830 continue;
831
832 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
833 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
834 return;
835 }
836
837 /* Heal damage */
838 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
839 {
840 if (op->stats.hp >= op->stats.maxhp)
841 continue;
842
843 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
844 op->stats.hp = op->stats.maxhp;
845 return;
846 }
847
848 /* Restore spellpoints */
849 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
850 {
851 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
852
853 /* Restore to 50 .. 100%, if sp < 50% */
854 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
855
856 if (op->stats.sp >= max / 2)
857 continue;
858
859 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
860 op->stats.sp = new_sp;
861 }
862
863 /* Various heal spells */
864 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
865 {
866 object *tmp = archetype::get (item->slaying);
867 int success = cast_heal (op, op, tmp, 0);
868 tmp->destroy ();
869
870 if (success)
871 return;
872 else
873 continue;
874 }
875
876 /* Remove curse */
877 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
878 {
879 if (god_removes_curse (op, 0))
880 return;
881 else
882 continue;
883 }
884
885 /* Remove damnation */
886 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
887 {
888 if (god_removes_curse (op, 1))
889 return;
890 else
891 continue;
892 }
893
894 /* Heal depletion */
895 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
896 {
897 object *depl;
898 archetype *at;
899 int i;
900
901 if ((at = archetype::find (shstr_depletion)) == NULL)
902 {
903 LOG (llevError, "Could not find archetype depletion.\n");
904 continue;
905 }
906
907 depl = present_arch_in_ob (at, op);
908
909 if (depl == NULL)
910 continue;
911
912 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
913
914 for (i = 0; i < NUM_STATS; i++)
915 if (depl->stats.stat (i))
916 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
917
918 depl->destroy ();
919 op->update_stats ();
920 return;
921 }
922
923 /* Voices */
924 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
925 {
926 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
927 new_draw_info (NDI_WHITE, 0, op, item->msg);
928 return;
929 }
930
931 /* Messages */
932 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
933 {
934 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
935 return;
936 }
937
938 /* Enchant weapon */
939 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
940 {
941 if (god_enchants_weapon (op, god, item, skill))
942 return;
943 else
944 continue;
945 }
946
947 /* Spellbooks - works correctly only for prayers */
948 if (item->type == SPELL)
949 {
950 if (check_spell_known (op, item->name))
951 continue;
952 if (item->level > skill->level)
953 continue;
954
955 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
956 do_learn_spell (op, item, 1);
957 return;
958
959 }
960
961 /* Other gifts */
962 if (!item->invisible)
963 {
964 if (god_gives_present (op, god, tr))
965 return;
966 else
967 continue;
968 }
969 /* else ignore it */
970 }
971
972 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
973 }
974
975 /**
976 * Player prays at altar.
977 * Checks for god changing, divine intervention, and so on.
978 */
979 void
980 pray_at_altar (object *pl, object *altar, object *skill)
981 {
982 object *pl_god = find_god (determine_god (pl));
983
984 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
985 return;
986
987 /* If non consecrate altar, don't do anything */
988 if (!altar->other_arch)
989 return;
990
991 /* hmm. what happend depends on pl's current god, level, etc */
992 if (!pl_god)
993 { /*new convert */
994 pl->become_follower (altar->other_arch);
995 return;
996 }
997 else if (pl_god->name == altar->other_arch->object::name)
998 {
999 /* pray at your gods altar */
1000 /* this leads to very low levels of wis and pray to result in no doubling! */
1001 int bonus = (pl->stats.Wis + skill->level) / 10;
1002
1003 /* we can get neg grace up faster */
1004 if (pl->stats.grace < 0)
1005 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
1006
1007 /* we can super-charge grace to 2x max */
1008 if (pl->stats.grace < 2 * pl->stats.maxgrace)
1009 pl->stats.grace += bonus / 2;
1010 else
1011 pl->stats.grace = 2 * pl->stats.maxgrace;
1012
1013 /* Every once in a while, the god decides to checkup on their
1014 * follower, and may intervene to help them out.
1015 */
1016 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
1017
1018 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
1019 god_intervention (pl, pl_god, skill);
1020 }
1021 else
1022 { /* praying to another god! */
1023 uint64 loss = 0;
1024 int angry = 1;
1025
1026 /* I believe the logic for detecting opposing gods was completely
1027 * broken - I think it should work now. altar->other_arch
1028 * points to the god of this altar (which we have
1029 * already verified is non null). pl_god->other_arch
1030 * is the opposing god - we need to verify that exists before
1031 * using its values.
1032 */
1033 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
1034 {
1035 angry = 2;
1036 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
1037 {
1038 object *tmp;
1039
1040 /* you really screwed up */
1041 angry = 3;
1042 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
1043 tmp = archetype::get (LOOSE_MANA);
1044 cast_magic_storm (pl, tmp, pl_god->level + 20);
1045 }
1046 else
1047 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
1048 }
1049 else
1050 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
1051
1052 /* whether we will be successfull in defecting or not -
1053 * we lose experience from the clerical experience obj
1054 */
1055
1056 loss = angry * (skill->stats.exp / 10);
1057 if (loss)
1058 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP);
1059
1060 /* May switch Gods, but its random chance based on our current level
1061 * note it gets harder to swap gods the higher we get
1062 */
1063 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
1064 pl->become_follower (altar->other_arch);
1065 else
1066 {
1067 /* toss this player off the altar. He can try again. */
1068 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
1069 pl->contr->fire_on = 0;
1070 pl->speed_left = 1.f;
1071 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
1072 }
1073 }
1074 }
1075
1076 /**
1077 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1078 * Returns false if there was no race to assign to the slaying field of the spell, but
1079 * the spell attacktype contains AT_HOLYWORD. -b.t.
1080 */
1081 int
1082 tailor_god_spell (object *spellop, object *caster)
1083 {
1084 object *god = find_god (determine_god (caster));
1085 int caster_is_spell = 0;
1086
1087 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1088 caster_is_spell = 1;
1089
1090 /* if caster is a rune or the like, it doesn't worship anything. However,
1091 * if this object is owned by someone, then the god that they worship
1092 * is relevant, so use that.
1093 */
1094 if (!god && caster->owner)
1095 god = find_god (determine_god (caster->owner));
1096
1097 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1098 {
1099 if (!caster_is_spell)
1100 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1101 else
1102 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1103
1104 spellop->destroy ();
1105 return 0;
1106 }
1107
1108 /* either holy word or godpower attacks will set the slaying field */
1109 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1110 {
1111 if (spellop->slaying)
1112 spellop->slaying = NULL;
1113
1114 if (!caster_is_spell)
1115 spellop->slaying = god->slaying;
1116 else if (caster->slaying)
1117 spellop->slaying = caster->slaying;
1118 }
1119
1120 /* only the godpower attacktype adds the god's attack onto the spell */
1121 if (spellop->attacktype & AT_GODPOWER)
1122 spellop->attacktype = spellop->attacktype | god->attacktype;
1123
1124 /* tack on the god's name to the spell */
1125 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1126 {
1127 spellop->title = god->name;
1128 if (spellop->title)
1129 {
1130 char buf[MAX_BUF];
1131
1132 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1133 spellop->name = spellop->name_pl = buf;
1134 }
1135 }
1136
1137 return 1;
1138 }