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Revision: 1.3
Committed: Tue Aug 29 08:01:37 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +242 -242 lines
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# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_gods_c =
3 root 1.3 * "$Id: gods.C,v 1.2 2006-08-25 17:11:53 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29    
30     /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31     * monster race initialization. b.t.
32     */
33    
34     /* Sept 1996 - moved code over to object -oriented gods -b.t. */
35    
36     #include <global.h>
37     #include <living.h>
38     #include <object.h>
39     #include <spells.h>
40     #include <sounds.h>
41     #ifndef __CEXTRACT__
42     #include <sproto.h>
43     #endif
44    
45     /**
46     * Returns the id of specified god.
47     */
48     int lookup_god_by_name(const char *name) {
49     int godnr=-1;
50     size_t nmlen = strlen(name);
51    
52     if(name && strcmp(name,"none")) {
53 root 1.3 godlink *gl;
54     for(gl=first_god;gl;gl=gl->next)
55     if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen)))
56     break;
57     if(gl) godnr=gl->id;
58 elmex 1.1 }
59     return godnr;
60     }
61    
62     /**
63     * Returns pointer to specified god's object through pntr_to_god_obj..
64     */
65     object *find_god(const char *name) {
66     object *god=NULL;
67    
68     if(name) {
69 root 1.3 godlink *gl;
70 elmex 1.1
71 root 1.3 for(gl=first_god;gl;gl=gl->next)
72     if(!strcmp(name,gl->name)) break;
73     if(gl) god=pntr_to_god_obj(gl);
74 elmex 1.1 }
75     return god;
76     }
77    
78     /**
79     * Determines if op worships a god.
80     * Returns the godname if they do or "none" if they have no god.
81     * In the case of an NPC, if they have no god, we try and guess
82     * who they should worship based on their race. If that fails we
83     * give them a random one.
84     */
85    
86     const char *determine_god(object *op) {
87     int godnr = -1;
88     const char *godname;
89    
90     /* spells */
91     if ((op->type == SPELL || op->type == SPELL_EFFECT) &&
92     op->title)
93     {
94 root 1.3 if (lookup_god_by_name(op->title)>=0) return op->title;
95 elmex 1.1 }
96    
97     if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) {
98 root 1.3
99     /* find a god based on race */
100     if(!op->title) {
101     if (op->race !=NULL) {
102     godname=get_god_for_race(op->race);
103     if (godname!=NULL) {
104     op->title = add_string(godname);
105     }
106     }
107     }
108    
109     /* find a random god */
110     if(!op->title) {
111     godlink *gl = first_god;
112    
113     godnr = rndm(1, gl->id);
114     while(gl) {
115     if(gl->id == godnr) break;
116     gl=gl->next;
117     }
118     op->title = add_string(gl->name);
119     }
120 elmex 1.1
121 root 1.3 return op->title;
122 elmex 1.1 }
123    
124    
125     /* The god the player worships is in the praying skill (native skill
126     * not skill tool). Since a player can only have one instance of
127     * that skill, once we find it, we can return, either with the
128     * title or "none".
129     */
130     if(op->type==PLAYER) {
131 root 1.3 object *tmp;
132 elmex 1.1 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
133 root 1.3 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) {
134     if (tmp->title) return (tmp->title);
135     else return("none");
136     }
137 elmex 1.1 }
138     return ("none");
139     }
140    
141     /**
142     * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143     */
144     static int same_string (const char *s1, const char *s2)
145     {
146     if (s1 == NULL)
147     if (s2 == NULL)
148     return 1;
149     else
150     return 0;
151     else
152     if (s2 == NULL)
153     return 0;
154     else
155     return strcmp (s1, s2) == 0;
156     }
157    
158    
159     /**
160     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
161     * Any matching items in the inventory are deleted, and a
162     * message is displayed to the player.
163     */
164     static void follower_remove_similar_item (object *op, object *item)
165     {
166     object *tmp, *next;
167    
168     if (op && op->type == PLAYER && op->contr) {
169     /* search the inventory */
170     for (tmp = op->inv; tmp != NULL; tmp = next) {
171 root 1.3 next = tmp->below; /* backup in case we remove tmp */
172 elmex 1.1
173 root 1.3 if (tmp->type == item->type
174     && same_string (tmp->name, item->name)
175     && same_string (tmp->title, item->title)
176     && same_string (tmp->msg, item->msg)
177     && same_string (tmp->slaying, item->slaying)) {
178    
179     /* message */
180     if (tmp->nrof > 1)
181     new_draw_info_format(NDI_UNIQUE,0,op,
182     "The %s crumble to dust!", query_short_name(tmp));
183     else
184     new_draw_info_format(NDI_UNIQUE,0,op,
185     "The %s crumbles to dust!", query_short_name(tmp));
186    
187     remove_ob(tmp); /* remove obj from players inv. */
188     esrv_del_item(op->contr, tmp->count); /* notify client */
189     free_object(tmp); /* free object */
190     }
191     if (tmp->inv)
192     follower_remove_similar_item(tmp, item);
193     }
194 elmex 1.1 }
195     }
196    
197     /**
198     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199     * Returns 1 if found, else 0.
200     */
201     static int follower_has_similar_item (object *op, object *item)
202     {
203     object *tmp;
204    
205     for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
206     if (tmp->type == item->type
207     && same_string (tmp->name, item->name)
208     && same_string (tmp->title, item->title)
209     && same_string (tmp->msg, item->msg)
210     && same_string (tmp->slaying, item->slaying))
211     return 1;
212     if (tmp->inv && follower_has_similar_item (tmp, item))
213     return 1;
214     }
215     return 0;
216     }
217    
218     /**
219     * God gives an item to the player.
220     */
221     static int god_gives_present (object *op, object *god, treasure *tr)
222     {
223     object *tmp;
224    
225     if (follower_has_similar_item (op, &tr->item->clone))
226     return 0;
227    
228     tmp = arch_to_object (tr->item);
229     new_draw_info_format (NDI_UNIQUE, 0, op,
230     "%s lets %s appear in your hands.", god->name, query_short_name (tmp));
231     tmp = insert_ob_in_ob (tmp, op);
232     if (op->type == PLAYER)
233     esrv_send_item (op, tmp);
234     return 1;
235     }
236    
237     /**
238     * Player prays at altar.
239     * Checks for god changing, divine intervention, and so on.
240     */
241     void pray_at_altar(object *pl, object *altar, object *skill) {
242     object *pl_god=find_god(determine_god(pl));
243    
244 root 1.2 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
245     return;
246 elmex 1.1
247     /* If non consecrate altar, don't do anything */
248     if (!altar->other_arch) return;
249    
250     /* hmm. what happend depends on pl's current god, level, etc */
251     if(!pl_god) { /*new convert */
252 root 1.3 become_follower(pl,&altar->other_arch->clone);
253     return;
254 elmex 1.1
255     } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) {
256     /* pray at your gods altar */
257 root 1.3 int bonus = (pl->stats.Wis+skill->level)/10;
258    
259     /* we can get neg grace up faster */
260     if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ?
261     bonus : -1*(pl->stats.grace/10));
262     /* we can super-charge grace to 2x max */
263     if(pl->stats.grace<(2*pl->stats.maxgrace)) {
264     pl->stats.grace+=bonus/2;
265     }
266     if(pl->stats.grace>(2*pl->stats.maxgrace)) {
267     pl->stats.grace=(2*pl->stats.maxgrace);
268     }
269 elmex 1.1
270 root 1.3 /* Every once in a while, the god decides to checkup on their
271     * follower, and may intervene to help them out.
272     */
273     bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */
274 elmex 1.1
275 root 1.3 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0)
276     god_intervention(pl,pl_god, skill);
277 elmex 1.1
278     } else { /* praying to another god! */
279 root 1.3 uint64 loss = 0;
280     int angry=1;
281 elmex 1.1
282 root 1.3 /* I believe the logic for detecting opposing gods was completely
283     * broken - I think it should work now. altar->other_arch
284     * points to the god of this altar (which we have
285     * already verified is non null). pl_god->other_arch
286     * is the opposing god - we need to verify that exists before
287     * using its values.
288     */
289 elmex 1.1 if(pl_god->other_arch &&
290     (altar->other_arch->name==pl_god->other_arch->name)) {
291 root 1.3 angry=2;
292     if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) {
293     object *tmp;
294    
295     /* you really screwed up */
296     angry=3;
297     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
298 elmex 1.1 "Foul Priest! %s punishes you!",pl_god->name);
299 root 1.3 tmp=get_archetype(LOOSE_MANA);
300     cast_magic_storm(pl,tmp, pl_god->level+20);
301     } else
302     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 elmex 1.1 "Foolish heretic! %s is livid!",pl_god->name);
304 root 1.3 } else
305     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
306 elmex 1.1 "Heretic! %s is angered!",pl_god->name);
307    
308 root 1.3 /* whether we will be successfull in defecting or not -
309     * we lose experience from the clerical experience obj
310     */
311    
312     loss = angry * (skill->stats.exp / 10);
313     if(loss)
314     change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW),
315     skill?skill->skill:"none", SK_SUBTRACT_SKILL_EXP);
316    
317     /* May switch Gods, but its random chance based on our current level
318     * note it gets harder to swap gods the higher we get
319     */
320     if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) {
321     become_follower(pl,&altar->other_arch->clone);
322     } else {
323     /* toss this player off the altar. He can try again. */
324     new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl,
325 elmex 1.1 "A divine force pushes you off the altar.");
326 root 1.3 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */
327     }
328 elmex 1.1 }
329     }
330    
331     /**
332     * Removes special prayers given by a god.
333     */
334     static void check_special_prayers (object *op, object *god)
335     {
336     /* Ensure that 'op' doesn't know any special prayers that are not granted
337     * by 'god'.
338     */
339     treasure *tr;
340     object *tmp, *next_tmp;
341     int remove=0;
342    
343     /* Outer loop iterates over all special prayer marks */
344     for (tmp = op->inv; tmp; tmp = next_tmp) {
345     next_tmp = tmp->below;
346    
347 root 1.3 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348     * in that category, not something we need to worry about.
349     */
350 elmex 1.1 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP))
351     continue;
352    
353     if (god->randomitems == NULL) {
354     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name);
355     do_forget_spell (op, tmp->name);
356     continue;
357 root 1.3 }
358 elmex 1.1
359     /* Inner loop tries to find the special prayer in the god's treasure
360     * list. We default that the spell should be removed.
361 root 1.3 */
362     remove=1;
363 elmex 1.1 for (tr = god->randomitems->items; tr; tr = tr->next)
364     {
365     object *item;
366    
367     if (tr->item == NULL)
368     continue;
369     item = &tr->item->clone;
370    
371 root 1.3 /* Basically, see if the matching spell is granted by this god. */
372 elmex 1.1
373     if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) {
374 root 1.3 remove=0;
375     break;
376     }
377     }
378     if (remove) {
379     /* just do the work of removing the spell ourselves - we already
380     * know that the player knows the spell
381     */
382     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
383 elmex 1.1 "You lose knowledge of %s.", tmp->name);
384 root 1.3 player_unready_range_ob(op->contr, tmp);
385     remove_ob(tmp);
386     free_object(tmp);
387     }
388 elmex 1.1
389     }
390     }
391    
392     /**
393     * This function is called whenever a player has
394     * switched to a new god. It handles basically all the stat changes
395     * that happen to the player, including the removal of godgiven
396     * items (from the former cult).
397     */
398     void become_follower (object *op, object *new_god) {
399     object *old_god = NULL; /* old god */
400     treasure *tr;
401     object *item, *skop, *next;
402     int i,sk_applied,
403     undeadified = 0; /* Turns to true if changing god can changes the undead status of the player.*/
404    
405    
406     old_god = find_god(determine_god(op));
407    
408     /* take away any special god-characteristic items. */
409     for(item=op->inv;item!=NULL;item=next) {
410 root 1.3 next = item->below;
411     /* remove all invisible startequip items which are
412     * not skill, exp or force
413 elmex 1.1 */
414     if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible &&
415 root 1.3 (item->type != SKILL) && (item->type != EXPERIENCE) &&
416     (item->type != FORCE)) {
417 elmex 1.1
418 root 1.3 if (item->type == SPELL)
419     new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op,
420     "You lose knowledge of %s.", item->name);
421     player_unready_range_ob(op->contr, item);
422     remove_ob(item);
423     free_object(item);
424     }
425 elmex 1.1 }
426    
427     /* remove any godgiven items from the old god */
428     if (old_god) {
429     for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) {
430 root 1.3 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP))
431     follower_remove_similar_item(op, &tr->item->clone);
432     }
433 elmex 1.1 }
434    
435     if(!op||!new_god) return;
436    
437     if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) {
438 root 1.3 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!",
439     new_god->name);
440 elmex 1.1 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) {
441 root 1.3 object *tmp = get_archetype(LOOSE_MANA);
442     cast_magic_storm(op,tmp, new_god->level+10);
443     }
444     return;
445 elmex 1.1 }
446    
447    
448     /* give the player any special god-characteristic-items. */
449     for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) {
450     if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
451     tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452     god_gives_present(op,new_god,tr); }
453    
454    
455     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
456 root 1.3 "You become a follower of %s!",new_god->name);
457 elmex 1.1
458     for (skop = op->inv; skop != NULL; skop=skop->below)
459 root 1.3 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
460 elmex 1.1
461     /* Player has no skill - give them the skill */
462     if (!skop) {
463 root 1.3 /* The arhetype should always be defined - if we crash here because it doesn't,
464     * things are really messed up anyways.
465     */
466     skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill);
467     link_player_skills(op);
468 elmex 1.1 }
469    
470     sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */
471    
472     /* Clear the "undead" status. We also need to force a call to change_abil,
473     * so I set undeadified for that.
474     * - gros, 21th July 2006.
475     */
476     if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD)))
477     {
478     CLEAR_FLAG(skop,FLAG_UNDEAD);
479     undeadified=1;
480     }
481    
482     if(skop->title) { /* get rid of old god */
483     new_draw_info_format(NDI_UNIQUE,0,op,
484     "%s's blessing is withdrawn from you.",skop->title);
485     /* The point of this is to really show what abilities the player just lost */
486     if (sk_applied || undeadified) {
487    
488     CLEAR_FLAG(skop,FLAG_APPLIED);
489     (void) change_abil(op,skop);
490     }
491     free_string(skop->title);
492     }
493    
494     /* now change to the new gods attributes to exp_obj */
495     skop->title = add_string(new_god->name);
496     skop->path_attuned=new_god->path_attuned;
497     skop->path_repelled=new_god->path_repelled;
498     skop->path_denied=new_god->path_denied;
499     /* copy god's resistances */
500     memcpy(skop->resist, new_god->resist, sizeof(new_god->resist));
501    
502     /* make sure that certain immunities do NOT get passed
503     * to the follower!
504     */
505     for (i=0; i<NROFATTACKS; i++)
506     if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD ||
507 root 1.3 i==ATNR_ELECTRICITY || i==ATNR_POISON))
508     skop->resist[i] = 30;
509 elmex 1.1
510     skop->stats.hp= (sint16) new_god->last_heal;
511     skop->stats.sp= (sint16) new_god->last_sp;
512     skop->stats.grace= (sint16) new_god->last_grace;
513     skop->stats.food= (sint16) new_god->last_eat;
514     skop->stats.luck= (sint8) new_god->stats.luck;
515     /* gods may pass on certain flag properties */
516     update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK);
517     update_priest_flag(new_god,skop,FLAG_REFL_SPELL);
518     update_priest_flag(new_god,skop,FLAG_REFL_MISSILE);
519     update_priest_flag(new_god,skop,FLAG_STEALTH);
520     update_priest_flag(new_god,skop,FLAG_MAKE_INVIS);
521     update_priest_flag(new_god,skop,FLAG_UNDEAD);
522     update_priest_flag(new_god,skop,FLAG_BLIND);
523     update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */
524    
525     new_draw_info_format(NDI_UNIQUE,0,op,
526 root 1.3 "You are bathed in %s's aura.",new_god->name);
527 elmex 1.1
528     /* Weapon/armour use are special...handle flag toggles here as this can
529     * only happen when gods are worshipped and if the new priest could
530     * have used armour/weapons in the first place.
531     *
532     * This also can happen for monks which cannot use weapons. In this case
533     * do not allow to use weapons even if the god otherwise would allow it.
534     */
535     if (!present_in_ob_by_name(FORCE, "no weapon force", op))
536 root 1.3 update_priest_flag(new_god,skop,FLAG_USE_WEAPON);
537 elmex 1.1 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR);
538    
539     if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons"))
540 root 1.3 stop_using_item(op,WEAPON,2);
541 elmex 1.1
542     if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) {
543 root 1.3 stop_using_item(op,ARMOUR,1);
544     stop_using_item(op,HELMET,1);
545     stop_using_item(op,BOOTS,1);
546     stop_using_item(op,GLOVES,1);
547     stop_using_item(op,SHIELD,1);
548 elmex 1.1 }
549    
550     SET_FLAG(skop,FLAG_APPLIED);
551     (void) change_abil(op,skop);
552    
553     /* return to previous skill status */
554     if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED);
555    
556     check_special_prayers (op, new_god);
557     }
558    
559     /**
560     * Forbids or let player use something item type.
561     * op is the player.
562     * exp_obj is the widsom experience.
563     * flag is the flag to check against.
564     * string is the string to print out.
565     */
566    
567     int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) {
568    
569     if(QUERY_FLAG(&op->arch->clone,flag))
570     if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) {
571     update_priest_flag(exp_obj,op,flag);
572     if(QUERY_FLAG(op,flag))
573     new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string);
574     else {
575     new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string);
576 root 1.3 return 1;
577 elmex 1.1 }
578     }
579     return 0;
580     }
581    
582     /**
583     * Unapplies up to number worth of items of type
584     */
585     void stop_using_item ( object *op, int type, int number ) {
586     object *tmp;
587    
588     for(tmp=op->inv;tmp&&number;tmp=tmp->below)
589     if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) {
590     apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
591 root 1.3 number--;
592 elmex 1.1 }
593     }
594    
595     /**
596     * If the god does/doesnt have this flag, we
597     * give/remove it from the experience object if it doesnt/does
598     * already exist. For players only!
599     */
600    
601     void update_priest_flag (object *god, object *exp_ob, uint32 flag) {
602     if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag))
603     SET_FLAG(exp_ob,flag);
604     else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag))
605     {
606 root 1.3 /* When this is called with the exp_ob set to the player,
607     * this check is broken, because most all players arch
608     * allow use of weapons. I'm not actually sure why this
609     * check is here - I guess if you had a case where the
610     * value in the archetype (wisdom) should over ride the restrictions
611     * the god places on it, this may make sense. But I don't think
612     * there is any case like that.
613     */
614    
615 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
616 root 1.3 CLEAR_FLAG(exp_ob,flag);
617 elmex 1.1 };
618     }
619    
620    
621    
622     archetype *determine_holy_arch (object *god, const char *type)
623     {
624     treasure *tr;
625    
626     if ( ! god || ! god->randomitems) {
627     LOG (llevError, "BUG: determine_holy_arch(): no god or god without "
628     "randomitems\n");
629     return NULL;
630     }
631    
632     for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
633     object *item;
634    
635     if ( ! tr->item)
636     continue;
637     item = &tr->item->clone;
638    
639     if (item->type == BOOK && item->invisible
640     && strcmp (item->name, type) == 0)
641     return item->other_arch;
642     }
643     return NULL;
644     }
645    
646     /**
647     * God helps player by removing curse and/or damnation.
648     */
649     static int god_removes_curse (object *op, int remove_damnation)
650     {
651     object *tmp;
652     int success = 0;
653    
654     for (tmp = op->inv; tmp; tmp = tmp->below) {
655 root 1.3 if (tmp->invisible)
656     continue;
657 elmex 1.1 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation)
658     continue;
659     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) {
660     success = 1;
661     CLEAR_FLAG (tmp, FLAG_DAMNED);
662     CLEAR_FLAG (tmp, FLAG_CURSED);
663     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
664     if (op->type == PLAYER)
665     esrv_send_item (op, tmp);
666     }
667     }
668    
669     if (success)
670     new_draw_info (NDI_UNIQUE, 0, op,
671     "You feel like someone is helping you.");
672     return success;
673     }
674    
675     static int follower_level_to_enchantments (int level, int difficulty)
676     {
677     if (difficulty < 1) {
678     LOG (llevError, "follower_level_to_enchantments(): "
679     "difficulty %d is invalid\n", difficulty);
680     return 0;
681     }
682    
683     if (level <= 20)
684     return level / difficulty;
685     if (level <= 40)
686     return (20 + (level - 20) / 2) / difficulty;
687     return (30 + (level - 40) / 4) / difficulty;
688     }
689    
690     /**
691     * God wants to enchant weapon.
692     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
693     * it isn't a weapon for another god. If all is all right, update weapon with
694     * attacktype, slaying and such.
695     */
696     static int god_enchants_weapon (object *op, object *god, object *tr, object *skill)
697     {
698     char buf[MAX_BUF];
699     object *weapon;
700     uint32 attacktype;
701     int tmp;
702    
703     for (weapon = op->inv; weapon; weapon = weapon->below)
704     if ((weapon->type == WEAPON || weapon->type == BOW)
705 root 1.3 && QUERY_FLAG (weapon, FLAG_APPLIED))
706 elmex 1.1 break;
707     if (weapon == NULL || god_examines_item (god, weapon) <= 0)
708     return 0;
709    
710     /* First give it a title, so other gods won't touch it */
711     if ( ! weapon->title) {
712     sprintf (buf, "of %s", god->name);
713     weapon->title = add_string (buf);
714     if (op->type == PLAYER)
715 root 1.3 esrv_update_item (UPD_NAME, op, weapon);
716 elmex 1.1 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
717     }
718    
719     /* Allow the weapon to slay enemies */
720     if ( ! weapon->slaying && god->slaying) {
721     weapon->slaying = add_string (god->slaying);
722     new_draw_info_format (NDI_UNIQUE, 0, op,
723     "Your %s now hungers to slay enemies of your god!",
724     weapon->name);
725     return 1;
726     }
727    
728     /* Add the gods attacktype */
729     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
730     if ((attacktype & god->attacktype) != god->attacktype) {
731     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
732     weapon->attacktype = attacktype | god->attacktype;
733     return 1;
734     }
735    
736     /* Higher magic value */
737     tmp = follower_level_to_enchantments (skill->level, tr->level);
738     if (weapon->magic < tmp) {
739     new_draw_info (NDI_UNIQUE, 0, op,
740     "A phosphorescent glow envelops your weapon!");
741     weapon->magic++;
742     if (op->type == PLAYER)
743     esrv_update_item (UPD_NAME, op, weapon);
744     return 1;
745     }
746    
747     return 0;
748     }
749    
750    
751     /**
752     * Every once in a while the god will intervene to help the worshiper.
753     * Later, this fctn can be used to supply quests, etc for the
754     * priest. -b.t.
755     * called from pray_at_altar() currently.
756     */
757    
758     void god_intervention (object *op, object *god, object *skill)
759     {
760     treasure *tr;
761    
762     if ( ! god || ! god->randomitems) {
763     LOG (llevError,
764 root 1.3 "BUG: god_intervention(): no god or god without randomitems\n");
765 elmex 1.1 return;
766     }
767    
768     check_special_prayers (op, god);
769    
770     /* lets do some checks of whether we are kosher with our god */
771     if (god_examines_priest (op, god) < 0)
772     return;
773    
774     new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
775    
776     for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
777     object *item;
778    
779     if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH))
780     continue;
781    
782     /* Treasurelist - generate some treasure for the follower */
783     if (tr->name) {
784     treasurelist *tl = find_treasurelist (tr->name);
785     if (tl == NULL)
786     continue;
787    
788     new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your "
789     "eyes. You catch it before it falls to the ground.");
790    
791     create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD
792     | GT_UPDATE_INV, skill->level, 0);
793     return;
794     }
795    
796     if ( ! tr->item) {
797     LOG (llevError, "BUG: empty entry in %s's treasure list\n",
798     god->name);
799     continue;
800     }
801     item = &tr->item->clone;
802    
803     /* Grace limit */
804     if (item->type == BOOK && item->invisible
805     && strcmp (item->name, "grace limit") == 0) {
806     if (op->stats.grace < item->stats.grace
807     || op->stats.grace < op->stats.maxgrace) {
808 root 1.3 object *tmp;
809 elmex 1.1
810     /* Follower lacks the required grace for the following
811     * treasure list items. */
812    
813 root 1.3 tmp = get_archetype(HOLY_POSSESSION);
814 elmex 1.1 cast_change_ability(op, op, tmp, 0, 1);
815 root 1.3 free_object(tmp);
816 elmex 1.1 return;
817     }
818     continue;
819     }
820    
821     /* Restore grace */
822     if (item->type == BOOK && item->invisible
823     && strcmp (item->name, "restore grace") == 0)
824     {
825     if (op->stats.grace >= 0)
826     continue;
827     op->stats.grace = random_roll(0, 9, op, PREFER_HIGH);
828     new_draw_info (NDI_UNIQUE, 0, op,
829     "You are returned to a state of grace.");
830     return;
831     }
832    
833     /* Heal damage */
834     if (item->type == BOOK && item->invisible
835     && strcmp (item->name, "restore hitpoints") == 0)
836     {
837     if (op->stats.hp >= op->stats.maxhp)
838     continue;
839     new_draw_info (NDI_UNIQUE, 0, op,
840     "A white light surrounds and heals you!");
841     op->stats.hp = op->stats.maxhp;
842     return;
843     }
844    
845     /* Restore spellpoints */
846     if (item->type == BOOK && item->invisible
847     && strcmp (item->name, "restore spellpoints") == 0)
848     {
849     int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
850     /* Restore to 50 .. 100%, if sp < 50% */
851     int new_sp = (int) (random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
852     if (op->stats.sp >= max / 2)
853     continue;
854     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes "
855     "your head but doesn't hurt you!");
856     op->stats.sp = new_sp;
857     }
858    
859     /* Various heal spells */
860     if (item->type == BOOK && item->invisible
861     && strcmp (item->name, "heal spell") == 0)
862     {
863 root 1.3 object *tmp;
864     int success;
865 elmex 1.1
866 root 1.3 tmp = get_archetype_by_object_name(item->slaying);
867 elmex 1.1
868 root 1.3 success = cast_heal (op, op, tmp, 0);
869     free_object(tmp);
870     if (success) return;
871     else continue;
872 elmex 1.1 }
873    
874     /* Remove curse */
875     if (item->type == BOOK && item->invisible
876     && strcmp (item->name, "remove curse") == 0)
877     {
878     if (god_removes_curse (op, 0))
879     return;
880     else
881     continue;
882     }
883    
884     /* Remove damnation */
885     if (item->type == BOOK && item->invisible
886     && strcmp (item->name, "remove damnation") == 0)
887     {
888     if (god_removes_curse (op, 1))
889     return;
890     else
891     continue;
892     }
893    
894     /* Heal depletion */
895     if (item->type == BOOK && item->invisible
896     && strcmp (item->name, "heal depletion") == 0)
897     {
898     object *depl;
899     archetype *at;
900     int i;
901    
902     if ((at = find_archetype(ARCH_DEPLETION)) == NULL) {
903     LOG (llevError, "Could not find archetype depletion.\n");
904     continue;
905     }
906     depl = present_arch_in_ob (at, op);
907     if (depl == NULL)
908     continue;
909     new_draw_info (NDI_UNIQUE, 0, op,
910     "Shimmering light surrounds and restores you!");
911     for (i = 0; i < NUM_STATS; i++)
912     if (get_attr_value (&depl->stats, i))
913     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
914     remove_ob (depl);
915     free_object (depl);
916     fix_player (op);
917     return;
918     }
919    
920     /* Voices */
921     if (item->type == BOOK && item->invisible
922     && strcmp (item->name, "voice_behind") == 0)
923     {
924     new_draw_info (NDI_UNIQUE, 0, op,
925     "You hear a voice from behind you, but you don't dare to "
926     "turn around:");
927     new_draw_info (NDI_WHITE, 0, op, item->msg);
928     return;
929     }
930    
931     /* Messages */
932     if (item->type == BOOK && item->invisible
933     && strcmp (item->name, "message") == 0)
934     {
935     new_draw_info (NDI_UNIQUE, 0, op, item->msg);
936     return;
937     }
938    
939     /* Enchant weapon */
940     if (item->type == BOOK && item->invisible
941     && strcmp (item->name, "enchant weapon") == 0)
942     {
943     if (god_enchants_weapon (op, god, item, skill))
944     return;
945     else
946     continue;
947     }
948    
949     /* Spellbooks - works correctly only for prayers */
950     if (item->type == SPELL)
951     {
952     if (check_spell_known (op, item->name))
953     continue;
954     if (item->level > skill->level)
955     continue;
956    
957 root 1.3 new_draw_info_format(NDI_UNIQUE, 0, op,
958     "%s grants you use of a special prayer!", god->name);
959     do_learn_spell (op, item, 1);
960     return;
961 elmex 1.1
962 root 1.3 }
963 elmex 1.1
964     /* Other gifts */
965     if ( ! item->invisible) {
966     if (god_gives_present (op, god, tr))
967     return;
968     else
969     continue;
970     }
971     /* else ignore it */
972     }
973    
974     new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
975     }
976    
977     /**
978     * Checks and maybe punishes someone praying.
979     * All applied items are examined, if player is using more items of other gods,
980     * s/he loses experience in praying or general experience if no praying.
981     */
982     int god_examines_priest (object *op, object *god) {
983     int reaction=1;
984     object *item=NULL, *skop;
985    
986     for(item=op->inv;item;item=item->below) {
987 root 1.3 if(QUERY_FLAG(item,FLAG_APPLIED)) {
988     reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1);
989     }
990 elmex 1.1 }
991    
992     /* well, well. Looks like we screwed up. Time for god's revenge */
993     if(reaction<0) {
994 root 1.3 int loss = 10000000;
995     int angry = abs(reaction);
996 elmex 1.1
997 root 1.3 for (skop = op->inv; skop != NULL; skop=skop->below)
998     if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
999 elmex 1.1
1000 root 1.3 if (skop)
1001     loss = (int) (0.05 * (float) skop->stats.exp);
1002     change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW),
1003     skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP);
1004     if(random_roll(0, angry, op, PREFER_LOW)) {
1005     object *tmp = get_archetype(LOOSE_MANA);
1006     cast_magic_storm(op,tmp,op->level+(angry*3));
1007     }
1008     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
1009     "%s becomes angry and punishes you!",god->name);
1010 elmex 1.1 }
1011     return reaction;
1012     }
1013    
1014     /**
1015     * God checks item the player is using.
1016     * Return either -1 (bad), 0 (neutral) or
1017     * 1 (item is ok). If you are using the item of an enemy
1018     * god, it can be bad...-b.t.
1019     */
1020    
1021     int god_examines_item(object *god, object *item) {
1022     char buf[MAX_BUF];
1023    
1024     if(!god||!item) return 0;
1025    
1026     if(!item->title) return 1; /* unclaimed item are ok */
1027    
1028     sprintf(buf,"of %s",god->name);
1029     if(!strcmp(item->title,buf)) return 1; /* belongs to that God */
1030    
1031     if(god->title) { /* check if we have any enemy blessed item*/
1032     sprintf(buf,"of %s",god->title);
1033     if(!strcmp(item->title,buf)) {
1034     if(item->env) {
1035     char buf[MAX_BUF];
1036     sprintf(buf,"Heretic! You are using %s!",query_name(item));
1037     new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf);
1038     }
1039     return -1;
1040     }
1041     }
1042    
1043     return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1044     }
1045    
1046     /**
1047     * Returns priest's god's id.
1048     * Straight calls lookup_god_by_name
1049     */
1050    
1051     int get_god(object *priest) {
1052     int godnr=lookup_god_by_name(determine_god(priest));
1053    
1054     return godnr;
1055     }
1056    
1057     /**
1058     * Returns a string that is the name of the god that should be natively worshipped by a
1059     * creature of who has race *race
1060     * if we can't find a god that is appropriate, we return NULL
1061     */
1062     const char *get_god_for_race(const char *race) {
1063     godlink *gl=first_god;
1064     const char *godname=NULL;
1065    
1066     if (race == NULL) return NULL;
1067     while(gl) {
1068 root 1.3 if (!strcasecmp(gl->arch->clone.race, race)) {
1069     godname=gl->name;
1070     break;
1071     }
1072     gl=gl->next;
1073 elmex 1.1 }
1074     return godname;
1075     }
1076     /**
1077     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1078     * Returns false if there was no race to assign to the slaying field of the spell, but
1079     * the spell attacktype contains AT_HOLYWORD. -b.t.
1080     */
1081    
1082     int tailor_god_spell(object *spellop, object *caster) {
1083     object *god=find_god(determine_god(caster));
1084     int caster_is_spell=0;
1085    
1086     if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1;
1087    
1088     /* if caster is a rune or the like, it doesn't worship anything. However,
1089     * if this object is owned by someone, then the god that they worship
1090     * is relevant, so use that.
1091     */
1092     if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster)));
1093    
1094     if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) {
1095     if ( ! caster_is_spell)
1096     new_draw_info(NDI_UNIQUE, 0, caster,
1097     "This prayer is useless unless you worship an appropriate god");
1098     else
1099     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1100     free_object(spellop);
1101     return 0;
1102     }
1103    
1104     /* either holy word or godpower attacks will set the slaying field */
1105     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) {
1106     if (spellop->slaying) {
1107     free_string(spellop->slaying);
1108     spellop->slaying = NULL;
1109     }
1110     if(!caster_is_spell)
1111     spellop->slaying = add_string(god->slaying);
1112 root 1.3 else if(caster->slaying)
1113     spellop->slaying = add_string(caster->slaying);
1114 elmex 1.1 }
1115    
1116     /* only the godpower attacktype adds the god's attack onto the spell */
1117     if(spellop->attacktype & AT_GODPOWER)
1118     spellop->attacktype=spellop->attacktype|god->attacktype;
1119    
1120     /* tack on the god's name to the spell */
1121     if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) {
1122     if(spellop->title)
1123 root 1.3 free_string(spellop->title);
1124 elmex 1.1 spellop->title=add_string(god->name);
1125     if(spellop->title){
1126 root 1.3 char buf[MAX_BUF];
1127     sprintf(buf,"%s of %s",spellop->name,spellop->title);
1128     FREE_AND_COPY(spellop->name, buf);
1129     FREE_AND_COPY(spellop->name_pl, buf);
1130     }
1131 elmex 1.1 }
1132    
1133     return 1;
1134     }
1135