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Revision: 1.27
Committed: Tue Jun 5 13:05:02 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +4 -1 lines
Log Message:
- improve observe
- remove more cruft code
- archetype loading almost works again, reloading probbaly still borked.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.24 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.18 *
4 root 1.24 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.18 *
8 root 1.24 * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12 pippijn 1.18 *
13 root 1.24 * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17 pippijn 1.18 *
18 root 1.24 * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 pippijn 1.18 */
24 elmex 1.1
25     /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
26     * monster race initialization. b.t.
27     */
28    
29     /* Sept 1996 - moved code over to object -oriented gods -b.t. */
30    
31     #include <global.h>
32     #include <living.h>
33     #include <object.h>
34     #include <spells.h>
35     #include <sounds.h>
36 root 1.14 #include <sproto.h>
37 elmex 1.1
38     /**
39     * Returns the id of specified god.
40     */
41 root 1.6 int
42     lookup_god_by_name (const char *name)
43     {
44     int godnr = -1;
45     size_t nmlen = strlen (name);
46    
47     if (name && strcmp (name, "none"))
48     {
49     godlink *gl;
50    
51     for (gl = first_god; gl; gl = gl->next)
52     if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
53     break;
54 root 1.27
55 root 1.6 if (gl)
56     godnr = gl->id;
57 elmex 1.1 }
58 root 1.27
59 root 1.6 return godnr;
60 elmex 1.1 }
61    
62     /**
63     * Returns pointer to specified god's object through pntr_to_god_obj..
64     */
65 root 1.6 object *
66     find_god (const char *name)
67     {
68     object *god = NULL;
69 elmex 1.1
70 root 1.6 if (name)
71     {
72     godlink *gl;
73 elmex 1.1
74 root 1.6 for (gl = first_god; gl; gl = gl->next)
75     if (!strcmp (name, gl->name))
76     break;
77     if (gl)
78     god = pntr_to_god_obj (gl);
79 elmex 1.1 }
80 root 1.6 return god;
81 elmex 1.1 }
82    
83     /**
84     * Determines if op worships a god.
85     * Returns the godname if they do or "none" if they have no god.
86     * In the case of an NPC, if they have no god, we try and guess
87     * who they should worship based on their race. If that fails we
88     * give them a random one.
89     */
90    
91 root 1.6 const char *
92     determine_god (object *op)
93     {
94     int godnr = -1;
95     const char *godname;
96    
97     /* spells */
98     if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
99     {
100     if (lookup_god_by_name (op->title) >= 0)
101     return op->title;
102     }
103    
104     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
105     {
106    
107     /* find a god based on race */
108     if (!op->title)
109     {
110     if (op->race != NULL)
111     {
112     godname = get_god_for_race (op->race);
113     if (godname != NULL)
114     {
115     op->title = godname;
116 root 1.3 }
117     }
118     }
119    
120 root 1.6 /* find a random god */
121     if (!op->title)
122     {
123     godlink *gl = first_god;
124    
125     godnr = rndm (1, gl->id);
126     while (gl)
127     {
128     if (gl->id == godnr)
129     break;
130 root 1.27
131 root 1.6 gl = gl->next;
132 root 1.3 }
133 root 1.27
134 root 1.6 op->title = gl->name;
135 root 1.3 }
136 elmex 1.1
137 root 1.6 return op->title;
138 elmex 1.1 }
139    
140    
141 root 1.6 /* The god the player worships is in the praying skill (native skill
142     * not skill tool). Since a player can only have one instance of
143     * that skill, once we find it, we can return, either with the
144     * title or "none".
145     */
146     if (op->type == PLAYER)
147     {
148     object *tmp;
149    
150     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
151     if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
152     {
153     if (tmp->title)
154     return (tmp->title);
155     else
156     return ("none");
157     }
158 elmex 1.1 }
159 root 1.6 return ("none");
160 elmex 1.1 }
161    
162     /**
163     * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
164     */
165 root 1.6 static int
166     same_string (const char *s1, const char *s2)
167 elmex 1.1 {
168 root 1.6 if (s1 == NULL)
169     if (s2 == NULL)
170     return 1;
171 elmex 1.1 else
172 root 1.6 return 0;
173     else if (s2 == NULL)
174     return 0;
175     else
176     return strcmp (s1, s2) == 0;
177 elmex 1.1 }
178    
179     /**
180     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
181     * Any matching items in the inventory are deleted, and a
182     * message is displayed to the player.
183     */
184 root 1.6 static void
185     follower_remove_similar_item (object *op, object *item)
186 elmex 1.1 {
187 root 1.6 object *tmp, *next;
188    
189     if (op && op->type == PLAYER && op->contr)
190     {
191     /* search the inventory */
192     for (tmp = op->inv; tmp != NULL; tmp = next)
193     {
194     next = tmp->below; /* backup in case we remove tmp */
195    
196     if (tmp->type == item->type
197     && same_string (tmp->name, item->name)
198     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
199     {
200    
201     /* message */
202     if (tmp->nrof > 1)
203     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
204     else
205     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
206    
207 root 1.9 tmp->remove (); /* remove obj from players inv. */
208 root 1.6 esrv_del_item (op->contr, tmp->count); /* notify client */
209 root 1.10 tmp->destroy (); /* free object */
210 root 1.3 }
211 root 1.10
212 root 1.6 if (tmp->inv)
213     follower_remove_similar_item (tmp, item);
214 root 1.3 }
215 elmex 1.1 }
216     }
217    
218     /**
219     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
220     * Returns 1 if found, else 0.
221     */
222 root 1.6 static int
223     follower_has_similar_item (object *op, object *item)
224 elmex 1.1 {
225 root 1.6 object *tmp;
226 elmex 1.1
227 root 1.6 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
228     {
229     if (tmp->type == item->type
230     && same_string (tmp->name, item->name)
231     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
232     return 1;
233     if (tmp->inv && follower_has_similar_item (tmp, item))
234     return 1;
235 elmex 1.1 }
236 root 1.6 return 0;
237 elmex 1.1 }
238    
239     /**
240     * God gives an item to the player.
241     */
242 root 1.6 static int
243     god_gives_present (object *op, object *god, treasure *tr)
244 elmex 1.1 {
245 root 1.6 object *tmp;
246 elmex 1.1
247 elmex 1.16 if (!tr->item)
248     return 0;
249    
250 root 1.26 if (follower_has_similar_item (op, tr->item))
251 root 1.6 return 0;
252 elmex 1.1
253 root 1.6 tmp = arch_to_object (tr->item);
254     new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
255     tmp = insert_ob_in_ob (tmp, op);
256     if (op->type == PLAYER)
257     esrv_send_item (op, tmp);
258 elmex 1.16
259 root 1.6 return 1;
260 elmex 1.1 }
261    
262     /**
263     * Player prays at altar.
264     * Checks for god changing, divine intervention, and so on.
265     */
266 root 1.6 void
267     pray_at_altar (object *pl, object *altar, object *skill)
268     {
269     object *pl_god = find_god (determine_god (pl));
270    
271     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
272     return;
273 elmex 1.1
274 root 1.6 /* If non consecrate altar, don't do anything */
275     if (!altar->other_arch)
276     return;
277    
278     /* hmm. what happend depends on pl's current god, level, etc */
279     if (!pl_god)
280     { /*new convert */
281 root 1.26 become_follower (pl, altar->other_arch);
282 root 1.2 return;
283 elmex 1.1
284 root 1.6 }
285 root 1.26 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
286 root 1.6 {
287     /* pray at your gods altar */
288     int bonus = (pl->stats.Wis + skill->level) / 10;
289    
290     /* we can get neg grace up faster */
291     if (pl->stats.grace < 0)
292     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
293     /* we can super-charge grace to 2x max */
294     if (pl->stats.grace < (2 * pl->stats.maxgrace))
295     {
296     pl->stats.grace += bonus / 2;
297     }
298     if (pl->stats.grace > (2 * pl->stats.maxgrace))
299     {
300     pl->stats.grace = (2 * pl->stats.maxgrace);
301     }
302    
303     /* Every once in a while, the god decides to checkup on their
304     * follower, and may intervene to help them out.
305     */
306     bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
307    
308     if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
309     god_intervention (pl, pl_god, skill);
310    
311     }
312     else
313     { /* praying to another god! */
314     uint64 loss = 0;
315     int angry = 1;
316    
317     /* I believe the logic for detecting opposing gods was completely
318     * broken - I think it should work now. altar->other_arch
319     * points to the god of this altar (which we have
320     * already verified is non null). pl_god->other_arch
321     * is the opposing god - we need to verify that exists before
322     * using its values.
323     */
324 root 1.25 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
325 root 1.6 {
326     angry = 2;
327     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
328     {
329     object *tmp;
330    
331     /* you really screwed up */
332     angry = 3;
333     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
334     tmp = get_archetype (LOOSE_MANA);
335     cast_magic_storm (pl, tmp, pl_god->level + 20);
336     }
337     else
338     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
339     }
340     else
341     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
342 elmex 1.1
343 root 1.6 /* whether we will be successfull in defecting or not -
344     * we lose experience from the clerical experience obj
345     */
346    
347     loss = angry * (skill->stats.exp / 10);
348     if (loss)
349     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
350    
351     /* May switch Gods, but its random chance based on our current level
352     * note it gets harder to swap gods the higher we get
353     */
354     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
355 root 1.26 become_follower (pl, altar->other_arch);
356 root 1.6 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 root 1.23 pl->contr->fire_on = 0;
361     pl->speed_left = 1.f;
362 root 1.6 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
363     }
364 elmex 1.1 }
365     }
366    
367     /**
368     * Removes special prayers given by a god.
369     */
370 root 1.6 static void
371     check_special_prayers (object *op, object *god)
372 elmex 1.1 {
373 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
374     * by 'god'.
375     */
376     treasure *tr;
377     object *tmp, *next_tmp;
378     int remove = 0;
379    
380     /* Outer loop iterates over all special prayer marks */
381     for (tmp = op->inv; tmp; tmp = next_tmp)
382     {
383     next_tmp = tmp->below;
384    
385     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
386     * in that category, not something we need to worry about.
387     */
388     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
389     continue;
390 elmex 1.1
391 root 1.6 if (god->randomitems == NULL)
392     {
393     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
394     do_forget_spell (op, tmp->name);
395     continue;
396 root 1.3 }
397 elmex 1.1
398 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
399     * list. We default that the spell should be removed.
400     */
401     remove = 1;
402     for (tr = god->randomitems->items; tr; tr = tr->next)
403     {
404     object *item;
405    
406 elmex 1.16 if (!tr->item)
407 root 1.6 continue;
408 root 1.19
409 root 1.26 item = tr->item;
410 elmex 1.1
411 root 1.6 /* Basically, see if the matching spell is granted by this god. */
412 elmex 1.1
413 root 1.26 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
414 root 1.6 {
415     remove = 0;
416     break;
417 root 1.3 }
418     }
419 root 1.6 if (remove)
420     {
421     /* just do the work of removing the spell ourselves - we already
422     * know that the player knows the spell
423     */
424     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
425     player_unready_range_ob (op->contr, tmp);
426 root 1.10 tmp->destroy ();
427 root 1.3 }
428 elmex 1.1
429     }
430     }
431    
432     /**
433     * This function is called whenever a player has
434     * switched to a new god. It handles basically all the stat changes
435     * that happen to the player, including the removal of godgiven
436     * items (from the former cult).
437     */
438 root 1.6 void
439     become_follower (object *op, object *new_god)
440     {
441     object *old_god = NULL; /* old god */
442     treasure *tr;
443     object *item, *skop, *next;
444     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
445    
446    
447     old_god = find_god (determine_god (op));
448    
449     /* take away any special god-characteristic items. */
450     for (item = op->inv; item != NULL; item = next)
451     {
452     next = item->below;
453 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
454 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
455 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
456 root 1.6 {
457    
458     if (item->type == SPELL)
459     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
460 root 1.10
461 root 1.6 player_unready_range_ob (op->contr, item);
462 root 1.10 item->destroy ();
463 root 1.6 }
464     }
465    
466     /* remove any godgiven items from the old god */
467     if (old_god)
468 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
469 root 1.26 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
470     follower_remove_similar_item (op, tr->item);
471 root 1.6
472     if (!op || !new_god)
473     return;
474    
475     if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
476     {
477     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
478 root 1.19
479 root 1.6 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
480     {
481     object *tmp = get_archetype (LOOSE_MANA);
482    
483     cast_magic_storm (op, tmp, new_god->level + 10);
484     }
485 root 1.19
486 root 1.6 return;
487     }
488    
489    
490     /* give the player any special god-characteristic-items. */
491 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
492 root 1.6 {
493 root 1.26 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
494     && tr->item->type != BOOK && tr->item->type != SPELL)
495 root 1.6 god_gives_present (op, new_god, tr);
496     }
497    
498    
499     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
500    
501     for (skop = op->inv; skop != NULL; skop = skop->below)
502     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
503     break;
504    
505     /* Player has no skill - give them the skill */
506     if (!skop)
507     {
508     /* The arhetype should always be defined - if we crash here because it doesn't,
509     * things are really messed up anyways.
510     */
511 root 1.26 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
512 root 1.6 link_player_skills (op);
513     }
514    
515     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
516    
517     /* Clear the "undead" status. We also need to force a call to change_abil,
518     * so I set undeadified for that.
519     * - gros, 21th July 2006.
520     */
521     if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
522     {
523     CLEAR_FLAG (skop, FLAG_UNDEAD);
524     undeadified = 1;
525     }
526    
527     if (skop->title)
528     { /* get rid of old god */
529     new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
530     /* The point of this is to really show what abilities the player just lost */
531     if (sk_applied || undeadified)
532     {
533 elmex 1.1
534 root 1.6 CLEAR_FLAG (skop, FLAG_APPLIED);
535     (void) change_abil (op, skop);
536     }
537 elmex 1.1 }
538    
539 root 1.6 /* now change to the new gods attributes to exp_obj */
540     skop->title = new_god->name;
541     skop->path_attuned = new_god->path_attuned;
542     skop->path_repelled = new_god->path_repelled;
543     skop->path_denied = new_god->path_denied;
544     /* copy god's resistances */
545     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
546    
547     /* make sure that certain immunities do NOT get passed
548     * to the follower!
549     */
550     for (i = 0; i < NROFATTACKS; i++)
551     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
552     skop->resist[i] = 30;
553    
554     skop->stats.hp = (sint16) new_god->last_heal;
555     skop->stats.sp = (sint16) new_god->last_sp;
556     skop->stats.grace = (sint16) new_god->last_grace;
557     skop->stats.food = (sint16) new_god->last_eat;
558     skop->stats.luck = (sint8) new_god->stats.luck;
559     /* gods may pass on certain flag properties */
560     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
561     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
562     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
563     update_priest_flag (new_god, skop, FLAG_STEALTH);
564     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
565     update_priest_flag (new_god, skop, FLAG_UNDEAD);
566     update_priest_flag (new_god, skop, FLAG_BLIND);
567     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
568    
569     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
570    
571     /* Weapon/armour use are special...handle flag toggles here as this can
572     * only happen when gods are worshipped and if the new priest could
573     * have used armour/weapons in the first place.
574     *
575     * This also can happen for monks which cannot use weapons. In this case
576     * do not allow to use weapons even if the god otherwise would allow it.
577     */
578     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
579     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
580     update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
581    
582     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
583     stop_using_item (op, WEAPON, 2);
584    
585     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
586     {
587     stop_using_item (op, ARMOUR, 1);
588     stop_using_item (op, HELMET, 1);
589     stop_using_item (op, BOOTS, 1);
590     stop_using_item (op, GLOVES, 1);
591     stop_using_item (op, SHIELD, 1);
592     }
593 elmex 1.1
594 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
595     (void) change_abil (op, skop);
596 elmex 1.1
597 root 1.6 /* return to previous skill status */
598     if (!sk_applied)
599     CLEAR_FLAG (skop, FLAG_APPLIED);
600    
601     check_special_prayers (op, new_god);
602 elmex 1.1 }
603    
604     /**
605     * Forbids or let player use something item type.
606     * op is the player.
607     * exp_obj is the widsom experience.
608     * flag is the flag to check against.
609     * string is the string to print out.
610     */
611    
612 root 1.6 int
613     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
614     {
615 elmex 1.1
616 root 1.26 if (QUERY_FLAG (op->arch, flag))
617 root 1.6 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
618     {
619     update_priest_flag (exp_obj, op, flag);
620     if (QUERY_FLAG (op, flag))
621     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
622     else
623     {
624     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
625     return 1;
626     }
627 elmex 1.1 }
628     return 0;
629     }
630    
631     /**
632     * Unapplies up to number worth of items of type
633     */
634 root 1.6 void
635     stop_using_item (object *op, int type, int number)
636     {
637 elmex 1.1 object *tmp;
638    
639 root 1.6 for (tmp = op->inv; tmp && number; tmp = tmp->below)
640     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
641     {
642 elmex 1.1 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
643 root 1.3 number--;
644 root 1.6 }
645 elmex 1.1 }
646    
647     /**
648     * If the god does/doesnt have this flag, we
649     * give/remove it from the experience object if it doesnt/does
650     * already exist. For players only!
651     */
652    
653 root 1.6 void
654     update_priest_flag (object *god, object *exp_ob, uint32 flag)
655     {
656     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
657     SET_FLAG (exp_ob, flag);
658     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
659     {
660     /* When this is called with the exp_ob set to the player,
661     * this check is broken, because most all players arch
662     * allow use of weapons. I'm not actually sure why this
663     * check is here - I guess if you had a case where the
664     * value in the archetype (wisdom) should over ride the restrictions
665     * the god places on it, this may make sense. But I don't think
666     * there is any case like that.
667     */
668    
669 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
670 root 1.6 CLEAR_FLAG (exp_ob, flag);
671     };
672 elmex 1.1 }
673    
674    
675    
676 root 1.6 archetype *
677     determine_holy_arch (object *god, const char *type)
678 elmex 1.1 {
679 root 1.6 treasure *tr;
680 elmex 1.1
681 root 1.6 if (!god || !god->randomitems)
682     {
683     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
684     return NULL;
685 elmex 1.1 }
686    
687 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
688 root 1.6 {
689     if (!tr->item)
690     continue;
691 elmex 1.16
692 root 1.26 object *item = tr->item;
693 elmex 1.1
694 root 1.6 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
695     return item->other_arch;
696 elmex 1.1 }
697 root 1.6 return NULL;
698 elmex 1.1 }
699    
700     /**
701     * God helps player by removing curse and/or damnation.
702     */
703 root 1.6 static int
704     god_removes_curse (object *op, int remove_damnation)
705 elmex 1.1 {
706 root 1.6 object *tmp;
707     int success = 0;
708 elmex 1.1
709 root 1.6 for (tmp = op->inv; tmp; tmp = tmp->below)
710     {
711     if (tmp->invisible)
712     continue;
713     if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
714     continue;
715     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
716     {
717     success = 1;
718     CLEAR_FLAG (tmp, FLAG_DAMNED);
719     CLEAR_FLAG (tmp, FLAG_CURSED);
720     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
721     if (op->type == PLAYER)
722     esrv_send_item (op, tmp);
723 elmex 1.1 }
724     }
725    
726 root 1.6 if (success)
727     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
728     return success;
729 elmex 1.1 }
730    
731 root 1.6 static int
732     follower_level_to_enchantments (int level, int difficulty)
733 elmex 1.1 {
734 root 1.6 if (difficulty < 1)
735     {
736     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
737     return 0;
738 elmex 1.1 }
739    
740 root 1.6 if (level <= 20)
741     return level / difficulty;
742     if (level <= 40)
743     return (20 + (level - 20) / 2) / difficulty;
744 root 1.20
745 root 1.6 return (30 + (level - 40) / 4) / difficulty;
746 elmex 1.1 }
747    
748     /**
749     * God wants to enchant weapon.
750     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
751     * it isn't a weapon for another god. If all is all right, update weapon with
752     * attacktype, slaying and such.
753     */
754 root 1.6 static int
755     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
756 elmex 1.1 {
757 root 1.6 char buf[MAX_BUF];
758     object *weapon;
759     uint32 attacktype;
760     int tmp;
761    
762     for (weapon = op->inv; weapon; weapon = weapon->below)
763     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
764     break;
765 root 1.20
766 root 1.6 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
767     return 0;
768    
769     /* First give it a title, so other gods won't touch it */
770     if (!weapon->title)
771     {
772     sprintf (buf, "of %s", &god->name);
773     weapon->title = buf;
774     if (op->type == PLAYER)
775     esrv_update_item (UPD_NAME, op, weapon);
776     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
777     }
778    
779     /* Allow the weapon to slay enemies */
780     if (!weapon->slaying && god->slaying)
781     {
782     weapon->slaying = god->slaying;
783     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
784     return 1;
785 elmex 1.1 }
786    
787 root 1.6 /* Add the gods attacktype */
788     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
789     if ((attacktype & god->attacktype) != god->attacktype)
790     {
791     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
792     weapon->attacktype = attacktype | god->attacktype;
793     return 1;
794 elmex 1.1 }
795    
796 root 1.6 /* Higher magic value */
797     tmp = follower_level_to_enchantments (skill->level, tr->level);
798     if (weapon->magic < tmp)
799     {
800     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
801     weapon->magic++;
802     if (op->type == PLAYER)
803     esrv_update_item (UPD_NAME, op, weapon);
804     return 1;
805 elmex 1.1 }
806    
807 root 1.6 return 0;
808 elmex 1.1 }
809    
810    
811     /**
812     * Every once in a while the god will intervene to help the worshiper.
813     * Later, this fctn can be used to supply quests, etc for the
814     * priest. -b.t.
815     * called from pray_at_altar() currently.
816     */
817    
818 root 1.6 void
819     god_intervention (object *op, object *god, object *skill)
820 elmex 1.1 {
821 root 1.6 treasure *tr;
822 elmex 1.1
823 root 1.6 if (!god || !god->randomitems)
824     {
825     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
826     return;
827 elmex 1.1 }
828    
829 root 1.6 check_special_prayers (op, god);
830 elmex 1.1
831 root 1.6 /* lets do some checks of whether we are kosher with our god */
832     if (god_examines_priest (op, god) < 0)
833     return;
834 elmex 1.1
835 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
836 elmex 1.1
837 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
838 root 1.6 {
839     object *item;
840    
841     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
842     continue;
843 elmex 1.1
844 root 1.6 /* Treasurelist - generate some treasure for the follower */
845     if (tr->name)
846     {
847 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
848 root 1.6
849     if (tl == NULL)
850 elmex 1.1 continue;
851    
852 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
853 elmex 1.1
854 root 1.6 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
855     return;
856 elmex 1.1 }
857    
858 root 1.6 if (!tr->item)
859 elmex 1.16 continue;
860    
861 root 1.26 item = tr->item;
862 elmex 1.1
863 root 1.6 /* Grace limit */
864     if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
865     {
866     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
867     {
868     object *tmp;
869    
870     /* Follower lacks the required grace for the following
871     * treasure list items. */
872    
873     tmp = get_archetype (HOLY_POSSESSION);
874     cast_change_ability (op, op, tmp, 0, 1);
875 root 1.10 tmp->destroy ();
876 root 1.6 return;
877 elmex 1.1 }
878 root 1.6 continue;
879 elmex 1.1 }
880    
881 root 1.6 /* Restore grace */
882     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
883     {
884     if (op->stats.grace >= 0)
885     continue;
886     op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
887     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
888     return;
889 elmex 1.1 }
890    
891 root 1.6 /* Heal damage */
892     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
893     {
894     if (op->stats.hp >= op->stats.maxhp)
895     continue;
896     new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
897     op->stats.hp = op->stats.maxhp;
898     return;
899 elmex 1.1 }
900    
901 root 1.6 /* Restore spellpoints */
902     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
903 elmex 1.1 {
904 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
905    
906     /* Restore to 50 .. 100%, if sp < 50% */
907     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
908    
909     if (op->stats.sp >= max / 2)
910     continue;
911     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
912     op->stats.sp = new_sp;
913 elmex 1.1 }
914    
915 root 1.6 /* Various heal spells */
916     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
917 elmex 1.1 {
918 root 1.6 object *tmp;
919     int success;
920 elmex 1.1
921 root 1.6 tmp = get_archetype_by_object_name (item->slaying);
922 elmex 1.1
923 root 1.6 success = cast_heal (op, op, tmp, 0);
924 root 1.10 tmp->destroy ();
925 root 1.6 if (success)
926     return;
927     else
928     continue;
929 elmex 1.1 }
930    
931 root 1.6 /* Remove curse */
932     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
933 elmex 1.1 {
934 root 1.6 if (god_removes_curse (op, 0))
935     return;
936     else
937     continue;
938 elmex 1.1 }
939    
940 root 1.6 /* Remove damnation */
941     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
942 elmex 1.1 {
943 root 1.6 if (god_removes_curse (op, 1))
944     return;
945     else
946     continue;
947 elmex 1.1 }
948    
949 root 1.6 /* Heal depletion */
950     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
951 elmex 1.1 {
952 root 1.6 object *depl;
953     archetype *at;
954     int i;
955    
956 root 1.7 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
957 root 1.6 {
958     LOG (llevError, "Could not find archetype depletion.\n");
959     continue;
960 elmex 1.1 }
961 root 1.6 depl = present_arch_in_ob (at, op);
962 root 1.10
963 root 1.6 if (depl == NULL)
964     continue;
965 root 1.10
966 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
967 root 1.10
968 root 1.6 for (i = 0; i < NUM_STATS; i++)
969 root 1.21 if (depl->stats.stat (i))
970 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
971 root 1.10
972     depl->destroy ();
973 root 1.13 op->update_stats ();
974 root 1.6 return;
975 elmex 1.1 }
976 root 1.6
977     /* Voices */
978     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
979     {
980     new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
981     new_draw_info (NDI_WHITE, 0, op, item->msg);
982     return;
983 elmex 1.1 }
984    
985 root 1.6 /* Messages */
986     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
987 elmex 1.1 {
988 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
989     return;
990 elmex 1.1 }
991    
992 root 1.6 /* Enchant weapon */
993     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
994 elmex 1.1 {
995 root 1.6 if (god_enchants_weapon (op, god, item, skill))
996     return;
997     else
998     continue;
999 elmex 1.1 }
1000    
1001 root 1.6 /* Spellbooks - works correctly only for prayers */
1002     if (item->type == SPELL)
1003 elmex 1.1 {
1004 root 1.6 if (check_spell_known (op, item->name))
1005     continue;
1006     if (item->level > skill->level)
1007     continue;
1008 elmex 1.1
1009 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1010     do_learn_spell (op, item, 1);
1011     return;
1012 elmex 1.1
1013 root 1.3 }
1014 elmex 1.1
1015 root 1.6 /* Other gifts */
1016     if (!item->invisible)
1017     {
1018     if (god_gives_present (op, god, tr))
1019     return;
1020     else
1021     continue;
1022 elmex 1.1 }
1023 root 1.6 /* else ignore it */
1024 elmex 1.1 }
1025    
1026 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1027 elmex 1.1 }
1028    
1029     /**
1030     * Checks and maybe punishes someone praying.
1031     * All applied items are examined, if player is using more items of other gods,
1032     * s/he loses experience in praying or general experience if no praying.
1033     */
1034 root 1.6 int
1035     god_examines_priest (object *op, object *god)
1036     {
1037     int reaction = 1;
1038     object *item = NULL, *skop;
1039 elmex 1.1
1040 root 1.6 for (item = op->inv; item; item = item->below)
1041     {
1042     if (QUERY_FLAG (item, FLAG_APPLIED))
1043     {
1044     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1045 root 1.3 }
1046 elmex 1.1 }
1047    
1048 root 1.6 /* well, well. Looks like we screwed up. Time for god's revenge */
1049     if (reaction < 0)
1050     {
1051     int loss = 10000000;
1052     int angry = abs (reaction);
1053 elmex 1.1
1054 root 1.6 for (skop = op->inv; skop != NULL; skop = skop->below)
1055     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1056     break;
1057    
1058     if (skop)
1059     loss = (int) (0.05 * (float) skop->stats.exp);
1060     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1061     if (random_roll (0, angry, op, PREFER_LOW))
1062     {
1063     object *tmp = get_archetype (LOOSE_MANA);
1064 elmex 1.1
1065 root 1.6 cast_magic_storm (op, tmp, op->level + (angry * 3));
1066 root 1.3 }
1067 root 1.6 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1068 elmex 1.1 }
1069 root 1.6 return reaction;
1070 elmex 1.1 }
1071    
1072     /**
1073     * God checks item the player is using.
1074     * Return either -1 (bad), 0 (neutral) or
1075     * 1 (item is ok). If you are using the item of an enemy
1076     * god, it can be bad...-b.t.
1077     */
1078    
1079 root 1.6 int
1080     god_examines_item (object *god, object *item)
1081     {
1082 elmex 1.1 char buf[MAX_BUF];
1083    
1084 root 1.6 if (!god || !item)
1085     return 0;
1086 elmex 1.1
1087 root 1.6 if (!item->title)
1088     return 1; /* unclaimed item are ok */
1089 elmex 1.1
1090 root 1.6 sprintf (buf, "of %s", &god->name);
1091     if (!strcmp (item->title, buf))
1092     return 1; /* belongs to that God */
1093    
1094     if (god->title)
1095     { /* check if we have any enemy blessed item */
1096     sprintf (buf, "of %s", &god->title);
1097     if (!strcmp (item->title, buf))
1098     {
1099     if (item->env)
1100     {
1101     char buf[MAX_BUF];
1102 elmex 1.1
1103 root 1.6 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1104     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1105     }
1106     return -1;
1107     }
1108 elmex 1.1 }
1109    
1110 root 1.6 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1111 elmex 1.1 }
1112    
1113     /**
1114     * Returns priest's god's id.
1115     * Straight calls lookup_god_by_name
1116     */
1117    
1118 root 1.6 int
1119     get_god (object *priest)
1120     {
1121     int godnr = lookup_god_by_name (determine_god (priest));
1122 elmex 1.1
1123     return godnr;
1124     }
1125    
1126     /**
1127     * Returns a string that is the name of the god that should be natively worshipped by a
1128     * creature of who has race *race
1129     * if we can't find a god that is appropriate, we return NULL
1130     */
1131 root 1.6 const char *
1132     get_god_for_race (const char *race)
1133     {
1134     godlink *gl = first_god;
1135     const char *godname = NULL;
1136    
1137     if (race == NULL)
1138     return NULL;
1139     while (gl)
1140     {
1141 root 1.26 if (!strcasecmp (gl->arch->race, race))
1142 root 1.6 {
1143     godname = gl->name;
1144     break;
1145 root 1.3 }
1146 root 1.6 gl = gl->next;
1147 elmex 1.1 }
1148 root 1.6 return godname;
1149 elmex 1.1 }
1150 root 1.6
1151 elmex 1.1 /**
1152     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1153     * Returns false if there was no race to assign to the slaying field of the spell, but
1154     * the spell attacktype contains AT_HOLYWORD. -b.t.
1155     */
1156 root 1.6 int
1157     tailor_god_spell (object *spellop, object *caster)
1158     {
1159     object *god = find_god (determine_god (caster));
1160     int caster_is_spell = 0;
1161    
1162     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1163     caster_is_spell = 1;
1164    
1165     /* if caster is a rune or the like, it doesn't worship anything. However,
1166     * if this object is owned by someone, then the god that they worship
1167     * is relevant, so use that.
1168     */
1169 root 1.11 if (!god && caster->owner)
1170     god = find_god (determine_god (caster->owner));
1171 root 1.6
1172     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1173     {
1174     if (!caster_is_spell)
1175     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1176     else
1177     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1178 root 1.10
1179     spellop->destroy ();
1180 root 1.6 return 0;
1181 elmex 1.1 }
1182    
1183 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1184     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1185     {
1186     if (spellop->slaying)
1187     spellop->slaying = NULL;
1188 root 1.4
1189 root 1.6 if (!caster_is_spell)
1190     spellop->slaying = god->slaying;
1191     else if (caster->slaying)
1192     spellop->slaying = caster->slaying;
1193 elmex 1.1 }
1194    
1195 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1196     if (spellop->attacktype & AT_GODPOWER)
1197     spellop->attacktype = spellop->attacktype | god->attacktype;
1198 elmex 1.1
1199 root 1.6 /* tack on the god's name to the spell */
1200     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1201     {
1202     spellop->title = god->name;
1203     if (spellop->title)
1204     {
1205     char buf[MAX_BUF];
1206    
1207     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1208     spellop->name = spellop->name_pl = buf;
1209 root 1.3 }
1210 root 1.6 }
1211 elmex 1.1
1212 root 1.6 return 1;
1213 elmex 1.1 }