ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/gods.C
Revision: 1.29
Committed: Mon Aug 27 03:56:17 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2, rel-2_3
Changes since 1.28: +13 -17 lines
Log Message:
*** empty log message ***

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 1.28 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.18 *
13 root 1.28 * 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 pippijn 1.18 *
18 root 1.28 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.24 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.18 */
23 elmex 1.1
24     /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
25     * monster race initialization. b.t.
26     */
27    
28     /* Sept 1996 - moved code over to object -oriented gods -b.t. */
29    
30     #include <global.h>
31     #include <living.h>
32     #include <object.h>
33     #include <spells.h>
34     #include <sounds.h>
35 root 1.14 #include <sproto.h>
36 elmex 1.1
37     /**
38     * Returns the id of specified god.
39     */
40 root 1.6 int
41     lookup_god_by_name (const char *name)
42     {
43     int godnr = -1;
44     size_t nmlen = strlen (name);
45    
46     if (name && strcmp (name, "none"))
47     {
48     godlink *gl;
49    
50     for (gl = first_god; gl; gl = gl->next)
51     if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
52     break;
53 root 1.27
54 root 1.6 if (gl)
55     godnr = gl->id;
56 elmex 1.1 }
57 root 1.27
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 root 1.29 if (op->race)
110 root 1.6 {
111     godname = get_god_for_race (op->race);
112 root 1.29
113     if (godname)
114     op->title = godname;
115 root 1.3 }
116     }
117    
118 root 1.6 /* find a random god */
119     if (!op->title)
120     {
121     godlink *gl = first_god;
122    
123     godnr = rndm (1, gl->id);
124     while (gl)
125     {
126     if (gl->id == godnr)
127     break;
128 root 1.27
129 root 1.6 gl = gl->next;
130 root 1.3 }
131 root 1.27
132 root 1.6 op->title = gl->name;
133 root 1.3 }
134 elmex 1.1
135 root 1.6 return op->title;
136 elmex 1.1 }
137    
138    
139 root 1.6 /* The god the player worships is in the praying skill (native skill
140     * not skill tool). Since a player can only have one instance of
141     * that skill, once we find it, we can return, either with the
142     * title or "none".
143     */
144     if (op->type == PLAYER)
145     {
146 root 1.29 for (object *tmp = op->inv; tmp; tmp = tmp->below)
147 root 1.6 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
148     {
149     if (tmp->title)
150 root 1.29 return tmp->title;
151 root 1.6 else
152 root 1.29 return "none";
153 root 1.6 }
154 elmex 1.1 }
155 root 1.29
156     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     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
178     * Any matching items in the inventory are deleted, and a
179     * message is displayed to the player.
180     */
181 root 1.6 static void
182     follower_remove_similar_item (object *op, object *item)
183 elmex 1.1 {
184 root 1.6 object *tmp, *next;
185    
186     if (op && op->type == PLAYER && op->contr)
187     {
188     /* search the inventory */
189     for (tmp = op->inv; tmp != NULL; tmp = next)
190     {
191     next = tmp->below; /* backup in case we remove tmp */
192    
193     if (tmp->type == item->type
194     && same_string (tmp->name, item->name)
195     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
196     {
197    
198     /* message */
199     if (tmp->nrof > 1)
200     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
201     else
202     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
203    
204 root 1.9 tmp->remove (); /* remove obj from players inv. */
205 root 1.6 esrv_del_item (op->contr, tmp->count); /* notify client */
206 root 1.10 tmp->destroy (); /* free object */
207 root 1.3 }
208 root 1.10
209 root 1.6 if (tmp->inv)
210     follower_remove_similar_item (tmp, item);
211 root 1.3 }
212 elmex 1.1 }
213     }
214    
215     /**
216     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
217     * Returns 1 if found, else 0.
218     */
219 root 1.6 static int
220     follower_has_similar_item (object *op, object *item)
221 elmex 1.1 {
222 root 1.6 object *tmp;
223 elmex 1.1
224 root 1.6 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
225     {
226     if (tmp->type == item->type
227     && same_string (tmp->name, item->name)
228     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
229     return 1;
230     if (tmp->inv && follower_has_similar_item (tmp, item))
231     return 1;
232 elmex 1.1 }
233 root 1.6 return 0;
234 elmex 1.1 }
235    
236     /**
237     * God gives an item to the player.
238     */
239 root 1.6 static int
240     god_gives_present (object *op, object *god, treasure *tr)
241 elmex 1.1 {
242 root 1.6 object *tmp;
243 elmex 1.1
244 elmex 1.16 if (!tr->item)
245     return 0;
246    
247 root 1.26 if (follower_has_similar_item (op, tr->item))
248 root 1.6 return 0;
249 elmex 1.1
250 root 1.6 tmp = arch_to_object (tr->item);
251     new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
252     tmp = insert_ob_in_ob (tmp, op);
253     if (op->type == PLAYER)
254     esrv_send_item (op, tmp);
255 elmex 1.16
256 root 1.6 return 1;
257 elmex 1.1 }
258    
259     /**
260     * Player prays at altar.
261     * Checks for god changing, divine intervention, and so on.
262     */
263 root 1.6 void
264     pray_at_altar (object *pl, object *altar, object *skill)
265     {
266     object *pl_god = find_god (determine_god (pl));
267    
268     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
269     return;
270 elmex 1.1
271 root 1.6 /* If non consecrate altar, don't do anything */
272     if (!altar->other_arch)
273     return;
274    
275     /* hmm. what happend depends on pl's current god, level, etc */
276     if (!pl_god)
277     { /*new convert */
278 root 1.26 become_follower (pl, altar->other_arch);
279 root 1.2 return;
280 root 1.6 }
281 root 1.26 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
282 root 1.6 {
283     /* pray at your gods altar */
284     int bonus = (pl->stats.Wis + skill->level) / 10;
285    
286     /* we can get neg grace up faster */
287     if (pl->stats.grace < 0)
288     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
289     /* we can super-charge grace to 2x max */
290     if (pl->stats.grace < (2 * pl->stats.maxgrace))
291     {
292     pl->stats.grace += bonus / 2;
293     }
294     if (pl->stats.grace > (2 * pl->stats.maxgrace))
295     {
296     pl->stats.grace = (2 * pl->stats.maxgrace);
297     }
298    
299     /* Every once in a while, the god decides to checkup on their
300     * follower, and may intervene to help them out.
301     */
302     bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
303    
304     if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
305     god_intervention (pl, pl_god, skill);
306     }
307     else
308     { /* praying to another god! */
309     uint64 loss = 0;
310     int angry = 1;
311    
312     /* I believe the logic for detecting opposing gods was completely
313     * broken - I think it should work now. altar->other_arch
314     * points to the god of this altar (which we have
315     * already verified is non null). pl_god->other_arch
316     * is the opposing god - we need to verify that exists before
317     * using its values.
318     */
319 root 1.25 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
320 root 1.6 {
321     angry = 2;
322     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
323     {
324     object *tmp;
325    
326     /* you really screwed up */
327     angry = 3;
328     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
329     tmp = get_archetype (LOOSE_MANA);
330     cast_magic_storm (pl, tmp, pl_god->level + 20);
331     }
332     else
333     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
334     }
335     else
336     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
337 elmex 1.1
338 root 1.6 /* whether we will be successfull in defecting or not -
339     * we lose experience from the clerical experience obj
340     */
341    
342     loss = angry * (skill->stats.exp / 10);
343     if (loss)
344     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
345    
346     /* May switch Gods, but its random chance based on our current level
347     * note it gets harder to swap gods the higher we get
348     */
349     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
350 root 1.26 become_follower (pl, altar->other_arch);
351 root 1.6 else
352     {
353     /* toss this player off the altar. He can try again. */
354     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
355 root 1.23 pl->contr->fire_on = 0;
356     pl->speed_left = 1.f;
357 root 1.6 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
358     }
359 elmex 1.1 }
360     }
361    
362     /**
363     * Removes special prayers given by a god.
364     */
365 root 1.6 static void
366     check_special_prayers (object *op, object *god)
367 elmex 1.1 {
368 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
369     * by 'god'.
370     */
371     treasure *tr;
372     object *tmp, *next_tmp;
373     int remove = 0;
374    
375     /* Outer loop iterates over all special prayer marks */
376     for (tmp = op->inv; tmp; tmp = next_tmp)
377     {
378     next_tmp = tmp->below;
379    
380     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
381     * in that category, not something we need to worry about.
382     */
383     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
384     continue;
385 elmex 1.1
386 root 1.6 if (god->randomitems == NULL)
387     {
388     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
389     do_forget_spell (op, tmp->name);
390     continue;
391 root 1.3 }
392 elmex 1.1
393 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
394     * list. We default that the spell should be removed.
395     */
396     remove = 1;
397     for (tr = god->randomitems->items; tr; tr = tr->next)
398     {
399     object *item;
400    
401 elmex 1.16 if (!tr->item)
402 root 1.6 continue;
403 root 1.19
404 root 1.26 item = tr->item;
405 elmex 1.1
406 root 1.6 /* Basically, see if the matching spell is granted by this god. */
407 elmex 1.1
408 root 1.26 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
409 root 1.6 {
410     remove = 0;
411     break;
412 root 1.3 }
413     }
414 root 1.6 if (remove)
415     {
416     /* just do the work of removing the spell ourselves - we already
417     * know that the player knows the spell
418     */
419     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
420     player_unready_range_ob (op->contr, tmp);
421 root 1.10 tmp->destroy ();
422 root 1.3 }
423 elmex 1.1
424     }
425     }
426    
427     /**
428     * This function is called whenever a player has
429     * switched to a new god. It handles basically all the stat changes
430     * that happen to the player, including the removal of godgiven
431     * items (from the former cult).
432     */
433 root 1.6 void
434     become_follower (object *op, object *new_god)
435     {
436     object *old_god = NULL; /* old god */
437     treasure *tr;
438     object *item, *skop, *next;
439     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
440    
441    
442     old_god = find_god (determine_god (op));
443    
444     /* take away any special god-characteristic items. */
445     for (item = op->inv; item != NULL; item = next)
446     {
447     next = item->below;
448 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
449 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
450 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
451 root 1.6 {
452    
453     if (item->type == SPELL)
454     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
455 root 1.10
456 root 1.6 player_unready_range_ob (op->contr, item);
457 root 1.10 item->destroy ();
458 root 1.6 }
459     }
460    
461     /* remove any godgiven items from the old god */
462     if (old_god)
463 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
464 root 1.26 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
465     follower_remove_similar_item (op, tr->item);
466 root 1.6
467     if (!op || !new_god)
468     return;
469    
470     if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
471     {
472     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
473 root 1.19
474 root 1.6 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
475     {
476     object *tmp = get_archetype (LOOSE_MANA);
477    
478     cast_magic_storm (op, tmp, new_god->level + 10);
479     }
480 root 1.19
481 root 1.6 return;
482     }
483    
484    
485     /* give the player any special god-characteristic-items. */
486 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
487 root 1.6 {
488 root 1.26 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
489     && tr->item->type != BOOK && tr->item->type != SPELL)
490 root 1.6 god_gives_present (op, new_god, tr);
491     }
492    
493    
494     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
495    
496     for (skop = op->inv; skop != NULL; skop = skop->below)
497     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
498     break;
499    
500     /* Player has no skill - give them the skill */
501     if (!skop)
502     {
503     /* The arhetype should always be defined - if we crash here because it doesn't,
504     * things are really messed up anyways.
505     */
506 root 1.26 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
507 root 1.6 link_player_skills (op);
508     }
509    
510     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
511    
512     /* Clear the "undead" status. We also need to force a call to change_abil,
513     * so I set undeadified for that.
514     * - gros, 21th July 2006.
515     */
516     if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
517     {
518     CLEAR_FLAG (skop, FLAG_UNDEAD);
519     undeadified = 1;
520     }
521    
522     if (skop->title)
523     { /* get rid of old god */
524     new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
525     /* The point of this is to really show what abilities the player just lost */
526     if (sk_applied || undeadified)
527     {
528 elmex 1.1
529 root 1.6 CLEAR_FLAG (skop, FLAG_APPLIED);
530     (void) change_abil (op, skop);
531     }
532 elmex 1.1 }
533    
534 root 1.6 /* now change to the new gods attributes to exp_obj */
535     skop->title = new_god->name;
536     skop->path_attuned = new_god->path_attuned;
537     skop->path_repelled = new_god->path_repelled;
538     skop->path_denied = new_god->path_denied;
539     /* copy god's resistances */
540     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
541    
542     /* make sure that certain immunities do NOT get passed
543     * to the follower!
544     */
545     for (i = 0; i < NROFATTACKS; i++)
546     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
547     skop->resist[i] = 30;
548    
549     skop->stats.hp = (sint16) new_god->last_heal;
550     skop->stats.sp = (sint16) new_god->last_sp;
551     skop->stats.grace = (sint16) new_god->last_grace;
552     skop->stats.food = (sint16) new_god->last_eat;
553     skop->stats.luck = (sint8) new_god->stats.luck;
554     /* gods may pass on certain flag properties */
555     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
556     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
557     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
558     update_priest_flag (new_god, skop, FLAG_STEALTH);
559     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
560     update_priest_flag (new_god, skop, FLAG_UNDEAD);
561     update_priest_flag (new_god, skop, FLAG_BLIND);
562     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
563    
564     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
565    
566     /* Weapon/armour use are special...handle flag toggles here as this can
567     * only happen when gods are worshipped and if the new priest could
568     * have used armour/weapons in the first place.
569     *
570     * This also can happen for monks which cannot use weapons. In this case
571     * do not allow to use weapons even if the god otherwise would allow it.
572     */
573     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
574     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
575     update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
576    
577     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
578     stop_using_item (op, WEAPON, 2);
579    
580     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
581     {
582     stop_using_item (op, ARMOUR, 1);
583     stop_using_item (op, HELMET, 1);
584     stop_using_item (op, BOOTS, 1);
585     stop_using_item (op, GLOVES, 1);
586     stop_using_item (op, SHIELD, 1);
587     }
588 elmex 1.1
589 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
590     (void) change_abil (op, skop);
591 elmex 1.1
592 root 1.6 /* return to previous skill status */
593     if (!sk_applied)
594     CLEAR_FLAG (skop, FLAG_APPLIED);
595    
596     check_special_prayers (op, new_god);
597 elmex 1.1 }
598    
599     /**
600     * Forbids or let player use something item type.
601     * op is the player.
602     * exp_obj is the widsom experience.
603     * flag is the flag to check against.
604     * string is the string to print out.
605     */
606    
607 root 1.6 int
608     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
609     {
610 elmex 1.1
611 root 1.26 if (QUERY_FLAG (op->arch, flag))
612 root 1.6 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
613     {
614     update_priest_flag (exp_obj, op, flag);
615     if (QUERY_FLAG (op, flag))
616     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
617     else
618     {
619     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
620     return 1;
621     }
622 elmex 1.1 }
623     return 0;
624     }
625    
626     /**
627     * Unapplies up to number worth of items of type
628     */
629 root 1.6 void
630     stop_using_item (object *op, int type, int number)
631     {
632 elmex 1.1 object *tmp;
633    
634 root 1.6 for (tmp = op->inv; tmp && number; tmp = tmp->below)
635     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
636     {
637 elmex 1.1 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
638 root 1.3 number--;
639 root 1.6 }
640 elmex 1.1 }
641    
642     /**
643     * If the god does/doesnt have this flag, we
644     * give/remove it from the experience object if it doesnt/does
645     * already exist. For players only!
646     */
647    
648 root 1.6 void
649     update_priest_flag (object *god, object *exp_ob, uint32 flag)
650     {
651     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
652     SET_FLAG (exp_ob, flag);
653     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
654     {
655     /* When this is called with the exp_ob set to the player,
656     * this check is broken, because most all players arch
657     * allow use of weapons. I'm not actually sure why this
658     * check is here - I guess if you had a case where the
659     * value in the archetype (wisdom) should over ride the restrictions
660     * the god places on it, this may make sense. But I don't think
661     * there is any case like that.
662     */
663    
664 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
665 root 1.6 CLEAR_FLAG (exp_ob, flag);
666     };
667 elmex 1.1 }
668    
669    
670    
671 root 1.6 archetype *
672     determine_holy_arch (object *god, const char *type)
673 elmex 1.1 {
674 root 1.6 treasure *tr;
675 elmex 1.1
676 root 1.6 if (!god || !god->randomitems)
677     {
678     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
679     return NULL;
680 elmex 1.1 }
681    
682 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
683 root 1.6 {
684     if (!tr->item)
685     continue;
686 elmex 1.16
687 root 1.26 object *item = tr->item;
688 elmex 1.1
689 root 1.6 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
690     return item->other_arch;
691 elmex 1.1 }
692 root 1.6 return NULL;
693 elmex 1.1 }
694    
695     /**
696     * God helps player by removing curse and/or damnation.
697     */
698 root 1.6 static int
699     god_removes_curse (object *op, int remove_damnation)
700 elmex 1.1 {
701 root 1.6 object *tmp;
702     int success = 0;
703 elmex 1.1
704 root 1.6 for (tmp = op->inv; tmp; tmp = tmp->below)
705     {
706     if (tmp->invisible)
707     continue;
708     if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
709     continue;
710     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
711     {
712     success = 1;
713     CLEAR_FLAG (tmp, FLAG_DAMNED);
714     CLEAR_FLAG (tmp, FLAG_CURSED);
715     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
716     if (op->type == PLAYER)
717     esrv_send_item (op, tmp);
718 elmex 1.1 }
719     }
720    
721 root 1.6 if (success)
722     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
723     return success;
724 elmex 1.1 }
725    
726 root 1.6 static int
727     follower_level_to_enchantments (int level, int difficulty)
728 elmex 1.1 {
729 root 1.6 if (difficulty < 1)
730     {
731     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
732     return 0;
733 elmex 1.1 }
734    
735 root 1.6 if (level <= 20)
736     return level / difficulty;
737     if (level <= 40)
738     return (20 + (level - 20) / 2) / difficulty;
739 root 1.20
740 root 1.6 return (30 + (level - 40) / 4) / difficulty;
741 elmex 1.1 }
742    
743     /**
744     * God wants to enchant weapon.
745     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
746     * it isn't a weapon for another god. If all is all right, update weapon with
747     * attacktype, slaying and such.
748     */
749 root 1.6 static int
750     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
751 elmex 1.1 {
752 root 1.6 char buf[MAX_BUF];
753     object *weapon;
754     uint32 attacktype;
755     int tmp;
756    
757     for (weapon = op->inv; weapon; weapon = weapon->below)
758     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
759     break;
760 root 1.20
761 root 1.6 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
762     return 0;
763    
764     /* First give it a title, so other gods won't touch it */
765     if (!weapon->title)
766     {
767     sprintf (buf, "of %s", &god->name);
768     weapon->title = buf;
769     if (op->type == PLAYER)
770     esrv_update_item (UPD_NAME, op, weapon);
771     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
772     }
773    
774     /* Allow the weapon to slay enemies */
775     if (!weapon->slaying && god->slaying)
776     {
777     weapon->slaying = god->slaying;
778     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
779     return 1;
780 elmex 1.1 }
781    
782 root 1.6 /* Add the gods attacktype */
783     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
784     if ((attacktype & god->attacktype) != god->attacktype)
785     {
786     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
787     weapon->attacktype = attacktype | god->attacktype;
788     return 1;
789 elmex 1.1 }
790    
791 root 1.6 /* Higher magic value */
792     tmp = follower_level_to_enchantments (skill->level, tr->level);
793     if (weapon->magic < tmp)
794     {
795     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
796     weapon->magic++;
797     if (op->type == PLAYER)
798     esrv_update_item (UPD_NAME, op, weapon);
799     return 1;
800 elmex 1.1 }
801    
802 root 1.6 return 0;
803 elmex 1.1 }
804    
805     /**
806     * Every once in a while the god will intervene to help the worshiper.
807     * Later, this fctn can be used to supply quests, etc for the
808     * priest. -b.t.
809     * called from pray_at_altar() currently.
810     */
811 root 1.6 void
812     god_intervention (object *op, object *god, object *skill)
813 elmex 1.1 {
814 root 1.6 treasure *tr;
815 elmex 1.1
816 root 1.6 if (!god || !god->randomitems)
817     {
818     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
819     return;
820 elmex 1.1 }
821    
822 root 1.6 check_special_prayers (op, god);
823 elmex 1.1
824 root 1.6 /* lets do some checks of whether we are kosher with our god */
825     if (god_examines_priest (op, god) < 0)
826     return;
827 elmex 1.1
828 root 1.29 op->play_sound (sound_find ("god_intervention"));
829 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
830 elmex 1.1
831 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
832 root 1.6 {
833     object *item;
834    
835     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
836     continue;
837 elmex 1.1
838 root 1.6 /* Treasurelist - generate some treasure for the follower */
839     if (tr->name)
840     {
841 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
842 root 1.6
843     if (tl == NULL)
844 elmex 1.1 continue;
845    
846 root 1.29 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
847 elmex 1.1
848 root 1.6 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
849     return;
850 elmex 1.1 }
851    
852 root 1.6 if (!tr->item)
853 elmex 1.16 continue;
854    
855 root 1.26 item = tr->item;
856 elmex 1.1
857 root 1.6 /* Grace limit */
858     if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
859     {
860     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
861     {
862     object *tmp;
863    
864     /* Follower lacks the required grace for the following
865     * treasure list items. */
866    
867     tmp = get_archetype (HOLY_POSSESSION);
868     cast_change_ability (op, op, tmp, 0, 1);
869 root 1.10 tmp->destroy ();
870 root 1.6 return;
871 elmex 1.1 }
872 root 1.29
873 root 1.6 continue;
874 elmex 1.1 }
875    
876 root 1.6 /* Restore grace */
877     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
878     {
879     if (op->stats.grace >= 0)
880     continue;
881     op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
882     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
883     return;
884 elmex 1.1 }
885    
886 root 1.6 /* Heal damage */
887     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
888     {
889     if (op->stats.hp >= op->stats.maxhp)
890     continue;
891     new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
892     op->stats.hp = op->stats.maxhp;
893     return;
894 elmex 1.1 }
895    
896 root 1.6 /* Restore spellpoints */
897     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
898 elmex 1.1 {
899 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
900    
901     /* Restore to 50 .. 100%, if sp < 50% */
902     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
903    
904     if (op->stats.sp >= max / 2)
905     continue;
906     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
907     op->stats.sp = new_sp;
908 elmex 1.1 }
909    
910 root 1.6 /* Various heal spells */
911     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
912 elmex 1.1 {
913 root 1.6 object *tmp;
914     int success;
915 elmex 1.1
916 root 1.6 tmp = get_archetype_by_object_name (item->slaying);
917 elmex 1.1
918 root 1.6 success = cast_heal (op, op, tmp, 0);
919 root 1.10 tmp->destroy ();
920 root 1.6 if (success)
921     return;
922     else
923     continue;
924 elmex 1.1 }
925    
926 root 1.6 /* Remove curse */
927     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
928 elmex 1.1 {
929 root 1.6 if (god_removes_curse (op, 0))
930     return;
931     else
932     continue;
933 elmex 1.1 }
934    
935 root 1.6 /* Remove damnation */
936     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
937 elmex 1.1 {
938 root 1.6 if (god_removes_curse (op, 1))
939     return;
940     else
941     continue;
942 elmex 1.1 }
943    
944 root 1.6 /* Heal depletion */
945     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
946 elmex 1.1 {
947 root 1.6 object *depl;
948     archetype *at;
949     int i;
950    
951 root 1.7 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
952 root 1.6 {
953     LOG (llevError, "Could not find archetype depletion.\n");
954     continue;
955 elmex 1.1 }
956 root 1.6 depl = present_arch_in_ob (at, op);
957 root 1.10
958 root 1.6 if (depl == NULL)
959     continue;
960 root 1.10
961 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
962 root 1.10
963 root 1.6 for (i = 0; i < NUM_STATS; i++)
964 root 1.21 if (depl->stats.stat (i))
965 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
966 root 1.10
967     depl->destroy ();
968 root 1.13 op->update_stats ();
969 root 1.6 return;
970 elmex 1.1 }
971 root 1.6
972     /* Voices */
973     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
974     {
975 root 1.29 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
976 root 1.6 new_draw_info (NDI_WHITE, 0, op, item->msg);
977     return;
978 elmex 1.1 }
979    
980 root 1.6 /* Messages */
981     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
982 elmex 1.1 {
983 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
984     return;
985 elmex 1.1 }
986    
987 root 1.6 /* Enchant weapon */
988     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
989 elmex 1.1 {
990 root 1.6 if (god_enchants_weapon (op, god, item, skill))
991     return;
992     else
993     continue;
994 elmex 1.1 }
995    
996 root 1.6 /* Spellbooks - works correctly only for prayers */
997     if (item->type == SPELL)
998 elmex 1.1 {
999 root 1.6 if (check_spell_known (op, item->name))
1000     continue;
1001     if (item->level > skill->level)
1002     continue;
1003 elmex 1.1
1004 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1005     do_learn_spell (op, item, 1);
1006     return;
1007 elmex 1.1
1008 root 1.3 }
1009 elmex 1.1
1010 root 1.6 /* Other gifts */
1011     if (!item->invisible)
1012     {
1013     if (god_gives_present (op, god, tr))
1014     return;
1015     else
1016     continue;
1017 elmex 1.1 }
1018 root 1.6 /* else ignore it */
1019 elmex 1.1 }
1020    
1021 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1022 elmex 1.1 }
1023    
1024     /**
1025     * Checks and maybe punishes someone praying.
1026     * All applied items are examined, if player is using more items of other gods,
1027     * s/he loses experience in praying or general experience if no praying.
1028     */
1029 root 1.6 int
1030     god_examines_priest (object *op, object *god)
1031     {
1032     int reaction = 1;
1033     object *item = NULL, *skop;
1034 elmex 1.1
1035 root 1.6 for (item = op->inv; item; item = item->below)
1036     {
1037     if (QUERY_FLAG (item, FLAG_APPLIED))
1038     {
1039     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1040 root 1.3 }
1041 elmex 1.1 }
1042    
1043 root 1.6 /* well, well. Looks like we screwed up. Time for god's revenge */
1044     if (reaction < 0)
1045     {
1046     int loss = 10000000;
1047     int angry = abs (reaction);
1048 elmex 1.1
1049 root 1.6 for (skop = op->inv; skop != NULL; skop = skop->below)
1050     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1051     break;
1052    
1053     if (skop)
1054     loss = (int) (0.05 * (float) skop->stats.exp);
1055     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1056     if (random_roll (0, angry, op, PREFER_LOW))
1057     {
1058     object *tmp = get_archetype (LOOSE_MANA);
1059 elmex 1.1
1060 root 1.6 cast_magic_storm (op, tmp, op->level + (angry * 3));
1061 root 1.3 }
1062 root 1.6 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1063 elmex 1.1 }
1064 root 1.6 return reaction;
1065 elmex 1.1 }
1066    
1067     /**
1068     * God checks item the player is using.
1069     * Return either -1 (bad), 0 (neutral) or
1070     * 1 (item is ok). If you are using the item of an enemy
1071     * god, it can be bad...-b.t.
1072     */
1073    
1074 root 1.6 int
1075     god_examines_item (object *god, object *item)
1076     {
1077 elmex 1.1 char buf[MAX_BUF];
1078    
1079 root 1.6 if (!god || !item)
1080     return 0;
1081 elmex 1.1
1082 root 1.6 if (!item->title)
1083     return 1; /* unclaimed item are ok */
1084 elmex 1.1
1085 root 1.6 sprintf (buf, "of %s", &god->name);
1086     if (!strcmp (item->title, buf))
1087     return 1; /* belongs to that God */
1088    
1089     if (god->title)
1090     { /* check if we have any enemy blessed item */
1091     sprintf (buf, "of %s", &god->title);
1092     if (!strcmp (item->title, buf))
1093     {
1094     if (item->env)
1095     {
1096     char buf[MAX_BUF];
1097 elmex 1.1
1098 root 1.6 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1099     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1100     }
1101     return -1;
1102     }
1103 elmex 1.1 }
1104    
1105 root 1.6 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1106 elmex 1.1 }
1107    
1108     /**
1109     * Returns priest's god's id.
1110     * Straight calls lookup_god_by_name
1111     */
1112    
1113 root 1.6 int
1114     get_god (object *priest)
1115     {
1116     int godnr = lookup_god_by_name (determine_god (priest));
1117 elmex 1.1
1118     return godnr;
1119     }
1120    
1121     /**
1122     * Returns a string that is the name of the god that should be natively worshipped by a
1123     * creature of who has race *race
1124     * if we can't find a god that is appropriate, we return NULL
1125     */
1126 root 1.6 const char *
1127     get_god_for_race (const char *race)
1128     {
1129     godlink *gl = first_god;
1130     const char *godname = NULL;
1131    
1132     if (race == NULL)
1133     return NULL;
1134     while (gl)
1135     {
1136 root 1.26 if (!strcasecmp (gl->arch->race, race))
1137 root 1.6 {
1138     godname = gl->name;
1139     break;
1140 root 1.3 }
1141 root 1.6 gl = gl->next;
1142 elmex 1.1 }
1143 root 1.6 return godname;
1144 elmex 1.1 }
1145 root 1.6
1146 elmex 1.1 /**
1147     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1148     * Returns false if there was no race to assign to the slaying field of the spell, but
1149     * the spell attacktype contains AT_HOLYWORD. -b.t.
1150     */
1151 root 1.6 int
1152     tailor_god_spell (object *spellop, object *caster)
1153     {
1154     object *god = find_god (determine_god (caster));
1155     int caster_is_spell = 0;
1156    
1157     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1158     caster_is_spell = 1;
1159    
1160     /* if caster is a rune or the like, it doesn't worship anything. However,
1161     * if this object is owned by someone, then the god that they worship
1162     * is relevant, so use that.
1163     */
1164 root 1.11 if (!god && caster->owner)
1165     god = find_god (determine_god (caster->owner));
1166 root 1.6
1167     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1168     {
1169     if (!caster_is_spell)
1170     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1171     else
1172     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1173 root 1.10
1174     spellop->destroy ();
1175 root 1.6 return 0;
1176 elmex 1.1 }
1177    
1178 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1179     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1180     {
1181     if (spellop->slaying)
1182     spellop->slaying = NULL;
1183 root 1.4
1184 root 1.6 if (!caster_is_spell)
1185     spellop->slaying = god->slaying;
1186     else if (caster->slaying)
1187     spellop->slaying = caster->slaying;
1188 elmex 1.1 }
1189    
1190 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1191     if (spellop->attacktype & AT_GODPOWER)
1192     spellop->attacktype = spellop->attacktype | god->attacktype;
1193 elmex 1.1
1194 root 1.6 /* tack on the god's name to the spell */
1195     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1196     {
1197     spellop->title = god->name;
1198     if (spellop->title)
1199     {
1200     char buf[MAX_BUF];
1201    
1202     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1203     spellop->name = spellop->name_pl = buf;
1204 root 1.3 }
1205 root 1.6 }
1206 elmex 1.1
1207 root 1.6 return 1;
1208 elmex 1.1 }