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Revision: 1.48
Committed: Mon Oct 12 14:00:59 2009 UTC (14 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_81
Changes since 1.47: +7 -6 lines
Log Message:
clarify license

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 1.48 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.48 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.24 *
22 root 1.31 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.18 */
24 elmex 1.1
25     /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
26     * monster race initialization. b.t.
27     */
28    
29     /* Sept 1996 - moved code over to object -oriented gods -b.t. */
30    
31     #include <global.h>
32     #include <living.h>
33     #include <object.h>
34     #include <spells.h>
35     #include <sounds.h>
36 root 1.14 #include <sproto.h>
37 elmex 1.1
38     /**
39     * Returns the id of specified god.
40     */
41 root 1.6 int
42 root 1.43 lookup_god_by_name (shstr_cmp name)
43 root 1.6 {
44 root 1.43 if (name)
45 root 1.41 for (godlink *gl = first_god; gl; gl = gl->next)
46     if (gl->name == name)
47     return gl->id;
48 root 1.27
49 root 1.41 return -1;
50 elmex 1.1 }
51    
52     /**
53     * Returns pointer to specified god's object through pntr_to_god_obj..
54     */
55 root 1.6 object *
56 root 1.43 find_god (shstr_cmp name)
57 root 1.6 {
58     if (name)
59 root 1.41 for (godlink *gl = first_god; gl; gl = gl->next)
60 root 1.43 if (gl->name == name)
61 root 1.41 return pntr_to_god_obj (gl);
62 elmex 1.1
63 root 1.41 return 0;
64 elmex 1.1 }
65    
66     /**
67 root 1.43 * Returns a string that is the name of the god that should be natively worshipped by a
68     * creature of who has race *race
69     * if we can't find a god that is appropriate, we return NULL
70     */
71     static shstr_tmp
72     get_god_for_race (shstr_cmp race)
73     {
74     if (race)
75     for (godlink *gl = first_god; gl; gl = gl->next)
76     if (gl->arch->race == race)
77     return gl->name;
78    
79     return shstr_tmp ();
80     }
81    
82     /**
83 elmex 1.1 * 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 root 1.41 shstr_tmp
90 root 1.6 determine_god (object *op)
91     {
92     /* spells */
93     if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
94 root 1.41 if (lookup_god_by_name (op->title) >= 0)
95     return op->title;
96 root 1.6
97 root 1.41 if (!op->is_player () && op->flag [FLAG_ALIVE])
98 root 1.6 {
99     /* find a god based on race */
100     if (!op->title)
101 root 1.41 op->title = get_god_for_race (op->race);
102 root 1.3
103 root 1.6 /* find a random god */
104     if (!op->title)
105     {
106 root 1.41 int godnr = rndm (1, first_god->id);
107 root 1.6
108 root 1.46 for (godlink *gl = first_god; gl; gl = gl->next)
109 root 1.41 if (gl->id == godnr)
110     {
111     op->title = gl->name;
112 root 1.6 break;
113 root 1.41 }
114 root 1.3 }
115 elmex 1.1
116 root 1.6 return op->title;
117 elmex 1.1 }
118    
119 root 1.6 /* The god the player worships is in the praying skill (native skill
120     * not skill tool). Since a player can only have one instance of
121     * that skill, once we find it, we can return, either with the
122     * title or "none".
123     */
124     if (op->type == PLAYER)
125 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
126     if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
127     {
128     if (tmp->title)
129     return tmp->title;
130    
131     break;
132     }
133 root 1.29
134 root 1.41 return shstr_none;
135 elmex 1.1 }
136    
137     /**
138     * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
139     */
140 root 1.6 static int
141     same_string (const char *s1, const char *s2)
142 elmex 1.1 {
143 root 1.41 if (s1 == s2)
144     return 1;
145     else if (s1 && s2)
146     return !strcmp (s1, s2);
147     else
148 root 1.6 return 0;
149 elmex 1.1 }
150    
151     /**
152     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
153     * Any matching items in the inventory are deleted, and a
154     * message is displayed to the player.
155     */
156 root 1.6 static void
157     follower_remove_similar_item (object *op, object *item)
158 elmex 1.1 {
159 root 1.6 object *tmp, *next;
160    
161     if (op && op->type == PLAYER && op->contr)
162     {
163     /* search the inventory */
164     for (tmp = op->inv; tmp != NULL; tmp = next)
165     {
166     next = tmp->below; /* backup in case we remove tmp */
167    
168     if (tmp->type == item->type
169     && same_string (tmp->name, item->name)
170     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
171     {
172     /* message */
173 root 1.39 new_draw_info_format (NDI_UNIQUE, 0, op,
174     tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!",
175     query_short_name (tmp));
176 root 1.6
177 root 1.40 tmp->destroy ();
178 root 1.3 }
179 root 1.10
180 root 1.6 if (tmp->inv)
181     follower_remove_similar_item (tmp, item);
182 root 1.3 }
183 elmex 1.1 }
184     }
185    
186     /**
187     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
188     * Returns 1 if found, else 0.
189     */
190 root 1.6 static int
191     follower_has_similar_item (object *op, object *item)
192 elmex 1.1 {
193 root 1.6 object *tmp;
194 elmex 1.1
195 root 1.6 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
196     {
197     if (tmp->type == item->type
198     && same_string (tmp->name, item->name)
199     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
200     return 1;
201     if (tmp->inv && follower_has_similar_item (tmp, item))
202     return 1;
203 elmex 1.1 }
204 root 1.6 return 0;
205 elmex 1.1 }
206    
207     /**
208     * God gives an item to the player.
209     */
210 root 1.6 static int
211     god_gives_present (object *op, object *god, treasure *tr)
212 elmex 1.1 {
213 elmex 1.16 if (!tr->item)
214     return 0;
215    
216 root 1.26 if (follower_has_similar_item (op, tr->item))
217 root 1.6 return 0;
218 elmex 1.1
219 root 1.33 object *tmp = arch_to_object (tr->item);
220 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
221 root 1.33 op->insert (tmp);
222 elmex 1.16
223 root 1.6 return 1;
224 elmex 1.1 }
225    
226     /**
227     * Player prays at altar.
228     * Checks for god changing, divine intervention, and so on.
229     */
230 root 1.6 void
231     pray_at_altar (object *pl, object *altar, object *skill)
232     {
233     object *pl_god = find_god (determine_god (pl));
234    
235     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
236     return;
237 elmex 1.1
238 root 1.6 /* If non consecrate altar, don't do anything */
239     if (!altar->other_arch)
240     return;
241    
242     /* hmm. what happend depends on pl's current god, level, etc */
243     if (!pl_god)
244     { /*new convert */
245 root 1.26 become_follower (pl, altar->other_arch);
246 root 1.2 return;
247 root 1.6 }
248 root 1.26 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
249 root 1.6 {
250     /* pray at your gods altar */
251     int bonus = (pl->stats.Wis + skill->level) / 10;
252    
253     /* we can get neg grace up faster */
254     if (pl->stats.grace < 0)
255     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
256 root 1.30
257 root 1.6 /* we can super-charge grace to 2x max */
258 root 1.30 if (pl->stats.grace < 2 * pl->stats.maxgrace)
259     pl->stats.grace += bonus / 2;
260     else
261     pl->stats.grace = 2 * pl->stats.maxgrace;
262 root 1.6
263     /* Every once in a while, the god decides to checkup on their
264     * follower, and may intervene to help them out.
265     */
266     bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
267    
268     if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
269     god_intervention (pl, pl_god, skill);
270     }
271     else
272     { /* praying to another god! */
273     uint64 loss = 0;
274     int angry = 1;
275    
276     /* I believe the logic for detecting opposing gods was completely
277     * broken - I think it should work now. altar->other_arch
278     * points to the god of this altar (which we have
279     * already verified is non null). pl_god->other_arch
280     * is the opposing god - we need to verify that exists before
281     * using its values.
282     */
283 root 1.25 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
284 root 1.6 {
285     angry = 2;
286     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
287     {
288     object *tmp;
289    
290     /* you really screwed up */
291     angry = 3;
292     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
293     tmp = get_archetype (LOOSE_MANA);
294     cast_magic_storm (pl, tmp, pl_god->level + 20);
295     }
296     else
297     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
298     }
299     else
300     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
301 elmex 1.1
302 root 1.6 /* whether we will be successfull in defecting or not -
303     * we lose experience from the clerical experience obj
304     */
305    
306     loss = angry * (skill->stats.exp / 10);
307     if (loss)
308     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
309    
310     /* May switch Gods, but its random chance based on our current level
311     * note it gets harder to swap gods the higher we get
312     */
313     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
314 root 1.26 become_follower (pl, altar->other_arch);
315 root 1.6 else
316     {
317     /* toss this player off the altar. He can try again. */
318     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
319 root 1.23 pl->contr->fire_on = 0;
320     pl->speed_left = 1.f;
321 root 1.6 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
322     }
323 elmex 1.1 }
324     }
325    
326     /**
327     * Removes special prayers given by a god.
328     */
329 root 1.6 static void
330     check_special_prayers (object *op, object *god)
331 elmex 1.1 {
332 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
333     * by 'god'.
334     */
335     treasure *tr;
336     object *tmp, *next_tmp;
337     int remove = 0;
338    
339     /* Outer loop iterates over all special prayer marks */
340     for (tmp = op->inv; tmp; tmp = next_tmp)
341     {
342     next_tmp = tmp->below;
343    
344     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
345     * in that category, not something we need to worry about.
346     */
347     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
348     continue;
349 elmex 1.1
350 root 1.6 if (god->randomitems == NULL)
351     {
352     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
353     do_forget_spell (op, tmp->name);
354     continue;
355 root 1.3 }
356 elmex 1.1
357 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
358     * list. We default that the spell should be removed.
359     */
360     remove = 1;
361     for (tr = god->randomitems->items; tr; tr = tr->next)
362     {
363     object *item;
364    
365 elmex 1.16 if (!tr->item)
366 root 1.6 continue;
367 root 1.19
368 root 1.26 item = tr->item;
369 elmex 1.1
370 root 1.6 /* Basically, see if the matching spell is granted by this god. */
371 elmex 1.1
372 root 1.26 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
373 root 1.6 {
374     remove = 0;
375     break;
376 root 1.3 }
377     }
378 root 1.36
379 root 1.6 if (remove)
380 root 1.36 do_forget_spell (op, tmp->name);
381 elmex 1.1 }
382     }
383    
384     /**
385     * This function is called whenever a player has
386     * switched to a new god. It handles basically all the stat changes
387     * that happen to the player, including the removal of godgiven
388     * items (from the former cult).
389     */
390 root 1.6 void
391     become_follower (object *op, object *new_god)
392     {
393     object *old_god = NULL; /* old god */
394     treasure *tr;
395     object *item, *skop, *next;
396     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
397    
398     old_god = find_god (determine_god (op));
399    
400     /* take away any special god-characteristic items. */
401 root 1.36 for (item = op->inv; item; item = next)
402 root 1.6 {
403     next = item->below;
404 root 1.36
405 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
406 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
407 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
408 root 1.6 {
409     if (item->type == SPELL)
410 root 1.36 {
411     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
412     esrv_remove_spell (op->contr, item);
413     }
414 root 1.10
415 root 1.6 player_unready_range_ob (op->contr, item);
416 root 1.40 item->destroy ();
417 root 1.6 }
418     }
419    
420     /* remove any godgiven items from the old god */
421     if (old_god)
422 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
423 root 1.26 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
424     follower_remove_similar_item (op, tr->item);
425 root 1.6
426     if (!op || !new_god)
427     return;
428    
429 root 1.47 if (new_god->slaying && op->race.contains (new_god->slaying))
430 root 1.6 {
431     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
432 root 1.19
433 root 1.6 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
434     {
435     object *tmp = get_archetype (LOOSE_MANA);
436    
437     cast_magic_storm (op, tmp, new_god->level + 10);
438     }
439 root 1.19
440 root 1.6 return;
441     }
442    
443     /* give the player any special god-characteristic-items. */
444 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
445 root 1.6 {
446 root 1.26 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
447     && tr->item->type != BOOK && tr->item->type != SPELL)
448 root 1.6 god_gives_present (op, new_god, tr);
449     }
450    
451     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
452    
453 root 1.37 for (skop = op->inv; skop; skop = skop->below)
454 root 1.6 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
455     break;
456    
457     /* Player has no skill - give them the skill */
458     if (!skop)
459 root 1.38 /* The archetype should always be defined - if we crash here because it doesn't,
460     * things are really messed up anyways.
461     */
462     skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
463 root 1.6
464     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
465    
466     /* Clear the "undead" status. We also need to force a call to change_abil,
467     * so I set undeadified for that.
468     * - gros, 21th July 2006.
469     */
470 root 1.38 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
471 root 1.6 {
472     CLEAR_FLAG (skop, FLAG_UNDEAD);
473     undeadified = 1;
474     }
475    
476     if (skop->title)
477 root 1.34 {
478     /* get rid of old god */
479 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
480 root 1.34
481 root 1.6 /* The point of this is to really show what abilities the player just lost */
482     if (sk_applied || undeadified)
483     {
484     CLEAR_FLAG (skop, FLAG_APPLIED);
485 root 1.34 change_abil (op, skop);
486 root 1.6 }
487 elmex 1.1 }
488    
489 root 1.6 /* now change to the new gods attributes to exp_obj */
490     skop->title = new_god->name;
491     skop->path_attuned = new_god->path_attuned;
492     skop->path_repelled = new_god->path_repelled;
493     skop->path_denied = new_god->path_denied;
494     /* copy god's resistances */
495     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
496    
497     /* make sure that certain immunities do NOT get passed
498     * to the follower!
499     */
500     for (i = 0; i < NROFATTACKS; i++)
501     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
502     skop->resist[i] = 30;
503    
504     skop->stats.hp = (sint16) new_god->last_heal;
505     skop->stats.sp = (sint16) new_god->last_sp;
506     skop->stats.grace = (sint16) new_god->last_grace;
507     skop->stats.food = (sint16) new_god->last_eat;
508     skop->stats.luck = (sint8) new_god->stats.luck;
509     /* gods may pass on certain flag properties */
510     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
511     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
512     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
513     update_priest_flag (new_god, skop, FLAG_STEALTH);
514     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
515     update_priest_flag (new_god, skop, FLAG_UNDEAD);
516     update_priest_flag (new_god, skop, FLAG_BLIND);
517     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
518    
519     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
520    
521     /* Weapon/armour use are special...handle flag toggles here as this can
522     * only happen when gods are worshipped and if the new priest could
523     * have used armour/weapons in the first place.
524     *
525     * This also can happen for monks which cannot use weapons. In this case
526     * do not allow to use weapons even if the god otherwise would allow it.
527     */
528     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
529     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
530 root 1.36
531 root 1.6 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
532    
533     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
534     stop_using_item (op, WEAPON, 2);
535    
536     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
537     {
538     stop_using_item (op, ARMOUR, 1);
539     stop_using_item (op, HELMET, 1);
540     stop_using_item (op, BOOTS, 1);
541     stop_using_item (op, GLOVES, 1);
542     stop_using_item (op, SHIELD, 1);
543     }
544 elmex 1.1
545 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
546     (void) change_abil (op, skop);
547 elmex 1.1
548 root 1.6 /* return to previous skill status */
549     if (!sk_applied)
550     CLEAR_FLAG (skop, FLAG_APPLIED);
551    
552     check_special_prayers (op, new_god);
553 elmex 1.1 }
554    
555     /**
556     * Forbids or let player use something item type.
557     * op is the player.
558     * exp_obj is the widsom experience.
559     * flag is the flag to check against.
560     * string is the string to print out.
561     */
562    
563 root 1.6 int
564     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
565     {
566 root 1.26 if (QUERY_FLAG (op->arch, flag))
567 root 1.6 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
568     {
569     update_priest_flag (exp_obj, op, flag);
570     if (QUERY_FLAG (op, flag))
571     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
572     else
573     {
574     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
575     return 1;
576     }
577 elmex 1.1 }
578 root 1.36
579 elmex 1.1 return 0;
580     }
581    
582     /**
583     * Unapplies up to number worth of items of type
584     */
585 root 1.6 void
586     stop_using_item (object *op, int type, int number)
587     {
588 elmex 1.1 object *tmp;
589    
590 root 1.6 for (tmp = op->inv; tmp && number; tmp = tmp->below)
591     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
592     {
593 elmex 1.1 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
594 root 1.3 number--;
595 root 1.6 }
596 elmex 1.1 }
597    
598     /**
599     * If the god does/doesnt have this flag, we
600     * give/remove it from the experience object if it doesnt/does
601     * already exist. For players only!
602     */
603    
604 root 1.6 void
605     update_priest_flag (object *god, object *exp_ob, uint32 flag)
606     {
607     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
608     SET_FLAG (exp_ob, flag);
609     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
610     {
611     /* When this is called with the exp_ob set to the player,
612     * this check is broken, because most all players arch
613     * allow use of weapons. I'm not actually sure why this
614     * check is here - I guess if you had a case where the
615     * value in the archetype (wisdom) should over ride the restrictions
616     * the god places on it, this may make sense. But I don't think
617     * there is any case like that.
618     */
619    
620 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
621 root 1.6 CLEAR_FLAG (exp_ob, flag);
622     };
623 elmex 1.1 }
624    
625 root 1.6 archetype *
626 root 1.43 determine_holy_arch (object *god, shstr_cmp type)
627 elmex 1.1 {
628 root 1.6 treasure *tr;
629 elmex 1.1
630 root 1.6 if (!god || !god->randomitems)
631     {
632     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
633 root 1.35 return 0;
634 elmex 1.1 }
635    
636 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
637 root 1.6 {
638     if (!tr->item)
639     continue;
640 elmex 1.16
641 root 1.26 object *item = tr->item;
642 elmex 1.1
643 root 1.43 if (item->type == BOOK && item->invisible && item->name == type)
644 root 1.6 return item->other_arch;
645 elmex 1.1 }
646 root 1.35
647     return 0;
648 elmex 1.1 }
649    
650     /**
651     * God helps player by removing curse and/or damnation.
652     */
653 root 1.6 static int
654     god_removes_curse (object *op, int remove_damnation)
655 elmex 1.1 {
656 root 1.6 int success = 0;
657 elmex 1.1
658 root 1.33 for (object *tmp = op->inv; tmp; tmp = tmp->below)
659 root 1.6 {
660     if (tmp->invisible)
661     continue;
662 root 1.33
663 root 1.6 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
664     continue;
665 root 1.33
666 root 1.6 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
667     {
668     success = 1;
669     CLEAR_FLAG (tmp, FLAG_DAMNED);
670     CLEAR_FLAG (tmp, FLAG_CURSED);
671     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
672 root 1.33
673     if (object *pl = tmp->visible_to ())
674     esrv_update_item (UPD_FLAGS, pl, tmp);
675 elmex 1.1 }
676     }
677    
678 root 1.6 if (success)
679     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
680 root 1.33
681 root 1.6 return success;
682 elmex 1.1 }
683    
684 root 1.6 static int
685     follower_level_to_enchantments (int level, int difficulty)
686 elmex 1.1 {
687 root 1.6 if (difficulty < 1)
688     {
689     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
690     return 0;
691 elmex 1.1 }
692    
693 root 1.6 if (level <= 20)
694     return level / difficulty;
695 root 1.35
696 root 1.6 if (level <= 40)
697     return (20 + (level - 20) / 2) / difficulty;
698 root 1.20
699 root 1.6 return (30 + (level - 40) / 4) / difficulty;
700 elmex 1.1 }
701    
702     /**
703     * God wants to enchant weapon.
704     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
705     * it isn't a weapon for another god. If all is all right, update weapon with
706     * attacktype, slaying and such.
707     */
708 root 1.6 static int
709     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
710 elmex 1.1 {
711 root 1.6 object *weapon;
712     uint32 attacktype;
713     int tmp;
714    
715     for (weapon = op->inv; weapon; weapon = weapon->below)
716     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
717     break;
718 root 1.20
719 root 1.35 if (!weapon || god_examines_item (god, weapon) <= 0)
720 root 1.6 return 0;
721    
722     /* First give it a title, so other gods won't touch it */
723     if (!weapon->title)
724     {
725 root 1.35 weapon->title = format ("of %s", &god->name);
726 root 1.33
727     if (object *pl = weapon->visible_to ())
728     esrv_update_item (UPD_NAME, pl, weapon);
729    
730 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
731     }
732    
733     /* Allow the weapon to slay enemies */
734     if (!weapon->slaying && god->slaying)
735     {
736     weapon->slaying = god->slaying;
737     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
738     return 1;
739 elmex 1.1 }
740    
741 root 1.6 /* Add the gods attacktype */
742     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
743     if ((attacktype & god->attacktype) != god->attacktype)
744     {
745     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
746     weapon->attacktype = attacktype | god->attacktype;
747     return 1;
748 elmex 1.1 }
749    
750 root 1.6 /* Higher magic value */
751     tmp = follower_level_to_enchantments (skill->level, tr->level);
752     if (weapon->magic < tmp)
753     {
754     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
755     weapon->magic++;
756 root 1.33
757     if (object *pl = weapon->visible_to ())
758     esrv_update_item (UPD_NAME, pl, weapon);
759    
760 root 1.6 return 1;
761 elmex 1.1 }
762    
763 root 1.6 return 0;
764 elmex 1.1 }
765    
766     /**
767     * Every once in a while the god will intervene to help the worshiper.
768     * Later, this fctn can be used to supply quests, etc for the
769     * priest. -b.t.
770     * called from pray_at_altar() currently.
771     */
772 root 1.6 void
773     god_intervention (object *op, object *god, object *skill)
774 elmex 1.1 {
775 root 1.6 treasure *tr;
776 elmex 1.1
777 root 1.6 if (!god || !god->randomitems)
778     {
779     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
780     return;
781 elmex 1.1 }
782    
783 root 1.6 check_special_prayers (op, god);
784 elmex 1.1
785 root 1.6 /* lets do some checks of whether we are kosher with our god */
786     if (god_examines_priest (op, god) < 0)
787     return;
788 elmex 1.1
789 root 1.29 op->play_sound (sound_find ("god_intervention"));
790 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
791 elmex 1.1
792 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
793 root 1.6 {
794     object *item;
795    
796     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
797     continue;
798 elmex 1.1
799 root 1.6 /* Treasurelist - generate some treasure for the follower */
800     if (tr->name)
801     {
802 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
803 root 1.6
804     if (tl == NULL)
805 elmex 1.1 continue;
806    
807 root 1.29 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
808 elmex 1.1
809 root 1.33 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
810 root 1.6 return;
811 elmex 1.1 }
812    
813 root 1.6 if (!tr->item)
814 elmex 1.16 continue;
815    
816 root 1.26 item = tr->item;
817 elmex 1.1
818 root 1.6 /* Grace limit */
819 root 1.43 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
820 root 1.6 {
821     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
822     {
823     /* Follower lacks the required grace for the following
824     * treasure list items. */
825    
826 root 1.43 object *tmp = get_archetype (HOLY_POSSESSION);
827 root 1.6 cast_change_ability (op, op, tmp, 0, 1);
828 root 1.40 tmp->destroy ();
829 root 1.6 return;
830 elmex 1.1 }
831 root 1.29
832 root 1.6 continue;
833 elmex 1.1 }
834    
835 root 1.6 /* Restore grace */
836 root 1.43 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
837 root 1.6 {
838     if (op->stats.grace >= 0)
839     continue;
840 root 1.43
841 root 1.6 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
842     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
843     return;
844 elmex 1.1 }
845    
846 root 1.6 /* Heal damage */
847     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
848     {
849     if (op->stats.hp >= op->stats.maxhp)
850     continue;
851 root 1.43
852 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
853     op->stats.hp = op->stats.maxhp;
854     return;
855 elmex 1.1 }
856    
857 root 1.6 /* Restore spellpoints */
858     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
859 elmex 1.1 {
860 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
861    
862     /* Restore to 50 .. 100%, if sp < 50% */
863     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
864    
865     if (op->stats.sp >= max / 2)
866     continue;
867 root 1.35
868     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
869 root 1.6 op->stats.sp = new_sp;
870 elmex 1.1 }
871    
872 root 1.6 /* Various heal spells */
873     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
874 elmex 1.1 {
875 root 1.35 object *tmp = archetype::get (item->slaying);
876     int success = cast_heal (op, op, tmp, 0);
877 root 1.40 tmp->destroy ();
878 elmex 1.1
879 root 1.6 if (success)
880     return;
881     else
882     continue;
883 elmex 1.1 }
884    
885 root 1.6 /* Remove curse */
886     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
887 elmex 1.1 {
888 root 1.6 if (god_removes_curse (op, 0))
889     return;
890     else
891     continue;
892 elmex 1.1 }
893    
894 root 1.6 /* Remove damnation */
895     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
896 elmex 1.1 {
897 root 1.6 if (god_removes_curse (op, 1))
898     return;
899     else
900     continue;
901 elmex 1.1 }
902    
903 root 1.6 /* Heal depletion */
904     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
905 elmex 1.1 {
906 root 1.6 object *depl;
907     archetype *at;
908     int i;
909    
910 root 1.7 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
911 root 1.6 {
912     LOG (llevError, "Could not find archetype depletion.\n");
913     continue;
914 elmex 1.1 }
915 root 1.43
916 root 1.6 depl = present_arch_in_ob (at, op);
917 root 1.10
918 root 1.6 if (depl == NULL)
919     continue;
920 root 1.10
921 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
922 root 1.10
923 root 1.6 for (i = 0; i < NUM_STATS; i++)
924 root 1.21 if (depl->stats.stat (i))
925 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
926 root 1.10
927 root 1.40 depl->destroy ();
928 root 1.13 op->update_stats ();
929 root 1.6 return;
930 elmex 1.1 }
931 root 1.6
932     /* Voices */
933     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
934     {
935 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:");
936 root 1.6 new_draw_info (NDI_WHITE, 0, op, item->msg);
937     return;
938 elmex 1.1 }
939    
940 root 1.6 /* Messages */
941     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
942 elmex 1.1 {
943 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
944     return;
945 elmex 1.1 }
946    
947 root 1.6 /* Enchant weapon */
948     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
949 elmex 1.1 {
950 root 1.6 if (god_enchants_weapon (op, god, item, skill))
951     return;
952     else
953     continue;
954 elmex 1.1 }
955    
956 root 1.6 /* Spellbooks - works correctly only for prayers */
957     if (item->type == SPELL)
958 elmex 1.1 {
959 root 1.6 if (check_spell_known (op, item->name))
960     continue;
961     if (item->level > skill->level)
962     continue;
963 elmex 1.1
964 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
965     do_learn_spell (op, item, 1);
966     return;
967 elmex 1.1
968 root 1.3 }
969 elmex 1.1
970 root 1.6 /* Other gifts */
971     if (!item->invisible)
972     {
973     if (god_gives_present (op, god, tr))
974     return;
975     else
976     continue;
977 elmex 1.1 }
978 root 1.6 /* else ignore it */
979 elmex 1.1 }
980    
981 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
982 elmex 1.1 }
983    
984     /**
985     * Checks and maybe punishes someone praying.
986     * All applied items are examined, if player is using more items of other gods,
987     * s/he loses experience in praying or general experience if no praying.
988     */
989 root 1.6 int
990     god_examines_priest (object *op, object *god)
991     {
992     int reaction = 1;
993     object *item = NULL, *skop;
994 elmex 1.1
995 root 1.6 for (item = op->inv; item; item = item->below)
996 root 1.37 if (QUERY_FLAG (item, FLAG_APPLIED))
997     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
998 elmex 1.1
999 root 1.6 /* well, well. Looks like we screwed up. Time for god's revenge */
1000     if (reaction < 0)
1001     {
1002     int loss = 10000000;
1003     int angry = abs (reaction);
1004 elmex 1.1
1005 root 1.37 for (skop = op->inv; skop; skop = skop->below)
1006 root 1.6 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1007     break;
1008    
1009     if (skop)
1010 root 1.37 loss = 0.05f * skop->stats.exp;
1011    
1012 root 1.6 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1013 root 1.37
1014 root 1.6 if (random_roll (0, angry, op, PREFER_LOW))
1015     {
1016     object *tmp = get_archetype (LOOSE_MANA);
1017 elmex 1.1
1018 root 1.6 cast_magic_storm (op, tmp, op->level + (angry * 3));
1019 root 1.3 }
1020 root 1.37
1021 root 1.6 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1022 elmex 1.1 }
1023 root 1.37
1024 root 1.6 return reaction;
1025 elmex 1.1 }
1026    
1027     /**
1028     * God checks item the player is using.
1029     * Return either -1 (bad), 0 (neutral) or
1030     * 1 (item is ok). If you are using the item of an enemy
1031     * god, it can be bad...-b.t.
1032     */
1033 root 1.6 int
1034     god_examines_item (object *god, object *item)
1035     {
1036 elmex 1.1 char buf[MAX_BUF];
1037    
1038 root 1.6 if (!god || !item)
1039     return 0;
1040 elmex 1.1
1041 root 1.6 if (!item->title)
1042     return 1; /* unclaimed item are ok */
1043 elmex 1.1
1044 root 1.6 sprintf (buf, "of %s", &god->name);
1045 root 1.45 if (!strcmp (&item->title, buf))
1046 root 1.6 return 1; /* belongs to that God */
1047    
1048     if (god->title)
1049     { /* check if we have any enemy blessed item */
1050     sprintf (buf, "of %s", &god->title);
1051 root 1.45 if (!strcmp (&item->title, buf))
1052 root 1.6 {
1053     if (item->env)
1054     {
1055     char buf[MAX_BUF];
1056 elmex 1.1
1057 root 1.6 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1058     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1059     }
1060 root 1.45
1061 root 1.6 return -1;
1062     }
1063 elmex 1.1 }
1064    
1065 root 1.6 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1066 elmex 1.1 }
1067    
1068     /**
1069     * Returns priest's god's id.
1070     * Straight calls lookup_god_by_name
1071     */
1072 root 1.6 int
1073     get_god (object *priest)
1074     {
1075 root 1.41 return lookup_god_by_name (determine_god (priest));
1076 elmex 1.1 }
1077    
1078     /**
1079     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1080     * Returns false if there was no race to assign to the slaying field of the spell, but
1081     * the spell attacktype contains AT_HOLYWORD. -b.t.
1082     */
1083 root 1.6 int
1084     tailor_god_spell (object *spellop, object *caster)
1085     {
1086     object *god = find_god (determine_god (caster));
1087     int caster_is_spell = 0;
1088    
1089     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1090     caster_is_spell = 1;
1091    
1092     /* if caster is a rune or the like, it doesn't worship anything. However,
1093     * if this object is owned by someone, then the god that they worship
1094     * is relevant, so use that.
1095     */
1096 root 1.11 if (!god && caster->owner)
1097     god = find_god (determine_god (caster->owner));
1098 root 1.6
1099     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1100     {
1101     if (!caster_is_spell)
1102     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1103     else
1104     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1105 root 1.10
1106 root 1.40 spellop->destroy ();
1107 root 1.6 return 0;
1108 elmex 1.1 }
1109    
1110 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1111     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1112     {
1113     if (spellop->slaying)
1114     spellop->slaying = NULL;
1115 root 1.4
1116 root 1.6 if (!caster_is_spell)
1117     spellop->slaying = god->slaying;
1118     else if (caster->slaying)
1119     spellop->slaying = caster->slaying;
1120 elmex 1.1 }
1121    
1122 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1123     if (spellop->attacktype & AT_GODPOWER)
1124     spellop->attacktype = spellop->attacktype | god->attacktype;
1125 elmex 1.1
1126 root 1.6 /* tack on the god's name to the spell */
1127     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1128     {
1129     spellop->title = god->name;
1130     if (spellop->title)
1131     {
1132     char buf[MAX_BUF];
1133    
1134     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1135     spellop->name = spellop->name_pl = buf;
1136 root 1.3 }
1137 root 1.6 }
1138 elmex 1.1
1139 root 1.6 return 1;
1140 elmex 1.1 }