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Revision: 1.12
Committed: Wed Dec 20 10:31:00 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.11: +2 -4 lines
Log Message:
removed EXPERIENCE type.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.8 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
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     #ifndef __CEXTRACT__
37 root 1.6 # include <sproto.h>
38 elmex 1.1 #endif
39    
40     /**
41     * Returns the id of specified god.
42     */
43 root 1.6 int
44     lookup_god_by_name (const char *name)
45     {
46     int godnr = -1;
47     size_t nmlen = strlen (name);
48    
49     if (name && strcmp (name, "none"))
50     {
51     godlink *gl;
52    
53     for (gl = first_god; gl; gl = gl->next)
54     if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
55     break;
56     if (gl)
57     godnr = gl->id;
58 elmex 1.1 }
59 root 1.6 return godnr;
60 elmex 1.1 }
61    
62     /**
63     * Returns pointer to specified god's object through pntr_to_god_obj..
64     */
65 root 1.6 object *
66     find_god (const char *name)
67     {
68     object *god = NULL;
69 elmex 1.1
70 root 1.6 if (name)
71     {
72     godlink *gl;
73 elmex 1.1
74 root 1.6 for (gl = first_god; gl; gl = gl->next)
75     if (!strcmp (name, gl->name))
76     break;
77     if (gl)
78     god = pntr_to_god_obj (gl);
79 elmex 1.1 }
80 root 1.6 return god;
81 elmex 1.1 }
82    
83     /**
84     * Determines if op worships a god.
85     * Returns the godname if they do or "none" if they have no god.
86     * In the case of an NPC, if they have no god, we try and guess
87     * who they should worship based on their race. If that fails we
88     * give them a random one.
89     */
90    
91 root 1.6 const char *
92     determine_god (object *op)
93     {
94     int godnr = -1;
95     const char *godname;
96    
97     /* spells */
98     if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
99     {
100     if (lookup_god_by_name (op->title) >= 0)
101     return op->title;
102     }
103    
104     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
105     {
106    
107     /* find a god based on race */
108     if (!op->title)
109     {
110     if (op->race != NULL)
111     {
112     godname = get_god_for_race (op->race);
113     if (godname != NULL)
114     {
115     op->title = godname;
116 root 1.3 }
117     }
118     }
119    
120 root 1.6 /* find a random god */
121     if (!op->title)
122     {
123     godlink *gl = first_god;
124    
125     godnr = rndm (1, gl->id);
126     while (gl)
127     {
128     if (gl->id == godnr)
129     break;
130     gl = gl->next;
131 root 1.3 }
132 root 1.6 op->title = gl->name;
133 root 1.3 }
134 elmex 1.1
135 root 1.6 return op->title;
136 elmex 1.1 }
137    
138    
139 root 1.6 /* The god the player worships is in the praying skill (native skill
140     * not skill tool). Since a player can only have one instance of
141     * that skill, once we find it, we can return, either with the
142     * title or "none".
143     */
144     if (op->type == PLAYER)
145     {
146     object *tmp;
147    
148     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
149     if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
150     {
151     if (tmp->title)
152     return (tmp->title);
153     else
154     return ("none");
155     }
156 elmex 1.1 }
157 root 1.6 return ("none");
158 elmex 1.1 }
159    
160     /**
161     * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
162     */
163 root 1.6 static int
164     same_string (const char *s1, const char *s2)
165 elmex 1.1 {
166 root 1.6 if (s1 == NULL)
167     if (s2 == NULL)
168     return 1;
169 elmex 1.1 else
170 root 1.6 return 0;
171     else if (s2 == NULL)
172     return 0;
173     else
174     return strcmp (s1, s2) == 0;
175 elmex 1.1 }
176    
177    
178     /**
179     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
180     * Any matching items in the inventory are deleted, and a
181     * message is displayed to the player.
182     */
183 root 1.6 static void
184     follower_remove_similar_item (object *op, object *item)
185 elmex 1.1 {
186 root 1.6 object *tmp, *next;
187    
188     if (op && op->type == PLAYER && op->contr)
189     {
190     /* search the inventory */
191     for (tmp = op->inv; tmp != NULL; tmp = next)
192     {
193     next = tmp->below; /* backup in case we remove tmp */
194    
195     if (tmp->type == item->type
196     && same_string (tmp->name, item->name)
197     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
198     {
199    
200     /* message */
201     if (tmp->nrof > 1)
202     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
203     else
204     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
205    
206 root 1.9 tmp->remove (); /* remove obj from players inv. */
207 root 1.6 esrv_del_item (op->contr, tmp->count); /* notify client */
208 root 1.10 tmp->destroy (); /* free object */
209 root 1.3 }
210 root 1.10
211 root 1.6 if (tmp->inv)
212     follower_remove_similar_item (tmp, item);
213 root 1.3 }
214 elmex 1.1 }
215     }
216    
217     /**
218     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
219     * Returns 1 if found, else 0.
220     */
221 root 1.6 static int
222     follower_has_similar_item (object *op, object *item)
223 elmex 1.1 {
224 root 1.6 object *tmp;
225 elmex 1.1
226 root 1.6 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
227     {
228     if (tmp->type == item->type
229     && same_string (tmp->name, item->name)
230     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
231     return 1;
232     if (tmp->inv && follower_has_similar_item (tmp, item))
233     return 1;
234 elmex 1.1 }
235 root 1.6 return 0;
236 elmex 1.1 }
237    
238     /**
239     * God gives an item to the player.
240     */
241 root 1.6 static int
242     god_gives_present (object *op, object *god, treasure *tr)
243 elmex 1.1 {
244 root 1.6 object *tmp;
245 elmex 1.1
246 root 1.6 if (follower_has_similar_item (op, &tr->item->clone))
247     return 0;
248 elmex 1.1
249 root 1.6 tmp = arch_to_object (tr->item);
250     new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
251     tmp = insert_ob_in_ob (tmp, op);
252     if (op->type == PLAYER)
253     esrv_send_item (op, tmp);
254     return 1;
255 elmex 1.1 }
256    
257     /**
258     * Player prays at altar.
259     * Checks for god changing, divine intervention, and so on.
260     */
261 root 1.6 void
262     pray_at_altar (object *pl, object *altar, object *skill)
263     {
264     object *pl_god = find_god (determine_god (pl));
265    
266     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
267     return;
268 elmex 1.1
269 root 1.6 /* If non consecrate altar, don't do anything */
270     if (!altar->other_arch)
271     return;
272    
273     /* hmm. what happend depends on pl's current god, level, etc */
274     if (!pl_god)
275     { /*new convert */
276     become_follower (pl, &altar->other_arch->clone);
277 root 1.2 return;
278 elmex 1.1
279 root 1.6 }
280     else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
281     {
282     /* pray at your gods altar */
283     int bonus = (pl->stats.Wis + skill->level) / 10;
284    
285     /* we can get neg grace up faster */
286     if (pl->stats.grace < 0)
287     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
288     /* we can super-charge grace to 2x max */
289     if (pl->stats.grace < (2 * pl->stats.maxgrace))
290     {
291     pl->stats.grace += bonus / 2;
292     }
293     if (pl->stats.grace > (2 * pl->stats.maxgrace))
294     {
295     pl->stats.grace = (2 * pl->stats.maxgrace);
296     }
297    
298     /* Every once in a while, the god decides to checkup on their
299     * follower, and may intervene to help them out.
300     */
301     bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
302    
303     if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
304     god_intervention (pl, pl_god, skill);
305    
306     }
307     else
308     { /* praying to another god! */
309     uint64 loss = 0;
310     int angry = 1;
311    
312     /* I believe the logic for detecting opposing gods was completely
313     * broken - I think it should work now. altar->other_arch
314     * points to the god of this altar (which we have
315     * already verified is non null). pl_god->other_arch
316     * is the opposing god - we need to verify that exists before
317     * using its values.
318     */
319     if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
320     {
321     angry = 2;
322     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
323     {
324     object *tmp;
325    
326     /* you really screwed up */
327     angry = 3;
328     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
329     tmp = get_archetype (LOOSE_MANA);
330     cast_magic_storm (pl, tmp, pl_god->level + 20);
331     }
332     else
333     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
334     }
335     else
336     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
337 elmex 1.1
338 root 1.6 /* whether we will be successfull in defecting or not -
339     * we lose experience from the clerical experience obj
340     */
341    
342     loss = angry * (skill->stats.exp / 10);
343     if (loss)
344     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
345    
346     /* May switch Gods, but its random chance based on our current level
347     * note it gets harder to swap gods the higher we get
348     */
349     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
350     {
351     become_follower (pl, &altar->other_arch->clone);
352     }
353     else
354     {
355     /* toss this player off the altar. He can try again. */
356     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
357     move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
358     }
359 elmex 1.1 }
360     }
361    
362     /**
363     * Removes special prayers given by a god.
364     */
365 root 1.6 static void
366     check_special_prayers (object *op, object *god)
367 elmex 1.1 {
368 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
369     * by 'god'.
370     */
371     treasure *tr;
372     object *tmp, *next_tmp;
373     int remove = 0;
374    
375     /* Outer loop iterates over all special prayer marks */
376     for (tmp = op->inv; tmp; tmp = next_tmp)
377     {
378     next_tmp = tmp->below;
379    
380     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
381     * in that category, not something we need to worry about.
382     */
383     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
384     continue;
385 elmex 1.1
386 root 1.6 if (god->randomitems == NULL)
387     {
388     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
389     do_forget_spell (op, tmp->name);
390     continue;
391 root 1.3 }
392 elmex 1.1
393 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
394     * list. We default that the spell should be removed.
395     */
396     remove = 1;
397     for (tr = god->randomitems->items; tr; tr = tr->next)
398     {
399     object *item;
400    
401     if (tr->item == NULL)
402     continue;
403     item = &tr->item->clone;
404 elmex 1.1
405 root 1.6 /* Basically, see if the matching spell is granted by this god. */
406 elmex 1.1
407 root 1.6 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
408     {
409     remove = 0;
410     break;
411 root 1.3 }
412     }
413 root 1.6 if (remove)
414     {
415     /* just do the work of removing the spell ourselves - we already
416     * know that the player knows the spell
417     */
418     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
419     player_unready_range_ob (op->contr, tmp);
420 root 1.10 tmp->destroy ();
421 root 1.3 }
422 elmex 1.1
423     }
424     }
425    
426     /**
427     * This function is called whenever a player has
428     * switched to a new god. It handles basically all the stat changes
429     * that happen to the player, including the removal of godgiven
430     * items (from the former cult).
431     */
432 root 1.6 void
433     become_follower (object *op, object *new_god)
434     {
435     object *old_god = NULL; /* old god */
436     treasure *tr;
437     object *item, *skop, *next;
438     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
439    
440    
441     old_god = find_god (determine_god (op));
442    
443     /* take away any special god-characteristic items. */
444     for (item = op->inv; item != NULL; item = next)
445     {
446     next = item->below;
447 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
448 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
449 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
450 root 1.6 {
451    
452     if (item->type == SPELL)
453     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
454 root 1.10
455 root 1.6 player_unready_range_ob (op->contr, item);
456 root 1.10 item->destroy ();
457 root 1.6 }
458     }
459    
460     /* remove any godgiven items from the old god */
461     if (old_god)
462     {
463     for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next)
464     {
465     if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
466     follower_remove_similar_item (op, &tr->item->clone);
467     }
468     }
469    
470     if (!op || !new_god)
471     return;
472    
473     if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
474     {
475     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
476     if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
477     {
478     object *tmp = get_archetype (LOOSE_MANA);
479    
480     cast_magic_storm (op, tmp, new_god->level + 10);
481     }
482     return;
483     }
484    
485    
486     /* give the player any special god-characteristic-items. */
487     for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next)
488     {
489     if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
490     tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
491     god_gives_present (op, new_god, tr);
492     }
493    
494    
495     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
496    
497     for (skop = op->inv; skop != NULL; skop = skop->below)
498     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
499     break;
500    
501     /* Player has no skill - give them the skill */
502     if (!skop)
503     {
504     /* The arhetype should always be defined - if we crash here because it doesn't,
505     * things are really messed up anyways.
506     */
507     skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
508     link_player_skills (op);
509     }
510    
511     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
512    
513     /* Clear the "undead" status. We also need to force a call to change_abil,
514     * so I set undeadified for that.
515     * - gros, 21th July 2006.
516     */
517     if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
518     {
519     CLEAR_FLAG (skop, FLAG_UNDEAD);
520     undeadified = 1;
521     }
522    
523     if (skop->title)
524     { /* get rid of old god */
525     new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
526     /* The point of this is to really show what abilities the player just lost */
527     if (sk_applied || undeadified)
528     {
529 elmex 1.1
530 root 1.6 CLEAR_FLAG (skop, FLAG_APPLIED);
531     (void) change_abil (op, skop);
532     }
533 elmex 1.1 }
534    
535 root 1.6 /* now change to the new gods attributes to exp_obj */
536     skop->title = new_god->name;
537     skop->path_attuned = new_god->path_attuned;
538     skop->path_repelled = new_god->path_repelled;
539     skop->path_denied = new_god->path_denied;
540     /* copy god's resistances */
541     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
542    
543     /* make sure that certain immunities do NOT get passed
544     * to the follower!
545     */
546     for (i = 0; i < NROFATTACKS; i++)
547     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
548     skop->resist[i] = 30;
549    
550     skop->stats.hp = (sint16) new_god->last_heal;
551     skop->stats.sp = (sint16) new_god->last_sp;
552     skop->stats.grace = (sint16) new_god->last_grace;
553     skop->stats.food = (sint16) new_god->last_eat;
554     skop->stats.luck = (sint8) new_god->stats.luck;
555     /* gods may pass on certain flag properties */
556     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
557     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
558     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
559     update_priest_flag (new_god, skop, FLAG_STEALTH);
560     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
561     update_priest_flag (new_god, skop, FLAG_UNDEAD);
562     update_priest_flag (new_god, skop, FLAG_BLIND);
563     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
564    
565     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
566    
567     /* Weapon/armour use are special...handle flag toggles here as this can
568     * only happen when gods are worshipped and if the new priest could
569     * have used armour/weapons in the first place.
570     *
571     * This also can happen for monks which cannot use weapons. In this case
572     * do not allow to use weapons even if the god otherwise would allow it.
573     */
574     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
575     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
576     update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
577    
578     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
579     stop_using_item (op, WEAPON, 2);
580    
581     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
582     {
583     stop_using_item (op, ARMOUR, 1);
584     stop_using_item (op, HELMET, 1);
585     stop_using_item (op, BOOTS, 1);
586     stop_using_item (op, GLOVES, 1);
587     stop_using_item (op, SHIELD, 1);
588     }
589 elmex 1.1
590 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
591     (void) change_abil (op, skop);
592 elmex 1.1
593 root 1.6 /* return to previous skill status */
594     if (!sk_applied)
595     CLEAR_FLAG (skop, FLAG_APPLIED);
596    
597     check_special_prayers (op, new_god);
598 elmex 1.1 }
599    
600     /**
601     * Forbids or let player use something item type.
602     * op is the player.
603     * exp_obj is the widsom experience.
604     * flag is the flag to check against.
605     * string is the string to print out.
606     */
607    
608 root 1.6 int
609     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
610     {
611 elmex 1.1
612 root 1.6 if (QUERY_FLAG (&op->arch->clone, flag))
613     if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
614     {
615     update_priest_flag (exp_obj, op, flag);
616     if (QUERY_FLAG (op, flag))
617     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
618     else
619     {
620     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
621     return 1;
622     }
623 elmex 1.1 }
624     return 0;
625     }
626    
627     /**
628     * Unapplies up to number worth of items of type
629     */
630 root 1.6 void
631     stop_using_item (object *op, int type, int number)
632     {
633 elmex 1.1 object *tmp;
634    
635 root 1.6 for (tmp = op->inv; tmp && number; tmp = tmp->below)
636     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
637     {
638 elmex 1.1 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
639 root 1.3 number--;
640 root 1.6 }
641 elmex 1.1 }
642    
643     /**
644     * If the god does/doesnt have this flag, we
645     * give/remove it from the experience object if it doesnt/does
646     * already exist. For players only!
647     */
648    
649 root 1.6 void
650     update_priest_flag (object *god, object *exp_ob, uint32 flag)
651     {
652     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
653     SET_FLAG (exp_ob, flag);
654     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
655     {
656     /* When this is called with the exp_ob set to the player,
657     * this check is broken, because most all players arch
658     * allow use of weapons. I'm not actually sure why this
659     * check is here - I guess if you had a case where the
660     * value in the archetype (wisdom) should over ride the restrictions
661     * the god places on it, this may make sense. But I don't think
662     * there is any case like that.
663     */
664    
665 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
666 root 1.6 CLEAR_FLAG (exp_ob, flag);
667     };
668 elmex 1.1 }
669    
670    
671    
672 root 1.6 archetype *
673     determine_holy_arch (object *god, const char *type)
674 elmex 1.1 {
675 root 1.6 treasure *tr;
676 elmex 1.1
677 root 1.6 if (!god || !god->randomitems)
678     {
679     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
680     return NULL;
681 elmex 1.1 }
682    
683 root 1.6 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
684     {
685     object *item;
686 elmex 1.1
687 root 1.6 if (!tr->item)
688     continue;
689     item = &tr->item->clone;
690 elmex 1.1
691 root 1.6 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
692     return item->other_arch;
693 elmex 1.1 }
694 root 1.6 return NULL;
695 elmex 1.1 }
696    
697     /**
698     * God helps player by removing curse and/or damnation.
699     */
700 root 1.6 static int
701     god_removes_curse (object *op, int remove_damnation)
702 elmex 1.1 {
703 root 1.6 object *tmp;
704     int success = 0;
705 elmex 1.1
706 root 1.6 for (tmp = op->inv; tmp; tmp = tmp->below)
707     {
708     if (tmp->invisible)
709     continue;
710     if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
711     continue;
712     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
713     {
714     success = 1;
715     CLEAR_FLAG (tmp, FLAG_DAMNED);
716     CLEAR_FLAG (tmp, FLAG_CURSED);
717     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
718     if (op->type == PLAYER)
719     esrv_send_item (op, tmp);
720 elmex 1.1 }
721     }
722    
723 root 1.6 if (success)
724     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
725     return success;
726 elmex 1.1 }
727    
728 root 1.6 static int
729     follower_level_to_enchantments (int level, int difficulty)
730 elmex 1.1 {
731 root 1.6 if (difficulty < 1)
732     {
733     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
734     return 0;
735 elmex 1.1 }
736    
737 root 1.6 if (level <= 20)
738     return level / difficulty;
739     if (level <= 40)
740     return (20 + (level - 20) / 2) / difficulty;
741     return (30 + (level - 40) / 4) / difficulty;
742 elmex 1.1 }
743    
744     /**
745     * God wants to enchant weapon.
746     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
747     * it isn't a weapon for another god. If all is all right, update weapon with
748     * attacktype, slaying and such.
749     */
750 root 1.6 static int
751     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
752 elmex 1.1 {
753 root 1.6 char buf[MAX_BUF];
754     object *weapon;
755     uint32 attacktype;
756     int tmp;
757    
758     for (weapon = op->inv; weapon; weapon = weapon->below)
759     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
760     break;
761     if (weapon == NULL || god_examines_item (god, weapon) <= 0)
762     return 0;
763    
764     /* First give it a title, so other gods won't touch it */
765     if (!weapon->title)
766     {
767     sprintf (buf, "of %s", &god->name);
768     weapon->title = buf;
769     if (op->type == PLAYER)
770     esrv_update_item (UPD_NAME, op, weapon);
771     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
772     }
773    
774     /* Allow the weapon to slay enemies */
775     if (!weapon->slaying && god->slaying)
776     {
777     weapon->slaying = god->slaying;
778     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
779     return 1;
780 elmex 1.1 }
781    
782 root 1.6 /* Add the gods attacktype */
783     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
784     if ((attacktype & god->attacktype) != god->attacktype)
785     {
786     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
787     weapon->attacktype = attacktype | god->attacktype;
788     return 1;
789 elmex 1.1 }
790    
791 root 1.6 /* Higher magic value */
792     tmp = follower_level_to_enchantments (skill->level, tr->level);
793     if (weapon->magic < tmp)
794     {
795     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
796     weapon->magic++;
797     if (op->type == PLAYER)
798     esrv_update_item (UPD_NAME, op, weapon);
799     return 1;
800 elmex 1.1 }
801    
802 root 1.6 return 0;
803 elmex 1.1 }
804    
805    
806     /**
807     * Every once in a while the god will intervene to help the worshiper.
808     * Later, this fctn can be used to supply quests, etc for the
809     * priest. -b.t.
810     * called from pray_at_altar() currently.
811     */
812    
813 root 1.6 void
814     god_intervention (object *op, object *god, object *skill)
815 elmex 1.1 {
816 root 1.6 treasure *tr;
817 elmex 1.1
818 root 1.6 if (!god || !god->randomitems)
819     {
820     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
821     return;
822 elmex 1.1 }
823    
824 root 1.6 check_special_prayers (op, god);
825 elmex 1.1
826 root 1.6 /* lets do some checks of whether we are kosher with our god */
827     if (god_examines_priest (op, god) < 0)
828     return;
829 elmex 1.1
830 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
831 elmex 1.1
832 root 1.6 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
833     {
834     object *item;
835    
836     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
837     continue;
838 elmex 1.1
839 root 1.6 /* Treasurelist - generate some treasure for the follower */
840     if (tr->name)
841     {
842     treasurelist *tl = find_treasurelist (tr->name);
843    
844     if (tl == NULL)
845 elmex 1.1 continue;
846    
847 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
848 elmex 1.1
849 root 1.6 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
850     return;
851 elmex 1.1 }
852    
853 root 1.6 if (!tr->item)
854     {
855     LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
856     continue;
857 elmex 1.1 }
858 root 1.6 item = &tr->item->clone;
859 elmex 1.1
860 root 1.6 /* Grace limit */
861     if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
862     {
863     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
864     {
865     object *tmp;
866    
867     /* Follower lacks the required grace for the following
868     * treasure list items. */
869    
870     tmp = get_archetype (HOLY_POSSESSION);
871     cast_change_ability (op, op, tmp, 0, 1);
872 root 1.10 tmp->destroy ();
873 root 1.6 return;
874 elmex 1.1 }
875 root 1.6 continue;
876 elmex 1.1 }
877    
878 root 1.6 /* Restore grace */
879     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
880     {
881     if (op->stats.grace >= 0)
882     continue;
883     op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
884     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
885     return;
886 elmex 1.1 }
887    
888 root 1.6 /* Heal damage */
889     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
890     {
891     if (op->stats.hp >= op->stats.maxhp)
892     continue;
893     new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
894     op->stats.hp = op->stats.maxhp;
895     return;
896 elmex 1.1 }
897    
898 root 1.6 /* Restore spellpoints */
899     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
900 elmex 1.1 {
901 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
902    
903     /* Restore to 50 .. 100%, if sp < 50% */
904     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
905    
906     if (op->stats.sp >= max / 2)
907     continue;
908     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
909     op->stats.sp = new_sp;
910 elmex 1.1 }
911    
912 root 1.6 /* Various heal spells */
913     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
914 elmex 1.1 {
915 root 1.6 object *tmp;
916     int success;
917 elmex 1.1
918 root 1.6 tmp = get_archetype_by_object_name (item->slaying);
919 elmex 1.1
920 root 1.6 success = cast_heal (op, op, tmp, 0);
921 root 1.10 tmp->destroy ();
922 root 1.6 if (success)
923     return;
924     else
925     continue;
926 elmex 1.1 }
927    
928 root 1.6 /* Remove curse */
929     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
930 elmex 1.1 {
931 root 1.6 if (god_removes_curse (op, 0))
932     return;
933     else
934     continue;
935 elmex 1.1 }
936    
937 root 1.6 /* Remove damnation */
938     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
939 elmex 1.1 {
940 root 1.6 if (god_removes_curse (op, 1))
941     return;
942     else
943     continue;
944 elmex 1.1 }
945    
946 root 1.6 /* Heal depletion */
947     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
948 elmex 1.1 {
949 root 1.6 object *depl;
950     archetype *at;
951     int i;
952    
953 root 1.7 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
954 root 1.6 {
955     LOG (llevError, "Could not find archetype depletion.\n");
956     continue;
957 elmex 1.1 }
958 root 1.6 depl = present_arch_in_ob (at, op);
959 root 1.10
960 root 1.6 if (depl == NULL)
961     continue;
962 root 1.10
963 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
964 root 1.10
965 root 1.6 for (i = 0; i < NUM_STATS; i++)
966     if (get_attr_value (&depl->stats, i))
967     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
968 root 1.10
969     depl->destroy ();
970 root 1.6 fix_player (op);
971     return;
972 elmex 1.1 }
973 root 1.6
974     /* Voices */
975     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
976     {
977     new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
978     new_draw_info (NDI_WHITE, 0, op, item->msg);
979     return;
980 elmex 1.1 }
981    
982 root 1.6 /* Messages */
983     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
984 elmex 1.1 {
985 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
986     return;
987 elmex 1.1 }
988    
989 root 1.6 /* Enchant weapon */
990     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
991 elmex 1.1 {
992 root 1.6 if (god_enchants_weapon (op, god, item, skill))
993     return;
994     else
995     continue;
996 elmex 1.1 }
997    
998 root 1.6 /* Spellbooks - works correctly only for prayers */
999     if (item->type == SPELL)
1000 elmex 1.1 {
1001 root 1.6 if (check_spell_known (op, item->name))
1002     continue;
1003     if (item->level > skill->level)
1004     continue;
1005 elmex 1.1
1006 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1007     do_learn_spell (op, item, 1);
1008     return;
1009 elmex 1.1
1010 root 1.3 }
1011 elmex 1.1
1012 root 1.6 /* Other gifts */
1013     if (!item->invisible)
1014     {
1015     if (god_gives_present (op, god, tr))
1016     return;
1017     else
1018     continue;
1019 elmex 1.1 }
1020 root 1.6 /* else ignore it */
1021 elmex 1.1 }
1022    
1023 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1024 elmex 1.1 }
1025    
1026     /**
1027     * Checks and maybe punishes someone praying.
1028     * All applied items are examined, if player is using more items of other gods,
1029     * s/he loses experience in praying or general experience if no praying.
1030     */
1031 root 1.6 int
1032     god_examines_priest (object *op, object *god)
1033     {
1034     int reaction = 1;
1035     object *item = NULL, *skop;
1036 elmex 1.1
1037 root 1.6 for (item = op->inv; item; item = item->below)
1038     {
1039     if (QUERY_FLAG (item, FLAG_APPLIED))
1040     {
1041     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1042 root 1.3 }
1043 elmex 1.1 }
1044    
1045 root 1.6 /* well, well. Looks like we screwed up. Time for god's revenge */
1046     if (reaction < 0)
1047     {
1048     int loss = 10000000;
1049     int angry = abs (reaction);
1050 elmex 1.1
1051 root 1.6 for (skop = op->inv; skop != NULL; skop = skop->below)
1052     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1053     break;
1054    
1055     if (skop)
1056     loss = (int) (0.05 * (float) skop->stats.exp);
1057     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1058     if (random_roll (0, angry, op, PREFER_LOW))
1059     {
1060     object *tmp = get_archetype (LOOSE_MANA);
1061 elmex 1.1
1062 root 1.6 cast_magic_storm (op, tmp, op->level + (angry * 3));
1063 root 1.3 }
1064 root 1.6 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1065 elmex 1.1 }
1066 root 1.6 return reaction;
1067 elmex 1.1 }
1068    
1069     /**
1070     * God checks item the player is using.
1071     * Return either -1 (bad), 0 (neutral) or
1072     * 1 (item is ok). If you are using the item of an enemy
1073     * god, it can be bad...-b.t.
1074     */
1075    
1076 root 1.6 int
1077     god_examines_item (object *god, object *item)
1078     {
1079 elmex 1.1 char buf[MAX_BUF];
1080    
1081 root 1.6 if (!god || !item)
1082     return 0;
1083 elmex 1.1
1084 root 1.6 if (!item->title)
1085     return 1; /* unclaimed item are ok */
1086 elmex 1.1
1087 root 1.6 sprintf (buf, "of %s", &god->name);
1088     if (!strcmp (item->title, buf))
1089     return 1; /* belongs to that God */
1090    
1091     if (god->title)
1092     { /* check if we have any enemy blessed item */
1093     sprintf (buf, "of %s", &god->title);
1094     if (!strcmp (item->title, buf))
1095     {
1096     if (item->env)
1097     {
1098     char buf[MAX_BUF];
1099 elmex 1.1
1100 root 1.6 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1101     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1102     }
1103     return -1;
1104     }
1105 elmex 1.1 }
1106    
1107 root 1.6 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1108 elmex 1.1 }
1109    
1110     /**
1111     * Returns priest's god's id.
1112     * Straight calls lookup_god_by_name
1113     */
1114    
1115 root 1.6 int
1116     get_god (object *priest)
1117     {
1118     int godnr = lookup_god_by_name (determine_god (priest));
1119 elmex 1.1
1120     return godnr;
1121     }
1122    
1123     /**
1124     * Returns a string that is the name of the god that should be natively worshipped by a
1125     * creature of who has race *race
1126     * if we can't find a god that is appropriate, we return NULL
1127     */
1128 root 1.6 const char *
1129     get_god_for_race (const char *race)
1130     {
1131     godlink *gl = first_god;
1132     const char *godname = NULL;
1133    
1134     if (race == NULL)
1135     return NULL;
1136     while (gl)
1137     {
1138     if (!strcasecmp (gl->arch->clone.race, race))
1139     {
1140     godname = gl->name;
1141     break;
1142 root 1.3 }
1143 root 1.6 gl = gl->next;
1144 elmex 1.1 }
1145 root 1.6 return godname;
1146 elmex 1.1 }
1147 root 1.6
1148 elmex 1.1 /**
1149     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1150     * Returns false if there was no race to assign to the slaying field of the spell, but
1151     * the spell attacktype contains AT_HOLYWORD. -b.t.
1152     */
1153    
1154 root 1.6 int
1155     tailor_god_spell (object *spellop, object *caster)
1156     {
1157     object *god = find_god (determine_god (caster));
1158     int caster_is_spell = 0;
1159    
1160     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1161     caster_is_spell = 1;
1162    
1163     /* if caster is a rune or the like, it doesn't worship anything. However,
1164     * if this object is owned by someone, then the god that they worship
1165     * is relevant, so use that.
1166     */
1167 root 1.11 if (!god && caster->owner)
1168     god = find_god (determine_god (caster->owner));
1169 root 1.6
1170     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1171     {
1172     if (!caster_is_spell)
1173     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1174     else
1175     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1176 root 1.10
1177     spellop->destroy ();
1178 root 1.6 return 0;
1179 elmex 1.1 }
1180    
1181 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1182     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1183     {
1184     if (spellop->slaying)
1185     spellop->slaying = NULL;
1186 root 1.4
1187 root 1.6 if (!caster_is_spell)
1188     spellop->slaying = god->slaying;
1189     else if (caster->slaying)
1190     spellop->slaying = caster->slaying;
1191 elmex 1.1 }
1192    
1193 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1194     if (spellop->attacktype & AT_GODPOWER)
1195     spellop->attacktype = spellop->attacktype | god->attacktype;
1196 elmex 1.1
1197 root 1.6 /* tack on the god's name to the spell */
1198     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1199     {
1200     spellop->title = god->name;
1201     if (spellop->title)
1202     {
1203     char buf[MAX_BUF];
1204    
1205     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1206     spellop->name = spellop->name_pl = buf;
1207 root 1.3 }
1208 root 1.6 }
1209 elmex 1.1
1210 root 1.6 return 1;
1211 elmex 1.1 }