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Revision: 1.19
Committed: Mon Apr 16 06:23:42 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +13 -16 lines
Log Message:
VERY EXPERIMENTAL

- change the way archetypes and treasurelists are being loaded:
  - referring to a nonexisting treasurelist will create an empty one
  - referring to a nonexisting archetype will create an empty one
  - archetypes/treasurelists will overwrite any existing object
    of the same name.

- net effect should be to allow reloading of archetypes and treasurelists
  at runtime at a later stage.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.18 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25    
26     /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
27     * monster race initialization. b.t.
28     */
29    
30     /* Sept 1996 - moved code over to object -oriented gods -b.t. */
31    
32     #include <global.h>
33     #include <living.h>
34     #include <object.h>
35     #include <spells.h>
36     #include <sounds.h>
37 root 1.14 #include <sproto.h>
38 elmex 1.1
39     /**
40     * Returns the id of specified god.
41     */
42 root 1.6 int
43     lookup_god_by_name (const char *name)
44     {
45     int godnr = -1;
46     size_t nmlen = strlen (name);
47    
48     if (name && strcmp (name, "none"))
49     {
50     godlink *gl;
51    
52     for (gl = first_god; gl; gl = gl->next)
53     if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
54     break;
55     if (gl)
56     godnr = gl->id;
57 elmex 1.1 }
58 root 1.6 return godnr;
59 elmex 1.1 }
60    
61     /**
62     * Returns pointer to specified god's object through pntr_to_god_obj..
63     */
64 root 1.6 object *
65     find_god (const char *name)
66     {
67     object *god = NULL;
68 elmex 1.1
69 root 1.6 if (name)
70     {
71     godlink *gl;
72 elmex 1.1
73 root 1.6 for (gl = first_god; gl; gl = gl->next)
74     if (!strcmp (name, gl->name))
75     break;
76     if (gl)
77     god = pntr_to_god_obj (gl);
78 elmex 1.1 }
79 root 1.6 return god;
80 elmex 1.1 }
81    
82     /**
83     * Determines if op worships a god.
84     * Returns the godname if they do or "none" if they have no god.
85     * In the case of an NPC, if they have no god, we try and guess
86     * who they should worship based on their race. If that fails we
87     * give them a random one.
88     */
89    
90 root 1.6 const char *
91     determine_god (object *op)
92     {
93     int godnr = -1;
94     const char *godname;
95    
96     /* spells */
97     if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
98     {
99     if (lookup_god_by_name (op->title) >= 0)
100     return op->title;
101     }
102    
103     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
104     {
105    
106     /* find a god based on race */
107     if (!op->title)
108     {
109     if (op->race != NULL)
110     {
111     godname = get_god_for_race (op->race);
112     if (godname != NULL)
113     {
114     op->title = godname;
115 root 1.3 }
116     }
117     }
118    
119 root 1.6 /* find a random god */
120     if (!op->title)
121     {
122     godlink *gl = first_god;
123    
124     godnr = rndm (1, gl->id);
125     while (gl)
126     {
127     if (gl->id == godnr)
128     break;
129     gl = gl->next;
130 root 1.3 }
131 root 1.6 op->title = gl->name;
132 root 1.3 }
133 elmex 1.1
134 root 1.6 return op->title;
135 elmex 1.1 }
136    
137    
138 root 1.6 /* The god the player worships is in the praying skill (native skill
139     * not skill tool). Since a player can only have one instance of
140     * that skill, once we find it, we can return, either with the
141     * title or "none".
142     */
143     if (op->type == PLAYER)
144     {
145     object *tmp;
146    
147     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
148     if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
149     {
150     if (tmp->title)
151     return (tmp->title);
152     else
153     return ("none");
154     }
155 elmex 1.1 }
156 root 1.6 return ("none");
157 elmex 1.1 }
158    
159     /**
160     * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
161     */
162 root 1.6 static int
163     same_string (const char *s1, const char *s2)
164 elmex 1.1 {
165 root 1.6 if (s1 == NULL)
166     if (s2 == NULL)
167     return 1;
168 elmex 1.1 else
169 root 1.6 return 0;
170     else if (s2 == NULL)
171     return 0;
172     else
173     return strcmp (s1, s2) == 0;
174 elmex 1.1 }
175    
176    
177     /**
178     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
179     * Any matching items in the inventory are deleted, and a
180     * message is displayed to the player.
181     */
182 root 1.6 static void
183     follower_remove_similar_item (object *op, object *item)
184 elmex 1.1 {
185 root 1.6 object *tmp, *next;
186    
187     if (op && op->type == PLAYER && op->contr)
188     {
189     /* search the inventory */
190     for (tmp = op->inv; tmp != NULL; tmp = next)
191     {
192     next = tmp->below; /* backup in case we remove tmp */
193    
194     if (tmp->type == item->type
195     && same_string (tmp->name, item->name)
196     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
197     {
198    
199     /* message */
200     if (tmp->nrof > 1)
201     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
202     else
203     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
204    
205 root 1.9 tmp->remove (); /* remove obj from players inv. */
206 root 1.6 esrv_del_item (op->contr, tmp->count); /* notify client */
207 root 1.10 tmp->destroy (); /* free object */
208 root 1.3 }
209 root 1.10
210 root 1.6 if (tmp->inv)
211     follower_remove_similar_item (tmp, item);
212 root 1.3 }
213 elmex 1.1 }
214     }
215    
216     /**
217     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
218     * Returns 1 if found, else 0.
219     */
220 root 1.6 static int
221     follower_has_similar_item (object *op, object *item)
222 elmex 1.1 {
223 root 1.6 object *tmp;
224 elmex 1.1
225 root 1.6 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
226     {
227     if (tmp->type == item->type
228     && same_string (tmp->name, item->name)
229     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
230     return 1;
231     if (tmp->inv && follower_has_similar_item (tmp, item))
232     return 1;
233 elmex 1.1 }
234 root 1.6 return 0;
235 elmex 1.1 }
236    
237     /**
238     * God gives an item to the player.
239     */
240 root 1.6 static int
241     god_gives_present (object *op, object *god, treasure *tr)
242 elmex 1.1 {
243 root 1.6 object *tmp;
244 elmex 1.1
245 elmex 1.16 if (!tr->item)
246     return 0;
247    
248 root 1.6 if (follower_has_similar_item (op, &tr->item->clone))
249     return 0;
250 elmex 1.1
251 root 1.6 tmp = arch_to_object (tr->item);
252     new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
253     tmp = insert_ob_in_ob (tmp, op);
254     if (op->type == PLAYER)
255     esrv_send_item (op, tmp);
256 elmex 1.16
257 root 1.6 return 1;
258 elmex 1.1 }
259    
260     /**
261     * Player prays at altar.
262     * Checks for god changing, divine intervention, and so on.
263     */
264 root 1.6 void
265     pray_at_altar (object *pl, object *altar, object *skill)
266     {
267     object *pl_god = find_god (determine_god (pl));
268    
269     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
270     return;
271 elmex 1.1
272 root 1.6 /* If non consecrate altar, don't do anything */
273     if (!altar->other_arch)
274     return;
275    
276     /* hmm. what happend depends on pl's current god, level, etc */
277     if (!pl_god)
278     { /*new convert */
279     become_follower (pl, &altar->other_arch->clone);
280 root 1.2 return;
281 elmex 1.1
282 root 1.6 }
283     else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
284     {
285     /* pray at your gods altar */
286     int bonus = (pl->stats.Wis + skill->level) / 10;
287    
288     /* we can get neg grace up faster */
289     if (pl->stats.grace < 0)
290     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
291     /* we can super-charge grace to 2x max */
292     if (pl->stats.grace < (2 * pl->stats.maxgrace))
293     {
294     pl->stats.grace += bonus / 2;
295     }
296     if (pl->stats.grace > (2 * pl->stats.maxgrace))
297     {
298     pl->stats.grace = (2 * pl->stats.maxgrace);
299     }
300    
301     /* Every once in a while, the god decides to checkup on their
302     * follower, and may intervene to help them out.
303     */
304     bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
305    
306     if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
307     god_intervention (pl, pl_god, skill);
308    
309     }
310     else
311     { /* praying to another god! */
312     uint64 loss = 0;
313     int angry = 1;
314    
315     /* I believe the logic for detecting opposing gods was completely
316     * broken - I think it should work now. altar->other_arch
317     * points to the god of this altar (which we have
318     * already verified is non null). pl_god->other_arch
319     * is the opposing god - we need to verify that exists before
320     * using its values.
321     */
322     if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
323     {
324     angry = 2;
325     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
326     {
327     object *tmp;
328    
329     /* you really screwed up */
330     angry = 3;
331     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
332     tmp = get_archetype (LOOSE_MANA);
333     cast_magic_storm (pl, tmp, pl_god->level + 20);
334     }
335     else
336     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
337     }
338     else
339     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
340 elmex 1.1
341 root 1.6 /* whether we will be successfull in defecting or not -
342     * we lose experience from the clerical experience obj
343     */
344    
345     loss = angry * (skill->stats.exp / 10);
346     if (loss)
347     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
348    
349     /* May switch Gods, but its random chance based on our current level
350     * note it gets harder to swap gods the higher we get
351     */
352     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
353     {
354     become_follower (pl, &altar->other_arch->clone);
355     }
356     else
357     {
358     /* toss this player off the altar. He can try again. */
359     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
360     move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
361     }
362 elmex 1.1 }
363     }
364    
365     /**
366     * Removes special prayers given by a god.
367     */
368 root 1.6 static void
369     check_special_prayers (object *op, object *god)
370 elmex 1.1 {
371 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
372     * by 'god'.
373     */
374     treasure *tr;
375     object *tmp, *next_tmp;
376     int remove = 0;
377    
378     /* Outer loop iterates over all special prayer marks */
379     for (tmp = op->inv; tmp; tmp = next_tmp)
380     {
381     next_tmp = tmp->below;
382    
383     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
384     * in that category, not something we need to worry about.
385     */
386     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
387     continue;
388 elmex 1.1
389 root 1.6 if (god->randomitems == NULL)
390     {
391     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
392     do_forget_spell (op, tmp->name);
393     continue;
394 root 1.3 }
395 elmex 1.1
396 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
397     * list. We default that the spell should be removed.
398     */
399     remove = 1;
400     for (tr = god->randomitems->items; tr; tr = tr->next)
401     {
402     object *item;
403    
404 elmex 1.16 if (!tr->item)
405 root 1.6 continue;
406 root 1.19
407 root 1.6 item = &tr->item->clone;
408 elmex 1.1
409 root 1.6 /* Basically, see if the matching spell is granted by this god. */
410 elmex 1.1
411 root 1.6 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
412     {
413     remove = 0;
414     break;
415 root 1.3 }
416     }
417 root 1.6 if (remove)
418     {
419     /* just do the work of removing the spell ourselves - we already
420     * know that the player knows the spell
421     */
422     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
423     player_unready_range_ob (op->contr, tmp);
424 root 1.10 tmp->destroy ();
425 root 1.3 }
426 elmex 1.1
427     }
428     }
429    
430     /**
431     * This function is called whenever a player has
432     * switched to a new god. It handles basically all the stat changes
433     * that happen to the player, including the removal of godgiven
434     * items (from the former cult).
435     */
436 root 1.6 void
437     become_follower (object *op, object *new_god)
438     {
439     object *old_god = NULL; /* old god */
440     treasure *tr;
441     object *item, *skop, *next;
442     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
443    
444    
445     old_god = find_god (determine_god (op));
446    
447     /* take away any special god-characteristic items. */
448     for (item = op->inv; item != NULL; item = next)
449     {
450     next = item->below;
451 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
452 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
453 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
454 root 1.6 {
455    
456     if (item->type == SPELL)
457     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
458 root 1.10
459 root 1.6 player_unready_range_ob (op->contr, item);
460 root 1.10 item->destroy ();
461 root 1.6 }
462     }
463    
464     /* remove any godgiven items from the old god */
465     if (old_god)
466 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
467     if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
468     follower_remove_similar_item (op, &tr->item->clone);
469 root 1.6
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 root 1.19
477 root 1.6 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
478     {
479     object *tmp = get_archetype (LOOSE_MANA);
480    
481     cast_magic_storm (op, tmp, new_god->level + 10);
482     }
483 root 1.19
484 root 1.6 return;
485     }
486    
487    
488     /* give the player any special god-characteristic-items. */
489 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
490 root 1.6 {
491 root 1.19 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK
492     && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
493 root 1.6 god_gives_present (op, new_god, tr);
494     }
495    
496    
497     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
498    
499     for (skop = op->inv; skop != NULL; skop = skop->below)
500     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
501     break;
502    
503     /* Player has no skill - give them the skill */
504     if (!skop)
505     {
506     /* The arhetype should always be defined - if we crash here because it doesn't,
507     * things are really messed up anyways.
508     */
509     skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
510     link_player_skills (op);
511     }
512    
513     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
514    
515     /* Clear the "undead" status. We also need to force a call to change_abil,
516     * so I set undeadified for that.
517     * - gros, 21th July 2006.
518     */
519     if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
520     {
521     CLEAR_FLAG (skop, FLAG_UNDEAD);
522     undeadified = 1;
523     }
524    
525     if (skop->title)
526     { /* get rid of old god */
527     new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
528     /* The point of this is to really show what abilities the player just lost */
529     if (sk_applied || undeadified)
530     {
531 elmex 1.1
532 root 1.6 CLEAR_FLAG (skop, FLAG_APPLIED);
533     (void) change_abil (op, skop);
534     }
535 elmex 1.1 }
536    
537 root 1.6 /* now change to the new gods attributes to exp_obj */
538     skop->title = new_god->name;
539     skop->path_attuned = new_god->path_attuned;
540     skop->path_repelled = new_god->path_repelled;
541     skop->path_denied = new_god->path_denied;
542     /* copy god's resistances */
543     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
544    
545     /* make sure that certain immunities do NOT get passed
546     * to the follower!
547     */
548     for (i = 0; i < NROFATTACKS; i++)
549     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
550     skop->resist[i] = 30;
551    
552     skop->stats.hp = (sint16) new_god->last_heal;
553     skop->stats.sp = (sint16) new_god->last_sp;
554     skop->stats.grace = (sint16) new_god->last_grace;
555     skop->stats.food = (sint16) new_god->last_eat;
556     skop->stats.luck = (sint8) new_god->stats.luck;
557     /* gods may pass on certain flag properties */
558     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
559     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
560     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
561     update_priest_flag (new_god, skop, FLAG_STEALTH);
562     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
563     update_priest_flag (new_god, skop, FLAG_UNDEAD);
564     update_priest_flag (new_god, skop, FLAG_BLIND);
565     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
566    
567     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
568    
569     /* Weapon/armour use are special...handle flag toggles here as this can
570     * only happen when gods are worshipped and if the new priest could
571     * have used armour/weapons in the first place.
572     *
573     * This also can happen for monks which cannot use weapons. In this case
574     * do not allow to use weapons even if the god otherwise would allow it.
575     */
576     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
577     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
578     update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
579    
580     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
581     stop_using_item (op, WEAPON, 2);
582    
583     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
584     {
585     stop_using_item (op, ARMOUR, 1);
586     stop_using_item (op, HELMET, 1);
587     stop_using_item (op, BOOTS, 1);
588     stop_using_item (op, GLOVES, 1);
589     stop_using_item (op, SHIELD, 1);
590     }
591 elmex 1.1
592 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
593     (void) change_abil (op, skop);
594 elmex 1.1
595 root 1.6 /* return to previous skill status */
596     if (!sk_applied)
597     CLEAR_FLAG (skop, FLAG_APPLIED);
598    
599     check_special_prayers (op, new_god);
600 elmex 1.1 }
601    
602     /**
603     * Forbids or let player use something item type.
604     * op is the player.
605     * exp_obj is the widsom experience.
606     * flag is the flag to check against.
607     * string is the string to print out.
608     */
609    
610 root 1.6 int
611     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
612     {
613 elmex 1.1
614 root 1.6 if (QUERY_FLAG (&op->arch->clone, flag))
615     if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
616     {
617     update_priest_flag (exp_obj, op, flag);
618     if (QUERY_FLAG (op, flag))
619     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
620     else
621     {
622     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
623     return 1;
624     }
625 elmex 1.1 }
626     return 0;
627     }
628    
629     /**
630     * Unapplies up to number worth of items of type
631     */
632 root 1.6 void
633     stop_using_item (object *op, int type, int number)
634     {
635 elmex 1.1 object *tmp;
636    
637 root 1.6 for (tmp = op->inv; tmp && number; tmp = tmp->below)
638     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
639     {
640 elmex 1.1 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
641 root 1.3 number--;
642 root 1.6 }
643 elmex 1.1 }
644    
645     /**
646     * If the god does/doesnt have this flag, we
647     * give/remove it from the experience object if it doesnt/does
648     * already exist. For players only!
649     */
650    
651 root 1.6 void
652     update_priest_flag (object *god, object *exp_ob, uint32 flag)
653     {
654     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
655     SET_FLAG (exp_ob, flag);
656     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
657     {
658     /* When this is called with the exp_ob set to the player,
659     * this check is broken, because most all players arch
660     * allow use of weapons. I'm not actually sure why this
661     * check is here - I guess if you had a case where the
662     * value in the archetype (wisdom) should over ride the restrictions
663     * the god places on it, this may make sense. But I don't think
664     * there is any case like that.
665     */
666    
667 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
668 root 1.6 CLEAR_FLAG (exp_ob, flag);
669     };
670 elmex 1.1 }
671    
672    
673    
674 root 1.6 archetype *
675     determine_holy_arch (object *god, const char *type)
676 elmex 1.1 {
677 root 1.6 treasure *tr;
678 elmex 1.1
679 root 1.6 if (!god || !god->randomitems)
680     {
681     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
682     return NULL;
683 elmex 1.1 }
684    
685 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
686 root 1.6 {
687     if (!tr->item)
688     continue;
689 elmex 1.16
690 root 1.19 object *item = &tr->item->clone;
691 elmex 1.1
692 root 1.6 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
693     return item->other_arch;
694 elmex 1.1 }
695 root 1.6 return NULL;
696 elmex 1.1 }
697    
698     /**
699     * God helps player by removing curse and/or damnation.
700     */
701 root 1.6 static int
702     god_removes_curse (object *op, int remove_damnation)
703 elmex 1.1 {
704 root 1.6 object *tmp;
705     int success = 0;
706 elmex 1.1
707 root 1.6 for (tmp = op->inv; tmp; tmp = tmp->below)
708     {
709     if (tmp->invisible)
710     continue;
711     if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
712     continue;
713     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
714     {
715     success = 1;
716     CLEAR_FLAG (tmp, FLAG_DAMNED);
717     CLEAR_FLAG (tmp, FLAG_CURSED);
718     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
719     if (op->type == PLAYER)
720     esrv_send_item (op, tmp);
721 elmex 1.1 }
722     }
723    
724 root 1.6 if (success)
725     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
726     return success;
727 elmex 1.1 }
728    
729 root 1.6 static int
730     follower_level_to_enchantments (int level, int difficulty)
731 elmex 1.1 {
732 root 1.6 if (difficulty < 1)
733     {
734     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
735     return 0;
736 elmex 1.1 }
737    
738 root 1.6 if (level <= 20)
739     return level / difficulty;
740     if (level <= 40)
741     return (20 + (level - 20) / 2) / difficulty;
742     return (30 + (level - 40) / 4) / difficulty;
743 elmex 1.1 }
744    
745     /**
746     * God wants to enchant weapon.
747     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
748     * it isn't a weapon for another god. If all is all right, update weapon with
749     * attacktype, slaying and such.
750     */
751 root 1.6 static int
752     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
753 elmex 1.1 {
754 root 1.6 char buf[MAX_BUF];
755     object *weapon;
756     uint32 attacktype;
757     int tmp;
758    
759     for (weapon = op->inv; weapon; weapon = weapon->below)
760     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
761     break;
762     if (weapon == NULL || god_examines_item (god, weapon) <= 0)
763     return 0;
764    
765     /* First give it a title, so other gods won't touch it */
766     if (!weapon->title)
767     {
768     sprintf (buf, "of %s", &god->name);
769     weapon->title = buf;
770     if (op->type == PLAYER)
771     esrv_update_item (UPD_NAME, op, weapon);
772     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
773     }
774    
775     /* Allow the weapon to slay enemies */
776     if (!weapon->slaying && god->slaying)
777     {
778     weapon->slaying = god->slaying;
779     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
780     return 1;
781 elmex 1.1 }
782    
783 root 1.6 /* Add the gods attacktype */
784     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
785     if ((attacktype & god->attacktype) != god->attacktype)
786     {
787     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
788     weapon->attacktype = attacktype | god->attacktype;
789     return 1;
790 elmex 1.1 }
791    
792 root 1.6 /* Higher magic value */
793     tmp = follower_level_to_enchantments (skill->level, tr->level);
794     if (weapon->magic < tmp)
795     {
796     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
797     weapon->magic++;
798     if (op->type == PLAYER)
799     esrv_update_item (UPD_NAME, op, weapon);
800     return 1;
801 elmex 1.1 }
802    
803 root 1.6 return 0;
804 elmex 1.1 }
805    
806    
807     /**
808     * Every once in a while the god will intervene to help the worshiper.
809     * Later, this fctn can be used to supply quests, etc for the
810     * priest. -b.t.
811     * called from pray_at_altar() currently.
812     */
813    
814 root 1.6 void
815     god_intervention (object *op, object *god, object *skill)
816 elmex 1.1 {
817 root 1.6 treasure *tr;
818 elmex 1.1
819 root 1.6 if (!god || !god->randomitems)
820     {
821     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
822     return;
823 elmex 1.1 }
824    
825 root 1.6 check_special_prayers (op, god);
826 elmex 1.1
827 root 1.6 /* lets do some checks of whether we are kosher with our god */
828     if (god_examines_priest (op, god) < 0)
829     return;
830 elmex 1.1
831 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
832 elmex 1.1
833 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
834 root 1.6 {
835     object *item;
836    
837     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
838     continue;
839 elmex 1.1
840 root 1.6 /* Treasurelist - generate some treasure for the follower */
841     if (tr->name)
842     {
843 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
844 root 1.6
845     if (tl == NULL)
846 elmex 1.1 continue;
847    
848 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
849 elmex 1.1
850 root 1.6 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
851     return;
852 elmex 1.1 }
853    
854 root 1.6 if (!tr->item)
855 elmex 1.16 continue;
856    
857 root 1.6 item = &tr->item->clone;
858 elmex 1.1
859 root 1.6 /* Grace limit */
860     if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
861     {
862     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
863     {
864     object *tmp;
865    
866     /* Follower lacks the required grace for the following
867     * treasure list items. */
868    
869     tmp = get_archetype (HOLY_POSSESSION);
870     cast_change_ability (op, op, tmp, 0, 1);
871 root 1.10 tmp->destroy ();
872 root 1.6 return;
873 elmex 1.1 }
874 root 1.6 continue;
875 elmex 1.1 }
876    
877 root 1.6 /* Restore grace */
878     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
879     {
880     if (op->stats.grace >= 0)
881     continue;
882     op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
883     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
884     return;
885 elmex 1.1 }
886    
887 root 1.6 /* Heal damage */
888     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
889     {
890     if (op->stats.hp >= op->stats.maxhp)
891     continue;
892     new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
893     op->stats.hp = op->stats.maxhp;
894     return;
895 elmex 1.1 }
896    
897 root 1.6 /* Restore spellpoints */
898     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
899 elmex 1.1 {
900 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
901    
902     /* Restore to 50 .. 100%, if sp < 50% */
903     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
904    
905     if (op->stats.sp >= max / 2)
906     continue;
907     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
908     op->stats.sp = new_sp;
909 elmex 1.1 }
910    
911 root 1.6 /* Various heal spells */
912     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
913 elmex 1.1 {
914 root 1.6 object *tmp;
915     int success;
916 elmex 1.1
917 root 1.6 tmp = get_archetype_by_object_name (item->slaying);
918 elmex 1.1
919 root 1.6 success = cast_heal (op, op, tmp, 0);
920 root 1.10 tmp->destroy ();
921 root 1.6 if (success)
922     return;
923     else
924     continue;
925 elmex 1.1 }
926    
927 root 1.6 /* Remove curse */
928     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
929 elmex 1.1 {
930 root 1.6 if (god_removes_curse (op, 0))
931     return;
932     else
933     continue;
934 elmex 1.1 }
935    
936 root 1.6 /* Remove damnation */
937     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
938 elmex 1.1 {
939 root 1.6 if (god_removes_curse (op, 1))
940     return;
941     else
942     continue;
943 elmex 1.1 }
944    
945 root 1.6 /* Heal depletion */
946     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
947 elmex 1.1 {
948 root 1.6 object *depl;
949     archetype *at;
950     int i;
951    
952 root 1.7 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
953 root 1.6 {
954     LOG (llevError, "Could not find archetype depletion.\n");
955     continue;
956 elmex 1.1 }
957 root 1.6 depl = present_arch_in_ob (at, op);
958 root 1.10
959 root 1.6 if (depl == NULL)
960     continue;
961 root 1.10
962 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
963 root 1.10
964 root 1.6 for (i = 0; i < NUM_STATS; i++)
965     if (get_attr_value (&depl->stats, i))
966     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
967 root 1.10
968     depl->destroy ();
969 root 1.13 op->update_stats ();
970 root 1.6 return;
971 elmex 1.1 }
972 root 1.6
973     /* Voices */
974     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
975     {
976     new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
977     new_draw_info (NDI_WHITE, 0, op, item->msg);
978     return;
979 elmex 1.1 }
980    
981 root 1.6 /* Messages */
982     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
983 elmex 1.1 {
984 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
985     return;
986 elmex 1.1 }
987    
988 root 1.6 /* Enchant weapon */
989     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
990 elmex 1.1 {
991 root 1.6 if (god_enchants_weapon (op, god, item, skill))
992     return;
993     else
994     continue;
995 elmex 1.1 }
996    
997 root 1.6 /* Spellbooks - works correctly only for prayers */
998     if (item->type == SPELL)
999 elmex 1.1 {
1000 root 1.6 if (check_spell_known (op, item->name))
1001     continue;
1002     if (item->level > skill->level)
1003     continue;
1004 elmex 1.1
1005 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1006     do_learn_spell (op, item, 1);
1007     return;
1008 elmex 1.1
1009 root 1.3 }
1010 elmex 1.1
1011 root 1.6 /* Other gifts */
1012     if (!item->invisible)
1013     {
1014     if (god_gives_present (op, god, tr))
1015     return;
1016     else
1017     continue;
1018 elmex 1.1 }
1019 root 1.6 /* else ignore it */
1020 elmex 1.1 }
1021    
1022 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1023 elmex 1.1 }
1024    
1025     /**
1026     * Checks and maybe punishes someone praying.
1027     * All applied items are examined, if player is using more items of other gods,
1028     * s/he loses experience in praying or general experience if no praying.
1029     */
1030 root 1.6 int
1031     god_examines_priest (object *op, object *god)
1032     {
1033     int reaction = 1;
1034     object *item = NULL, *skop;
1035 elmex 1.1
1036 root 1.6 for (item = op->inv; item; item = item->below)
1037     {
1038     if (QUERY_FLAG (item, FLAG_APPLIED))
1039     {
1040     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1041 root 1.3 }
1042 elmex 1.1 }
1043    
1044 root 1.6 /* well, well. Looks like we screwed up. Time for god's revenge */
1045     if (reaction < 0)
1046     {
1047     int loss = 10000000;
1048     int angry = abs (reaction);
1049 elmex 1.1
1050 root 1.6 for (skop = op->inv; skop != NULL; skop = skop->below)
1051     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1052     break;
1053    
1054     if (skop)
1055     loss = (int) (0.05 * (float) skop->stats.exp);
1056     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1057     if (random_roll (0, angry, op, PREFER_LOW))
1058     {
1059     object *tmp = get_archetype (LOOSE_MANA);
1060 elmex 1.1
1061 root 1.6 cast_magic_storm (op, tmp, op->level + (angry * 3));
1062 root 1.3 }
1063 root 1.6 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1064 elmex 1.1 }
1065 root 1.6 return reaction;
1066 elmex 1.1 }
1067    
1068     /**
1069     * God checks item the player is using.
1070     * Return either -1 (bad), 0 (neutral) or
1071     * 1 (item is ok). If you are using the item of an enemy
1072     * god, it can be bad...-b.t.
1073     */
1074    
1075 root 1.6 int
1076     god_examines_item (object *god, object *item)
1077     {
1078 elmex 1.1 char buf[MAX_BUF];
1079    
1080 root 1.6 if (!god || !item)
1081     return 0;
1082 elmex 1.1
1083 root 1.6 if (!item->title)
1084     return 1; /* unclaimed item are ok */
1085 elmex 1.1
1086 root 1.6 sprintf (buf, "of %s", &god->name);
1087     if (!strcmp (item->title, buf))
1088     return 1; /* belongs to that God */
1089    
1090     if (god->title)
1091     { /* check if we have any enemy blessed item */
1092     sprintf (buf, "of %s", &god->title);
1093     if (!strcmp (item->title, buf))
1094     {
1095     if (item->env)
1096     {
1097     char buf[MAX_BUF];
1098 elmex 1.1
1099 root 1.6 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1100     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1101     }
1102     return -1;
1103     }
1104 elmex 1.1 }
1105    
1106 root 1.6 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1107 elmex 1.1 }
1108    
1109     /**
1110     * Returns priest's god's id.
1111     * Straight calls lookup_god_by_name
1112     */
1113    
1114 root 1.6 int
1115     get_god (object *priest)
1116     {
1117     int godnr = lookup_god_by_name (determine_god (priest));
1118 elmex 1.1
1119     return godnr;
1120     }
1121    
1122     /**
1123     * Returns a string that is the name of the god that should be natively worshipped by a
1124     * creature of who has race *race
1125     * if we can't find a god that is appropriate, we return NULL
1126     */
1127 root 1.6 const char *
1128     get_god_for_race (const char *race)
1129     {
1130     godlink *gl = first_god;
1131     const char *godname = NULL;
1132    
1133     if (race == NULL)
1134     return NULL;
1135     while (gl)
1136     {
1137     if (!strcasecmp (gl->arch->clone.race, race))
1138     {
1139     godname = gl->name;
1140     break;
1141 root 1.3 }
1142 root 1.6 gl = gl->next;
1143 elmex 1.1 }
1144 root 1.6 return godname;
1145 elmex 1.1 }
1146 root 1.6
1147 elmex 1.1 /**
1148     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1149     * Returns false if there was no race to assign to the slaying field of the spell, but
1150     * the spell attacktype contains AT_HOLYWORD. -b.t.
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 }