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Revision: 1.36
Committed: Mon May 5 15:05:26 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_54, rel-2_55, rel-2_56, rel-2_61
Changes since 1.35: +10 -16 lines
Log Message:
add esrv_del_spell

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 elmex 1.16 if (!tr->item)
241     return 0;
242    
243 root 1.26 if (follower_has_similar_item (op, tr->item))
244 root 1.6 return 0;
245 elmex 1.1
246 root 1.33 object *tmp = arch_to_object (tr->item);
247 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
248 root 1.33 op->insert (tmp);
249 elmex 1.16
250 root 1.6 return 1;
251 elmex 1.1 }
252    
253     /**
254     * Player prays at altar.
255     * Checks for god changing, divine intervention, and so on.
256     */
257 root 1.6 void
258     pray_at_altar (object *pl, object *altar, object *skill)
259     {
260     object *pl_god = find_god (determine_god (pl));
261    
262     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
263     return;
264 elmex 1.1
265 root 1.6 /* If non consecrate altar, don't do anything */
266     if (!altar->other_arch)
267     return;
268    
269     /* hmm. what happend depends on pl's current god, level, etc */
270     if (!pl_god)
271     { /*new convert */
272 root 1.26 become_follower (pl, altar->other_arch);
273 root 1.2 return;
274 root 1.6 }
275 root 1.26 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
276 root 1.6 {
277     /* pray at your gods altar */
278     int bonus = (pl->stats.Wis + skill->level) / 10;
279    
280     /* we can get neg grace up faster */
281     if (pl->stats.grace < 0)
282     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
283 root 1.30
284 root 1.6 /* we can super-charge grace to 2x max */
285 root 1.30 if (pl->stats.grace < 2 * pl->stats.maxgrace)
286     pl->stats.grace += bonus / 2;
287     else
288     pl->stats.grace = 2 * pl->stats.maxgrace;
289 root 1.6
290     /* Every once in a while, the god decides to checkup on their
291     * follower, and may intervene to help them out.
292     */
293     bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
294    
295     if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
296     god_intervention (pl, pl_god, skill);
297     }
298     else
299     { /* praying to another god! */
300     uint64 loss = 0;
301     int angry = 1;
302    
303     /* I believe the logic for detecting opposing gods was completely
304     * broken - I think it should work now. altar->other_arch
305     * points to the god of this altar (which we have
306     * already verified is non null). pl_god->other_arch
307     * is the opposing god - we need to verify that exists before
308     * using its values.
309     */
310 root 1.25 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
311 root 1.6 {
312     angry = 2;
313     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
314     {
315     object *tmp;
316    
317     /* you really screwed up */
318     angry = 3;
319     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
320     tmp = get_archetype (LOOSE_MANA);
321     cast_magic_storm (pl, tmp, pl_god->level + 20);
322     }
323     else
324     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
325     }
326     else
327     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
328 elmex 1.1
329 root 1.6 /* whether we will be successfull in defecting or not -
330     * we lose experience from the clerical experience obj
331     */
332    
333     loss = angry * (skill->stats.exp / 10);
334     if (loss)
335     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
336    
337     /* May switch Gods, but its random chance based on our current level
338     * note it gets harder to swap gods the higher we get
339     */
340     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
341 root 1.26 become_follower (pl, altar->other_arch);
342 root 1.6 else
343     {
344     /* toss this player off the altar. He can try again. */
345     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
346 root 1.23 pl->contr->fire_on = 0;
347     pl->speed_left = 1.f;
348 root 1.6 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
349     }
350 elmex 1.1 }
351     }
352    
353     /**
354     * Removes special prayers given by a god.
355     */
356 root 1.6 static void
357     check_special_prayers (object *op, object *god)
358 elmex 1.1 {
359 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
360     * by 'god'.
361     */
362     treasure *tr;
363     object *tmp, *next_tmp;
364     int remove = 0;
365    
366     /* Outer loop iterates over all special prayer marks */
367     for (tmp = op->inv; tmp; tmp = next_tmp)
368     {
369     next_tmp = tmp->below;
370    
371     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
372     * in that category, not something we need to worry about.
373     */
374     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
375     continue;
376 elmex 1.1
377 root 1.6 if (god->randomitems == NULL)
378     {
379     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
380     do_forget_spell (op, tmp->name);
381     continue;
382 root 1.3 }
383 elmex 1.1
384 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
385     * list. We default that the spell should be removed.
386     */
387     remove = 1;
388     for (tr = god->randomitems->items; tr; tr = tr->next)
389     {
390     object *item;
391    
392 elmex 1.16 if (!tr->item)
393 root 1.6 continue;
394 root 1.19
395 root 1.26 item = tr->item;
396 elmex 1.1
397 root 1.6 /* Basically, see if the matching spell is granted by this god. */
398 elmex 1.1
399 root 1.26 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
400 root 1.6 {
401     remove = 0;
402     break;
403 root 1.3 }
404     }
405 root 1.36
406 root 1.6 if (remove)
407 root 1.36 do_forget_spell (op, tmp->name);
408 elmex 1.1 }
409     }
410    
411     /**
412     * This function is called whenever a player has
413     * switched to a new god. It handles basically all the stat changes
414     * that happen to the player, including the removal of godgiven
415     * items (from the former cult).
416     */
417 root 1.6 void
418     become_follower (object *op, object *new_god)
419     {
420     object *old_god = NULL; /* old god */
421     treasure *tr;
422     object *item, *skop, *next;
423     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
424    
425     old_god = find_god (determine_god (op));
426    
427     /* take away any special god-characteristic items. */
428 root 1.36 for (item = op->inv; item; item = next)
429 root 1.6 {
430     next = item->below;
431 root 1.36
432 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
433 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
434 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
435 root 1.6 {
436     if (item->type == SPELL)
437 root 1.36 {
438     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
439     esrv_remove_spell (op->contr, item);
440     }
441 root 1.10
442 root 1.6 player_unready_range_ob (op->contr, item);
443 root 1.10 item->destroy ();
444 root 1.6 }
445     }
446    
447     /* remove any godgiven items from the old god */
448     if (old_god)
449 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
450 root 1.26 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
451     follower_remove_similar_item (op, tr->item);
452 root 1.6
453     if (!op || !new_god)
454     return;
455    
456     if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
457     {
458     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
459 root 1.19
460 root 1.6 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
461     {
462     object *tmp = get_archetype (LOOSE_MANA);
463    
464     cast_magic_storm (op, tmp, new_god->level + 10);
465     }
466 root 1.19
467 root 1.6 return;
468     }
469    
470     /* give the player any special god-characteristic-items. */
471 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
472 root 1.6 {
473 root 1.26 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
474     && tr->item->type != BOOK && tr->item->type != SPELL)
475 root 1.6 god_gives_present (op, new_god, tr);
476     }
477    
478     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
479    
480     for (skop = op->inv; skop != NULL; skop = skop->below)
481     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
482     break;
483    
484     /* Player has no skill - give them the skill */
485     if (!skop)
486     {
487     /* The arhetype should always be defined - if we crash here because it doesn't,
488     * things are really messed up anyways.
489     */
490 root 1.26 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
491 root 1.6 link_player_skills (op);
492     }
493    
494     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
495    
496     /* Clear the "undead" status. We also need to force a call to change_abil,
497     * so I set undeadified for that.
498     * - gros, 21th July 2006.
499     */
500     if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
501     {
502     CLEAR_FLAG (skop, FLAG_UNDEAD);
503     undeadified = 1;
504     }
505    
506     if (skop->title)
507 root 1.34 {
508     /* get rid of old god */
509 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
510 root 1.34
511 root 1.6 /* The point of this is to really show what abilities the player just lost */
512     if (sk_applied || undeadified)
513     {
514     CLEAR_FLAG (skop, FLAG_APPLIED);
515 root 1.34 change_abil (op, skop);
516 root 1.6 }
517 elmex 1.1 }
518    
519 root 1.6 /* now change to the new gods attributes to exp_obj */
520     skop->title = new_god->name;
521     skop->path_attuned = new_god->path_attuned;
522     skop->path_repelled = new_god->path_repelled;
523     skop->path_denied = new_god->path_denied;
524     /* copy god's resistances */
525     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
526    
527     /* make sure that certain immunities do NOT get passed
528     * to the follower!
529     */
530     for (i = 0; i < NROFATTACKS; i++)
531     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
532     skop->resist[i] = 30;
533    
534     skop->stats.hp = (sint16) new_god->last_heal;
535     skop->stats.sp = (sint16) new_god->last_sp;
536     skop->stats.grace = (sint16) new_god->last_grace;
537     skop->stats.food = (sint16) new_god->last_eat;
538     skop->stats.luck = (sint8) new_god->stats.luck;
539     /* gods may pass on certain flag properties */
540     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
541     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
542     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
543     update_priest_flag (new_god, skop, FLAG_STEALTH);
544     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
545     update_priest_flag (new_god, skop, FLAG_UNDEAD);
546     update_priest_flag (new_god, skop, FLAG_BLIND);
547     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
548    
549     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
550    
551     /* Weapon/armour use are special...handle flag toggles here as this can
552     * only happen when gods are worshipped and if the new priest could
553     * have used armour/weapons in the first place.
554     *
555     * This also can happen for monks which cannot use weapons. In this case
556     * do not allow to use weapons even if the god otherwise would allow it.
557     */
558     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
559     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
560 root 1.36
561 root 1.6 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
562    
563     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
564     stop_using_item (op, WEAPON, 2);
565    
566     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
567     {
568     stop_using_item (op, ARMOUR, 1);
569     stop_using_item (op, HELMET, 1);
570     stop_using_item (op, BOOTS, 1);
571     stop_using_item (op, GLOVES, 1);
572     stop_using_item (op, SHIELD, 1);
573     }
574 elmex 1.1
575 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
576     (void) change_abil (op, skop);
577 elmex 1.1
578 root 1.6 /* return to previous skill status */
579     if (!sk_applied)
580     CLEAR_FLAG (skop, FLAG_APPLIED);
581    
582     check_special_prayers (op, new_god);
583 elmex 1.1 }
584    
585     /**
586     * Forbids or let player use something item type.
587     * op is the player.
588     * exp_obj is the widsom experience.
589     * flag is the flag to check against.
590     * string is the string to print out.
591     */
592    
593 root 1.6 int
594     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
595     {
596 root 1.26 if (QUERY_FLAG (op->arch, flag))
597 root 1.6 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
598     {
599     update_priest_flag (exp_obj, op, flag);
600     if (QUERY_FLAG (op, flag))
601     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
602     else
603     {
604     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
605     return 1;
606     }
607 elmex 1.1 }
608 root 1.36
609 elmex 1.1 return 0;
610     }
611    
612     /**
613     * Unapplies up to number worth of items of type
614     */
615 root 1.6 void
616     stop_using_item (object *op, int type, int number)
617     {
618 elmex 1.1 object *tmp;
619    
620 root 1.6 for (tmp = op->inv; tmp && number; tmp = tmp->below)
621     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
622     {
623 elmex 1.1 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
624 root 1.3 number--;
625 root 1.6 }
626 elmex 1.1 }
627    
628     /**
629     * If the god does/doesnt have this flag, we
630     * give/remove it from the experience object if it doesnt/does
631     * already exist. For players only!
632     */
633    
634 root 1.6 void
635     update_priest_flag (object *god, object *exp_ob, uint32 flag)
636     {
637     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
638     SET_FLAG (exp_ob, flag);
639     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
640     {
641     /* When this is called with the exp_ob set to the player,
642     * this check is broken, because most all players arch
643     * allow use of weapons. I'm not actually sure why this
644     * check is here - I guess if you had a case where the
645     * value in the archetype (wisdom) should over ride the restrictions
646     * the god places on it, this may make sense. But I don't think
647     * there is any case like that.
648     */
649    
650 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
651 root 1.6 CLEAR_FLAG (exp_ob, flag);
652     };
653 elmex 1.1 }
654    
655 root 1.6 archetype *
656     determine_holy_arch (object *god, const char *type)
657 elmex 1.1 {
658 root 1.6 treasure *tr;
659 elmex 1.1
660 root 1.6 if (!god || !god->randomitems)
661     {
662     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
663 root 1.35 return 0;
664 elmex 1.1 }
665    
666 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
667 root 1.6 {
668     if (!tr->item)
669     continue;
670 elmex 1.16
671 root 1.26 object *item = tr->item;
672 elmex 1.1
673 root 1.6 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
674     return item->other_arch;
675 elmex 1.1 }
676 root 1.35
677     return 0;
678 elmex 1.1 }
679    
680     /**
681     * God helps player by removing curse and/or damnation.
682     */
683 root 1.6 static int
684     god_removes_curse (object *op, int remove_damnation)
685 elmex 1.1 {
686 root 1.6 int success = 0;
687 elmex 1.1
688 root 1.33 for (object *tmp = op->inv; tmp; tmp = tmp->below)
689 root 1.6 {
690     if (tmp->invisible)
691     continue;
692 root 1.33
693 root 1.6 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
694     continue;
695 root 1.33
696 root 1.6 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
697     {
698     success = 1;
699     CLEAR_FLAG (tmp, FLAG_DAMNED);
700     CLEAR_FLAG (tmp, FLAG_CURSED);
701     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
702 root 1.33
703     if (object *pl = tmp->visible_to ())
704     esrv_update_item (UPD_FLAGS, pl, tmp);
705 elmex 1.1 }
706     }
707    
708 root 1.6 if (success)
709     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
710 root 1.33
711 root 1.6 return success;
712 elmex 1.1 }
713    
714 root 1.6 static int
715     follower_level_to_enchantments (int level, int difficulty)
716 elmex 1.1 {
717 root 1.6 if (difficulty < 1)
718     {
719     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
720     return 0;
721 elmex 1.1 }
722    
723 root 1.6 if (level <= 20)
724     return level / difficulty;
725 root 1.35
726 root 1.6 if (level <= 40)
727     return (20 + (level - 20) / 2) / difficulty;
728 root 1.20
729 root 1.6 return (30 + (level - 40) / 4) / difficulty;
730 elmex 1.1 }
731    
732     /**
733     * God wants to enchant weapon.
734     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
735     * it isn't a weapon for another god. If all is all right, update weapon with
736     * attacktype, slaying and such.
737     */
738 root 1.6 static int
739     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
740 elmex 1.1 {
741 root 1.6 object *weapon;
742     uint32 attacktype;
743     int tmp;
744    
745     for (weapon = op->inv; weapon; weapon = weapon->below)
746     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
747     break;
748 root 1.20
749 root 1.35 if (!weapon || god_examines_item (god, weapon) <= 0)
750 root 1.6 return 0;
751    
752     /* First give it a title, so other gods won't touch it */
753     if (!weapon->title)
754     {
755 root 1.35 weapon->title = format ("of %s", &god->name);
756 root 1.33
757     if (object *pl = weapon->visible_to ())
758     esrv_update_item (UPD_NAME, pl, weapon);
759    
760 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
761     }
762    
763     /* Allow the weapon to slay enemies */
764     if (!weapon->slaying && god->slaying)
765     {
766     weapon->slaying = god->slaying;
767     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
768     return 1;
769 elmex 1.1 }
770    
771 root 1.6 /* Add the gods attacktype */
772     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
773     if ((attacktype & god->attacktype) != god->attacktype)
774     {
775     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
776     weapon->attacktype = attacktype | god->attacktype;
777     return 1;
778 elmex 1.1 }
779    
780 root 1.6 /* Higher magic value */
781     tmp = follower_level_to_enchantments (skill->level, tr->level);
782     if (weapon->magic < tmp)
783     {
784     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
785     weapon->magic++;
786 root 1.33
787     if (object *pl = weapon->visible_to ())
788     esrv_update_item (UPD_NAME, pl, weapon);
789    
790 root 1.6 return 1;
791 elmex 1.1 }
792    
793 root 1.6 return 0;
794 elmex 1.1 }
795    
796     /**
797     * Every once in a while the god will intervene to help the worshiper.
798     * Later, this fctn can be used to supply quests, etc for the
799     * priest. -b.t.
800     * called from pray_at_altar() currently.
801     */
802 root 1.6 void
803     god_intervention (object *op, object *god, object *skill)
804 elmex 1.1 {
805 root 1.6 treasure *tr;
806 elmex 1.1
807 root 1.6 if (!god || !god->randomitems)
808     {
809     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
810     return;
811 elmex 1.1 }
812    
813 root 1.6 check_special_prayers (op, god);
814 elmex 1.1
815 root 1.6 /* lets do some checks of whether we are kosher with our god */
816     if (god_examines_priest (op, god) < 0)
817     return;
818 elmex 1.1
819 root 1.29 op->play_sound (sound_find ("god_intervention"));
820 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
821 elmex 1.1
822 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
823 root 1.6 {
824     object *item;
825    
826     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
827     continue;
828 elmex 1.1
829 root 1.6 /* Treasurelist - generate some treasure for the follower */
830     if (tr->name)
831     {
832 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
833 root 1.6
834     if (tl == NULL)
835 elmex 1.1 continue;
836    
837 root 1.29 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
838 elmex 1.1
839 root 1.33 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
840 root 1.6 return;
841 elmex 1.1 }
842    
843 root 1.6 if (!tr->item)
844 elmex 1.16 continue;
845    
846 root 1.26 item = tr->item;
847 elmex 1.1
848 root 1.6 /* Grace limit */
849     if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
850     {
851     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
852     {
853     object *tmp;
854    
855     /* Follower lacks the required grace for the following
856     * treasure list items. */
857    
858     tmp = get_archetype (HOLY_POSSESSION);
859     cast_change_ability (op, op, tmp, 0, 1);
860 root 1.10 tmp->destroy ();
861 root 1.6 return;
862 elmex 1.1 }
863 root 1.29
864 root 1.6 continue;
865 elmex 1.1 }
866    
867 root 1.6 /* Restore grace */
868     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
869     {
870     if (op->stats.grace >= 0)
871     continue;
872     op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
873     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
874     return;
875 elmex 1.1 }
876    
877 root 1.6 /* Heal damage */
878     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
879     {
880     if (op->stats.hp >= op->stats.maxhp)
881     continue;
882     new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
883     op->stats.hp = op->stats.maxhp;
884     return;
885 elmex 1.1 }
886    
887 root 1.6 /* Restore spellpoints */
888     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
889 elmex 1.1 {
890 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
891    
892     /* Restore to 50 .. 100%, if sp < 50% */
893     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
894    
895     if (op->stats.sp >= max / 2)
896     continue;
897 root 1.35
898     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
899 root 1.6 op->stats.sp = new_sp;
900 elmex 1.1 }
901    
902 root 1.6 /* Various heal spells */
903     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
904 elmex 1.1 {
905 root 1.35 object *tmp = archetype::get (item->slaying);
906     int success = cast_heal (op, op, tmp, 0);
907     tmp->destroy ();
908 elmex 1.1
909 root 1.6 if (success)
910     return;
911     else
912     continue;
913 elmex 1.1 }
914    
915 root 1.6 /* Remove curse */
916     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
917 elmex 1.1 {
918 root 1.6 if (god_removes_curse (op, 0))
919     return;
920     else
921     continue;
922 elmex 1.1 }
923    
924 root 1.6 /* Remove damnation */
925     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
926 elmex 1.1 {
927 root 1.6 if (god_removes_curse (op, 1))
928     return;
929     else
930     continue;
931 elmex 1.1 }
932    
933 root 1.6 /* Heal depletion */
934     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
935 elmex 1.1 {
936 root 1.6 object *depl;
937     archetype *at;
938     int i;
939    
940 root 1.7 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
941 root 1.6 {
942     LOG (llevError, "Could not find archetype depletion.\n");
943     continue;
944 elmex 1.1 }
945 root 1.6 depl = present_arch_in_ob (at, op);
946 root 1.10
947 root 1.6 if (depl == NULL)
948     continue;
949 root 1.10
950 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
951 root 1.10
952 root 1.6 for (i = 0; i < NUM_STATS; i++)
953 root 1.21 if (depl->stats.stat (i))
954 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
955 root 1.10
956     depl->destroy ();
957 root 1.13 op->update_stats ();
958 root 1.6 return;
959 elmex 1.1 }
960 root 1.6
961     /* Voices */
962     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
963     {
964 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:");
965 root 1.6 new_draw_info (NDI_WHITE, 0, op, item->msg);
966     return;
967 elmex 1.1 }
968    
969 root 1.6 /* Messages */
970     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
971 elmex 1.1 {
972 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
973     return;
974 elmex 1.1 }
975    
976 root 1.6 /* Enchant weapon */
977     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
978 elmex 1.1 {
979 root 1.6 if (god_enchants_weapon (op, god, item, skill))
980     return;
981     else
982     continue;
983 elmex 1.1 }
984    
985 root 1.6 /* Spellbooks - works correctly only for prayers */
986     if (item->type == SPELL)
987 elmex 1.1 {
988 root 1.6 if (check_spell_known (op, item->name))
989     continue;
990     if (item->level > skill->level)
991     continue;
992 elmex 1.1
993 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
994     do_learn_spell (op, item, 1);
995     return;
996 elmex 1.1
997 root 1.3 }
998 elmex 1.1
999 root 1.6 /* Other gifts */
1000     if (!item->invisible)
1001     {
1002     if (god_gives_present (op, god, tr))
1003     return;
1004     else
1005     continue;
1006 elmex 1.1 }
1007 root 1.6 /* else ignore it */
1008 elmex 1.1 }
1009    
1010 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1011 elmex 1.1 }
1012    
1013     /**
1014     * Checks and maybe punishes someone praying.
1015     * All applied items are examined, if player is using more items of other gods,
1016     * s/he loses experience in praying or general experience if no praying.
1017     */
1018 root 1.6 int
1019     god_examines_priest (object *op, object *god)
1020     {
1021     int reaction = 1;
1022     object *item = NULL, *skop;
1023 elmex 1.1
1024 root 1.6 for (item = op->inv; item; item = item->below)
1025     {
1026     if (QUERY_FLAG (item, FLAG_APPLIED))
1027     {
1028     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1029 root 1.3 }
1030 elmex 1.1 }
1031    
1032 root 1.6 /* well, well. Looks like we screwed up. Time for god's revenge */
1033     if (reaction < 0)
1034     {
1035     int loss = 10000000;
1036     int angry = abs (reaction);
1037 elmex 1.1
1038 root 1.6 for (skop = op->inv; skop != NULL; skop = skop->below)
1039     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1040     break;
1041    
1042     if (skop)
1043     loss = (int) (0.05 * (float) skop->stats.exp);
1044     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1045     if (random_roll (0, angry, op, PREFER_LOW))
1046     {
1047     object *tmp = get_archetype (LOOSE_MANA);
1048 elmex 1.1
1049 root 1.6 cast_magic_storm (op, tmp, op->level + (angry * 3));
1050 root 1.3 }
1051 root 1.6 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1052 elmex 1.1 }
1053 root 1.6 return reaction;
1054 elmex 1.1 }
1055    
1056     /**
1057     * God checks item the player is using.
1058     * Return either -1 (bad), 0 (neutral) or
1059     * 1 (item is ok). If you are using the item of an enemy
1060     * god, it can be bad...-b.t.
1061     */
1062    
1063 root 1.6 int
1064     god_examines_item (object *god, object *item)
1065     {
1066 elmex 1.1 char buf[MAX_BUF];
1067    
1068 root 1.6 if (!god || !item)
1069     return 0;
1070 elmex 1.1
1071 root 1.6 if (!item->title)
1072     return 1; /* unclaimed item are ok */
1073 elmex 1.1
1074 root 1.6 sprintf (buf, "of %s", &god->name);
1075     if (!strcmp (item->title, buf))
1076     return 1; /* belongs to that God */
1077    
1078     if (god->title)
1079     { /* check if we have any enemy blessed item */
1080     sprintf (buf, "of %s", &god->title);
1081     if (!strcmp (item->title, buf))
1082     {
1083     if (item->env)
1084     {
1085     char buf[MAX_BUF];
1086 elmex 1.1
1087 root 1.6 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1088     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1089     }
1090     return -1;
1091     }
1092 elmex 1.1 }
1093    
1094 root 1.6 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1095 elmex 1.1 }
1096    
1097     /**
1098     * Returns priest's god's id.
1099     * Straight calls lookup_god_by_name
1100     */
1101    
1102 root 1.6 int
1103     get_god (object *priest)
1104     {
1105     int godnr = lookup_god_by_name (determine_god (priest));
1106 elmex 1.1
1107     return godnr;
1108     }
1109    
1110     /**
1111     * Returns a string that is the name of the god that should be natively worshipped by a
1112     * creature of who has race *race
1113     * if we can't find a god that is appropriate, we return NULL
1114     */
1115 root 1.6 const char *
1116     get_god_for_race (const char *race)
1117     {
1118     godlink *gl = first_god;
1119     const char *godname = NULL;
1120    
1121     if (race == NULL)
1122     return NULL;
1123     while (gl)
1124     {
1125 root 1.26 if (!strcasecmp (gl->arch->race, race))
1126 root 1.6 {
1127     godname = gl->name;
1128     break;
1129 root 1.3 }
1130 root 1.6 gl = gl->next;
1131 elmex 1.1 }
1132 root 1.6 return godname;
1133 elmex 1.1 }
1134 root 1.6
1135 elmex 1.1 /**
1136     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1137     * Returns false if there was no race to assign to the slaying field of the spell, but
1138     * the spell attacktype contains AT_HOLYWORD. -b.t.
1139     */
1140 root 1.6 int
1141     tailor_god_spell (object *spellop, object *caster)
1142     {
1143     object *god = find_god (determine_god (caster));
1144     int caster_is_spell = 0;
1145    
1146     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1147     caster_is_spell = 1;
1148    
1149     /* if caster is a rune or the like, it doesn't worship anything. However,
1150     * if this object is owned by someone, then the god that they worship
1151     * is relevant, so use that.
1152     */
1153 root 1.11 if (!god && caster->owner)
1154     god = find_god (determine_god (caster->owner));
1155 root 1.6
1156     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1157     {
1158     if (!caster_is_spell)
1159     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1160     else
1161     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1162 root 1.10
1163     spellop->destroy ();
1164 root 1.6 return 0;
1165 elmex 1.1 }
1166    
1167 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1168     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1169     {
1170     if (spellop->slaying)
1171     spellop->slaying = NULL;
1172 root 1.4
1173 root 1.6 if (!caster_is_spell)
1174     spellop->slaying = god->slaying;
1175     else if (caster->slaying)
1176     spellop->slaying = caster->slaying;
1177 elmex 1.1 }
1178    
1179 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1180     if (spellop->attacktype & AT_GODPOWER)
1181     spellop->attacktype = spellop->attacktype | god->attacktype;
1182 elmex 1.1
1183 root 1.6 /* tack on the god's name to the spell */
1184     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1185     {
1186     spellop->title = god->name;
1187     if (spellop->title)
1188     {
1189     char buf[MAX_BUF];
1190    
1191     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1192     spellop->name = spellop->name_pl = buf;
1193 root 1.3 }
1194 root 1.6 }
1195 elmex 1.1
1196 root 1.6 return 1;
1197 elmex 1.1 }