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Revision: 1.22
Committed: Fri May 18 19:46:22 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +2 -3 lines
Log Message:
new speed management:
- weapon speed and object speed is now completekly decoupled for players.
- both can be used at the same time, or indeepndent, when running or firing.
- still only one command per object speed can be issued.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.21 * CrossFire, A Multiplayer game
3 pippijn 1.18 *
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 root 1.22 become_follower (pl, &altar->other_arch->clone);
354 root 1.6 else
355     {
356     /* toss this player off the altar. He can try again. */
357     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
358 root 1.22 pl->speed_left = 0.f;
359 root 1.6 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
360     }
361 elmex 1.1 }
362     }
363    
364     /**
365     * Removes special prayers given by a god.
366     */
367 root 1.6 static void
368     check_special_prayers (object *op, object *god)
369 elmex 1.1 {
370 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
371     * by 'god'.
372     */
373     treasure *tr;
374     object *tmp, *next_tmp;
375     int remove = 0;
376    
377     /* Outer loop iterates over all special prayer marks */
378     for (tmp = op->inv; tmp; tmp = next_tmp)
379     {
380     next_tmp = tmp->below;
381    
382     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
383     * in that category, not something we need to worry about.
384     */
385     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
386     continue;
387 elmex 1.1
388 root 1.6 if (god->randomitems == NULL)
389     {
390     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
391     do_forget_spell (op, tmp->name);
392     continue;
393 root 1.3 }
394 elmex 1.1
395 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
396     * list. We default that the spell should be removed.
397     */
398     remove = 1;
399     for (tr = god->randomitems->items; tr; tr = tr->next)
400     {
401     object *item;
402    
403 elmex 1.16 if (!tr->item)
404 root 1.6 continue;
405 root 1.19
406 root 1.6 item = &tr->item->clone;
407 elmex 1.1
408 root 1.6 /* Basically, see if the matching spell is granted by this god. */
409 elmex 1.1
410 root 1.6 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
411     {
412     remove = 0;
413     break;
414 root 1.3 }
415     }
416 root 1.6 if (remove)
417     {
418     /* just do the work of removing the spell ourselves - we already
419     * know that the player knows the spell
420     */
421     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
422     player_unready_range_ob (op->contr, tmp);
423 root 1.10 tmp->destroy ();
424 root 1.3 }
425 elmex 1.1
426     }
427     }
428    
429     /**
430     * This function is called whenever a player has
431     * switched to a new god. It handles basically all the stat changes
432     * that happen to the player, including the removal of godgiven
433     * items (from the former cult).
434     */
435 root 1.6 void
436     become_follower (object *op, object *new_god)
437     {
438     object *old_god = NULL; /* old god */
439     treasure *tr;
440     object *item, *skop, *next;
441     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
442    
443    
444     old_god = find_god (determine_god (op));
445    
446     /* take away any special god-characteristic items. */
447     for (item = op->inv; item != NULL; item = next)
448     {
449     next = item->below;
450 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
451 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
452 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
453 root 1.6 {
454    
455     if (item->type == SPELL)
456     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
457 root 1.10
458 root 1.6 player_unready_range_ob (op->contr, item);
459 root 1.10 item->destroy ();
460 root 1.6 }
461     }
462    
463     /* remove any godgiven items from the old god */
464     if (old_god)
465 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
466     if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
467     follower_remove_similar_item (op, &tr->item->clone);
468 root 1.6
469     if (!op || !new_god)
470     return;
471    
472     if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
473     {
474     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
475 root 1.19
476 root 1.6 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 root 1.19
483 root 1.6 return;
484     }
485    
486    
487     /* give the player any special god-characteristic-items. */
488 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
489 root 1.6 {
490 root 1.19 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK
491     && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
492 root 1.6 god_gives_present (op, new_god, tr);
493     }
494    
495    
496     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
497    
498     for (skop = op->inv; skop != NULL; skop = skop->below)
499     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
500     break;
501    
502     /* Player has no skill - give them the skill */
503     if (!skop)
504     {
505     /* The arhetype should always be defined - if we crash here because it doesn't,
506     * things are really messed up anyways.
507     */
508     skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
509     link_player_skills (op);
510     }
511    
512     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
513    
514     /* Clear the "undead" status. We also need to force a call to change_abil,
515     * so I set undeadified for that.
516     * - gros, 21th July 2006.
517     */
518     if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
519     {
520     CLEAR_FLAG (skop, FLAG_UNDEAD);
521     undeadified = 1;
522     }
523    
524     if (skop->title)
525     { /* get rid of old god */
526     new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
527     /* The point of this is to really show what abilities the player just lost */
528     if (sk_applied || undeadified)
529     {
530 elmex 1.1
531 root 1.6 CLEAR_FLAG (skop, FLAG_APPLIED);
532     (void) change_abil (op, skop);
533     }
534 elmex 1.1 }
535    
536 root 1.6 /* now change to the new gods attributes to exp_obj */
537     skop->title = new_god->name;
538     skop->path_attuned = new_god->path_attuned;
539     skop->path_repelled = new_god->path_repelled;
540     skop->path_denied = new_god->path_denied;
541     /* copy god's resistances */
542     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
543    
544     /* make sure that certain immunities do NOT get passed
545     * to the follower!
546     */
547     for (i = 0; i < NROFATTACKS; i++)
548     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
549     skop->resist[i] = 30;
550    
551     skop->stats.hp = (sint16) new_god->last_heal;
552     skop->stats.sp = (sint16) new_god->last_sp;
553     skop->stats.grace = (sint16) new_god->last_grace;
554     skop->stats.food = (sint16) new_god->last_eat;
555     skop->stats.luck = (sint8) new_god->stats.luck;
556     /* gods may pass on certain flag properties */
557     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
558     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
559     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
560     update_priest_flag (new_god, skop, FLAG_STEALTH);
561     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
562     update_priest_flag (new_god, skop, FLAG_UNDEAD);
563     update_priest_flag (new_god, skop, FLAG_BLIND);
564     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
565    
566     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
567    
568     /* Weapon/armour use are special...handle flag toggles here as this can
569     * only happen when gods are worshipped and if the new priest could
570     * have used armour/weapons in the first place.
571     *
572     * This also can happen for monks which cannot use weapons. In this case
573     * do not allow to use weapons even if the god otherwise would allow it.
574     */
575     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
576     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
577     update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
578    
579     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
580     stop_using_item (op, WEAPON, 2);
581    
582     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
583     {
584     stop_using_item (op, ARMOUR, 1);
585     stop_using_item (op, HELMET, 1);
586     stop_using_item (op, BOOTS, 1);
587     stop_using_item (op, GLOVES, 1);
588     stop_using_item (op, SHIELD, 1);
589     }
590 elmex 1.1
591 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
592     (void) change_abil (op, skop);
593 elmex 1.1
594 root 1.6 /* return to previous skill status */
595     if (!sk_applied)
596     CLEAR_FLAG (skop, FLAG_APPLIED);
597    
598     check_special_prayers (op, new_god);
599 elmex 1.1 }
600    
601     /**
602     * Forbids or let player use something item type.
603     * op is the player.
604     * exp_obj is the widsom experience.
605     * flag is the flag to check against.
606     * string is the string to print out.
607     */
608    
609 root 1.6 int
610     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
611     {
612 elmex 1.1
613 root 1.6 if (QUERY_FLAG (&op->arch->clone, flag))
614     if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
615     {
616     update_priest_flag (exp_obj, op, flag);
617     if (QUERY_FLAG (op, flag))
618     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
619     else
620     {
621     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
622     return 1;
623     }
624 elmex 1.1 }
625     return 0;
626     }
627    
628     /**
629     * Unapplies up to number worth of items of type
630     */
631 root 1.6 void
632     stop_using_item (object *op, int type, int number)
633     {
634 elmex 1.1 object *tmp;
635    
636 root 1.6 for (tmp = op->inv; tmp && number; tmp = tmp->below)
637     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
638     {
639 elmex 1.1 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
640 root 1.3 number--;
641 root 1.6 }
642 elmex 1.1 }
643    
644     /**
645     * If the god does/doesnt have this flag, we
646     * give/remove it from the experience object if it doesnt/does
647     * already exist. For players only!
648     */
649    
650 root 1.6 void
651     update_priest_flag (object *god, object *exp_ob, uint32 flag)
652     {
653     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
654     SET_FLAG (exp_ob, flag);
655     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
656     {
657     /* When this is called with the exp_ob set to the player,
658     * this check is broken, because most all players arch
659     * allow use of weapons. I'm not actually sure why this
660     * check is here - I guess if you had a case where the
661     * value in the archetype (wisdom) should over ride the restrictions
662     * the god places on it, this may make sense. But I don't think
663     * there is any case like that.
664     */
665    
666 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
667 root 1.6 CLEAR_FLAG (exp_ob, flag);
668     };
669 elmex 1.1 }
670    
671    
672    
673 root 1.6 archetype *
674     determine_holy_arch (object *god, const char *type)
675 elmex 1.1 {
676 root 1.6 treasure *tr;
677 elmex 1.1
678 root 1.6 if (!god || !god->randomitems)
679     {
680     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
681     return NULL;
682 elmex 1.1 }
683    
684 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
685 root 1.6 {
686     if (!tr->item)
687     continue;
688 elmex 1.16
689 root 1.19 object *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 root 1.20
742 root 1.6 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 root 1.20
763 root 1.6 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
764     return 0;
765    
766     /* First give it a title, so other gods won't touch it */
767     if (!weapon->title)
768     {
769     sprintf (buf, "of %s", &god->name);
770     weapon->title = buf;
771     if (op->type == PLAYER)
772     esrv_update_item (UPD_NAME, op, weapon);
773     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
774     }
775    
776     /* Allow the weapon to slay enemies */
777     if (!weapon->slaying && god->slaying)
778     {
779     weapon->slaying = god->slaying;
780     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
781     return 1;
782 elmex 1.1 }
783    
784 root 1.6 /* Add the gods attacktype */
785     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
786     if ((attacktype & god->attacktype) != god->attacktype)
787     {
788     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
789     weapon->attacktype = attacktype | god->attacktype;
790     return 1;
791 elmex 1.1 }
792    
793 root 1.6 /* Higher magic value */
794     tmp = follower_level_to_enchantments (skill->level, tr->level);
795     if (weapon->magic < tmp)
796     {
797     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
798     weapon->magic++;
799     if (op->type == PLAYER)
800     esrv_update_item (UPD_NAME, op, weapon);
801     return 1;
802 elmex 1.1 }
803    
804 root 1.6 return 0;
805 elmex 1.1 }
806    
807    
808     /**
809     * Every once in a while the god will intervene to help the worshiper.
810     * Later, this fctn can be used to supply quests, etc for the
811     * priest. -b.t.
812     * called from pray_at_altar() currently.
813     */
814    
815 root 1.6 void
816     god_intervention (object *op, object *god, object *skill)
817 elmex 1.1 {
818 root 1.6 treasure *tr;
819 elmex 1.1
820 root 1.6 if (!god || !god->randomitems)
821     {
822     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
823     return;
824 elmex 1.1 }
825    
826 root 1.6 check_special_prayers (op, god);
827 elmex 1.1
828 root 1.6 /* lets do some checks of whether we are kosher with our god */
829     if (god_examines_priest (op, god) < 0)
830     return;
831 elmex 1.1
832 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
833 elmex 1.1
834 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
835 root 1.6 {
836     object *item;
837    
838     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
839     continue;
840 elmex 1.1
841 root 1.6 /* Treasurelist - generate some treasure for the follower */
842     if (tr->name)
843     {
844 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
845 root 1.6
846     if (tl == NULL)
847 elmex 1.1 continue;
848    
849 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
850 elmex 1.1
851 root 1.6 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
852     return;
853 elmex 1.1 }
854    
855 root 1.6 if (!tr->item)
856 elmex 1.16 continue;
857    
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 root 1.21 if (depl->stats.stat (i))
967 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
968 root 1.10
969     depl->destroy ();
970 root 1.13 op->update_stats ();
971 root 1.6 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 root 1.6 int
1154     tailor_god_spell (object *spellop, object *caster)
1155     {
1156     object *god = find_god (determine_god (caster));
1157     int caster_is_spell = 0;
1158    
1159     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1160     caster_is_spell = 1;
1161    
1162     /* if caster is a rune or the like, it doesn't worship anything. However,
1163     * if this object is owned by someone, then the god that they worship
1164     * is relevant, so use that.
1165     */
1166 root 1.11 if (!god && caster->owner)
1167     god = find_god (determine_god (caster->owner));
1168 root 1.6
1169     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1170     {
1171     if (!caster_is_spell)
1172     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1173     else
1174     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1175 root 1.10
1176     spellop->destroy ();
1177 root 1.6 return 0;
1178 elmex 1.1 }
1179    
1180 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1181     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1182     {
1183     if (spellop->slaying)
1184     spellop->slaying = NULL;
1185 root 1.4
1186 root 1.6 if (!caster_is_spell)
1187     spellop->slaying = god->slaying;
1188     else if (caster->slaying)
1189     spellop->slaying = caster->slaying;
1190 elmex 1.1 }
1191    
1192 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1193     if (spellop->attacktype & AT_GODPOWER)
1194     spellop->attacktype = spellop->attacktype | god->attacktype;
1195 elmex 1.1
1196 root 1.6 /* tack on the god's name to the spell */
1197     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1198     {
1199     spellop->title = god->name;
1200     if (spellop->title)
1201     {
1202     char buf[MAX_BUF];
1203    
1204     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1205     spellop->name = spellop->name_pl = buf;
1206 root 1.3 }
1207 root 1.6 }
1208 elmex 1.1
1209 root 1.6 return 1;
1210 elmex 1.1 }