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Revision: 1.14
Committed: Tue Dec 26 08:54:59 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +1 -3 lines
Log Message:
replace update_ob_speed by ->set_speed

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 root 1.14 #include <sproto.h>
37 elmex 1.1
38     /**
39     * Returns the id of specified god.
40     */
41 root 1.6 int
42     lookup_god_by_name (const char *name)
43     {
44     int godnr = -1;
45     size_t nmlen = strlen (name);
46    
47     if (name && strcmp (name, "none"))
48     {
49     godlink *gl;
50    
51     for (gl = first_god; gl; gl = gl->next)
52     if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
53     break;
54     if (gl)
55     godnr = gl->id;
56 elmex 1.1 }
57 root 1.6 return godnr;
58 elmex 1.1 }
59    
60     /**
61     * Returns pointer to specified god's object through pntr_to_god_obj..
62     */
63 root 1.6 object *
64     find_god (const char *name)
65     {
66     object *god = NULL;
67 elmex 1.1
68 root 1.6 if (name)
69     {
70     godlink *gl;
71 elmex 1.1
72 root 1.6 for (gl = first_god; gl; gl = gl->next)
73     if (!strcmp (name, gl->name))
74     break;
75     if (gl)
76     god = pntr_to_god_obj (gl);
77 elmex 1.1 }
78 root 1.6 return god;
79 elmex 1.1 }
80    
81     /**
82     * Determines if op worships a god.
83     * Returns the godname if they do or "none" if they have no god.
84     * In the case of an NPC, if they have no god, we try and guess
85     * who they should worship based on their race. If that fails we
86     * give them a random one.
87     */
88    
89 root 1.6 const char *
90     determine_god (object *op)
91     {
92     int godnr = -1;
93     const char *godname;
94    
95     /* spells */
96     if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
97     {
98     if (lookup_god_by_name (op->title) >= 0)
99     return op->title;
100     }
101    
102     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
103     {
104    
105     /* find a god based on race */
106     if (!op->title)
107     {
108     if (op->race != NULL)
109     {
110     godname = get_god_for_race (op->race);
111     if (godname != NULL)
112     {
113     op->title = godname;
114 root 1.3 }
115     }
116     }
117    
118 root 1.6 /* find a random god */
119     if (!op->title)
120     {
121     godlink *gl = first_god;
122    
123     godnr = rndm (1, gl->id);
124     while (gl)
125     {
126     if (gl->id == godnr)
127     break;
128     gl = gl->next;
129 root 1.3 }
130 root 1.6 op->title = gl->name;
131 root 1.3 }
132 elmex 1.1
133 root 1.6 return op->title;
134 elmex 1.1 }
135    
136    
137 root 1.6 /* The god the player worships is in the praying skill (native skill
138     * not skill tool). Since a player can only have one instance of
139     * that skill, once we find it, we can return, either with the
140     * title or "none".
141     */
142     if (op->type == PLAYER)
143     {
144     object *tmp;
145    
146     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
147     if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
148     {
149     if (tmp->title)
150     return (tmp->title);
151     else
152     return ("none");
153     }
154 elmex 1.1 }
155 root 1.6 return ("none");
156 elmex 1.1 }
157    
158     /**
159     * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
160     */
161 root 1.6 static int
162     same_string (const char *s1, const char *s2)
163 elmex 1.1 {
164 root 1.6 if (s1 == NULL)
165     if (s2 == NULL)
166     return 1;
167 elmex 1.1 else
168 root 1.6 return 0;
169     else if (s2 == NULL)
170     return 0;
171     else
172     return strcmp (s1, s2) == 0;
173 elmex 1.1 }
174    
175    
176     /**
177     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
178     * Any matching items in the inventory are deleted, and a
179     * message is displayed to the player.
180     */
181 root 1.6 static void
182     follower_remove_similar_item (object *op, object *item)
183 elmex 1.1 {
184 root 1.6 object *tmp, *next;
185    
186     if (op && op->type == PLAYER && op->contr)
187     {
188     /* search the inventory */
189     for (tmp = op->inv; tmp != NULL; tmp = next)
190     {
191     next = tmp->below; /* backup in case we remove tmp */
192    
193     if (tmp->type == item->type
194     && same_string (tmp->name, item->name)
195     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
196     {
197    
198     /* message */
199     if (tmp->nrof > 1)
200     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
201     else
202     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
203    
204 root 1.9 tmp->remove (); /* remove obj from players inv. */
205 root 1.6 esrv_del_item (op->contr, tmp->count); /* notify client */
206 root 1.10 tmp->destroy (); /* free object */
207 root 1.3 }
208 root 1.10
209 root 1.6 if (tmp->inv)
210     follower_remove_similar_item (tmp, item);
211 root 1.3 }
212 elmex 1.1 }
213     }
214    
215     /**
216     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
217     * Returns 1 if found, else 0.
218     */
219 root 1.6 static int
220     follower_has_similar_item (object *op, object *item)
221 elmex 1.1 {
222 root 1.6 object *tmp;
223 elmex 1.1
224 root 1.6 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
225     {
226     if (tmp->type == item->type
227     && same_string (tmp->name, item->name)
228     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
229     return 1;
230     if (tmp->inv && follower_has_similar_item (tmp, item))
231     return 1;
232 elmex 1.1 }
233 root 1.6 return 0;
234 elmex 1.1 }
235    
236     /**
237     * God gives an item to the player.
238     */
239 root 1.6 static int
240     god_gives_present (object *op, object *god, treasure *tr)
241 elmex 1.1 {
242 root 1.6 object *tmp;
243 elmex 1.1
244 root 1.6 if (follower_has_similar_item (op, &tr->item->clone))
245     return 0;
246 elmex 1.1
247 root 1.6 tmp = arch_to_object (tr->item);
248     new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
249     tmp = insert_ob_in_ob (tmp, op);
250     if (op->type == PLAYER)
251     esrv_send_item (op, tmp);
252     return 1;
253 elmex 1.1 }
254    
255     /**
256     * Player prays at altar.
257     * Checks for god changing, divine intervention, and so on.
258     */
259 root 1.6 void
260     pray_at_altar (object *pl, object *altar, object *skill)
261     {
262     object *pl_god = find_god (determine_god (pl));
263    
264     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
265     return;
266 elmex 1.1
267 root 1.6 /* If non consecrate altar, don't do anything */
268     if (!altar->other_arch)
269     return;
270    
271     /* hmm. what happend depends on pl's current god, level, etc */
272     if (!pl_god)
273     { /*new convert */
274     become_follower (pl, &altar->other_arch->clone);
275 root 1.2 return;
276 elmex 1.1
277 root 1.6 }
278     else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
279     {
280     /* pray at your gods altar */
281     int bonus = (pl->stats.Wis + skill->level) / 10;
282    
283     /* we can get neg grace up faster */
284     if (pl->stats.grace < 0)
285     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
286     /* we can super-charge grace to 2x max */
287     if (pl->stats.grace < (2 * pl->stats.maxgrace))
288     {
289     pl->stats.grace += bonus / 2;
290     }
291     if (pl->stats.grace > (2 * pl->stats.maxgrace))
292     {
293     pl->stats.grace = (2 * pl->stats.maxgrace);
294     }
295    
296     /* Every once in a while, the god decides to checkup on their
297     * follower, and may intervene to help them out.
298     */
299     bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
300    
301     if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
302     god_intervention (pl, pl_god, skill);
303    
304     }
305     else
306     { /* praying to another god! */
307     uint64 loss = 0;
308     int angry = 1;
309    
310     /* I believe the logic for detecting opposing gods was completely
311     * broken - I think it should work now. altar->other_arch
312     * points to the god of this altar (which we have
313     * already verified is non null). pl_god->other_arch
314     * is the opposing god - we need to verify that exists before
315     * using its values.
316     */
317     if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
318     {
319     angry = 2;
320     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
321     {
322     object *tmp;
323    
324     /* you really screwed up */
325     angry = 3;
326     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
327     tmp = get_archetype (LOOSE_MANA);
328     cast_magic_storm (pl, tmp, pl_god->level + 20);
329     }
330     else
331     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
332     }
333     else
334     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
335 elmex 1.1
336 root 1.6 /* whether we will be successfull in defecting or not -
337     * we lose experience from the clerical experience obj
338     */
339    
340     loss = angry * (skill->stats.exp / 10);
341     if (loss)
342     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
343    
344     /* May switch Gods, but its random chance based on our current level
345     * note it gets harder to swap gods the higher we get
346     */
347     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
348     {
349     become_follower (pl, &altar->other_arch->clone);
350     }
351     else
352     {
353     /* toss this player off the altar. He can try again. */
354     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
355     move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
356     }
357 elmex 1.1 }
358     }
359    
360     /**
361     * Removes special prayers given by a god.
362     */
363 root 1.6 static void
364     check_special_prayers (object *op, object *god)
365 elmex 1.1 {
366 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
367     * by 'god'.
368     */
369     treasure *tr;
370     object *tmp, *next_tmp;
371     int remove = 0;
372    
373     /* Outer loop iterates over all special prayer marks */
374     for (tmp = op->inv; tmp; tmp = next_tmp)
375     {
376     next_tmp = tmp->below;
377    
378     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
379     * in that category, not something we need to worry about.
380     */
381     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
382     continue;
383 elmex 1.1
384 root 1.6 if (god->randomitems == NULL)
385     {
386     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
387     do_forget_spell (op, tmp->name);
388     continue;
389 root 1.3 }
390 elmex 1.1
391 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
392     * list. We default that the spell should be removed.
393     */
394     remove = 1;
395     for (tr = god->randomitems->items; tr; tr = tr->next)
396     {
397     object *item;
398    
399     if (tr->item == NULL)
400     continue;
401     item = &tr->item->clone;
402 elmex 1.1
403 root 1.6 /* Basically, see if the matching spell is granted by this god. */
404 elmex 1.1
405 root 1.6 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
406     {
407     remove = 0;
408     break;
409 root 1.3 }
410     }
411 root 1.6 if (remove)
412     {
413     /* just do the work of removing the spell ourselves - we already
414     * know that the player knows the spell
415     */
416     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
417     player_unready_range_ob (op->contr, tmp);
418 root 1.10 tmp->destroy ();
419 root 1.3 }
420 elmex 1.1
421     }
422     }
423    
424     /**
425     * This function is called whenever a player has
426     * switched to a new god. It handles basically all the stat changes
427     * that happen to the player, including the removal of godgiven
428     * items (from the former cult).
429     */
430 root 1.6 void
431     become_follower (object *op, object *new_god)
432     {
433     object *old_god = NULL; /* old god */
434     treasure *tr;
435     object *item, *skop, *next;
436     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
437    
438    
439     old_god = find_god (determine_god (op));
440    
441     /* take away any special god-characteristic items. */
442     for (item = op->inv; item != NULL; item = next)
443     {
444     next = item->below;
445 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
446 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
447 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
448 root 1.6 {
449    
450     if (item->type == SPELL)
451     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
452 root 1.10
453 root 1.6 player_unready_range_ob (op->contr, item);
454 root 1.10 item->destroy ();
455 root 1.6 }
456     }
457    
458     /* remove any godgiven items from the old god */
459     if (old_god)
460     {
461     for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next)
462     {
463     if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
464     follower_remove_similar_item (op, &tr->item->clone);
465     }
466     }
467    
468     if (!op || !new_god)
469     return;
470    
471     if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
472     {
473     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
474     if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
475     {
476     object *tmp = get_archetype (LOOSE_MANA);
477    
478     cast_magic_storm (op, tmp, new_god->level + 10);
479     }
480     return;
481     }
482    
483    
484     /* give the player any special god-characteristic-items. */
485     for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next)
486     {
487     if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
488     tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
489     god_gives_present (op, new_god, tr);
490     }
491    
492    
493     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
494    
495     for (skop = op->inv; skop != NULL; skop = skop->below)
496     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
497     break;
498    
499     /* Player has no skill - give them the skill */
500     if (!skop)
501     {
502     /* The arhetype should always be defined - if we crash here because it doesn't,
503     * things are really messed up anyways.
504     */
505     skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
506     link_player_skills (op);
507     }
508    
509     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
510    
511     /* Clear the "undead" status. We also need to force a call to change_abil,
512     * so I set undeadified for that.
513     * - gros, 21th July 2006.
514     */
515     if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
516     {
517     CLEAR_FLAG (skop, FLAG_UNDEAD);
518     undeadified = 1;
519     }
520    
521     if (skop->title)
522     { /* get rid of old god */
523     new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
524     /* The point of this is to really show what abilities the player just lost */
525     if (sk_applied || undeadified)
526     {
527 elmex 1.1
528 root 1.6 CLEAR_FLAG (skop, FLAG_APPLIED);
529     (void) change_abil (op, skop);
530     }
531 elmex 1.1 }
532    
533 root 1.6 /* now change to the new gods attributes to exp_obj */
534     skop->title = new_god->name;
535     skop->path_attuned = new_god->path_attuned;
536     skop->path_repelled = new_god->path_repelled;
537     skop->path_denied = new_god->path_denied;
538     /* copy god's resistances */
539     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
540    
541     /* make sure that certain immunities do NOT get passed
542     * to the follower!
543     */
544     for (i = 0; i < NROFATTACKS; i++)
545     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
546     skop->resist[i] = 30;
547    
548     skop->stats.hp = (sint16) new_god->last_heal;
549     skop->stats.sp = (sint16) new_god->last_sp;
550     skop->stats.grace = (sint16) new_god->last_grace;
551     skop->stats.food = (sint16) new_god->last_eat;
552     skop->stats.luck = (sint8) new_god->stats.luck;
553     /* gods may pass on certain flag properties */
554     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
555     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
556     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
557     update_priest_flag (new_god, skop, FLAG_STEALTH);
558     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
559     update_priest_flag (new_god, skop, FLAG_UNDEAD);
560     update_priest_flag (new_god, skop, FLAG_BLIND);
561     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
562    
563     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
564    
565     /* Weapon/armour use are special...handle flag toggles here as this can
566     * only happen when gods are worshipped and if the new priest could
567     * have used armour/weapons in the first place.
568     *
569     * This also can happen for monks which cannot use weapons. In this case
570     * do not allow to use weapons even if the god otherwise would allow it.
571     */
572     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
573     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
574     update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
575    
576     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
577     stop_using_item (op, WEAPON, 2);
578    
579     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
580     {
581     stop_using_item (op, ARMOUR, 1);
582     stop_using_item (op, HELMET, 1);
583     stop_using_item (op, BOOTS, 1);
584     stop_using_item (op, GLOVES, 1);
585     stop_using_item (op, SHIELD, 1);
586     }
587 elmex 1.1
588 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
589     (void) change_abil (op, skop);
590 elmex 1.1
591 root 1.6 /* return to previous skill status */
592     if (!sk_applied)
593     CLEAR_FLAG (skop, FLAG_APPLIED);
594    
595     check_special_prayers (op, new_god);
596 elmex 1.1 }
597    
598     /**
599     * Forbids or let player use something item type.
600     * op is the player.
601     * exp_obj is the widsom experience.
602     * flag is the flag to check against.
603     * string is the string to print out.
604     */
605    
606 root 1.6 int
607     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
608     {
609 elmex 1.1
610 root 1.6 if (QUERY_FLAG (&op->arch->clone, flag))
611     if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
612     {
613     update_priest_flag (exp_obj, op, flag);
614     if (QUERY_FLAG (op, flag))
615     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
616     else
617     {
618     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
619     return 1;
620     }
621 elmex 1.1 }
622     return 0;
623     }
624    
625     /**
626     * Unapplies up to number worth of items of type
627     */
628 root 1.6 void
629     stop_using_item (object *op, int type, int number)
630     {
631 elmex 1.1 object *tmp;
632    
633 root 1.6 for (tmp = op->inv; tmp && number; tmp = tmp->below)
634     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
635     {
636 elmex 1.1 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
637 root 1.3 number--;
638 root 1.6 }
639 elmex 1.1 }
640    
641     /**
642     * If the god does/doesnt have this flag, we
643     * give/remove it from the experience object if it doesnt/does
644     * already exist. For players only!
645     */
646    
647 root 1.6 void
648     update_priest_flag (object *god, object *exp_ob, uint32 flag)
649     {
650     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
651     SET_FLAG (exp_ob, flag);
652     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
653     {
654     /* When this is called with the exp_ob set to the player,
655     * this check is broken, because most all players arch
656     * allow use of weapons. I'm not actually sure why this
657     * check is here - I guess if you had a case where the
658     * value in the archetype (wisdom) should over ride the restrictions
659     * the god places on it, this may make sense. But I don't think
660     * there is any case like that.
661     */
662    
663 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
664 root 1.6 CLEAR_FLAG (exp_ob, flag);
665     };
666 elmex 1.1 }
667    
668    
669    
670 root 1.6 archetype *
671     determine_holy_arch (object *god, const char *type)
672 elmex 1.1 {
673 root 1.6 treasure *tr;
674 elmex 1.1
675 root 1.6 if (!god || !god->randomitems)
676     {
677     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
678     return NULL;
679 elmex 1.1 }
680    
681 root 1.6 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
682     {
683     object *item;
684 elmex 1.1
685 root 1.6 if (!tr->item)
686     continue;
687     item = &tr->item->clone;
688 elmex 1.1
689 root 1.6 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
690     return item->other_arch;
691 elmex 1.1 }
692 root 1.6 return NULL;
693 elmex 1.1 }
694    
695     /**
696     * God helps player by removing curse and/or damnation.
697     */
698 root 1.6 static int
699     god_removes_curse (object *op, int remove_damnation)
700 elmex 1.1 {
701 root 1.6 object *tmp;
702     int success = 0;
703 elmex 1.1
704 root 1.6 for (tmp = op->inv; tmp; tmp = tmp->below)
705     {
706     if (tmp->invisible)
707     continue;
708     if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
709     continue;
710     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
711     {
712     success = 1;
713     CLEAR_FLAG (tmp, FLAG_DAMNED);
714     CLEAR_FLAG (tmp, FLAG_CURSED);
715     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
716     if (op->type == PLAYER)
717     esrv_send_item (op, tmp);
718 elmex 1.1 }
719     }
720    
721 root 1.6 if (success)
722     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
723     return success;
724 elmex 1.1 }
725    
726 root 1.6 static int
727     follower_level_to_enchantments (int level, int difficulty)
728 elmex 1.1 {
729 root 1.6 if (difficulty < 1)
730     {
731     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
732     return 0;
733 elmex 1.1 }
734    
735 root 1.6 if (level <= 20)
736     return level / difficulty;
737     if (level <= 40)
738     return (20 + (level - 20) / 2) / difficulty;
739     return (30 + (level - 40) / 4) / difficulty;
740 elmex 1.1 }
741    
742     /**
743     * God wants to enchant weapon.
744     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
745     * it isn't a weapon for another god. If all is all right, update weapon with
746     * attacktype, slaying and such.
747     */
748 root 1.6 static int
749     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
750 elmex 1.1 {
751 root 1.6 char buf[MAX_BUF];
752     object *weapon;
753     uint32 attacktype;
754     int tmp;
755    
756     for (weapon = op->inv; weapon; weapon = weapon->below)
757     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
758     break;
759     if (weapon == NULL || god_examines_item (god, weapon) <= 0)
760     return 0;
761    
762     /* First give it a title, so other gods won't touch it */
763     if (!weapon->title)
764     {
765     sprintf (buf, "of %s", &god->name);
766     weapon->title = buf;
767     if (op->type == PLAYER)
768     esrv_update_item (UPD_NAME, op, weapon);
769     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
770     }
771    
772     /* Allow the weapon to slay enemies */
773     if (!weapon->slaying && god->slaying)
774     {
775     weapon->slaying = god->slaying;
776     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
777     return 1;
778 elmex 1.1 }
779    
780 root 1.6 /* Add the gods attacktype */
781     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
782     if ((attacktype & god->attacktype) != god->attacktype)
783     {
784     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
785     weapon->attacktype = attacktype | god->attacktype;
786     return 1;
787 elmex 1.1 }
788    
789 root 1.6 /* Higher magic value */
790     tmp = follower_level_to_enchantments (skill->level, tr->level);
791     if (weapon->magic < tmp)
792     {
793     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
794     weapon->magic++;
795     if (op->type == PLAYER)
796     esrv_update_item (UPD_NAME, op, weapon);
797     return 1;
798 elmex 1.1 }
799    
800 root 1.6 return 0;
801 elmex 1.1 }
802    
803    
804     /**
805     * Every once in a while the god will intervene to help the worshiper.
806     * Later, this fctn can be used to supply quests, etc for the
807     * priest. -b.t.
808     * called from pray_at_altar() currently.
809     */
810    
811 root 1.6 void
812     god_intervention (object *op, object *god, object *skill)
813 elmex 1.1 {
814 root 1.6 treasure *tr;
815 elmex 1.1
816 root 1.6 if (!god || !god->randomitems)
817     {
818     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
819     return;
820 elmex 1.1 }
821    
822 root 1.6 check_special_prayers (op, god);
823 elmex 1.1
824 root 1.6 /* lets do some checks of whether we are kosher with our god */
825     if (god_examines_priest (op, god) < 0)
826     return;
827 elmex 1.1
828 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
829 elmex 1.1
830 root 1.6 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
831     {
832     object *item;
833    
834     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
835     continue;
836 elmex 1.1
837 root 1.6 /* Treasurelist - generate some treasure for the follower */
838     if (tr->name)
839     {
840     treasurelist *tl = find_treasurelist (tr->name);
841    
842     if (tl == NULL)
843 elmex 1.1 continue;
844    
845 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
846 elmex 1.1
847 root 1.6 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
848     return;
849 elmex 1.1 }
850    
851 root 1.6 if (!tr->item)
852     {
853     LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
854     continue;
855 elmex 1.1 }
856 root 1.6 item = &tr->item->clone;
857 elmex 1.1
858 root 1.6 /* Grace limit */
859     if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
860     {
861     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
862     {
863     object *tmp;
864    
865     /* Follower lacks the required grace for the following
866     * treasure list items. */
867    
868     tmp = get_archetype (HOLY_POSSESSION);
869     cast_change_ability (op, op, tmp, 0, 1);
870 root 1.10 tmp->destroy ();
871 root 1.6 return;
872 elmex 1.1 }
873 root 1.6 continue;
874 elmex 1.1 }
875    
876 root 1.6 /* Restore grace */
877     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
878     {
879     if (op->stats.grace >= 0)
880     continue;
881     op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
882     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
883     return;
884 elmex 1.1 }
885    
886 root 1.6 /* Heal damage */
887     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
888     {
889     if (op->stats.hp >= op->stats.maxhp)
890     continue;
891     new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
892     op->stats.hp = op->stats.maxhp;
893     return;
894 elmex 1.1 }
895    
896 root 1.6 /* Restore spellpoints */
897     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
898 elmex 1.1 {
899 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
900    
901     /* Restore to 50 .. 100%, if sp < 50% */
902     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
903    
904     if (op->stats.sp >= max / 2)
905     continue;
906     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
907     op->stats.sp = new_sp;
908 elmex 1.1 }
909    
910 root 1.6 /* Various heal spells */
911     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
912 elmex 1.1 {
913 root 1.6 object *tmp;
914     int success;
915 elmex 1.1
916 root 1.6 tmp = get_archetype_by_object_name (item->slaying);
917 elmex 1.1
918 root 1.6 success = cast_heal (op, op, tmp, 0);
919 root 1.10 tmp->destroy ();
920 root 1.6 if (success)
921     return;
922     else
923     continue;
924 elmex 1.1 }
925    
926 root 1.6 /* Remove curse */
927     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
928 elmex 1.1 {
929 root 1.6 if (god_removes_curse (op, 0))
930     return;
931     else
932     continue;
933 elmex 1.1 }
934    
935 root 1.6 /* Remove damnation */
936     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
937 elmex 1.1 {
938 root 1.6 if (god_removes_curse (op, 1))
939     return;
940     else
941     continue;
942 elmex 1.1 }
943    
944 root 1.6 /* Heal depletion */
945     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
946 elmex 1.1 {
947 root 1.6 object *depl;
948     archetype *at;
949     int i;
950    
951 root 1.7 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
952 root 1.6 {
953     LOG (llevError, "Could not find archetype depletion.\n");
954     continue;
955 elmex 1.1 }
956 root 1.6 depl = present_arch_in_ob (at, op);
957 root 1.10
958 root 1.6 if (depl == NULL)
959     continue;
960 root 1.10
961 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
962 root 1.10
963 root 1.6 for (i = 0; i < NUM_STATS; i++)
964     if (get_attr_value (&depl->stats, i))
965     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
966 root 1.10
967     depl->destroy ();
968 root 1.13 op->update_stats ();
969 root 1.6 return;
970 elmex 1.1 }
971 root 1.6
972     /* Voices */
973     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
974     {
975     new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
976     new_draw_info (NDI_WHITE, 0, op, item->msg);
977     return;
978 elmex 1.1 }
979    
980 root 1.6 /* Messages */
981     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
982 elmex 1.1 {
983 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
984     return;
985 elmex 1.1 }
986    
987 root 1.6 /* Enchant weapon */
988     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
989 elmex 1.1 {
990 root 1.6 if (god_enchants_weapon (op, god, item, skill))
991     return;
992     else
993     continue;
994 elmex 1.1 }
995    
996 root 1.6 /* Spellbooks - works correctly only for prayers */
997     if (item->type == SPELL)
998 elmex 1.1 {
999 root 1.6 if (check_spell_known (op, item->name))
1000     continue;
1001     if (item->level > skill->level)
1002     continue;
1003 elmex 1.1
1004 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1005     do_learn_spell (op, item, 1);
1006     return;
1007 elmex 1.1
1008 root 1.3 }
1009 elmex 1.1
1010 root 1.6 /* Other gifts */
1011     if (!item->invisible)
1012     {
1013     if (god_gives_present (op, god, tr))
1014     return;
1015     else
1016     continue;
1017 elmex 1.1 }
1018 root 1.6 /* else ignore it */
1019 elmex 1.1 }
1020    
1021 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1022 elmex 1.1 }
1023    
1024     /**
1025     * Checks and maybe punishes someone praying.
1026     * All applied items are examined, if player is using more items of other gods,
1027     * s/he loses experience in praying or general experience if no praying.
1028     */
1029 root 1.6 int
1030     god_examines_priest (object *op, object *god)
1031     {
1032     int reaction = 1;
1033     object *item = NULL, *skop;
1034 elmex 1.1
1035 root 1.6 for (item = op->inv; item; item = item->below)
1036     {
1037     if (QUERY_FLAG (item, FLAG_APPLIED))
1038     {
1039     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1040 root 1.3 }
1041 elmex 1.1 }
1042    
1043 root 1.6 /* well, well. Looks like we screwed up. Time for god's revenge */
1044     if (reaction < 0)
1045     {
1046     int loss = 10000000;
1047     int angry = abs (reaction);
1048 elmex 1.1
1049 root 1.6 for (skop = op->inv; skop != NULL; skop = skop->below)
1050     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1051     break;
1052    
1053     if (skop)
1054     loss = (int) (0.05 * (float) skop->stats.exp);
1055     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1056     if (random_roll (0, angry, op, PREFER_LOW))
1057     {
1058     object *tmp = get_archetype (LOOSE_MANA);
1059 elmex 1.1
1060 root 1.6 cast_magic_storm (op, tmp, op->level + (angry * 3));
1061 root 1.3 }
1062 root 1.6 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1063 elmex 1.1 }
1064 root 1.6 return reaction;
1065 elmex 1.1 }
1066    
1067     /**
1068     * God checks item the player is using.
1069     * Return either -1 (bad), 0 (neutral) or
1070     * 1 (item is ok). If you are using the item of an enemy
1071     * god, it can be bad...-b.t.
1072     */
1073    
1074 root 1.6 int
1075     god_examines_item (object *god, object *item)
1076     {
1077 elmex 1.1 char buf[MAX_BUF];
1078    
1079 root 1.6 if (!god || !item)
1080     return 0;
1081 elmex 1.1
1082 root 1.6 if (!item->title)
1083     return 1; /* unclaimed item are ok */
1084 elmex 1.1
1085 root 1.6 sprintf (buf, "of %s", &god->name);
1086     if (!strcmp (item->title, buf))
1087     return 1; /* belongs to that God */
1088    
1089     if (god->title)
1090     { /* check if we have any enemy blessed item */
1091     sprintf (buf, "of %s", &god->title);
1092     if (!strcmp (item->title, buf))
1093     {
1094     if (item->env)
1095     {
1096     char buf[MAX_BUF];
1097 elmex 1.1
1098 root 1.6 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1099     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1100     }
1101     return -1;
1102     }
1103 elmex 1.1 }
1104    
1105 root 1.6 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1106 elmex 1.1 }
1107    
1108     /**
1109     * Returns priest's god's id.
1110     * Straight calls lookup_god_by_name
1111     */
1112    
1113 root 1.6 int
1114     get_god (object *priest)
1115     {
1116     int godnr = lookup_god_by_name (determine_god (priest));
1117 elmex 1.1
1118     return godnr;
1119     }
1120    
1121     /**
1122     * Returns a string that is the name of the god that should be natively worshipped by a
1123     * creature of who has race *race
1124     * if we can't find a god that is appropriate, we return NULL
1125     */
1126 root 1.6 const char *
1127     get_god_for_race (const char *race)
1128     {
1129     godlink *gl = first_god;
1130     const char *godname = NULL;
1131    
1132     if (race == NULL)
1133     return NULL;
1134     while (gl)
1135     {
1136     if (!strcasecmp (gl->arch->clone.race, race))
1137     {
1138     godname = gl->name;
1139     break;
1140 root 1.3 }
1141 root 1.6 gl = gl->next;
1142 elmex 1.1 }
1143 root 1.6 return godname;
1144 elmex 1.1 }
1145 root 1.6
1146 elmex 1.1 /**
1147     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1148     * Returns false if there was no race to assign to the slaying field of the spell, but
1149     * the spell attacktype contains AT_HOLYWORD. -b.t.
1150     */
1151    
1152 root 1.6 int
1153     tailor_god_spell (object *spellop, object *caster)
1154     {
1155     object *god = find_god (determine_god (caster));
1156     int caster_is_spell = 0;
1157    
1158     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1159     caster_is_spell = 1;
1160    
1161     /* if caster is a rune or the like, it doesn't worship anything. However,
1162     * if this object is owned by someone, then the god that they worship
1163     * is relevant, so use that.
1164     */
1165 root 1.11 if (!god && caster->owner)
1166     god = find_god (determine_god (caster->owner));
1167 root 1.6
1168     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1169     {
1170     if (!caster_is_spell)
1171     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1172     else
1173     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1174 root 1.10
1175     spellop->destroy ();
1176 root 1.6 return 0;
1177 elmex 1.1 }
1178    
1179 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1180     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1181     {
1182     if (spellop->slaying)
1183     spellop->slaying = NULL;
1184 root 1.4
1185 root 1.6 if (!caster_is_spell)
1186     spellop->slaying = god->slaying;
1187     else if (caster->slaying)
1188     spellop->slaying = caster->slaying;
1189 elmex 1.1 }
1190    
1191 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1192     if (spellop->attacktype & AT_GODPOWER)
1193     spellop->attacktype = spellop->attacktype | god->attacktype;
1194 elmex 1.1
1195 root 1.6 /* tack on the god's name to the spell */
1196     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1197     {
1198     spellop->title = god->name;
1199     if (spellop->title)
1200     {
1201     char buf[MAX_BUF];
1202    
1203     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1204     spellop->name = spellop->name_pl = buf;
1205 root 1.3 }
1206 root 1.6 }
1207 elmex 1.1
1208 root 1.6 return 1;
1209 elmex 1.1 }