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Revision: 1.30
Committed: Sun Oct 28 20:27:07 2007 UTC (16 years, 7 months ago) by root
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Branch: MAIN
Changes since 1.29: +5 -8 lines
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# 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 root 1.30
290 root 1.6 /* we can super-charge grace to 2x max */
291 root 1.30 if (pl->stats.grace < 2 * pl->stats.maxgrace)
292     pl->stats.grace += bonus / 2;
293     else
294     pl->stats.grace = 2 * pl->stats.maxgrace;
295 root 1.6
296     /* Every once in a while, the god decides to checkup on their
297     * follower, and may intervene to help them out.
298     */
299     bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
300    
301     if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
302     god_intervention (pl, pl_god, skill);
303     }
304     else
305     { /* praying to another god! */
306     uint64 loss = 0;
307     int angry = 1;
308    
309     /* I believe the logic for detecting opposing gods was completely
310     * broken - I think it should work now. altar->other_arch
311     * points to the god of this altar (which we have
312     * already verified is non null). pl_god->other_arch
313     * is the opposing god - we need to verify that exists before
314     * using its values.
315     */
316 root 1.25 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
317 root 1.6 {
318     angry = 2;
319     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
320     {
321     object *tmp;
322    
323     /* you really screwed up */
324     angry = 3;
325     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
326     tmp = get_archetype (LOOSE_MANA);
327     cast_magic_storm (pl, tmp, pl_god->level + 20);
328     }
329     else
330     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
331     }
332     else
333     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
334 elmex 1.1
335 root 1.6 /* whether we will be successfull in defecting or not -
336     * we lose experience from the clerical experience obj
337     */
338    
339     loss = angry * (skill->stats.exp / 10);
340     if (loss)
341     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
342    
343     /* May switch Gods, but its random chance based on our current level
344     * note it gets harder to swap gods the higher we get
345     */
346     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
347 root 1.26 become_follower (pl, altar->other_arch);
348 root 1.6 else
349     {
350     /* toss this player off the altar. He can try again. */
351     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
352 root 1.23 pl->contr->fire_on = 0;
353     pl->speed_left = 1.f;
354 root 1.6 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
355     }
356 elmex 1.1 }
357     }
358    
359     /**
360     * Removes special prayers given by a god.
361     */
362 root 1.6 static void
363     check_special_prayers (object *op, object *god)
364 elmex 1.1 {
365 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
366     * by 'god'.
367     */
368     treasure *tr;
369     object *tmp, *next_tmp;
370     int remove = 0;
371    
372     /* Outer loop iterates over all special prayer marks */
373     for (tmp = op->inv; tmp; tmp = next_tmp)
374     {
375     next_tmp = tmp->below;
376    
377     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
378     * in that category, not something we need to worry about.
379     */
380     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
381     continue;
382 elmex 1.1
383 root 1.6 if (god->randomitems == NULL)
384     {
385     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
386     do_forget_spell (op, tmp->name);
387     continue;
388 root 1.3 }
389 elmex 1.1
390 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
391     * list. We default that the spell should be removed.
392     */
393     remove = 1;
394     for (tr = god->randomitems->items; tr; tr = tr->next)
395     {
396     object *item;
397    
398 elmex 1.16 if (!tr->item)
399 root 1.6 continue;
400 root 1.19
401 root 1.26 item = tr->item;
402 elmex 1.1
403 root 1.6 /* Basically, see if the matching spell is granted by this god. */
404 elmex 1.1
405 root 1.26 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
406 root 1.6 {
407     remove = 0;
408     break;
409 root 1.3 }
410     }
411 root 1.6 if (remove)
412     {
413     /* just do the work of removing the spell ourselves - we already
414     * know that the player knows the spell
415     */
416     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
417     player_unready_range_ob (op->contr, tmp);
418 root 1.10 tmp->destroy ();
419 root 1.3 }
420 elmex 1.1
421     }
422     }
423    
424     /**
425     * This function is called whenever a player has
426     * switched to a new god. It handles basically all the stat changes
427     * that happen to the player, including the removal of godgiven
428     * items (from the former cult).
429     */
430 root 1.6 void
431     become_follower (object *op, object *new_god)
432     {
433     object *old_god = NULL; /* old god */
434     treasure *tr;
435     object *item, *skop, *next;
436     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
437    
438    
439     old_god = find_god (determine_god (op));
440    
441     /* take away any special god-characteristic items. */
442     for (item = op->inv; item != NULL; item = next)
443     {
444     next = item->below;
445 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
446 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
447 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
448 root 1.6 {
449    
450     if (item->type == SPELL)
451     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
452 root 1.10
453 root 1.6 player_unready_range_ob (op->contr, item);
454 root 1.10 item->destroy ();
455 root 1.6 }
456     }
457    
458     /* remove any godgiven items from the old god */
459     if (old_god)
460 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
461 root 1.26 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
462     follower_remove_similar_item (op, tr->item);
463 root 1.6
464     if (!op || !new_god)
465     return;
466    
467     if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
468     {
469     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
470 root 1.19
471 root 1.6 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
472     {
473     object *tmp = get_archetype (LOOSE_MANA);
474    
475     cast_magic_storm (op, tmp, new_god->level + 10);
476     }
477 root 1.19
478 root 1.6 return;
479     }
480    
481    
482     /* give the player any special god-characteristic-items. */
483 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
484 root 1.6 {
485 root 1.26 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
486     && tr->item->type != BOOK && tr->item->type != SPELL)
487 root 1.6 god_gives_present (op, new_god, tr);
488     }
489    
490    
491     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
492    
493     for (skop = op->inv; skop != NULL; skop = skop->below)
494     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
495     break;
496    
497     /* Player has no skill - give them the skill */
498     if (!skop)
499     {
500     /* The arhetype should always be defined - if we crash here because it doesn't,
501     * things are really messed up anyways.
502     */
503 root 1.26 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
504 root 1.6 link_player_skills (op);
505     }
506    
507     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
508    
509     /* Clear the "undead" status. We also need to force a call to change_abil,
510     * so I set undeadified for that.
511     * - gros, 21th July 2006.
512     */
513     if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
514     {
515     CLEAR_FLAG (skop, FLAG_UNDEAD);
516     undeadified = 1;
517     }
518    
519     if (skop->title)
520     { /* get rid of old god */
521     new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
522     /* The point of this is to really show what abilities the player just lost */
523     if (sk_applied || undeadified)
524     {
525 elmex 1.1
526 root 1.6 CLEAR_FLAG (skop, FLAG_APPLIED);
527     (void) change_abil (op, skop);
528     }
529 elmex 1.1 }
530    
531 root 1.6 /* now change to the new gods attributes to exp_obj */
532     skop->title = new_god->name;
533     skop->path_attuned = new_god->path_attuned;
534     skop->path_repelled = new_god->path_repelled;
535     skop->path_denied = new_god->path_denied;
536     /* copy god's resistances */
537     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
538    
539     /* make sure that certain immunities do NOT get passed
540     * to the follower!
541     */
542     for (i = 0; i < NROFATTACKS; i++)
543     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
544     skop->resist[i] = 30;
545    
546     skop->stats.hp = (sint16) new_god->last_heal;
547     skop->stats.sp = (sint16) new_god->last_sp;
548     skop->stats.grace = (sint16) new_god->last_grace;
549     skop->stats.food = (sint16) new_god->last_eat;
550     skop->stats.luck = (sint8) new_god->stats.luck;
551     /* gods may pass on certain flag properties */
552     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
553     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
554     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
555     update_priest_flag (new_god, skop, FLAG_STEALTH);
556     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
557     update_priest_flag (new_god, skop, FLAG_UNDEAD);
558     update_priest_flag (new_god, skop, FLAG_BLIND);
559     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
560    
561     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
562    
563     /* Weapon/armour use are special...handle flag toggles here as this can
564     * only happen when gods are worshipped and if the new priest could
565     * have used armour/weapons in the first place.
566     *
567     * This also can happen for monks which cannot use weapons. In this case
568     * do not allow to use weapons even if the god otherwise would allow it.
569     */
570     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
571     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
572     update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
573    
574     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
575     stop_using_item (op, WEAPON, 2);
576    
577     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
578     {
579     stop_using_item (op, ARMOUR, 1);
580     stop_using_item (op, HELMET, 1);
581     stop_using_item (op, BOOTS, 1);
582     stop_using_item (op, GLOVES, 1);
583     stop_using_item (op, SHIELD, 1);
584     }
585 elmex 1.1
586 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
587     (void) change_abil (op, skop);
588 elmex 1.1
589 root 1.6 /* return to previous skill status */
590     if (!sk_applied)
591     CLEAR_FLAG (skop, FLAG_APPLIED);
592    
593     check_special_prayers (op, new_god);
594 elmex 1.1 }
595    
596     /**
597     * Forbids or let player use something item type.
598     * op is the player.
599     * exp_obj is the widsom experience.
600     * flag is the flag to check against.
601     * string is the string to print out.
602     */
603    
604 root 1.6 int
605     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
606     {
607 elmex 1.1
608 root 1.26 if (QUERY_FLAG (op->arch, flag))
609 root 1.6 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
610     {
611     update_priest_flag (exp_obj, op, flag);
612     if (QUERY_FLAG (op, flag))
613     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
614     else
615     {
616     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
617     return 1;
618     }
619 elmex 1.1 }
620     return 0;
621     }
622    
623     /**
624     * Unapplies up to number worth of items of type
625     */
626 root 1.6 void
627     stop_using_item (object *op, int type, int number)
628     {
629 elmex 1.1 object *tmp;
630    
631 root 1.6 for (tmp = op->inv; tmp && number; tmp = tmp->below)
632     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
633     {
634 elmex 1.1 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
635 root 1.3 number--;
636 root 1.6 }
637 elmex 1.1 }
638    
639     /**
640     * If the god does/doesnt have this flag, we
641     * give/remove it from the experience object if it doesnt/does
642     * already exist. For players only!
643     */
644    
645 root 1.6 void
646     update_priest_flag (object *god, object *exp_ob, uint32 flag)
647     {
648     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
649     SET_FLAG (exp_ob, flag);
650     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
651     {
652     /* When this is called with the exp_ob set to the player,
653     * this check is broken, because most all players arch
654     * allow use of weapons. I'm not actually sure why this
655     * check is here - I guess if you had a case where the
656     * value in the archetype (wisdom) should over ride the restrictions
657     * the god places on it, this may make sense. But I don't think
658     * there is any case like that.
659     */
660    
661 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
662 root 1.6 CLEAR_FLAG (exp_ob, flag);
663     };
664 elmex 1.1 }
665    
666    
667    
668 root 1.6 archetype *
669     determine_holy_arch (object *god, const char *type)
670 elmex 1.1 {
671 root 1.6 treasure *tr;
672 elmex 1.1
673 root 1.6 if (!god || !god->randomitems)
674     {
675     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
676     return NULL;
677 elmex 1.1 }
678    
679 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
680 root 1.6 {
681     if (!tr->item)
682     continue;
683 elmex 1.16
684 root 1.26 object *item = tr->item;
685 elmex 1.1
686 root 1.6 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
687     return item->other_arch;
688 elmex 1.1 }
689 root 1.6 return NULL;
690 elmex 1.1 }
691    
692     /**
693     * God helps player by removing curse and/or damnation.
694     */
695 root 1.6 static int
696     god_removes_curse (object *op, int remove_damnation)
697 elmex 1.1 {
698 root 1.6 object *tmp;
699     int success = 0;
700 elmex 1.1
701 root 1.6 for (tmp = op->inv; tmp; tmp = tmp->below)
702     {
703     if (tmp->invisible)
704     continue;
705     if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
706     continue;
707     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
708     {
709     success = 1;
710     CLEAR_FLAG (tmp, FLAG_DAMNED);
711     CLEAR_FLAG (tmp, FLAG_CURSED);
712     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
713     if (op->type == PLAYER)
714     esrv_send_item (op, tmp);
715 elmex 1.1 }
716     }
717    
718 root 1.6 if (success)
719     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
720     return success;
721 elmex 1.1 }
722    
723 root 1.6 static int
724     follower_level_to_enchantments (int level, int difficulty)
725 elmex 1.1 {
726 root 1.6 if (difficulty < 1)
727     {
728     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
729     return 0;
730 elmex 1.1 }
731    
732 root 1.6 if (level <= 20)
733     return level / difficulty;
734     if (level <= 40)
735     return (20 + (level - 20) / 2) / difficulty;
736 root 1.20
737 root 1.6 return (30 + (level - 40) / 4) / difficulty;
738 elmex 1.1 }
739    
740     /**
741     * God wants to enchant weapon.
742     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
743     * it isn't a weapon for another god. If all is all right, update weapon with
744     * attacktype, slaying and such.
745     */
746 root 1.6 static int
747     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
748 elmex 1.1 {
749 root 1.6 char buf[MAX_BUF];
750     object *weapon;
751     uint32 attacktype;
752     int tmp;
753    
754     for (weapon = op->inv; weapon; weapon = weapon->below)
755     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
756     break;
757 root 1.20
758 root 1.6 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
759     return 0;
760    
761     /* First give it a title, so other gods won't touch it */
762     if (!weapon->title)
763     {
764     sprintf (buf, "of %s", &god->name);
765     weapon->title = buf;
766     if (op->type == PLAYER)
767     esrv_update_item (UPD_NAME, op, weapon);
768     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
769     }
770    
771     /* Allow the weapon to slay enemies */
772     if (!weapon->slaying && god->slaying)
773     {
774     weapon->slaying = god->slaying;
775     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
776     return 1;
777 elmex 1.1 }
778    
779 root 1.6 /* Add the gods attacktype */
780     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
781     if ((attacktype & god->attacktype) != god->attacktype)
782     {
783     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
784     weapon->attacktype = attacktype | god->attacktype;
785     return 1;
786 elmex 1.1 }
787    
788 root 1.6 /* Higher magic value */
789     tmp = follower_level_to_enchantments (skill->level, tr->level);
790     if (weapon->magic < tmp)
791     {
792     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
793     weapon->magic++;
794     if (op->type == PLAYER)
795     esrv_update_item (UPD_NAME, op, weapon);
796     return 1;
797 elmex 1.1 }
798    
799 root 1.6 return 0;
800 elmex 1.1 }
801    
802     /**
803     * Every once in a while the god will intervene to help the worshiper.
804     * Later, this fctn can be used to supply quests, etc for the
805     * priest. -b.t.
806     * called from pray_at_altar() currently.
807     */
808 root 1.6 void
809     god_intervention (object *op, object *god, object *skill)
810 elmex 1.1 {
811 root 1.6 treasure *tr;
812 elmex 1.1
813 root 1.6 if (!god || !god->randomitems)
814     {
815     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
816     return;
817 elmex 1.1 }
818    
819 root 1.6 check_special_prayers (op, god);
820 elmex 1.1
821 root 1.6 /* lets do some checks of whether we are kosher with our god */
822     if (god_examines_priest (op, god) < 0)
823     return;
824 elmex 1.1
825 root 1.29 op->play_sound (sound_find ("god_intervention"));
826 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
827 elmex 1.1
828 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
829 root 1.6 {
830     object *item;
831    
832     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
833     continue;
834 elmex 1.1
835 root 1.6 /* Treasurelist - generate some treasure for the follower */
836     if (tr->name)
837     {
838 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
839 root 1.6
840     if (tl == NULL)
841 elmex 1.1 continue;
842    
843 root 1.29 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
844 elmex 1.1
845 root 1.6 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
846     return;
847 elmex 1.1 }
848    
849 root 1.6 if (!tr->item)
850 elmex 1.16 continue;
851    
852 root 1.26 item = tr->item;
853 elmex 1.1
854 root 1.6 /* Grace limit */
855     if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
856     {
857     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
858     {
859     object *tmp;
860    
861     /* Follower lacks the required grace for the following
862     * treasure list items. */
863    
864     tmp = get_archetype (HOLY_POSSESSION);
865     cast_change_ability (op, op, tmp, 0, 1);
866 root 1.10 tmp->destroy ();
867 root 1.6 return;
868 elmex 1.1 }
869 root 1.29
870 root 1.6 continue;
871 elmex 1.1 }
872    
873 root 1.6 /* Restore grace */
874     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
875     {
876     if (op->stats.grace >= 0)
877     continue;
878     op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
879     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
880     return;
881 elmex 1.1 }
882    
883 root 1.6 /* Heal damage */
884     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
885     {
886     if (op->stats.hp >= op->stats.maxhp)
887     continue;
888     new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
889     op->stats.hp = op->stats.maxhp;
890     return;
891 elmex 1.1 }
892    
893 root 1.6 /* Restore spellpoints */
894     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
895 elmex 1.1 {
896 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
897    
898     /* Restore to 50 .. 100%, if sp < 50% */
899     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
900    
901     if (op->stats.sp >= max / 2)
902     continue;
903     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
904     op->stats.sp = new_sp;
905 elmex 1.1 }
906    
907 root 1.6 /* Various heal spells */
908     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
909 elmex 1.1 {
910 root 1.6 object *tmp;
911     int success;
912 elmex 1.1
913 root 1.6 tmp = get_archetype_by_object_name (item->slaying);
914 elmex 1.1
915 root 1.6 success = cast_heal (op, op, tmp, 0);
916 root 1.10 tmp->destroy ();
917 root 1.6 if (success)
918     return;
919     else
920     continue;
921 elmex 1.1 }
922    
923 root 1.6 /* Remove curse */
924     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
925 elmex 1.1 {
926 root 1.6 if (god_removes_curse (op, 0))
927     return;
928     else
929     continue;
930 elmex 1.1 }
931    
932 root 1.6 /* Remove damnation */
933     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
934 elmex 1.1 {
935 root 1.6 if (god_removes_curse (op, 1))
936     return;
937     else
938     continue;
939 elmex 1.1 }
940    
941 root 1.6 /* Heal depletion */
942     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
943 elmex 1.1 {
944 root 1.6 object *depl;
945     archetype *at;
946     int i;
947    
948 root 1.7 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
949 root 1.6 {
950     LOG (llevError, "Could not find archetype depletion.\n");
951     continue;
952 elmex 1.1 }
953 root 1.6 depl = present_arch_in_ob (at, op);
954 root 1.10
955 root 1.6 if (depl == NULL)
956     continue;
957 root 1.10
958 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
959 root 1.10
960 root 1.6 for (i = 0; i < NUM_STATS; i++)
961 root 1.21 if (depl->stats.stat (i))
962 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
963 root 1.10
964     depl->destroy ();
965 root 1.13 op->update_stats ();
966 root 1.6 return;
967 elmex 1.1 }
968 root 1.6
969     /* Voices */
970     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
971     {
972 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:");
973 root 1.6 new_draw_info (NDI_WHITE, 0, op, item->msg);
974     return;
975 elmex 1.1 }
976    
977 root 1.6 /* Messages */
978     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
979 elmex 1.1 {
980 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
981     return;
982 elmex 1.1 }
983    
984 root 1.6 /* Enchant weapon */
985     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
986 elmex 1.1 {
987 root 1.6 if (god_enchants_weapon (op, god, item, skill))
988     return;
989     else
990     continue;
991 elmex 1.1 }
992    
993 root 1.6 /* Spellbooks - works correctly only for prayers */
994     if (item->type == SPELL)
995 elmex 1.1 {
996 root 1.6 if (check_spell_known (op, item->name))
997     continue;
998     if (item->level > skill->level)
999     continue;
1000 elmex 1.1
1001 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1002     do_learn_spell (op, item, 1);
1003     return;
1004 elmex 1.1
1005 root 1.3 }
1006 elmex 1.1
1007 root 1.6 /* Other gifts */
1008     if (!item->invisible)
1009     {
1010     if (god_gives_present (op, god, tr))
1011     return;
1012     else
1013     continue;
1014 elmex 1.1 }
1015 root 1.6 /* else ignore it */
1016 elmex 1.1 }
1017    
1018 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1019 elmex 1.1 }
1020    
1021     /**
1022     * Checks and maybe punishes someone praying.
1023     * All applied items are examined, if player is using more items of other gods,
1024     * s/he loses experience in praying or general experience if no praying.
1025     */
1026 root 1.6 int
1027     god_examines_priest (object *op, object *god)
1028     {
1029     int reaction = 1;
1030     object *item = NULL, *skop;
1031 elmex 1.1
1032 root 1.6 for (item = op->inv; item; item = item->below)
1033     {
1034     if (QUERY_FLAG (item, FLAG_APPLIED))
1035     {
1036     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1037 root 1.3 }
1038 elmex 1.1 }
1039    
1040 root 1.6 /* well, well. Looks like we screwed up. Time for god's revenge */
1041     if (reaction < 0)
1042     {
1043     int loss = 10000000;
1044     int angry = abs (reaction);
1045 elmex 1.1
1046 root 1.6 for (skop = op->inv; skop != NULL; skop = skop->below)
1047     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1048     break;
1049    
1050     if (skop)
1051     loss = (int) (0.05 * (float) skop->stats.exp);
1052     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1053     if (random_roll (0, angry, op, PREFER_LOW))
1054     {
1055     object *tmp = get_archetype (LOOSE_MANA);
1056 elmex 1.1
1057 root 1.6 cast_magic_storm (op, tmp, op->level + (angry * 3));
1058 root 1.3 }
1059 root 1.6 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1060 elmex 1.1 }
1061 root 1.6 return reaction;
1062 elmex 1.1 }
1063    
1064     /**
1065     * God checks item the player is using.
1066     * Return either -1 (bad), 0 (neutral) or
1067     * 1 (item is ok). If you are using the item of an enemy
1068     * god, it can be bad...-b.t.
1069     */
1070    
1071 root 1.6 int
1072     god_examines_item (object *god, object *item)
1073     {
1074 elmex 1.1 char buf[MAX_BUF];
1075    
1076 root 1.6 if (!god || !item)
1077     return 0;
1078 elmex 1.1
1079 root 1.6 if (!item->title)
1080     return 1; /* unclaimed item are ok */
1081 elmex 1.1
1082 root 1.6 sprintf (buf, "of %s", &god->name);
1083     if (!strcmp (item->title, buf))
1084     return 1; /* belongs to that God */
1085    
1086     if (god->title)
1087     { /* check if we have any enemy blessed item */
1088     sprintf (buf, "of %s", &god->title);
1089     if (!strcmp (item->title, buf))
1090     {
1091     if (item->env)
1092     {
1093     char buf[MAX_BUF];
1094 elmex 1.1
1095 root 1.6 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1096     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1097     }
1098     return -1;
1099     }
1100 elmex 1.1 }
1101    
1102 root 1.6 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1103 elmex 1.1 }
1104    
1105     /**
1106     * Returns priest's god's id.
1107     * Straight calls lookup_god_by_name
1108     */
1109    
1110 root 1.6 int
1111     get_god (object *priest)
1112     {
1113     int godnr = lookup_god_by_name (determine_god (priest));
1114 elmex 1.1
1115     return godnr;
1116     }
1117    
1118     /**
1119     * Returns a string that is the name of the god that should be natively worshipped by a
1120     * creature of who has race *race
1121     * if we can't find a god that is appropriate, we return NULL
1122     */
1123 root 1.6 const char *
1124     get_god_for_race (const char *race)
1125     {
1126     godlink *gl = first_god;
1127     const char *godname = NULL;
1128    
1129     if (race == NULL)
1130     return NULL;
1131     while (gl)
1132     {
1133 root 1.26 if (!strcasecmp (gl->arch->race, race))
1134 root 1.6 {
1135     godname = gl->name;
1136     break;
1137 root 1.3 }
1138 root 1.6 gl = gl->next;
1139 elmex 1.1 }
1140 root 1.6 return godname;
1141 elmex 1.1 }
1142 root 1.6
1143 elmex 1.1 /**
1144     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1145     * Returns false if there was no race to assign to the slaying field of the spell, but
1146     * the spell attacktype contains AT_HOLYWORD. -b.t.
1147     */
1148 root 1.6 int
1149     tailor_god_spell (object *spellop, object *caster)
1150     {
1151     object *god = find_god (determine_god (caster));
1152     int caster_is_spell = 0;
1153    
1154     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1155     caster_is_spell = 1;
1156    
1157     /* if caster is a rune or the like, it doesn't worship anything. However,
1158     * if this object is owned by someone, then the god that they worship
1159     * is relevant, so use that.
1160     */
1161 root 1.11 if (!god && caster->owner)
1162     god = find_god (determine_god (caster->owner));
1163 root 1.6
1164     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1165     {
1166     if (!caster_is_spell)
1167     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1168     else
1169     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1170 root 1.10
1171     spellop->destroy ();
1172 root 1.6 return 0;
1173 elmex 1.1 }
1174    
1175 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1176     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1177     {
1178     if (spellop->slaying)
1179     spellop->slaying = NULL;
1180 root 1.4
1181 root 1.6 if (!caster_is_spell)
1182     spellop->slaying = god->slaying;
1183     else if (caster->slaying)
1184     spellop->slaying = caster->slaying;
1185 elmex 1.1 }
1186    
1187 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1188     if (spellop->attacktype & AT_GODPOWER)
1189     spellop->attacktype = spellop->attacktype | god->attacktype;
1190 elmex 1.1
1191 root 1.6 /* tack on the god's name to the spell */
1192     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1193     {
1194     spellop->title = god->name;
1195     if (spellop->title)
1196     {
1197     char buf[MAX_BUF];
1198    
1199     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1200     spellop->name = spellop->name_pl = buf;
1201 root 1.3 }
1202 root 1.6 }
1203 elmex 1.1
1204 root 1.6 return 1;
1205 elmex 1.1 }