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Revision: 1.49
Committed: Sat Oct 17 21:40:38 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_82
Changes since 1.48: +3 -2 lines
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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 1.49 else if (pl_god->name == altar->other_arch->object::name)
249 root 1.6 {
250     /* pray at your gods altar */
251 root 1.49 /* this leads to very low levels of wis and pray to result in no doubling! */
252 root 1.6 int bonus = (pl->stats.Wis + skill->level) / 10;
253    
254     /* we can get neg grace up faster */
255     if (pl->stats.grace < 0)
256     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
257 root 1.30
258 root 1.6 /* we can super-charge grace to 2x max */
259 root 1.30 if (pl->stats.grace < 2 * pl->stats.maxgrace)
260     pl->stats.grace += bonus / 2;
261     else
262     pl->stats.grace = 2 * pl->stats.maxgrace;
263 root 1.6
264     /* Every once in a while, the god decides to checkup on their
265     * follower, and may intervene to help them out.
266     */
267 root 1.49 bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */
268 root 1.6
269     if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
270     god_intervention (pl, pl_god, skill);
271     }
272     else
273     { /* praying to another god! */
274     uint64 loss = 0;
275     int angry = 1;
276    
277     /* I believe the logic for detecting opposing gods was completely
278     * broken - I think it should work now. altar->other_arch
279     * points to the god of this altar (which we have
280     * already verified is non null). pl_god->other_arch
281     * is the opposing god - we need to verify that exists before
282     * using its values.
283     */
284 root 1.25 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
285 root 1.6 {
286     angry = 2;
287     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
288     {
289     object *tmp;
290    
291     /* you really screwed up */
292     angry = 3;
293     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
294     tmp = get_archetype (LOOSE_MANA);
295     cast_magic_storm (pl, tmp, pl_god->level + 20);
296     }
297     else
298     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
299     }
300     else
301     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
302 elmex 1.1
303 root 1.6 /* whether we will be successfull in defecting or not -
304     * we lose experience from the clerical experience obj
305     */
306    
307     loss = angry * (skill->stats.exp / 10);
308     if (loss)
309     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
310    
311     /* May switch Gods, but its random chance based on our current level
312     * note it gets harder to swap gods the higher we get
313     */
314     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
315 root 1.26 become_follower (pl, altar->other_arch);
316 root 1.6 else
317     {
318     /* toss this player off the altar. He can try again. */
319     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
320 root 1.23 pl->contr->fire_on = 0;
321     pl->speed_left = 1.f;
322 root 1.6 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
323     }
324 elmex 1.1 }
325     }
326    
327     /**
328     * Removes special prayers given by a god.
329     */
330 root 1.6 static void
331     check_special_prayers (object *op, object *god)
332 elmex 1.1 {
333 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
334     * by 'god'.
335     */
336     treasure *tr;
337     object *tmp, *next_tmp;
338     int remove = 0;
339    
340     /* Outer loop iterates over all special prayer marks */
341     for (tmp = op->inv; tmp; tmp = next_tmp)
342     {
343     next_tmp = tmp->below;
344    
345     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
346     * in that category, not something we need to worry about.
347     */
348     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
349     continue;
350 elmex 1.1
351 root 1.6 if (god->randomitems == NULL)
352     {
353     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
354     do_forget_spell (op, tmp->name);
355     continue;
356 root 1.3 }
357 elmex 1.1
358 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
359     * list. We default that the spell should be removed.
360     */
361     remove = 1;
362     for (tr = god->randomitems->items; tr; tr = tr->next)
363     {
364     object *item;
365    
366 elmex 1.16 if (!tr->item)
367 root 1.6 continue;
368 root 1.19
369 root 1.26 item = tr->item;
370 elmex 1.1
371 root 1.6 /* Basically, see if the matching spell is granted by this god. */
372 elmex 1.1
373 root 1.26 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
374 root 1.6 {
375     remove = 0;
376     break;
377 root 1.3 }
378     }
379 root 1.36
380 root 1.6 if (remove)
381 root 1.36 do_forget_spell (op, tmp->name);
382 elmex 1.1 }
383     }
384    
385     /**
386     * This function is called whenever a player has
387     * switched to a new god. It handles basically all the stat changes
388     * that happen to the player, including the removal of godgiven
389     * items (from the former cult).
390     */
391 root 1.6 void
392     become_follower (object *op, object *new_god)
393     {
394     object *old_god = NULL; /* old god */
395     treasure *tr;
396     object *item, *skop, *next;
397     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
398    
399     old_god = find_god (determine_god (op));
400    
401     /* take away any special god-characteristic items. */
402 root 1.36 for (item = op->inv; item; item = next)
403 root 1.6 {
404     next = item->below;
405 root 1.36
406 elmex 1.12 // remove all invisible startequip items which are not skill, exp or force
407 root 1.6 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
408 elmex 1.12 (item->type != SKILL) && (item->type != FORCE))
409 root 1.6 {
410     if (item->type == SPELL)
411 root 1.36 {
412     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
413     esrv_remove_spell (op->contr, item);
414     }
415 root 1.10
416 root 1.6 player_unready_range_ob (op->contr, item);
417 root 1.40 item->destroy ();
418 root 1.6 }
419     }
420    
421     /* remove any godgiven items from the old god */
422     if (old_god)
423 root 1.19 for (tr = old_god->randomitems->items; tr; tr = tr->next)
424 root 1.26 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
425     follower_remove_similar_item (op, tr->item);
426 root 1.6
427     if (!op || !new_god)
428     return;
429    
430 root 1.47 if (new_god->slaying && op->race.contains (new_god->slaying))
431 root 1.6 {
432     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
433 root 1.19
434 root 1.6 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
435     {
436     object *tmp = get_archetype (LOOSE_MANA);
437    
438     cast_magic_storm (op, tmp, new_god->level + 10);
439     }
440 root 1.19
441 root 1.6 return;
442     }
443    
444     /* give the player any special god-characteristic-items. */
445 root 1.19 for (tr = new_god->randomitems->items; tr; tr = tr->next)
446 root 1.6 {
447 root 1.26 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
448     && tr->item->type != BOOK && tr->item->type != SPELL)
449 root 1.6 god_gives_present (op, new_god, tr);
450     }
451    
452     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
453    
454 root 1.37 for (skop = op->inv; skop; skop = skop->below)
455 root 1.6 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
456     break;
457    
458     /* Player has no skill - give them the skill */
459     if (!skop)
460 root 1.38 /* The archetype should always be defined - if we crash here because it doesn't,
461     * things are really messed up anyways.
462     */
463     skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
464 root 1.6
465     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
466    
467     /* Clear the "undead" status. We also need to force a call to change_abil,
468     * so I set undeadified for that.
469     * - gros, 21th July 2006.
470     */
471 root 1.38 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD))
472 root 1.6 {
473     CLEAR_FLAG (skop, FLAG_UNDEAD);
474     undeadified = 1;
475     }
476    
477     if (skop->title)
478 root 1.34 {
479     /* get rid of old god */
480 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
481 root 1.34
482 root 1.6 /* The point of this is to really show what abilities the player just lost */
483     if (sk_applied || undeadified)
484     {
485     CLEAR_FLAG (skop, FLAG_APPLIED);
486 root 1.34 change_abil (op, skop);
487 root 1.6 }
488 elmex 1.1 }
489    
490 root 1.6 /* now change to the new gods attributes to exp_obj */
491     skop->title = new_god->name;
492     skop->path_attuned = new_god->path_attuned;
493     skop->path_repelled = new_god->path_repelled;
494     skop->path_denied = new_god->path_denied;
495     /* copy god's resistances */
496     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
497    
498     /* make sure that certain immunities do NOT get passed
499     * to the follower!
500     */
501     for (i = 0; i < NROFATTACKS; i++)
502     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
503     skop->resist[i] = 30;
504    
505     skop->stats.hp = (sint16) new_god->last_heal;
506     skop->stats.sp = (sint16) new_god->last_sp;
507     skop->stats.grace = (sint16) new_god->last_grace;
508     skop->stats.food = (sint16) new_god->last_eat;
509     skop->stats.luck = (sint8) new_god->stats.luck;
510     /* gods may pass on certain flag properties */
511     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
512     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
513     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
514     update_priest_flag (new_god, skop, FLAG_STEALTH);
515     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
516     update_priest_flag (new_god, skop, FLAG_UNDEAD);
517     update_priest_flag (new_god, skop, FLAG_BLIND);
518     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
519    
520     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
521    
522     /* Weapon/armour use are special...handle flag toggles here as this can
523     * only happen when gods are worshipped and if the new priest could
524     * have used armour/weapons in the first place.
525     *
526     * This also can happen for monks which cannot use weapons. In this case
527     * do not allow to use weapons even if the god otherwise would allow it.
528     */
529     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
530     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
531 root 1.36
532 root 1.6 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
533    
534     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
535     stop_using_item (op, WEAPON, 2);
536    
537     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
538     {
539     stop_using_item (op, ARMOUR, 1);
540     stop_using_item (op, HELMET, 1);
541     stop_using_item (op, BOOTS, 1);
542     stop_using_item (op, GLOVES, 1);
543     stop_using_item (op, SHIELD, 1);
544     }
545 elmex 1.1
546 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
547     (void) change_abil (op, skop);
548 elmex 1.1
549 root 1.6 /* return to previous skill status */
550     if (!sk_applied)
551     CLEAR_FLAG (skop, FLAG_APPLIED);
552    
553     check_special_prayers (op, new_god);
554 elmex 1.1 }
555    
556     /**
557     * Forbids or let player use something item type.
558     * op is the player.
559     * exp_obj is the widsom experience.
560     * flag is the flag to check against.
561     * string is the string to print out.
562     */
563    
564 root 1.6 int
565     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
566     {
567 root 1.26 if (QUERY_FLAG (op->arch, flag))
568 root 1.6 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
569     {
570     update_priest_flag (exp_obj, op, flag);
571     if (QUERY_FLAG (op, flag))
572     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
573     else
574     {
575     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
576     return 1;
577     }
578 elmex 1.1 }
579 root 1.36
580 elmex 1.1 return 0;
581     }
582    
583     /**
584     * Unapplies up to number worth of items of type
585     */
586 root 1.6 void
587     stop_using_item (object *op, int type, int number)
588     {
589 elmex 1.1 object *tmp;
590    
591 root 1.6 for (tmp = op->inv; tmp && number; tmp = tmp->below)
592     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
593     {
594 elmex 1.1 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
595 root 1.3 number--;
596 root 1.6 }
597 elmex 1.1 }
598    
599     /**
600     * If the god does/doesnt have this flag, we
601     * give/remove it from the experience object if it doesnt/does
602     * already exist. For players only!
603     */
604    
605 root 1.6 void
606     update_priest_flag (object *god, object *exp_ob, uint32 flag)
607     {
608     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
609     SET_FLAG (exp_ob, flag);
610     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
611     {
612     /* When this is called with the exp_ob set to the player,
613     * this check is broken, because most all players arch
614     * allow use of weapons. I'm not actually sure why this
615     * check is here - I guess if you had a case where the
616     * value in the archetype (wisdom) should over ride the restrictions
617     * the god places on it, this may make sense. But I don't think
618     * there is any case like that.
619     */
620    
621 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
622 root 1.6 CLEAR_FLAG (exp_ob, flag);
623     };
624 elmex 1.1 }
625    
626 root 1.6 archetype *
627 root 1.43 determine_holy_arch (object *god, shstr_cmp type)
628 elmex 1.1 {
629 root 1.6 treasure *tr;
630 elmex 1.1
631 root 1.6 if (!god || !god->randomitems)
632     {
633     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
634 root 1.35 return 0;
635 elmex 1.1 }
636    
637 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
638 root 1.6 {
639     if (!tr->item)
640     continue;
641 elmex 1.16
642 root 1.26 object *item = tr->item;
643 elmex 1.1
644 root 1.43 if (item->type == BOOK && item->invisible && item->name == type)
645 root 1.6 return item->other_arch;
646 elmex 1.1 }
647 root 1.35
648     return 0;
649 elmex 1.1 }
650    
651     /**
652     * God helps player by removing curse and/or damnation.
653     */
654 root 1.6 static int
655     god_removes_curse (object *op, int remove_damnation)
656 elmex 1.1 {
657 root 1.6 int success = 0;
658 elmex 1.1
659 root 1.33 for (object *tmp = op->inv; tmp; tmp = tmp->below)
660 root 1.6 {
661     if (tmp->invisible)
662     continue;
663 root 1.33
664 root 1.6 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
665     continue;
666 root 1.33
667 root 1.6 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
668     {
669     success = 1;
670     CLEAR_FLAG (tmp, FLAG_DAMNED);
671     CLEAR_FLAG (tmp, FLAG_CURSED);
672     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
673 root 1.33
674     if (object *pl = tmp->visible_to ())
675     esrv_update_item (UPD_FLAGS, pl, tmp);
676 elmex 1.1 }
677     }
678    
679 root 1.6 if (success)
680     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
681 root 1.33
682 root 1.6 return success;
683 elmex 1.1 }
684    
685 root 1.6 static int
686     follower_level_to_enchantments (int level, int difficulty)
687 elmex 1.1 {
688 root 1.6 if (difficulty < 1)
689     {
690     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
691     return 0;
692 elmex 1.1 }
693    
694 root 1.6 if (level <= 20)
695     return level / difficulty;
696 root 1.35
697 root 1.6 if (level <= 40)
698     return (20 + (level - 20) / 2) / difficulty;
699 root 1.20
700 root 1.6 return (30 + (level - 40) / 4) / difficulty;
701 elmex 1.1 }
702    
703     /**
704     * God wants to enchant weapon.
705     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
706     * it isn't a weapon for another god. If all is all right, update weapon with
707     * attacktype, slaying and such.
708     */
709 root 1.6 static int
710     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
711 elmex 1.1 {
712 root 1.6 object *weapon;
713     uint32 attacktype;
714     int tmp;
715    
716     for (weapon = op->inv; weapon; weapon = weapon->below)
717     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
718     break;
719 root 1.20
720 root 1.35 if (!weapon || god_examines_item (god, weapon) <= 0)
721 root 1.6 return 0;
722    
723     /* First give it a title, so other gods won't touch it */
724     if (!weapon->title)
725     {
726 root 1.35 weapon->title = format ("of %s", &god->name);
727 root 1.33
728     if (object *pl = weapon->visible_to ())
729     esrv_update_item (UPD_NAME, pl, weapon);
730    
731 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
732     }
733    
734     /* Allow the weapon to slay enemies */
735     if (!weapon->slaying && god->slaying)
736     {
737     weapon->slaying = god->slaying;
738     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
739     return 1;
740 elmex 1.1 }
741    
742 root 1.6 /* Add the gods attacktype */
743     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
744     if ((attacktype & god->attacktype) != god->attacktype)
745     {
746     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
747     weapon->attacktype = attacktype | god->attacktype;
748     return 1;
749 elmex 1.1 }
750    
751 root 1.6 /* Higher magic value */
752     tmp = follower_level_to_enchantments (skill->level, tr->level);
753     if (weapon->magic < tmp)
754     {
755     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
756     weapon->magic++;
757 root 1.33
758     if (object *pl = weapon->visible_to ())
759     esrv_update_item (UPD_NAME, pl, weapon);
760    
761 root 1.6 return 1;
762 elmex 1.1 }
763    
764 root 1.6 return 0;
765 elmex 1.1 }
766    
767     /**
768     * Every once in a while the god will intervene to help the worshiper.
769     * Later, this fctn can be used to supply quests, etc for the
770     * priest. -b.t.
771     * called from pray_at_altar() currently.
772     */
773 root 1.6 void
774     god_intervention (object *op, object *god, object *skill)
775 elmex 1.1 {
776 root 1.6 treasure *tr;
777 elmex 1.1
778 root 1.6 if (!god || !god->randomitems)
779     {
780     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
781     return;
782 elmex 1.1 }
783    
784 root 1.6 check_special_prayers (op, god);
785 elmex 1.1
786 root 1.6 /* lets do some checks of whether we are kosher with our god */
787     if (god_examines_priest (op, god) < 0)
788     return;
789 elmex 1.1
790 root 1.29 op->play_sound (sound_find ("god_intervention"));
791 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
792 elmex 1.1
793 root 1.19 for (tr = god->randomitems->items; tr; tr = tr->next)
794 root 1.6 {
795     object *item;
796    
797     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
798     continue;
799 elmex 1.1
800 root 1.6 /* Treasurelist - generate some treasure for the follower */
801     if (tr->name)
802     {
803 root 1.19 treasurelist *tl = treasurelist::find (tr->name);
804 root 1.6
805     if (tl == NULL)
806 elmex 1.1 continue;
807    
808 root 1.29 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
809 elmex 1.1
810 root 1.33 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0);
811 root 1.6 return;
812 elmex 1.1 }
813    
814 root 1.6 if (!tr->item)
815 elmex 1.16 continue;
816    
817 root 1.26 item = tr->item;
818 elmex 1.1
819 root 1.6 /* Grace limit */
820 root 1.43 if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit)
821 root 1.6 {
822     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
823     {
824     /* Follower lacks the required grace for the following
825     * treasure list items. */
826    
827 root 1.43 object *tmp = get_archetype (HOLY_POSSESSION);
828 root 1.6 cast_change_ability (op, op, tmp, 0, 1);
829 root 1.40 tmp->destroy ();
830 root 1.6 return;
831 elmex 1.1 }
832 root 1.29
833 root 1.6 continue;
834 elmex 1.1 }
835    
836 root 1.6 /* Restore grace */
837 root 1.43 if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace)
838 root 1.6 {
839     if (op->stats.grace >= 0)
840     continue;
841 root 1.43
842 root 1.6 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
843     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
844     return;
845 elmex 1.1 }
846    
847 root 1.6 /* Heal damage */
848     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
849     {
850     if (op->stats.hp >= op->stats.maxhp)
851     continue;
852 root 1.43
853 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
854     op->stats.hp = op->stats.maxhp;
855     return;
856 elmex 1.1 }
857    
858 root 1.6 /* Restore spellpoints */
859     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
860 elmex 1.1 {
861 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
862    
863     /* Restore to 50 .. 100%, if sp < 50% */
864     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
865    
866     if (op->stats.sp >= max / 2)
867     continue;
868 root 1.35
869     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!");
870 root 1.6 op->stats.sp = new_sp;
871 elmex 1.1 }
872    
873 root 1.6 /* Various heal spells */
874     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
875 elmex 1.1 {
876 root 1.35 object *tmp = archetype::get (item->slaying);
877     int success = cast_heal (op, op, tmp, 0);
878 root 1.40 tmp->destroy ();
879 elmex 1.1
880 root 1.6 if (success)
881     return;
882     else
883     continue;
884 elmex 1.1 }
885    
886 root 1.6 /* Remove curse */
887     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
888 elmex 1.1 {
889 root 1.6 if (god_removes_curse (op, 0))
890     return;
891     else
892     continue;
893 elmex 1.1 }
894    
895 root 1.6 /* Remove damnation */
896     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
897 elmex 1.1 {
898 root 1.6 if (god_removes_curse (op, 1))
899     return;
900     else
901     continue;
902 elmex 1.1 }
903    
904 root 1.6 /* Heal depletion */
905     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
906 elmex 1.1 {
907 root 1.6 object *depl;
908     archetype *at;
909     int i;
910    
911 root 1.7 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
912 root 1.6 {
913     LOG (llevError, "Could not find archetype depletion.\n");
914     continue;
915 elmex 1.1 }
916 root 1.43
917 root 1.6 depl = present_arch_in_ob (at, op);
918 root 1.10
919 root 1.6 if (depl == NULL)
920     continue;
921 root 1.10
922 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
923 root 1.10
924 root 1.6 for (i = 0; i < NUM_STATS; i++)
925 root 1.21 if (depl->stats.stat (i))
926 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
927 root 1.10
928 root 1.40 depl->destroy ();
929 root 1.13 op->update_stats ();
930 root 1.6 return;
931 elmex 1.1 }
932 root 1.6
933     /* Voices */
934     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
935     {
936 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:");
937 root 1.6 new_draw_info (NDI_WHITE, 0, op, item->msg);
938     return;
939 elmex 1.1 }
940    
941 root 1.6 /* Messages */
942     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
943 elmex 1.1 {
944 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
945     return;
946 elmex 1.1 }
947    
948 root 1.6 /* Enchant weapon */
949     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
950 elmex 1.1 {
951 root 1.6 if (god_enchants_weapon (op, god, item, skill))
952     return;
953     else
954     continue;
955 elmex 1.1 }
956    
957 root 1.6 /* Spellbooks - works correctly only for prayers */
958     if (item->type == SPELL)
959 elmex 1.1 {
960 root 1.6 if (check_spell_known (op, item->name))
961     continue;
962     if (item->level > skill->level)
963     continue;
964 elmex 1.1
965 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
966     do_learn_spell (op, item, 1);
967     return;
968 elmex 1.1
969 root 1.3 }
970 elmex 1.1
971 root 1.6 /* Other gifts */
972     if (!item->invisible)
973     {
974     if (god_gives_present (op, god, tr))
975     return;
976     else
977     continue;
978 elmex 1.1 }
979 root 1.6 /* else ignore it */
980 elmex 1.1 }
981    
982 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
983 elmex 1.1 }
984    
985     /**
986     * Checks and maybe punishes someone praying.
987     * All applied items are examined, if player is using more items of other gods,
988     * s/he loses experience in praying or general experience if no praying.
989     */
990 root 1.6 int
991     god_examines_priest (object *op, object *god)
992     {
993     int reaction = 1;
994     object *item = NULL, *skop;
995 elmex 1.1
996 root 1.6 for (item = op->inv; item; item = item->below)
997 root 1.37 if (QUERY_FLAG (item, FLAG_APPLIED))
998     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
999 elmex 1.1
1000 root 1.6 /* well, well. Looks like we screwed up. Time for god's revenge */
1001     if (reaction < 0)
1002     {
1003     int loss = 10000000;
1004     int angry = abs (reaction);
1005 elmex 1.1
1006 root 1.37 for (skop = op->inv; skop; skop = skop->below)
1007 root 1.6 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1008     break;
1009    
1010     if (skop)
1011 root 1.37 loss = 0.05f * skop->stats.exp;
1012    
1013 root 1.6 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1014 root 1.37
1015 root 1.6 if (random_roll (0, angry, op, PREFER_LOW))
1016     {
1017     object *tmp = get_archetype (LOOSE_MANA);
1018 elmex 1.1
1019 root 1.6 cast_magic_storm (op, tmp, op->level + (angry * 3));
1020 root 1.3 }
1021 root 1.37
1022 root 1.6 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1023 elmex 1.1 }
1024 root 1.37
1025 root 1.6 return reaction;
1026 elmex 1.1 }
1027    
1028     /**
1029     * God checks item the player is using.
1030     * Return either -1 (bad), 0 (neutral) or
1031     * 1 (item is ok). If you are using the item of an enemy
1032     * god, it can be bad...-b.t.
1033     */
1034 root 1.6 int
1035     god_examines_item (object *god, object *item)
1036     {
1037 elmex 1.1 char buf[MAX_BUF];
1038    
1039 root 1.6 if (!god || !item)
1040     return 0;
1041 elmex 1.1
1042 root 1.6 if (!item->title)
1043     return 1; /* unclaimed item are ok */
1044 elmex 1.1
1045 root 1.6 sprintf (buf, "of %s", &god->name);
1046 root 1.45 if (!strcmp (&item->title, buf))
1047 root 1.6 return 1; /* belongs to that God */
1048    
1049     if (god->title)
1050     { /* check if we have any enemy blessed item */
1051     sprintf (buf, "of %s", &god->title);
1052 root 1.45 if (!strcmp (&item->title, buf))
1053 root 1.6 {
1054     if (item->env)
1055     {
1056     char buf[MAX_BUF];
1057 elmex 1.1
1058 root 1.6 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1059     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1060     }
1061 root 1.45
1062 root 1.6 return -1;
1063     }
1064 elmex 1.1 }
1065    
1066 root 1.6 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1067 elmex 1.1 }
1068    
1069     /**
1070     * Returns priest's god's id.
1071     * Straight calls lookup_god_by_name
1072     */
1073 root 1.6 int
1074     get_god (object *priest)
1075     {
1076 root 1.41 return lookup_god_by_name (determine_god (priest));
1077 elmex 1.1 }
1078    
1079     /**
1080     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1081     * Returns false if there was no race to assign to the slaying field of the spell, but
1082     * the spell attacktype contains AT_HOLYWORD. -b.t.
1083     */
1084 root 1.6 int
1085     tailor_god_spell (object *spellop, object *caster)
1086     {
1087     object *god = find_god (determine_god (caster));
1088     int caster_is_spell = 0;
1089    
1090     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1091     caster_is_spell = 1;
1092    
1093     /* if caster is a rune or the like, it doesn't worship anything. However,
1094     * if this object is owned by someone, then the god that they worship
1095     * is relevant, so use that.
1096     */
1097 root 1.11 if (!god && caster->owner)
1098     god = find_god (determine_god (caster->owner));
1099 root 1.6
1100     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1101     {
1102     if (!caster_is_spell)
1103     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1104     else
1105     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1106 root 1.10
1107 root 1.40 spellop->destroy ();
1108 root 1.6 return 0;
1109 elmex 1.1 }
1110    
1111 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1112     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1113     {
1114     if (spellop->slaying)
1115     spellop->slaying = NULL;
1116 root 1.4
1117 root 1.6 if (!caster_is_spell)
1118     spellop->slaying = god->slaying;
1119     else if (caster->slaying)
1120     spellop->slaying = caster->slaying;
1121 elmex 1.1 }
1122    
1123 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1124     if (spellop->attacktype & AT_GODPOWER)
1125     spellop->attacktype = spellop->attacktype | god->attacktype;
1126 elmex 1.1
1127 root 1.6 /* tack on the god's name to the spell */
1128     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1129     {
1130     spellop->title = god->name;
1131     if (spellop->title)
1132     {
1133     char buf[MAX_BUF];
1134    
1135     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1136     spellop->name = spellop->name_pl = buf;
1137 root 1.3 }
1138 root 1.6 }
1139 elmex 1.1
1140 root 1.6 return 1;
1141 elmex 1.1 }