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/cvs/deliantra/server/server/gods.C
Revision: 1.1
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_gods_c =
3     * "$Id$";
4     */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29    
30     /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31     * monster race initialization. b.t.
32     */
33    
34     /* Sept 1996 - moved code over to object -oriented gods -b.t. */
35    
36     #include <global.h>
37     #include <living.h>
38     #include <object.h>
39     #include <spells.h>
40     #include <sounds.h>
41     #ifndef __CEXTRACT__
42     #include <sproto.h>
43     #endif
44    
45     /**
46     * Returns the id of specified god.
47     */
48     int lookup_god_by_name(const char *name) {
49     int godnr=-1;
50     size_t nmlen = strlen(name);
51    
52     if(name && strcmp(name,"none")) {
53     godlink *gl;
54     for(gl=first_god;gl;gl=gl->next)
55     if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen)))
56     break;
57     if(gl) godnr=gl->id;
58     }
59     return godnr;
60     }
61    
62     /**
63     * Returns pointer to specified god's object through pntr_to_god_obj..
64     */
65     object *find_god(const char *name) {
66     object *god=NULL;
67    
68     if(name) {
69     godlink *gl;
70    
71     for(gl=first_god;gl;gl=gl->next)
72     if(!strcmp(name,gl->name)) break;
73     if(gl) god=pntr_to_god_obj(gl);
74     }
75     return god;
76     }
77    
78     /**
79     * Determines if op worships a god.
80     * Returns the godname if they do or "none" if they have no god.
81     * In the case of an NPC, if they have no god, we try and guess
82     * who they should worship based on their race. If that fails we
83     * give them a random one.
84     */
85    
86     const char *determine_god(object *op) {
87     int godnr = -1;
88     const char *godname;
89    
90     /* spells */
91     if ((op->type == SPELL || op->type == SPELL_EFFECT) &&
92     op->title)
93     {
94     if (lookup_god_by_name(op->title)>=0) return op->title;
95     }
96    
97     if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) {
98    
99     /* find a god based on race */
100     if(!op->title) {
101     if (op->race !=NULL) {
102     godname=get_god_for_race(op->race);
103     if (godname!=NULL) {
104     op->title = add_string(godname);
105     }
106     }
107     }
108    
109     /* find a random god */
110     if(!op->title) {
111     godlink *gl = first_god;
112    
113     godnr = rndm(1, gl->id);
114     while(gl) {
115     if(gl->id == godnr) break;
116     gl=gl->next;
117     }
118     op->title = add_string(gl->name);
119     }
120    
121     return op->title;
122     }
123    
124    
125     /* The god the player worships is in the praying skill (native skill
126     * not skill tool). Since a player can only have one instance of
127     * that skill, once we find it, we can return, either with the
128     * title or "none".
129     */
130     if(op->type==PLAYER) {
131     object *tmp;
132     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
133     if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) {
134     if (tmp->title) return (tmp->title);
135     else return("none");
136     }
137     }
138     return ("none");
139     }
140    
141     /**
142     * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143     */
144     static int same_string (const char *s1, const char *s2)
145     {
146     if (s1 == NULL)
147     if (s2 == NULL)
148     return 1;
149     else
150     return 0;
151     else
152     if (s2 == NULL)
153     return 0;
154     else
155     return strcmp (s1, s2) == 0;
156     }
157    
158    
159     /**
160     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
161     * Any matching items in the inventory are deleted, and a
162     * message is displayed to the player.
163     */
164     static void follower_remove_similar_item (object *op, object *item)
165     {
166     object *tmp, *next;
167    
168     if (op && op->type == PLAYER && op->contr) {
169     /* search the inventory */
170     for (tmp = op->inv; tmp != NULL; tmp = next) {
171     next = tmp->below; /* backup in case we remove tmp */
172    
173     if (tmp->type == item->type
174     && same_string (tmp->name, item->name)
175     && same_string (tmp->title, item->title)
176     && same_string (tmp->msg, item->msg)
177     && same_string (tmp->slaying, item->slaying)) {
178    
179     /* message */
180     if (tmp->nrof > 1)
181     new_draw_info_format(NDI_UNIQUE,0,op,
182     "The %s crumble to dust!", query_short_name(tmp));
183     else
184     new_draw_info_format(NDI_UNIQUE,0,op,
185     "The %s crumbles to dust!", query_short_name(tmp));
186    
187     remove_ob(tmp); /* remove obj from players inv. */
188     esrv_del_item(op->contr, tmp->count); /* notify client */
189     free_object(tmp); /* free object */
190     }
191     if (tmp->inv)
192     follower_remove_similar_item(tmp, item);
193     }
194     }
195     }
196    
197     /**
198     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199     * Returns 1 if found, else 0.
200     */
201     static int follower_has_similar_item (object *op, object *item)
202     {
203     object *tmp;
204    
205     for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
206     if (tmp->type == item->type
207     && same_string (tmp->name, item->name)
208     && same_string (tmp->title, item->title)
209     && same_string (tmp->msg, item->msg)
210     && same_string (tmp->slaying, item->slaying))
211     return 1;
212     if (tmp->inv && follower_has_similar_item (tmp, item))
213     return 1;
214     }
215     return 0;
216     }
217    
218     /**
219     * God gives an item to the player.
220     */
221     static int god_gives_present (object *op, object *god, treasure *tr)
222     {
223     object *tmp;
224    
225     if (follower_has_similar_item (op, &tr->item->clone))
226     return 0;
227    
228     tmp = arch_to_object (tr->item);
229     new_draw_info_format (NDI_UNIQUE, 0, op,
230     "%s lets %s appear in your hands.", god->name, query_short_name (tmp));
231     tmp = insert_ob_in_ob (tmp, op);
232     if (op->type == PLAYER)
233     esrv_send_item (op, tmp);
234     return 1;
235     }
236    
237     /**
238     * Player prays at altar.
239     * Checks for god changing, divine intervention, and so on.
240     */
241     void pray_at_altar(object *pl, object *altar, object *skill) {
242     object *pl_god=find_god(determine_god(pl));
243    
244     /* Lauwenmark: Handle for plugin altar-parying (apply) event */
245     if (execute_event(altar, EVENT_APPLY,pl,NULL,NULL,SCRIPT_FIX_ALL)!=0)
246     return;
247    
248     /* If non consecrate altar, don't do anything */
249     if (!altar->other_arch) return;
250    
251     /* hmm. what happend depends on pl's current god, level, etc */
252     if(!pl_god) { /*new convert */
253     become_follower(pl,&altar->other_arch->clone);
254     return;
255    
256     } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) {
257     /* pray at your gods altar */
258     int bonus = (pl->stats.Wis+skill->level)/10;
259    
260     /* we can get neg grace up faster */
261     if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ?
262     bonus : -1*(pl->stats.grace/10));
263     /* we can super-charge grace to 2x max */
264     if(pl->stats.grace<(2*pl->stats.maxgrace)) {
265     pl->stats.grace+=bonus/2;
266     }
267     if(pl->stats.grace>(2*pl->stats.maxgrace)) {
268     pl->stats.grace=(2*pl->stats.maxgrace);
269     }
270    
271     /* Every once in a while, the god decides to checkup on their
272     * follower, and may intervene to help them out.
273     */
274     bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */
275    
276     if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0)
277     god_intervention(pl,pl_god, skill);
278    
279     } else { /* praying to another god! */
280     uint64 loss = 0;
281     int angry=1;
282    
283     /* I believe the logic for detecting opposing gods was completely
284     * broken - I think it should work now. altar->other_arch
285     * points to the god of this altar (which we have
286     * already verified is non null). pl_god->other_arch
287     * is the opposing god - we need to verify that exists before
288     * using its values.
289     */
290     if(pl_god->other_arch &&
291     (altar->other_arch->name==pl_god->other_arch->name)) {
292     angry=2;
293     if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) {
294     object *tmp;
295    
296     /* you really screwed up */
297     angry=3;
298     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
299     "Foul Priest! %s punishes you!",pl_god->name);
300     tmp=get_archetype(LOOSE_MANA);
301     cast_magic_storm(pl,tmp, pl_god->level+20);
302     } else
303     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
304     "Foolish heretic! %s is livid!",pl_god->name);
305     } else
306     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
307     "Heretic! %s is angered!",pl_god->name);
308    
309     /* whether we will be successfull in defecting or not -
310     * we lose experience from the clerical experience obj
311     */
312    
313     loss = angry * (skill->stats.exp / 10);
314     if(loss)
315     change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW),
316     skill?skill->skill:"none", SK_SUBTRACT_SKILL_EXP);
317    
318     /* May switch Gods, but its random chance based on our current level
319     * note it gets harder to swap gods the higher we get
320     */
321     if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) {
322     become_follower(pl,&altar->other_arch->clone);
323     } else {
324     /* toss this player off the altar. He can try again. */
325     new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl,
326     "A divine force pushes you off the altar.");
327     move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */
328     }
329     }
330     }
331    
332     /**
333     * Removes special prayers given by a god.
334     */
335     static void check_special_prayers (object *op, object *god)
336     {
337     /* Ensure that 'op' doesn't know any special prayers that are not granted
338     * by 'god'.
339     */
340     treasure *tr;
341     object *tmp, *next_tmp;
342     int remove=0;
343    
344     /* Outer loop iterates over all special prayer marks */
345     for (tmp = op->inv; tmp; tmp = next_tmp) {
346     next_tmp = tmp->below;
347    
348     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
349     * in that category, not something we need to worry about.
350     */
351     if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP))
352     continue;
353    
354     if (god->randomitems == NULL) {
355     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name);
356     do_forget_spell (op, tmp->name);
357     continue;
358     }
359    
360     /* Inner loop tries to find the special prayer in the god's treasure
361     * list. We default that the spell should be removed.
362     */
363     remove=1;
364     for (tr = god->randomitems->items; tr; tr = tr->next)
365     {
366     object *item;
367    
368     if (tr->item == NULL)
369     continue;
370     item = &tr->item->clone;
371    
372     /* Basically, see if the matching spell is granted by this god. */
373    
374     if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) {
375     remove=0;
376     break;
377     }
378     }
379     if (remove) {
380     /* just do the work of removing the spell ourselves - we already
381     * know that the player knows the spell
382     */
383     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
384     "You lose knowledge of %s.", tmp->name);
385     player_unready_range_ob(op->contr, tmp);
386     remove_ob(tmp);
387     free_object(tmp);
388     }
389    
390     }
391     }
392    
393     /**
394     * This function is called whenever a player has
395     * switched to a new god. It handles basically all the stat changes
396     * that happen to the player, including the removal of godgiven
397     * items (from the former cult).
398     */
399     void become_follower (object *op, object *new_god) {
400     object *old_god = NULL; /* old god */
401     treasure *tr;
402     object *item, *skop, *next;
403     int i,sk_applied,
404     undeadified = 0; /* Turns to true if changing god can changes the undead status of the player.*/
405    
406    
407     old_god = find_god(determine_god(op));
408    
409     /* take away any special god-characteristic items. */
410     for(item=op->inv;item!=NULL;item=next) {
411     next = item->below;
412     /* remove all invisible startequip items which are
413     * not skill, exp or force
414     */
415     if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible &&
416     (item->type != SKILL) && (item->type != EXPERIENCE) &&
417     (item->type != FORCE)) {
418    
419     if (item->type == SPELL)
420     new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op,
421     "You lose knowledge of %s.", item->name);
422     player_unready_range_ob(op->contr, item);
423     remove_ob(item);
424     free_object(item);
425     }
426     }
427    
428     /* remove any godgiven items from the old god */
429     if (old_god) {
430     for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) {
431     if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP))
432     follower_remove_similar_item(op, &tr->item->clone);
433     }
434     }
435    
436     if(!op||!new_god) return;
437    
438     if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) {
439     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!",
440     new_god->name);
441     if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) {
442     object *tmp = get_archetype(LOOSE_MANA);
443     cast_magic_storm(op,tmp, new_god->level+10);
444     }
445     return;
446     }
447    
448    
449     /* give the player any special god-characteristic-items. */
450     for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) {
451     if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
452     tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
453     god_gives_present(op,new_god,tr); }
454    
455    
456     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
457     "You become a follower of %s!",new_god->name);
458    
459     for (skop = op->inv; skop != NULL; skop=skop->below)
460     if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
461    
462     /* Player has no skill - give them the skill */
463     if (!skop) {
464     /* The arhetype should always be defined - if we crash here because it doesn't,
465     * things are really messed up anyways.
466     */
467     skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill);
468     link_player_skills(op);
469     }
470    
471     sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */
472    
473     /* Clear the "undead" status. We also need to force a call to change_abil,
474     * so I set undeadified for that.
475     * - gros, 21th July 2006.
476     */
477     if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD)))
478     {
479     CLEAR_FLAG(skop,FLAG_UNDEAD);
480     undeadified=1;
481     }
482    
483     if(skop->title) { /* get rid of old god */
484     new_draw_info_format(NDI_UNIQUE,0,op,
485     "%s's blessing is withdrawn from you.",skop->title);
486     /* The point of this is to really show what abilities the player just lost */
487     if (sk_applied || undeadified) {
488    
489     CLEAR_FLAG(skop,FLAG_APPLIED);
490     (void) change_abil(op,skop);
491     }
492     free_string(skop->title);
493     }
494    
495     /* now change to the new gods attributes to exp_obj */
496     skop->title = add_string(new_god->name);
497     skop->path_attuned=new_god->path_attuned;
498     skop->path_repelled=new_god->path_repelled;
499     skop->path_denied=new_god->path_denied;
500     /* copy god's resistances */
501     memcpy(skop->resist, new_god->resist, sizeof(new_god->resist));
502    
503     /* make sure that certain immunities do NOT get passed
504     * to the follower!
505     */
506     for (i=0; i<NROFATTACKS; i++)
507     if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD ||
508     i==ATNR_ELECTRICITY || i==ATNR_POISON))
509     skop->resist[i] = 30;
510    
511     skop->stats.hp= (sint16) new_god->last_heal;
512     skop->stats.sp= (sint16) new_god->last_sp;
513     skop->stats.grace= (sint16) new_god->last_grace;
514     skop->stats.food= (sint16) new_god->last_eat;
515     skop->stats.luck= (sint8) new_god->stats.luck;
516     /* gods may pass on certain flag properties */
517     update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK);
518     update_priest_flag(new_god,skop,FLAG_REFL_SPELL);
519     update_priest_flag(new_god,skop,FLAG_REFL_MISSILE);
520     update_priest_flag(new_god,skop,FLAG_STEALTH);
521     update_priest_flag(new_god,skop,FLAG_MAKE_INVIS);
522     update_priest_flag(new_god,skop,FLAG_UNDEAD);
523     update_priest_flag(new_god,skop,FLAG_BLIND);
524     update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */
525    
526     new_draw_info_format(NDI_UNIQUE,0,op,
527     "You are bathed in %s's aura.",new_god->name);
528    
529     /* Weapon/armour use are special...handle flag toggles here as this can
530     * only happen when gods are worshipped and if the new priest could
531     * have used armour/weapons in the first place.
532     *
533     * This also can happen for monks which cannot use weapons. In this case
534     * do not allow to use weapons even if the god otherwise would allow it.
535     */
536     if (!present_in_ob_by_name(FORCE, "no weapon force", op))
537     update_priest_flag(new_god,skop,FLAG_USE_WEAPON);
538     update_priest_flag(new_god,skop,FLAG_USE_ARMOUR);
539    
540     if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons"))
541     stop_using_item(op,WEAPON,2);
542    
543     if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) {
544     stop_using_item(op,ARMOUR,1);
545     stop_using_item(op,HELMET,1);
546     stop_using_item(op,BOOTS,1);
547     stop_using_item(op,GLOVES,1);
548     stop_using_item(op,SHIELD,1);
549     }
550    
551     SET_FLAG(skop,FLAG_APPLIED);
552     (void) change_abil(op,skop);
553    
554     /* return to previous skill status */
555     if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED);
556    
557     check_special_prayers (op, new_god);
558     }
559    
560     /**
561     * Forbids or let player use something item type.
562     * op is the player.
563     * exp_obj is the widsom experience.
564     * flag is the flag to check against.
565     * string is the string to print out.
566     */
567    
568     int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) {
569    
570     if(QUERY_FLAG(&op->arch->clone,flag))
571     if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) {
572     update_priest_flag(exp_obj,op,flag);
573     if(QUERY_FLAG(op,flag))
574     new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string);
575     else {
576     new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string);
577     return 1;
578     }
579     }
580     return 0;
581     }
582    
583     /**
584     * Unapplies up to number worth of items of type
585     */
586     void stop_using_item ( object *op, int type, int number ) {
587     object *tmp;
588    
589     for(tmp=op->inv;tmp&&number;tmp=tmp->below)
590     if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) {
591     apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
592     number--;
593     }
594     }
595    
596     /**
597     * If the god does/doesnt have this flag, we
598     * give/remove it from the experience object if it doesnt/does
599     * already exist. For players only!
600     */
601    
602     void update_priest_flag (object *god, object *exp_ob, uint32 flag) {
603     if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag))
604     SET_FLAG(exp_ob,flag);
605     else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag))
606     {
607     /* When this is called with the exp_ob set to the player,
608     * this check is broken, because most all players arch
609     * allow use of weapons. I'm not actually sure why this
610     * check is here - I guess if you had a case where the
611     * value in the archetype (wisdom) should over ride the restrictions
612     * the god places on it, this may make sense. But I don't think
613     * there is any case like that.
614     */
615    
616     /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
617     CLEAR_FLAG(exp_ob,flag);
618     };
619     }
620    
621    
622    
623     archetype *determine_holy_arch (object *god, const char *type)
624     {
625     treasure *tr;
626    
627     if ( ! god || ! god->randomitems) {
628     LOG (llevError, "BUG: determine_holy_arch(): no god or god without "
629     "randomitems\n");
630     return NULL;
631     }
632    
633     for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
634     object *item;
635    
636     if ( ! tr->item)
637     continue;
638     item = &tr->item->clone;
639    
640     if (item->type == BOOK && item->invisible
641     && strcmp (item->name, type) == 0)
642     return item->other_arch;
643     }
644     return NULL;
645     }
646    
647     /**
648     * God helps player by removing curse and/or damnation.
649     */
650     static int god_removes_curse (object *op, int remove_damnation)
651     {
652     object *tmp;
653     int success = 0;
654    
655     for (tmp = op->inv; tmp; tmp = tmp->below) {
656     if (tmp->invisible)
657     continue;
658     if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation)
659     continue;
660     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) {
661     success = 1;
662     CLEAR_FLAG (tmp, FLAG_DAMNED);
663     CLEAR_FLAG (tmp, FLAG_CURSED);
664     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
665     if (op->type == PLAYER)
666     esrv_send_item (op, tmp);
667     }
668     }
669    
670     if (success)
671     new_draw_info (NDI_UNIQUE, 0, op,
672     "You feel like someone is helping you.");
673     return success;
674     }
675    
676     static int follower_level_to_enchantments (int level, int difficulty)
677     {
678     if (difficulty < 1) {
679     LOG (llevError, "follower_level_to_enchantments(): "
680     "difficulty %d is invalid\n", difficulty);
681     return 0;
682     }
683    
684     if (level <= 20)
685     return level / difficulty;
686     if (level <= 40)
687     return (20 + (level - 20) / 2) / difficulty;
688     return (30 + (level - 40) / 4) / difficulty;
689     }
690    
691     /**
692     * God wants to enchant weapon.
693     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
694     * it isn't a weapon for another god. If all is all right, update weapon with
695     * attacktype, slaying and such.
696     */
697     static int god_enchants_weapon (object *op, object *god, object *tr, object *skill)
698     {
699     char buf[MAX_BUF];
700     object *weapon;
701     uint32 attacktype;
702     int tmp;
703    
704     for (weapon = op->inv; weapon; weapon = weapon->below)
705     if ((weapon->type == WEAPON || weapon->type == BOW)
706     && QUERY_FLAG (weapon, FLAG_APPLIED))
707     break;
708     if (weapon == NULL || god_examines_item (god, weapon) <= 0)
709     return 0;
710    
711     /* First give it a title, so other gods won't touch it */
712     if ( ! weapon->title) {
713     sprintf (buf, "of %s", god->name);
714     weapon->title = add_string (buf);
715     if (op->type == PLAYER)
716     esrv_update_item (UPD_NAME, op, weapon);
717     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
718     }
719    
720     /* Allow the weapon to slay enemies */
721     if ( ! weapon->slaying && god->slaying) {
722     weapon->slaying = add_string (god->slaying);
723     new_draw_info_format (NDI_UNIQUE, 0, op,
724     "Your %s now hungers to slay enemies of your god!",
725     weapon->name);
726     return 1;
727     }
728    
729     /* Add the gods attacktype */
730     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
731     if ((attacktype & god->attacktype) != god->attacktype) {
732     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
733     weapon->attacktype = attacktype | god->attacktype;
734     return 1;
735     }
736    
737     /* Higher magic value */
738     tmp = follower_level_to_enchantments (skill->level, tr->level);
739     if (weapon->magic < tmp) {
740     new_draw_info (NDI_UNIQUE, 0, op,
741     "A phosphorescent glow envelops your weapon!");
742     weapon->magic++;
743     if (op->type == PLAYER)
744     esrv_update_item (UPD_NAME, op, weapon);
745     return 1;
746     }
747    
748     return 0;
749     }
750    
751    
752     /**
753     * Every once in a while the god will intervene to help the worshiper.
754     * Later, this fctn can be used to supply quests, etc for the
755     * priest. -b.t.
756     * called from pray_at_altar() currently.
757     */
758    
759     void god_intervention (object *op, object *god, object *skill)
760     {
761     treasure *tr;
762    
763     if ( ! god || ! god->randomitems) {
764     LOG (llevError,
765     "BUG: god_intervention(): no god or god without randomitems\n");
766     return;
767     }
768    
769     check_special_prayers (op, god);
770    
771     /* lets do some checks of whether we are kosher with our god */
772     if (god_examines_priest (op, god) < 0)
773     return;
774    
775     new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
776    
777     for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
778     object *item;
779    
780     if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH))
781     continue;
782    
783     /* Treasurelist - generate some treasure for the follower */
784     if (tr->name) {
785     treasurelist *tl = find_treasurelist (tr->name);
786     if (tl == NULL)
787     continue;
788    
789     new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your "
790     "eyes. You catch it before it falls to the ground.");
791    
792     create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD
793     | GT_UPDATE_INV, skill->level, 0);
794     return;
795     }
796    
797     if ( ! tr->item) {
798     LOG (llevError, "BUG: empty entry in %s's treasure list\n",
799     god->name);
800     continue;
801     }
802     item = &tr->item->clone;
803    
804     /* Grace limit */
805     if (item->type == BOOK && item->invisible
806     && strcmp (item->name, "grace limit") == 0) {
807     if (op->stats.grace < item->stats.grace
808     || op->stats.grace < op->stats.maxgrace) {
809     object *tmp;
810    
811     /* Follower lacks the required grace for the following
812     * treasure list items. */
813    
814     tmp = get_archetype(HOLY_POSSESSION);
815     cast_change_ability(op, op, tmp, 0, 1);
816     free_object(tmp);
817     return;
818     }
819     continue;
820     }
821    
822     /* Restore grace */
823     if (item->type == BOOK && item->invisible
824     && strcmp (item->name, "restore grace") == 0)
825     {
826     if (op->stats.grace >= 0)
827     continue;
828     op->stats.grace = random_roll(0, 9, op, PREFER_HIGH);
829     new_draw_info (NDI_UNIQUE, 0, op,
830     "You are returned to a state of grace.");
831     return;
832     }
833    
834     /* Heal damage */
835     if (item->type == BOOK && item->invisible
836     && strcmp (item->name, "restore hitpoints") == 0)
837     {
838     if (op->stats.hp >= op->stats.maxhp)
839     continue;
840     new_draw_info (NDI_UNIQUE, 0, op,
841     "A white light surrounds and heals you!");
842     op->stats.hp = op->stats.maxhp;
843     return;
844     }
845    
846     /* Restore spellpoints */
847     if (item->type == BOOK && item->invisible
848     && strcmp (item->name, "restore spellpoints") == 0)
849     {
850     int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
851     /* Restore to 50 .. 100%, if sp < 50% */
852     int new_sp = (int) (random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
853     if (op->stats.sp >= max / 2)
854     continue;
855     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes "
856     "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
862     && strcmp (item->name, "heal spell") == 0)
863     {
864     object *tmp;
865     int success;
866    
867     tmp = get_archetype_by_object_name(item->slaying);
868    
869     success = cast_heal (op, op, tmp, 0);
870     free_object(tmp);
871     if (success) return;
872     else continue;
873     }
874    
875     /* Remove curse */
876     if (item->type == BOOK && item->invisible
877     && 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
887     && strcmp (item->name, "remove damnation") == 0)
888     {
889     if (god_removes_curse (op, 1))
890     return;
891     else
892     continue;
893     }
894    
895     /* Heal depletion */
896     if (item->type == BOOK && item->invisible
897     && strcmp (item->name, "heal depletion") == 0)
898     {
899     object *depl;
900     archetype *at;
901     int i;
902    
903     if ((at = find_archetype(ARCH_DEPLETION)) == NULL) {
904     LOG (llevError, "Could not find archetype depletion.\n");
905     continue;
906     }
907     depl = present_arch_in_ob (at, op);
908     if (depl == NULL)
909     continue;
910     new_draw_info (NDI_UNIQUE, 0, op,
911     "Shimmering light surrounds and restores you!");
912     for (i = 0; i < NUM_STATS; i++)
913     if (get_attr_value (&depl->stats, i))
914     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
915     remove_ob (depl);
916     free_object (depl);
917     fix_player (op);
918     return;
919     }
920    
921     /* Voices */
922     if (item->type == BOOK && item->invisible
923     && strcmp (item->name, "voice_behind") == 0)
924     {
925     new_draw_info (NDI_UNIQUE, 0, op,
926     "You hear a voice from behind you, but you don't dare to "
927     "turn around:");
928     new_draw_info (NDI_WHITE, 0, op, item->msg);
929     return;
930     }
931    
932     /* Messages */
933     if (item->type == BOOK && item->invisible
934     && strcmp (item->name, "message") == 0)
935     {
936     new_draw_info (NDI_UNIQUE, 0, op, item->msg);
937     return;
938     }
939    
940     /* Enchant weapon */
941     if (item->type == BOOK && item->invisible
942     && strcmp (item->name, "enchant weapon") == 0)
943     {
944     if (god_enchants_weapon (op, god, item, skill))
945     return;
946     else
947     continue;
948     }
949    
950     /* Spellbooks - works correctly only for prayers */
951     if (item->type == SPELL)
952     {
953     if (check_spell_known (op, item->name))
954     continue;
955     if (item->level > skill->level)
956     continue;
957    
958     new_draw_info_format(NDI_UNIQUE, 0, op,
959     "%s grants you use of a special prayer!", god->name);
960     do_learn_spell (op, item, 1);
961     return;
962    
963     }
964    
965     /* Other gifts */
966     if ( ! item->invisible) {
967     if (god_gives_present (op, god, tr))
968     return;
969     else
970     continue;
971     }
972     /* else ignore it */
973     }
974    
975     new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
976     }
977    
978     /**
979     * Checks and maybe punishes someone praying.
980     * All applied items are examined, if player is using more items of other gods,
981     * s/he loses experience in praying or general experience if no praying.
982     */
983     int god_examines_priest (object *op, object *god) {
984     int reaction=1;
985     object *item=NULL, *skop;
986    
987     for(item=op->inv;item;item=item->below) {
988     if(QUERY_FLAG(item,FLAG_APPLIED)) {
989     reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1);
990     }
991     }
992    
993     /* well, well. Looks like we screwed up. Time for god's revenge */
994     if(reaction<0) {
995     int loss = 10000000;
996     int angry = abs(reaction);
997    
998     for (skop = op->inv; skop != NULL; skop=skop->below)
999     if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
1000    
1001     if (skop)
1002     loss = (int) (0.05 * (float) skop->stats.exp);
1003     change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW),
1004     skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP);
1005     if(random_roll(0, angry, op, PREFER_LOW)) {
1006     object *tmp = get_archetype(LOOSE_MANA);
1007     cast_magic_storm(op,tmp,op->level+(angry*3));
1008     }
1009     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
1010     "%s becomes angry and punishes you!",god->name);
1011     }
1012     return reaction;
1013     }
1014    
1015     /**
1016     * God checks item the player is using.
1017     * Return either -1 (bad), 0 (neutral) or
1018     * 1 (item is ok). If you are using the item of an enemy
1019     * god, it can be bad...-b.t.
1020     */
1021    
1022     int god_examines_item(object *god, object *item) {
1023     char buf[MAX_BUF];
1024    
1025     if(!god||!item) return 0;
1026    
1027     if(!item->title) return 1; /* unclaimed item are ok */
1028    
1029     sprintf(buf,"of %s",god->name);
1030     if(!strcmp(item->title,buf)) return 1; /* belongs to that God */
1031    
1032     if(god->title) { /* check if we have any enemy blessed item*/
1033     sprintf(buf,"of %s",god->title);
1034     if(!strcmp(item->title,buf)) {
1035     if(item->env) {
1036     char buf[MAX_BUF];
1037     sprintf(buf,"Heretic! You are using %s!",query_name(item));
1038     new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf);
1039     }
1040     return -1;
1041     }
1042     }
1043    
1044     return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1045     }
1046    
1047     /**
1048     * Returns priest's god's id.
1049     * Straight calls lookup_god_by_name
1050     */
1051    
1052     int get_god(object *priest) {
1053     int godnr=lookup_god_by_name(determine_god(priest));
1054    
1055     return godnr;
1056     }
1057    
1058     /**
1059     * Returns a string that is the name of the god that should be natively worshipped by a
1060     * creature of who has race *race
1061     * if we can't find a god that is appropriate, we return NULL
1062     */
1063     const char *get_god_for_race(const char *race) {
1064     godlink *gl=first_god;
1065     const char *godname=NULL;
1066    
1067     if (race == NULL) return NULL;
1068     while(gl) {
1069     if (!strcasecmp(gl->arch->clone.race, race)) {
1070     godname=gl->name;
1071     break;
1072     }
1073     gl=gl->next;
1074     }
1075     return godname;
1076     }
1077     /**
1078     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1079     * Returns false if there was no race to assign to the slaying field of the spell, but
1080     * the spell attacktype contains AT_HOLYWORD. -b.t.
1081     */
1082    
1083     int tailor_god_spell(object *spellop, object *caster) {
1084     object *god=find_god(determine_god(caster));
1085     int caster_is_spell=0;
1086    
1087     if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1;
1088    
1089     /* if caster is a rune or the like, it doesn't worship anything. However,
1090     * if this object is owned by someone, then the god that they worship
1091     * is relevant, so use that.
1092     */
1093     if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster)));
1094    
1095     if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) {
1096     if ( ! caster_is_spell)
1097     new_draw_info(NDI_UNIQUE, 0, caster,
1098     "This prayer is useless unless you worship an appropriate god");
1099     else
1100     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1101     free_object(spellop);
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     if (spellop->slaying) {
1108     free_string(spellop->slaying);
1109     spellop->slaying = NULL;
1110     }
1111     if(!caster_is_spell)
1112     spellop->slaying = add_string(god->slaying);
1113     else if(caster->slaying)
1114     spellop->slaying = add_string(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     if(spellop->title)
1124     free_string(spellop->title);
1125     spellop->title=add_string(god->name);
1126     if(spellop->title){
1127     char buf[MAX_BUF];
1128     sprintf(buf,"%s of %s",spellop->name,spellop->title);
1129     FREE_AND_COPY(spellop->name, buf);
1130     FREE_AND_COPY(spellop->name_pl, buf);
1131     }
1132     }
1133    
1134     return 1;
1135     }
1136