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/cvs/deliantra/server/server/gods.C
Revision: 1.23
Committed: Tue May 22 10:50:01 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_1
Changes since 1.22: +2 -1 lines
Log Message:
- fix players frozen on movers
- allow overriding of existing spells

implement town portal:
- new fields portasl_maap|x|y for regions
- new ext town_portsla completelyx implementing it
- some debugging code, some check code

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 1.23 pl->contr->fire_on = 0;
359     pl->speed_left = 1.f;
360 root 1.6 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 root 1.20
743 root 1.6 return (30 + (level - 40) / 4) / difficulty;
744 elmex 1.1 }
745    
746     /**
747     * God wants to enchant weapon.
748     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
749     * it isn't a weapon for another god. If all is all right, update weapon with
750     * attacktype, slaying and such.
751     */
752 root 1.6 static int
753     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
754 elmex 1.1 {
755 root 1.6 char buf[MAX_BUF];
756     object *weapon;
757     uint32 attacktype;
758     int tmp;
759    
760     for (weapon = op->inv; weapon; weapon = weapon->below)
761     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
762     break;
763 root 1.20
764 root 1.6 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
765     return 0;
766    
767     /* First give it a title, so other gods won't touch it */
768     if (!weapon->title)
769     {
770     sprintf (buf, "of %s", &god->name);
771     weapon->title = buf;
772     if (op->type == PLAYER)
773     esrv_update_item (UPD_NAME, op, weapon);
774     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
775     }
776    
777     /* Allow the weapon to slay enemies */
778     if (!weapon->slaying && god->slaying)
779     {
780     weapon->slaying = god->slaying;
781     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
782     return 1;
783 elmex 1.1 }
784    
785 root 1.6 /* Add the gods attacktype */
786     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
787     if ((attacktype & god->attacktype) != god->attacktype)
788     {
789     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
790     weapon->attacktype = attacktype | god->attacktype;
791     return 1;
792 elmex 1.1 }
793    
794 root 1.6 /* Higher magic value */
795     tmp = follower_level_to_enchantments (skill->level, tr->level);
796     if (weapon->magic < tmp)
797     {
798     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
799     weapon->magic++;
800     if (op->type == PLAYER)
801     esrv_update_item (UPD_NAME, op, weapon);
802     return 1;
803 elmex 1.1 }
804    
805 root 1.6 return 0;
806 elmex 1.1 }
807    
808    
809     /**
810     * Every once in a while the god will intervene to help the worshiper.
811     * Later, this fctn can be used to supply quests, etc for the
812     * priest. -b.t.
813     * called from pray_at_altar() currently.
814     */
815    
816 root 1.6 void
817     god_intervention (object *op, object *god, object *skill)
818 elmex 1.1 {
819 root 1.6 treasure *tr;
820 elmex 1.1
821 root 1.6 if (!god || !god->randomitems)
822     {
823     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
824     return;
825 elmex 1.1 }
826    
827 root 1.6 check_special_prayers (op, god);
828 elmex 1.1
829 root 1.6 /* lets do some checks of whether we are kosher with our god */
830     if (god_examines_priest (op, god) < 0)
831     return;
832 elmex 1.1
833 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
834 elmex 1.1
835 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
836 root 1.6 {
837     object *item;
838    
839     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
840     continue;
841 elmex 1.1
842 root 1.6 /* Treasurelist - generate some treasure for the follower */
843     if (tr->name)
844     {
845 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
846 root 1.6
847     if (tl == NULL)
848 elmex 1.1 continue;
849    
850 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
851 elmex 1.1
852 root 1.6 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
853     return;
854 elmex 1.1 }
855    
856 root 1.6 if (!tr->item)
857 elmex 1.16 continue;
858    
859 root 1.6 item = &tr->item->clone;
860 elmex 1.1
861 root 1.6 /* Grace limit */
862     if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
863     {
864     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
865     {
866     object *tmp;
867    
868     /* Follower lacks the required grace for the following
869     * treasure list items. */
870    
871     tmp = get_archetype (HOLY_POSSESSION);
872     cast_change_ability (op, op, tmp, 0, 1);
873 root 1.10 tmp->destroy ();
874 root 1.6 return;
875 elmex 1.1 }
876 root 1.6 continue;
877 elmex 1.1 }
878    
879 root 1.6 /* Restore grace */
880     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
881     {
882     if (op->stats.grace >= 0)
883     continue;
884     op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
885     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
886     return;
887 elmex 1.1 }
888    
889 root 1.6 /* Heal damage */
890     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
891     {
892     if (op->stats.hp >= op->stats.maxhp)
893     continue;
894     new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
895     op->stats.hp = op->stats.maxhp;
896     return;
897 elmex 1.1 }
898    
899 root 1.6 /* Restore spellpoints */
900     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
901 elmex 1.1 {
902 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
903    
904     /* Restore to 50 .. 100%, if sp < 50% */
905     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
906    
907     if (op->stats.sp >= max / 2)
908     continue;
909     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
910     op->stats.sp = new_sp;
911 elmex 1.1 }
912    
913 root 1.6 /* Various heal spells */
914     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
915 elmex 1.1 {
916 root 1.6 object *tmp;
917     int success;
918 elmex 1.1
919 root 1.6 tmp = get_archetype_by_object_name (item->slaying);
920 elmex 1.1
921 root 1.6 success = cast_heal (op, op, tmp, 0);
922 root 1.10 tmp->destroy ();
923 root 1.6 if (success)
924     return;
925     else
926     continue;
927 elmex 1.1 }
928    
929 root 1.6 /* Remove curse */
930     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
931 elmex 1.1 {
932 root 1.6 if (god_removes_curse (op, 0))
933     return;
934     else
935     continue;
936 elmex 1.1 }
937    
938 root 1.6 /* Remove damnation */
939     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
940 elmex 1.1 {
941 root 1.6 if (god_removes_curse (op, 1))
942     return;
943     else
944     continue;
945 elmex 1.1 }
946    
947 root 1.6 /* Heal depletion */
948     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
949 elmex 1.1 {
950 root 1.6 object *depl;
951     archetype *at;
952     int i;
953    
954 root 1.7 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
955 root 1.6 {
956     LOG (llevError, "Could not find archetype depletion.\n");
957     continue;
958 elmex 1.1 }
959 root 1.6 depl = present_arch_in_ob (at, op);
960 root 1.10
961 root 1.6 if (depl == NULL)
962     continue;
963 root 1.10
964 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
965 root 1.10
966 root 1.6 for (i = 0; i < NUM_STATS; i++)
967 root 1.21 if (depl->stats.stat (i))
968 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
969 root 1.10
970     depl->destroy ();
971 root 1.13 op->update_stats ();
972 root 1.6 return;
973 elmex 1.1 }
974 root 1.6
975     /* Voices */
976     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
977     {
978     new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
979     new_draw_info (NDI_WHITE, 0, op, item->msg);
980     return;
981 elmex 1.1 }
982    
983 root 1.6 /* Messages */
984     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
985 elmex 1.1 {
986 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
987     return;
988 elmex 1.1 }
989    
990 root 1.6 /* Enchant weapon */
991     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
992 elmex 1.1 {
993 root 1.6 if (god_enchants_weapon (op, god, item, skill))
994     return;
995     else
996     continue;
997 elmex 1.1 }
998    
999 root 1.6 /* Spellbooks - works correctly only for prayers */
1000     if (item->type == SPELL)
1001 elmex 1.1 {
1002 root 1.6 if (check_spell_known (op, item->name))
1003     continue;
1004     if (item->level > skill->level)
1005     continue;
1006 elmex 1.1
1007 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1008     do_learn_spell (op, item, 1);
1009     return;
1010 elmex 1.1
1011 root 1.3 }
1012 elmex 1.1
1013 root 1.6 /* Other gifts */
1014     if (!item->invisible)
1015     {
1016     if (god_gives_present (op, god, tr))
1017     return;
1018     else
1019     continue;
1020 elmex 1.1 }
1021 root 1.6 /* else ignore it */
1022 elmex 1.1 }
1023    
1024 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1025 elmex 1.1 }
1026    
1027     /**
1028     * Checks and maybe punishes someone praying.
1029     * All applied items are examined, if player is using more items of other gods,
1030     * s/he loses experience in praying or general experience if no praying.
1031     */
1032 root 1.6 int
1033     god_examines_priest (object *op, object *god)
1034     {
1035     int reaction = 1;
1036     object *item = NULL, *skop;
1037 elmex 1.1
1038 root 1.6 for (item = op->inv; item; item = item->below)
1039     {
1040     if (QUERY_FLAG (item, FLAG_APPLIED))
1041     {
1042     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1043 root 1.3 }
1044 elmex 1.1 }
1045    
1046 root 1.6 /* well, well. Looks like we screwed up. Time for god's revenge */
1047     if (reaction < 0)
1048     {
1049     int loss = 10000000;
1050     int angry = abs (reaction);
1051 elmex 1.1
1052 root 1.6 for (skop = op->inv; skop != NULL; skop = skop->below)
1053     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1054     break;
1055    
1056     if (skop)
1057     loss = (int) (0.05 * (float) skop->stats.exp);
1058     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1059     if (random_roll (0, angry, op, PREFER_LOW))
1060     {
1061     object *tmp = get_archetype (LOOSE_MANA);
1062 elmex 1.1
1063 root 1.6 cast_magic_storm (op, tmp, op->level + (angry * 3));
1064 root 1.3 }
1065 root 1.6 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1066 elmex 1.1 }
1067 root 1.6 return reaction;
1068 elmex 1.1 }
1069    
1070     /**
1071     * God checks item the player is using.
1072     * Return either -1 (bad), 0 (neutral) or
1073     * 1 (item is ok). If you are using the item of an enemy
1074     * god, it can be bad...-b.t.
1075     */
1076    
1077 root 1.6 int
1078     god_examines_item (object *god, object *item)
1079     {
1080 elmex 1.1 char buf[MAX_BUF];
1081    
1082 root 1.6 if (!god || !item)
1083     return 0;
1084 elmex 1.1
1085 root 1.6 if (!item->title)
1086     return 1; /* unclaimed item are ok */
1087 elmex 1.1
1088 root 1.6 sprintf (buf, "of %s", &god->name);
1089     if (!strcmp (item->title, buf))
1090     return 1; /* belongs to that God */
1091    
1092     if (god->title)
1093     { /* check if we have any enemy blessed item */
1094     sprintf (buf, "of %s", &god->title);
1095     if (!strcmp (item->title, buf))
1096     {
1097     if (item->env)
1098     {
1099     char buf[MAX_BUF];
1100 elmex 1.1
1101 root 1.6 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1102     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1103     }
1104     return -1;
1105     }
1106 elmex 1.1 }
1107    
1108 root 1.6 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1109 elmex 1.1 }
1110    
1111     /**
1112     * Returns priest's god's id.
1113     * Straight calls lookup_god_by_name
1114     */
1115    
1116 root 1.6 int
1117     get_god (object *priest)
1118     {
1119     int godnr = lookup_god_by_name (determine_god (priest));
1120 elmex 1.1
1121     return godnr;
1122     }
1123    
1124     /**
1125     * Returns a string that is the name of the god that should be natively worshipped by a
1126     * creature of who has race *race
1127     * if we can't find a god that is appropriate, we return NULL
1128     */
1129 root 1.6 const char *
1130     get_god_for_race (const char *race)
1131     {
1132     godlink *gl = first_god;
1133     const char *godname = NULL;
1134    
1135     if (race == NULL)
1136     return NULL;
1137     while (gl)
1138     {
1139     if (!strcasecmp (gl->arch->clone.race, race))
1140     {
1141     godname = gl->name;
1142     break;
1143 root 1.3 }
1144 root 1.6 gl = gl->next;
1145 elmex 1.1 }
1146 root 1.6 return godname;
1147 elmex 1.1 }
1148 root 1.6
1149 elmex 1.1 /**
1150     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1151     * Returns false if there was no race to assign to the slaying field of the spell, but
1152     * the spell attacktype contains AT_HOLYWORD. -b.t.
1153     */
1154 root 1.6 int
1155     tailor_god_spell (object *spellop, object *caster)
1156     {
1157     object *god = find_god (determine_god (caster));
1158     int caster_is_spell = 0;
1159    
1160     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1161     caster_is_spell = 1;
1162    
1163     /* if caster is a rune or the like, it doesn't worship anything. However,
1164     * if this object is owned by someone, then the god that they worship
1165     * is relevant, so use that.
1166     */
1167 root 1.11 if (!god && caster->owner)
1168     god = find_god (determine_god (caster->owner));
1169 root 1.6
1170     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1171     {
1172     if (!caster_is_spell)
1173     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1174     else
1175     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1176 root 1.10
1177     spellop->destroy ();
1178 root 1.6 return 0;
1179 elmex 1.1 }
1180    
1181 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1182     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1183     {
1184     if (spellop->slaying)
1185     spellop->slaying = NULL;
1186 root 1.4
1187 root 1.6 if (!caster_is_spell)
1188     spellop->slaying = god->slaying;
1189     else if (caster->slaying)
1190     spellop->slaying = caster->slaying;
1191 elmex 1.1 }
1192    
1193 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1194     if (spellop->attacktype & AT_GODPOWER)
1195     spellop->attacktype = spellop->attacktype | god->attacktype;
1196 elmex 1.1
1197 root 1.6 /* tack on the god's name to the spell */
1198     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1199     {
1200     spellop->title = god->name;
1201     if (spellop->title)
1202     {
1203     char buf[MAX_BUF];
1204    
1205     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1206     spellop->name = spellop->name_pl = buf;
1207 root 1.3 }
1208 root 1.6 }
1209 elmex 1.1
1210 root 1.6 return 1;
1211 elmex 1.1 }