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Revision: 1.32
Committed: Tue Apr 22 02:46:18 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.31: +2 -4 lines
Log Message:
- remove all "obviously safe" uses of esrv_del_item.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.31 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.18 *
4 root 1.32 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.24 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.18 *
8 root 1.31 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.28 * 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 root 1.31 * The authors can be reached via e-mail to <support@deliantra.net>
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 1.32 tmp->destroy ();
205 root 1.3 }
206 root 1.10
207 root 1.6 if (tmp->inv)
208     follower_remove_similar_item (tmp, item);
209 root 1.3 }
210 elmex 1.1 }
211     }
212    
213     /**
214     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
215     * Returns 1 if found, else 0.
216     */
217 root 1.6 static int
218     follower_has_similar_item (object *op, object *item)
219 elmex 1.1 {
220 root 1.6 object *tmp;
221 elmex 1.1
222 root 1.6 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
223     {
224     if (tmp->type == item->type
225     && same_string (tmp->name, item->name)
226     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
227     return 1;
228     if (tmp->inv && follower_has_similar_item (tmp, item))
229     return 1;
230 elmex 1.1 }
231 root 1.6 return 0;
232 elmex 1.1 }
233    
234     /**
235     * God gives an item to the player.
236     */
237 root 1.6 static int
238     god_gives_present (object *op, object *god, treasure *tr)
239 elmex 1.1 {
240 root 1.6 object *tmp;
241 elmex 1.1
242 elmex 1.16 if (!tr->item)
243     return 0;
244    
245 root 1.26 if (follower_has_similar_item (op, tr->item))
246 root 1.6 return 0;
247 elmex 1.1
248 root 1.6 tmp = arch_to_object (tr->item);
249     new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
250     tmp = insert_ob_in_ob (tmp, op);
251     if (op->type == PLAYER)
252     esrv_send_item (op, tmp);
253 elmex 1.16
254 root 1.6 return 1;
255 elmex 1.1 }
256    
257     /**
258     * Player prays at altar.
259     * Checks for god changing, divine intervention, and so on.
260     */
261 root 1.6 void
262     pray_at_altar (object *pl, object *altar, object *skill)
263     {
264     object *pl_god = find_god (determine_god (pl));
265    
266     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
267     return;
268 elmex 1.1
269 root 1.6 /* If non consecrate altar, don't do anything */
270     if (!altar->other_arch)
271     return;
272    
273     /* hmm. what happend depends on pl's current god, level, etc */
274     if (!pl_god)
275     { /*new convert */
276 root 1.26 become_follower (pl, altar->other_arch);
277 root 1.2 return;
278 root 1.6 }
279 root 1.26 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
280 root 1.6 {
281     /* pray at your gods altar */
282     int bonus = (pl->stats.Wis + skill->level) / 10;
283    
284     /* we can get neg grace up faster */
285     if (pl->stats.grace < 0)
286     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
287 root 1.30
288 root 1.6 /* we can super-charge grace to 2x max */
289 root 1.30 if (pl->stats.grace < 2 * pl->stats.maxgrace)
290     pl->stats.grace += bonus / 2;
291     else
292     pl->stats.grace = 2 * pl->stats.maxgrace;
293 root 1.6
294     /* Every once in a while, the god decides to checkup on their
295     * follower, and may intervene to help them out.
296     */
297     bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
298    
299     if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
300     god_intervention (pl, pl_god, skill);
301     }
302     else
303     { /* praying to another god! */
304     uint64 loss = 0;
305     int angry = 1;
306    
307     /* I believe the logic for detecting opposing gods was completely
308     * broken - I think it should work now. altar->other_arch
309     * points to the god of this altar (which we have
310     * already verified is non null). pl_god->other_arch
311     * is the opposing god - we need to verify that exists before
312     * using its values.
313     */
314 root 1.25 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
315 root 1.6 {
316     angry = 2;
317     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
318     {
319     object *tmp;
320    
321     /* you really screwed up */
322     angry = 3;
323     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
324     tmp = get_archetype (LOOSE_MANA);
325     cast_magic_storm (pl, tmp, pl_god->level + 20);
326     }
327     else
328     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
329     }
330     else
331     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
332 elmex 1.1
333 root 1.6 /* whether we will be successfull in defecting or not -
334     * we lose experience from the clerical experience obj
335     */
336    
337     loss = angry * (skill->stats.exp / 10);
338     if (loss)
339     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
340    
341     /* May switch Gods, but its random chance based on our current level
342     * note it gets harder to swap gods the higher we get
343     */
344     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
345 root 1.26 become_follower (pl, altar->other_arch);
346 root 1.6 else
347     {
348     /* toss this player off the altar. He can try again. */
349     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
350 root 1.23 pl->contr->fire_on = 0;
351     pl->speed_left = 1.f;
352 root 1.6 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
353     }
354 elmex 1.1 }
355     }
356    
357     /**
358     * Removes special prayers given by a god.
359     */
360 root 1.6 static void
361     check_special_prayers (object *op, object *god)
362 elmex 1.1 {
363 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
364     * by 'god'.
365     */
366     treasure *tr;
367     object *tmp, *next_tmp;
368     int remove = 0;
369    
370     /* Outer loop iterates over all special prayer marks */
371     for (tmp = op->inv; tmp; tmp = next_tmp)
372     {
373     next_tmp = tmp->below;
374    
375     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
376     * in that category, not something we need to worry about.
377     */
378     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
379     continue;
380 elmex 1.1
381 root 1.6 if (god->randomitems == NULL)
382     {
383     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
384     do_forget_spell (op, tmp->name);
385     continue;
386 root 1.3 }
387 elmex 1.1
388 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
389     * list. We default that the spell should be removed.
390     */
391     remove = 1;
392     for (tr = god->randomitems->items; tr; tr = tr->next)
393     {
394     object *item;
395    
396 elmex 1.16 if (!tr->item)
397 root 1.6 continue;
398 root 1.19
399 root 1.26 item = tr->item;
400 elmex 1.1
401 root 1.6 /* Basically, see if the matching spell is granted by this god. */
402 elmex 1.1
403 root 1.26 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
404 root 1.6 {
405     remove = 0;
406     break;
407 root 1.3 }
408     }
409 root 1.6 if (remove)
410     {
411     /* just do the work of removing the spell ourselves - we already
412     * know that the player knows the spell
413     */
414     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
415     player_unready_range_ob (op->contr, tmp);
416 root 1.10 tmp->destroy ();
417 root 1.3 }
418 elmex 1.1
419     }
420     }
421    
422     /**
423     * This function is called whenever a player has
424     * switched to a new god. It handles basically all the stat changes
425     * that happen to the player, including the removal of godgiven
426     * items (from the former cult).
427     */
428 root 1.6 void
429     become_follower (object *op, object *new_god)
430     {
431     object *old_god = NULL; /* old god */
432     treasure *tr;
433     object *item, *skop, *next;
434     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
435    
436    
437     old_god = find_god (determine_god (op));
438    
439     /* take away any special god-characteristic items. */
440     for (item = op->inv; item != NULL; item = next)
441     {
442     next = item->below;
443 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
444 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
445 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
446 root 1.6 {
447    
448     if (item->type == SPELL)
449     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
450 root 1.10
451 root 1.6 player_unready_range_ob (op->contr, item);
452 root 1.10 item->destroy ();
453 root 1.6 }
454     }
455    
456     /* remove any godgiven items from the old god */
457     if (old_god)
458 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
459 root 1.26 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
460     follower_remove_similar_item (op, tr->item);
461 root 1.6
462     if (!op || !new_god)
463     return;
464    
465     if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
466     {
467     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
468 root 1.19
469 root 1.6 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
470     {
471     object *tmp = get_archetype (LOOSE_MANA);
472    
473     cast_magic_storm (op, tmp, new_god->level + 10);
474     }
475 root 1.19
476 root 1.6 return;
477     }
478    
479    
480     /* give the player any special god-characteristic-items. */
481 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
482 root 1.6 {
483 root 1.26 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
484     && tr->item->type != BOOK && tr->item->type != SPELL)
485 root 1.6 god_gives_present (op, new_god, tr);
486     }
487    
488    
489     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
490    
491     for (skop = op->inv; skop != NULL; skop = skop->below)
492     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
493     break;
494    
495     /* Player has no skill - give them the skill */
496     if (!skop)
497     {
498     /* The arhetype should always be defined - if we crash here because it doesn't,
499     * things are really messed up anyways.
500     */
501 root 1.26 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
502 root 1.6 link_player_skills (op);
503     }
504    
505     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
506    
507     /* Clear the "undead" status. We also need to force a call to change_abil,
508     * so I set undeadified for that.
509     * - gros, 21th July 2006.
510     */
511     if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
512     {
513     CLEAR_FLAG (skop, FLAG_UNDEAD);
514     undeadified = 1;
515     }
516    
517     if (skop->title)
518     { /* get rid of old god */
519     new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
520     /* The point of this is to really show what abilities the player just lost */
521     if (sk_applied || undeadified)
522     {
523 elmex 1.1
524 root 1.6 CLEAR_FLAG (skop, FLAG_APPLIED);
525     (void) change_abil (op, skop);
526     }
527 elmex 1.1 }
528    
529 root 1.6 /* now change to the new gods attributes to exp_obj */
530     skop->title = new_god->name;
531     skop->path_attuned = new_god->path_attuned;
532     skop->path_repelled = new_god->path_repelled;
533     skop->path_denied = new_god->path_denied;
534     /* copy god's resistances */
535     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
536    
537     /* make sure that certain immunities do NOT get passed
538     * to the follower!
539     */
540     for (i = 0; i < NROFATTACKS; i++)
541     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
542     skop->resist[i] = 30;
543    
544     skop->stats.hp = (sint16) new_god->last_heal;
545     skop->stats.sp = (sint16) new_god->last_sp;
546     skop->stats.grace = (sint16) new_god->last_grace;
547     skop->stats.food = (sint16) new_god->last_eat;
548     skop->stats.luck = (sint8) new_god->stats.luck;
549     /* gods may pass on certain flag properties */
550     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
551     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
552     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
553     update_priest_flag (new_god, skop, FLAG_STEALTH);
554     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
555     update_priest_flag (new_god, skop, FLAG_UNDEAD);
556     update_priest_flag (new_god, skop, FLAG_BLIND);
557     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
558    
559     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
560    
561     /* Weapon/armour use are special...handle flag toggles here as this can
562     * only happen when gods are worshipped and if the new priest could
563     * have used armour/weapons in the first place.
564     *
565     * This also can happen for monks which cannot use weapons. In this case
566     * do not allow to use weapons even if the god otherwise would allow it.
567     */
568     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
569     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
570     update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
571    
572     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
573     stop_using_item (op, WEAPON, 2);
574    
575     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
576     {
577     stop_using_item (op, ARMOUR, 1);
578     stop_using_item (op, HELMET, 1);
579     stop_using_item (op, BOOTS, 1);
580     stop_using_item (op, GLOVES, 1);
581     stop_using_item (op, SHIELD, 1);
582     }
583 elmex 1.1
584 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
585     (void) change_abil (op, skop);
586 elmex 1.1
587 root 1.6 /* return to previous skill status */
588     if (!sk_applied)
589     CLEAR_FLAG (skop, FLAG_APPLIED);
590    
591     check_special_prayers (op, new_god);
592 elmex 1.1 }
593    
594     /**
595     * Forbids or let player use something item type.
596     * op is the player.
597     * exp_obj is the widsom experience.
598     * flag is the flag to check against.
599     * string is the string to print out.
600     */
601    
602 root 1.6 int
603     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
604     {
605 elmex 1.1
606 root 1.26 if (QUERY_FLAG (op->arch, flag))
607 root 1.6 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
608     {
609     update_priest_flag (exp_obj, op, flag);
610     if (QUERY_FLAG (op, flag))
611     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
612     else
613     {
614     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
615     return 1;
616     }
617 elmex 1.1 }
618     return 0;
619     }
620    
621     /**
622     * Unapplies up to number worth of items of type
623     */
624 root 1.6 void
625     stop_using_item (object *op, int type, int number)
626     {
627 elmex 1.1 object *tmp;
628    
629 root 1.6 for (tmp = op->inv; tmp && number; tmp = tmp->below)
630     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
631     {
632 elmex 1.1 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
633 root 1.3 number--;
634 root 1.6 }
635 elmex 1.1 }
636    
637     /**
638     * If the god does/doesnt have this flag, we
639     * give/remove it from the experience object if it doesnt/does
640     * already exist. For players only!
641     */
642    
643 root 1.6 void
644     update_priest_flag (object *god, object *exp_ob, uint32 flag)
645     {
646     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
647     SET_FLAG (exp_ob, flag);
648     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
649     {
650     /* When this is called with the exp_ob set to the player,
651     * this check is broken, because most all players arch
652     * allow use of weapons. I'm not actually sure why this
653     * check is here - I guess if you had a case where the
654     * value in the archetype (wisdom) should over ride the restrictions
655     * the god places on it, this may make sense. But I don't think
656     * there is any case like that.
657     */
658    
659 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
660 root 1.6 CLEAR_FLAG (exp_ob, flag);
661     };
662 elmex 1.1 }
663    
664    
665    
666 root 1.6 archetype *
667     determine_holy_arch (object *god, const char *type)
668 elmex 1.1 {
669 root 1.6 treasure *tr;
670 elmex 1.1
671 root 1.6 if (!god || !god->randomitems)
672     {
673     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
674     return NULL;
675 elmex 1.1 }
676    
677 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
678 root 1.6 {
679     if (!tr->item)
680     continue;
681 elmex 1.16
682 root 1.26 object *item = tr->item;
683 elmex 1.1
684 root 1.6 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
685     return item->other_arch;
686 elmex 1.1 }
687 root 1.6 return NULL;
688 elmex 1.1 }
689    
690     /**
691     * God helps player by removing curse and/or damnation.
692     */
693 root 1.6 static int
694     god_removes_curse (object *op, int remove_damnation)
695 elmex 1.1 {
696 root 1.6 object *tmp;
697     int success = 0;
698 elmex 1.1
699 root 1.6 for (tmp = op->inv; tmp; tmp = tmp->below)
700     {
701     if (tmp->invisible)
702     continue;
703     if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
704     continue;
705     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
706     {
707     success = 1;
708     CLEAR_FLAG (tmp, FLAG_DAMNED);
709     CLEAR_FLAG (tmp, FLAG_CURSED);
710     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
711     if (op->type == PLAYER)
712     esrv_send_item (op, tmp);
713 elmex 1.1 }
714     }
715    
716 root 1.6 if (success)
717     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
718     return success;
719 elmex 1.1 }
720    
721 root 1.6 static int
722     follower_level_to_enchantments (int level, int difficulty)
723 elmex 1.1 {
724 root 1.6 if (difficulty < 1)
725     {
726     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
727     return 0;
728 elmex 1.1 }
729    
730 root 1.6 if (level <= 20)
731     return level / difficulty;
732     if (level <= 40)
733     return (20 + (level - 20) / 2) / difficulty;
734 root 1.20
735 root 1.6 return (30 + (level - 40) / 4) / difficulty;
736 elmex 1.1 }
737    
738     /**
739     * God wants to enchant weapon.
740     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
741     * it isn't a weapon for another god. If all is all right, update weapon with
742     * attacktype, slaying and such.
743     */
744 root 1.6 static int
745     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
746 elmex 1.1 {
747 root 1.6 char buf[MAX_BUF];
748     object *weapon;
749     uint32 attacktype;
750     int tmp;
751    
752     for (weapon = op->inv; weapon; weapon = weapon->below)
753     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
754     break;
755 root 1.20
756 root 1.6 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
757     return 0;
758    
759     /* First give it a title, so other gods won't touch it */
760     if (!weapon->title)
761     {
762     sprintf (buf, "of %s", &god->name);
763     weapon->title = buf;
764     if (op->type == PLAYER)
765     esrv_update_item (UPD_NAME, op, weapon);
766     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
767     }
768    
769     /* Allow the weapon to slay enemies */
770     if (!weapon->slaying && god->slaying)
771     {
772     weapon->slaying = god->slaying;
773     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
774     return 1;
775 elmex 1.1 }
776    
777 root 1.6 /* Add the gods attacktype */
778     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
779     if ((attacktype & god->attacktype) != god->attacktype)
780     {
781     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
782     weapon->attacktype = attacktype | god->attacktype;
783     return 1;
784 elmex 1.1 }
785    
786 root 1.6 /* Higher magic value */
787     tmp = follower_level_to_enchantments (skill->level, tr->level);
788     if (weapon->magic < tmp)
789     {
790     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
791     weapon->magic++;
792     if (op->type == PLAYER)
793     esrv_update_item (UPD_NAME, op, weapon);
794     return 1;
795 elmex 1.1 }
796    
797 root 1.6 return 0;
798 elmex 1.1 }
799    
800     /**
801     * Every once in a while the god will intervene to help the worshiper.
802     * Later, this fctn can be used to supply quests, etc for the
803     * priest. -b.t.
804     * called from pray_at_altar() currently.
805     */
806 root 1.6 void
807     god_intervention (object *op, object *god, object *skill)
808 elmex 1.1 {
809 root 1.6 treasure *tr;
810 elmex 1.1
811 root 1.6 if (!god || !god->randomitems)
812     {
813     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
814     return;
815 elmex 1.1 }
816    
817 root 1.6 check_special_prayers (op, god);
818 elmex 1.1
819 root 1.6 /* lets do some checks of whether we are kosher with our god */
820     if (god_examines_priest (op, god) < 0)
821     return;
822 elmex 1.1
823 root 1.29 op->play_sound (sound_find ("god_intervention"));
824 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
825 elmex 1.1
826 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
827 root 1.6 {
828     object *item;
829    
830     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
831     continue;
832 elmex 1.1
833 root 1.6 /* Treasurelist - generate some treasure for the follower */
834     if (tr->name)
835     {
836 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
837 root 1.6
838     if (tl == NULL)
839 elmex 1.1 continue;
840    
841 root 1.29 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
842 elmex 1.1
843 root 1.6 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
844     return;
845 elmex 1.1 }
846    
847 root 1.6 if (!tr->item)
848 elmex 1.16 continue;
849    
850 root 1.26 item = tr->item;
851 elmex 1.1
852 root 1.6 /* Grace limit */
853     if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
854     {
855     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
856     {
857     object *tmp;
858    
859     /* Follower lacks the required grace for the following
860     * treasure list items. */
861    
862     tmp = get_archetype (HOLY_POSSESSION);
863     cast_change_ability (op, op, tmp, 0, 1);
864 root 1.10 tmp->destroy ();
865 root 1.6 return;
866 elmex 1.1 }
867 root 1.29
868 root 1.6 continue;
869 elmex 1.1 }
870    
871 root 1.6 /* Restore grace */
872     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
873     {
874     if (op->stats.grace >= 0)
875     continue;
876     op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
877     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
878     return;
879 elmex 1.1 }
880    
881 root 1.6 /* Heal damage */
882     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
883     {
884     if (op->stats.hp >= op->stats.maxhp)
885     continue;
886     new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
887     op->stats.hp = op->stats.maxhp;
888     return;
889 elmex 1.1 }
890    
891 root 1.6 /* Restore spellpoints */
892     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
893 elmex 1.1 {
894 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
895    
896     /* Restore to 50 .. 100%, if sp < 50% */
897     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
898    
899     if (op->stats.sp >= max / 2)
900     continue;
901     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
902     op->stats.sp = new_sp;
903 elmex 1.1 }
904    
905 root 1.6 /* Various heal spells */
906     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
907 elmex 1.1 {
908 root 1.6 object *tmp;
909     int success;
910 elmex 1.1
911 root 1.6 tmp = get_archetype_by_object_name (item->slaying);
912 elmex 1.1
913 root 1.6 success = cast_heal (op, op, tmp, 0);
914 root 1.10 tmp->destroy ();
915 root 1.6 if (success)
916     return;
917     else
918     continue;
919 elmex 1.1 }
920    
921 root 1.6 /* Remove curse */
922     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
923 elmex 1.1 {
924 root 1.6 if (god_removes_curse (op, 0))
925     return;
926     else
927     continue;
928 elmex 1.1 }
929    
930 root 1.6 /* Remove damnation */
931     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
932 elmex 1.1 {
933 root 1.6 if (god_removes_curse (op, 1))
934     return;
935     else
936     continue;
937 elmex 1.1 }
938    
939 root 1.6 /* Heal depletion */
940     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
941 elmex 1.1 {
942 root 1.6 object *depl;
943     archetype *at;
944     int i;
945    
946 root 1.7 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
947 root 1.6 {
948     LOG (llevError, "Could not find archetype depletion.\n");
949     continue;
950 elmex 1.1 }
951 root 1.6 depl = present_arch_in_ob (at, op);
952 root 1.10
953 root 1.6 if (depl == NULL)
954     continue;
955 root 1.10
956 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
957 root 1.10
958 root 1.6 for (i = 0; i < NUM_STATS; i++)
959 root 1.21 if (depl->stats.stat (i))
960 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
961 root 1.10
962     depl->destroy ();
963 root 1.13 op->update_stats ();
964 root 1.6 return;
965 elmex 1.1 }
966 root 1.6
967     /* Voices */
968     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
969     {
970 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:");
971 root 1.6 new_draw_info (NDI_WHITE, 0, op, item->msg);
972     return;
973 elmex 1.1 }
974    
975 root 1.6 /* Messages */
976     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
977 elmex 1.1 {
978 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
979     return;
980 elmex 1.1 }
981    
982 root 1.6 /* Enchant weapon */
983     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
984 elmex 1.1 {
985 root 1.6 if (god_enchants_weapon (op, god, item, skill))
986     return;
987     else
988     continue;
989 elmex 1.1 }
990    
991 root 1.6 /* Spellbooks - works correctly only for prayers */
992     if (item->type == SPELL)
993 elmex 1.1 {
994 root 1.6 if (check_spell_known (op, item->name))
995     continue;
996     if (item->level > skill->level)
997     continue;
998 elmex 1.1
999 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1000     do_learn_spell (op, item, 1);
1001     return;
1002 elmex 1.1
1003 root 1.3 }
1004 elmex 1.1
1005 root 1.6 /* Other gifts */
1006     if (!item->invisible)
1007     {
1008     if (god_gives_present (op, god, tr))
1009     return;
1010     else
1011     continue;
1012 elmex 1.1 }
1013 root 1.6 /* else ignore it */
1014 elmex 1.1 }
1015    
1016 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1017 elmex 1.1 }
1018    
1019     /**
1020     * Checks and maybe punishes someone praying.
1021     * All applied items are examined, if player is using more items of other gods,
1022     * s/he loses experience in praying or general experience if no praying.
1023     */
1024 root 1.6 int
1025     god_examines_priest (object *op, object *god)
1026     {
1027     int reaction = 1;
1028     object *item = NULL, *skop;
1029 elmex 1.1
1030 root 1.6 for (item = op->inv; item; item = item->below)
1031     {
1032     if (QUERY_FLAG (item, FLAG_APPLIED))
1033     {
1034     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1035 root 1.3 }
1036 elmex 1.1 }
1037    
1038 root 1.6 /* well, well. Looks like we screwed up. Time for god's revenge */
1039     if (reaction < 0)
1040     {
1041     int loss = 10000000;
1042     int angry = abs (reaction);
1043 elmex 1.1
1044 root 1.6 for (skop = op->inv; skop != NULL; skop = skop->below)
1045     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1046     break;
1047    
1048     if (skop)
1049     loss = (int) (0.05 * (float) skop->stats.exp);
1050     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1051     if (random_roll (0, angry, op, PREFER_LOW))
1052     {
1053     object *tmp = get_archetype (LOOSE_MANA);
1054 elmex 1.1
1055 root 1.6 cast_magic_storm (op, tmp, op->level + (angry * 3));
1056 root 1.3 }
1057 root 1.6 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1058 elmex 1.1 }
1059 root 1.6 return reaction;
1060 elmex 1.1 }
1061    
1062     /**
1063     * God checks item the player is using.
1064     * Return either -1 (bad), 0 (neutral) or
1065     * 1 (item is ok). If you are using the item of an enemy
1066     * god, it can be bad...-b.t.
1067     */
1068    
1069 root 1.6 int
1070     god_examines_item (object *god, object *item)
1071     {
1072 elmex 1.1 char buf[MAX_BUF];
1073    
1074 root 1.6 if (!god || !item)
1075     return 0;
1076 elmex 1.1
1077 root 1.6 if (!item->title)
1078     return 1; /* unclaimed item are ok */
1079 elmex 1.1
1080 root 1.6 sprintf (buf, "of %s", &god->name);
1081     if (!strcmp (item->title, buf))
1082     return 1; /* belongs to that God */
1083    
1084     if (god->title)
1085     { /* check if we have any enemy blessed item */
1086     sprintf (buf, "of %s", &god->title);
1087     if (!strcmp (item->title, buf))
1088     {
1089     if (item->env)
1090     {
1091     char buf[MAX_BUF];
1092 elmex 1.1
1093 root 1.6 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1094     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1095     }
1096     return -1;
1097     }
1098 elmex 1.1 }
1099    
1100 root 1.6 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1101 elmex 1.1 }
1102    
1103     /**
1104     * Returns priest's god's id.
1105     * Straight calls lookup_god_by_name
1106     */
1107    
1108 root 1.6 int
1109     get_god (object *priest)
1110     {
1111     int godnr = lookup_god_by_name (determine_god (priest));
1112 elmex 1.1
1113     return godnr;
1114     }
1115    
1116     /**
1117     * Returns a string that is the name of the god that should be natively worshipped by a
1118     * creature of who has race *race
1119     * if we can't find a god that is appropriate, we return NULL
1120     */
1121 root 1.6 const char *
1122     get_god_for_race (const char *race)
1123     {
1124     godlink *gl = first_god;
1125     const char *godname = NULL;
1126    
1127     if (race == NULL)
1128     return NULL;
1129     while (gl)
1130     {
1131 root 1.26 if (!strcasecmp (gl->arch->race, race))
1132 root 1.6 {
1133     godname = gl->name;
1134     break;
1135 root 1.3 }
1136 root 1.6 gl = gl->next;
1137 elmex 1.1 }
1138 root 1.6 return godname;
1139 elmex 1.1 }
1140 root 1.6
1141 elmex 1.1 /**
1142     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1143     * Returns false if there was no race to assign to the slaying field of the spell, but
1144     * the spell attacktype contains AT_HOLYWORD. -b.t.
1145     */
1146 root 1.6 int
1147     tailor_god_spell (object *spellop, object *caster)
1148     {
1149     object *god = find_god (determine_god (caster));
1150     int caster_is_spell = 0;
1151    
1152     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1153     caster_is_spell = 1;
1154    
1155     /* if caster is a rune or the like, it doesn't worship anything. However,
1156     * if this object is owned by someone, then the god that they worship
1157     * is relevant, so use that.
1158     */
1159 root 1.11 if (!god && caster->owner)
1160     god = find_god (determine_god (caster->owner));
1161 root 1.6
1162     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1163     {
1164     if (!caster_is_spell)
1165     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1166     else
1167     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1168 root 1.10
1169     spellop->destroy ();
1170 root 1.6 return 0;
1171 elmex 1.1 }
1172    
1173 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1174     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1175     {
1176     if (spellop->slaying)
1177     spellop->slaying = NULL;
1178 root 1.4
1179 root 1.6 if (!caster_is_spell)
1180     spellop->slaying = god->slaying;
1181     else if (caster->slaying)
1182     spellop->slaying = caster->slaying;
1183 elmex 1.1 }
1184    
1185 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1186     if (spellop->attacktype & AT_GODPOWER)
1187     spellop->attacktype = spellop->attacktype | god->attacktype;
1188 elmex 1.1
1189 root 1.6 /* tack on the god's name to the spell */
1190     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1191     {
1192     spellop->title = god->name;
1193     if (spellop->title)
1194     {
1195     char buf[MAX_BUF];
1196    
1197     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1198     spellop->name = spellop->name_pl = buf;
1199 root 1.3 }
1200 root 1.6 }
1201 elmex 1.1
1202 root 1.6 return 1;
1203 elmex 1.1 }