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Revision: 1.5
Committed: Thu Sep 7 10:01:58 2006 UTC (17 years, 9 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.4: +5 -5 lines
Log Message:
Some cleanups.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_gods_c =
3 pippijn 1.5 * "$Id: gods.C,v 1.4 2006-09-03 00:18:42 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29    
30     /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31     * monster race initialization. b.t.
32     */
33    
34     /* Sept 1996 - moved code over to object -oriented gods -b.t. */
35    
36     #include <global.h>
37     #include <living.h>
38     #include <object.h>
39     #include <spells.h>
40     #include <sounds.h>
41     #ifndef __CEXTRACT__
42     #include <sproto.h>
43     #endif
44    
45     /**
46     * Returns the id of specified god.
47     */
48     int lookup_god_by_name(const char *name) {
49     int godnr=-1;
50     size_t nmlen = strlen(name);
51    
52 pippijn 1.5 if (name && strcmp(name,"none")) {
53 root 1.3 godlink *gl;
54 pippijn 1.5 for (gl = first_god; gl; gl = gl->next)
55     if(!strncmp(name, gl->name, MIN((size_t) strlen(gl->name), nmlen)))
56 root 1.3 break;
57 pippijn 1.5 if(gl) godnr = gl->id;
58 elmex 1.1 }
59     return godnr;
60     }
61    
62     /**
63     * Returns pointer to specified god's object through pntr_to_god_obj..
64     */
65     object *find_god(const char *name) {
66     object *god=NULL;
67    
68     if(name) {
69 root 1.3 godlink *gl;
70 elmex 1.1
71 root 1.3 for(gl=first_god;gl;gl=gl->next)
72     if(!strcmp(name,gl->name)) break;
73     if(gl) god=pntr_to_god_obj(gl);
74 elmex 1.1 }
75     return god;
76     }
77    
78     /**
79     * Determines if op worships a god.
80     * Returns the godname if they do or "none" if they have no god.
81     * In the case of an NPC, if they have no god, we try and guess
82     * who they should worship based on their race. If that fails we
83     * give them a random one.
84     */
85    
86     const char *determine_god(object *op) {
87     int godnr = -1;
88     const char *godname;
89    
90     /* spells */
91     if ((op->type == SPELL || op->type == SPELL_EFFECT) &&
92     op->title)
93     {
94 root 1.3 if (lookup_god_by_name(op->title)>=0) return op->title;
95 elmex 1.1 }
96    
97     if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) {
98 root 1.3
99     /* find a god based on race */
100     if(!op->title) {
101     if (op->race !=NULL) {
102     godname=get_god_for_race(op->race);
103     if (godname!=NULL) {
104 root 1.4 op->title = godname;
105 root 1.3 }
106     }
107     }
108    
109     /* find a random god */
110     if(!op->title) {
111     godlink *gl = first_god;
112    
113     godnr = rndm(1, gl->id);
114     while(gl) {
115     if(gl->id == godnr) break;
116     gl=gl->next;
117     }
118 root 1.4 op->title = gl->name;
119 root 1.3 }
120 elmex 1.1
121 root 1.3 return op->title;
122 elmex 1.1 }
123    
124    
125     /* The god the player worships is in the praying skill (native skill
126     * not skill tool). Since a player can only have one instance of
127     * that skill, once we find it, we can return, either with the
128     * title or "none".
129     */
130     if(op->type==PLAYER) {
131 root 1.3 object *tmp;
132 elmex 1.1 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
133 root 1.3 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) {
134     if (tmp->title) return (tmp->title);
135     else return("none");
136     }
137 elmex 1.1 }
138     return ("none");
139     }
140    
141     /**
142     * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143     */
144     static int same_string (const char *s1, const char *s2)
145     {
146     if (s1 == NULL)
147     if (s2 == NULL)
148     return 1;
149     else
150     return 0;
151     else
152     if (s2 == NULL)
153     return 0;
154     else
155     return strcmp (s1, s2) == 0;
156     }
157    
158    
159     /**
160     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
161     * Any matching items in the inventory are deleted, and a
162     * message is displayed to the player.
163     */
164     static void follower_remove_similar_item (object *op, object *item)
165     {
166     object *tmp, *next;
167    
168     if (op && op->type == PLAYER && op->contr) {
169     /* search the inventory */
170     for (tmp = op->inv; tmp != NULL; tmp = next) {
171 root 1.3 next = tmp->below; /* backup in case we remove tmp */
172 elmex 1.1
173 root 1.3 if (tmp->type == item->type
174     && same_string (tmp->name, item->name)
175     && same_string (tmp->title, item->title)
176     && same_string (tmp->msg, item->msg)
177     && same_string (tmp->slaying, item->slaying)) {
178    
179     /* message */
180     if (tmp->nrof > 1)
181     new_draw_info_format(NDI_UNIQUE,0,op,
182     "The %s crumble to dust!", query_short_name(tmp));
183     else
184     new_draw_info_format(NDI_UNIQUE,0,op,
185     "The %s crumbles to dust!", query_short_name(tmp));
186    
187     remove_ob(tmp); /* remove obj from players inv. */
188     esrv_del_item(op->contr, tmp->count); /* notify client */
189     free_object(tmp); /* free object */
190     }
191     if (tmp->inv)
192     follower_remove_similar_item(tmp, item);
193     }
194 elmex 1.1 }
195     }
196    
197     /**
198     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199     * Returns 1 if found, else 0.
200     */
201     static int follower_has_similar_item (object *op, object *item)
202     {
203     object *tmp;
204    
205     for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
206     if (tmp->type == item->type
207     && same_string (tmp->name, item->name)
208     && same_string (tmp->title, item->title)
209     && same_string (tmp->msg, item->msg)
210     && same_string (tmp->slaying, item->slaying))
211     return 1;
212     if (tmp->inv && follower_has_similar_item (tmp, item))
213     return 1;
214     }
215     return 0;
216     }
217    
218     /**
219     * God gives an item to the player.
220     */
221     static int god_gives_present (object *op, object *god, treasure *tr)
222     {
223     object *tmp;
224    
225     if (follower_has_similar_item (op, &tr->item->clone))
226     return 0;
227    
228     tmp = arch_to_object (tr->item);
229     new_draw_info_format (NDI_UNIQUE, 0, op,
230 root 1.4 "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
231 elmex 1.1 tmp = insert_ob_in_ob (tmp, op);
232     if (op->type == PLAYER)
233     esrv_send_item (op, tmp);
234     return 1;
235     }
236    
237     /**
238     * Player prays at altar.
239     * Checks for god changing, divine intervention, and so on.
240     */
241     void pray_at_altar(object *pl, object *altar, object *skill) {
242     object *pl_god=find_god(determine_god(pl));
243    
244 root 1.2 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
245     return;
246 elmex 1.1
247     /* If non consecrate altar, don't do anything */
248     if (!altar->other_arch) return;
249    
250     /* hmm. what happend depends on pl's current god, level, etc */
251     if(!pl_god) { /*new convert */
252 root 1.3 become_follower(pl,&altar->other_arch->clone);
253     return;
254 elmex 1.1
255 root 1.4 } else if(!strcmp(&pl_god->name,altar->other_arch->clone.name)) {
256 elmex 1.1 /* pray at your gods altar */
257 root 1.3 int bonus = (pl->stats.Wis+skill->level)/10;
258    
259     /* we can get neg grace up faster */
260     if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ?
261     bonus : -1*(pl->stats.grace/10));
262     /* we can super-charge grace to 2x max */
263     if(pl->stats.grace<(2*pl->stats.maxgrace)) {
264     pl->stats.grace+=bonus/2;
265     }
266     if(pl->stats.grace>(2*pl->stats.maxgrace)) {
267     pl->stats.grace=(2*pl->stats.maxgrace);
268     }
269 elmex 1.1
270 root 1.3 /* Every once in a while, the god decides to checkup on their
271     * follower, and may intervene to help them out.
272     */
273     bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */
274 elmex 1.1
275 root 1.3 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0)
276     god_intervention(pl,pl_god, skill);
277 elmex 1.1
278     } else { /* praying to another god! */
279 root 1.3 uint64 loss = 0;
280     int angry=1;
281 elmex 1.1
282 root 1.3 /* I believe the logic for detecting opposing gods was completely
283     * broken - I think it should work now. altar->other_arch
284     * points to the god of this altar (which we have
285     * already verified is non null). pl_god->other_arch
286     * is the opposing god - we need to verify that exists before
287     * using its values.
288     */
289 elmex 1.1 if(pl_god->other_arch &&
290     (altar->other_arch->name==pl_god->other_arch->name)) {
291 root 1.3 angry=2;
292     if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) {
293     object *tmp;
294    
295     /* you really screwed up */
296     angry=3;
297     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
298 root 1.4 "Foul Priest! %s punishes you!",&pl_god->name);
299 root 1.3 tmp=get_archetype(LOOSE_MANA);
300     cast_magic_storm(pl,tmp, pl_god->level+20);
301     } else
302     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 root 1.4 "Foolish heretic! %s is livid!",&pl_god->name);
304 root 1.3 } else
305     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
306 root 1.4 "Heretic! %s is angered!",&pl_god->name);
307 elmex 1.1
308 root 1.3 /* whether we will be successfull in defecting or not -
309     * we lose experience from the clerical experience obj
310     */
311    
312     loss = angry * (skill->stats.exp / 10);
313     if(loss)
314     change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW),
315 root 1.4 skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
316 root 1.3
317     /* May switch Gods, but its random chance based on our current level
318     * note it gets harder to swap gods the higher we get
319     */
320     if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) {
321     become_follower(pl,&altar->other_arch->clone);
322     } else {
323     /* toss this player off the altar. He can try again. */
324     new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl,
325 elmex 1.1 "A divine force pushes you off the altar.");
326 root 1.3 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */
327     }
328 elmex 1.1 }
329     }
330    
331     /**
332     * Removes special prayers given by a god.
333     */
334     static void check_special_prayers (object *op, object *god)
335     {
336     /* Ensure that 'op' doesn't know any special prayers that are not granted
337     * by 'god'.
338     */
339     treasure *tr;
340     object *tmp, *next_tmp;
341     int remove=0;
342    
343     /* Outer loop iterates over all special prayer marks */
344     for (tmp = op->inv; tmp; tmp = next_tmp) {
345     next_tmp = tmp->below;
346    
347 root 1.3 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348     * in that category, not something we need to worry about.
349     */
350 elmex 1.1 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP))
351     continue;
352    
353     if (god->randomitems == NULL) {
354 root 1.4 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
355 elmex 1.1 do_forget_spell (op, tmp->name);
356     continue;
357 root 1.3 }
358 elmex 1.1
359     /* Inner loop tries to find the special prayer in the god's treasure
360     * list. We default that the spell should be removed.
361 root 1.3 */
362     remove=1;
363 elmex 1.1 for (tr = god->randomitems->items; tr; tr = tr->next)
364     {
365     object *item;
366    
367     if (tr->item == NULL)
368     continue;
369     item = &tr->item->clone;
370    
371 root 1.3 /* Basically, see if the matching spell is granted by this god. */
372 elmex 1.1
373     if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) {
374 root 1.3 remove=0;
375     break;
376     }
377     }
378     if (remove) {
379     /* just do the work of removing the spell ourselves - we already
380     * know that the player knows the spell
381     */
382     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
383 root 1.4 "You lose knowledge of %s.", &tmp->name);
384 root 1.3 player_unready_range_ob(op->contr, tmp);
385     remove_ob(tmp);
386     free_object(tmp);
387     }
388 elmex 1.1
389     }
390     }
391    
392     /**
393     * This function is called whenever a player has
394     * switched to a new god. It handles basically all the stat changes
395     * that happen to the player, including the removal of godgiven
396     * items (from the former cult).
397     */
398     void become_follower (object *op, object *new_god) {
399     object *old_god = NULL; /* old god */
400     treasure *tr;
401     object *item, *skop, *next;
402     int i,sk_applied,
403     undeadified = 0; /* Turns to true if changing god can changes the undead status of the player.*/
404    
405    
406     old_god = find_god(determine_god(op));
407    
408     /* take away any special god-characteristic items. */
409     for(item=op->inv;item!=NULL;item=next) {
410 root 1.3 next = item->below;
411     /* remove all invisible startequip items which are
412     * not skill, exp or force
413 elmex 1.1 */
414     if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible &&
415 root 1.3 (item->type != SKILL) && (item->type != EXPERIENCE) &&
416     (item->type != FORCE)) {
417 elmex 1.1
418 root 1.3 if (item->type == SPELL)
419     new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op,
420 root 1.4 "You lose knowledge of %s.", &item->name);
421 root 1.3 player_unready_range_ob(op->contr, item);
422     remove_ob(item);
423     free_object(item);
424     }
425 elmex 1.1 }
426    
427     /* remove any godgiven items from the old god */
428     if (old_god) {
429     for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) {
430 root 1.3 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP))
431     follower_remove_similar_item(op, &tr->item->clone);
432     }
433 elmex 1.1 }
434    
435     if(!op||!new_god) return;
436    
437     if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) {
438 root 1.3 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!",
439 root 1.4 &new_god->name);
440 elmex 1.1 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) {
441 root 1.3 object *tmp = get_archetype(LOOSE_MANA);
442     cast_magic_storm(op,tmp, new_god->level+10);
443     }
444     return;
445 elmex 1.1 }
446    
447    
448     /* give the player any special god-characteristic-items. */
449     for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) {
450     if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
451     tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452     god_gives_present(op,new_god,tr); }
453    
454    
455     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
456 root 1.4 "You become a follower of %s!",&new_god->name);
457 elmex 1.1
458     for (skop = op->inv; skop != NULL; skop=skop->below)
459 root 1.3 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
460 elmex 1.1
461     /* Player has no skill - give them the skill */
462     if (!skop) {
463 root 1.3 /* The arhetype should always be defined - if we crash here because it doesn't,
464     * things are really messed up anyways.
465     */
466     skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill);
467     link_player_skills(op);
468 elmex 1.1 }
469    
470     sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */
471    
472     /* Clear the "undead" status. We also need to force a call to change_abil,
473     * so I set undeadified for that.
474     * - gros, 21th July 2006.
475     */
476     if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD)))
477     {
478     CLEAR_FLAG(skop,FLAG_UNDEAD);
479     undeadified=1;
480     }
481    
482     if(skop->title) { /* get rid of old god */
483     new_draw_info_format(NDI_UNIQUE,0,op,
484 root 1.4 "%s's blessing is withdrawn from you.", &skop->title);
485 elmex 1.1 /* The point of this is to really show what abilities the player just lost */
486     if (sk_applied || undeadified) {
487    
488     CLEAR_FLAG(skop,FLAG_APPLIED);
489     (void) change_abil(op,skop);
490     }
491     }
492    
493     /* now change to the new gods attributes to exp_obj */
494 root 1.4 skop->title = new_god->name;
495 elmex 1.1 skop->path_attuned=new_god->path_attuned;
496     skop->path_repelled=new_god->path_repelled;
497     skop->path_denied=new_god->path_denied;
498     /* copy god's resistances */
499     memcpy(skop->resist, new_god->resist, sizeof(new_god->resist));
500    
501     /* make sure that certain immunities do NOT get passed
502     * to the follower!
503     */
504     for (i=0; i<NROFATTACKS; i++)
505     if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD ||
506 root 1.3 i==ATNR_ELECTRICITY || i==ATNR_POISON))
507     skop->resist[i] = 30;
508 elmex 1.1
509     skop->stats.hp= (sint16) new_god->last_heal;
510     skop->stats.sp= (sint16) new_god->last_sp;
511     skop->stats.grace= (sint16) new_god->last_grace;
512     skop->stats.food= (sint16) new_god->last_eat;
513     skop->stats.luck= (sint8) new_god->stats.luck;
514     /* gods may pass on certain flag properties */
515     update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK);
516     update_priest_flag(new_god,skop,FLAG_REFL_SPELL);
517     update_priest_flag(new_god,skop,FLAG_REFL_MISSILE);
518     update_priest_flag(new_god,skop,FLAG_STEALTH);
519     update_priest_flag(new_god,skop,FLAG_MAKE_INVIS);
520     update_priest_flag(new_god,skop,FLAG_UNDEAD);
521     update_priest_flag(new_god,skop,FLAG_BLIND);
522     update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */
523    
524     new_draw_info_format(NDI_UNIQUE,0,op,
525 root 1.4 "You are bathed in %s's aura.",&new_god->name);
526 elmex 1.1
527     /* Weapon/armour use are special...handle flag toggles here as this can
528     * only happen when gods are worshipped and if the new priest could
529     * have used armour/weapons in the first place.
530     *
531     * This also can happen for monks which cannot use weapons. In this case
532     * do not allow to use weapons even if the god otherwise would allow it.
533     */
534     if (!present_in_ob_by_name(FORCE, "no weapon force", op))
535 root 1.3 update_priest_flag(new_god,skop,FLAG_USE_WEAPON);
536 elmex 1.1 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR);
537    
538     if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons"))
539 root 1.3 stop_using_item(op,WEAPON,2);
540 elmex 1.1
541     if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) {
542 root 1.3 stop_using_item(op,ARMOUR,1);
543     stop_using_item(op,HELMET,1);
544     stop_using_item(op,BOOTS,1);
545     stop_using_item(op,GLOVES,1);
546     stop_using_item(op,SHIELD,1);
547 elmex 1.1 }
548    
549     SET_FLAG(skop,FLAG_APPLIED);
550     (void) change_abil(op,skop);
551    
552     /* return to previous skill status */
553     if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED);
554    
555     check_special_prayers (op, new_god);
556     }
557    
558     /**
559     * Forbids or let player use something item type.
560     * op is the player.
561     * exp_obj is the widsom experience.
562     * flag is the flag to check against.
563     * string is the string to print out.
564     */
565    
566     int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) {
567    
568     if(QUERY_FLAG(&op->arch->clone,flag))
569     if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) {
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     new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string);
575 root 1.3 return 1;
576 elmex 1.1 }
577     }
578     return 0;
579     }
580    
581     /**
582     * Unapplies up to number worth of items of type
583     */
584     void stop_using_item ( object *op, int type, int number ) {
585     object *tmp;
586    
587     for(tmp=op->inv;tmp&&number;tmp=tmp->below)
588     if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) {
589     apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
590 root 1.3 number--;
591 elmex 1.1 }
592     }
593    
594     /**
595     * If the god does/doesnt have this flag, we
596     * give/remove it from the experience object if it doesnt/does
597     * already exist. For players only!
598     */
599    
600     void update_priest_flag (object *god, object *exp_ob, uint32 flag) {
601     if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag))
602     SET_FLAG(exp_ob,flag);
603     else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag))
604     {
605 root 1.3 /* When this is called with the exp_ob set to the player,
606     * this check is broken, because most all players arch
607     * allow use of weapons. I'm not actually sure why this
608     * check is here - I guess if you had a case where the
609     * value in the archetype (wisdom) should over ride the restrictions
610     * the god places on it, this may make sense. But I don't think
611     * there is any case like that.
612     */
613    
614 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
615 root 1.3 CLEAR_FLAG(exp_ob,flag);
616 elmex 1.1 };
617     }
618    
619    
620    
621     archetype *determine_holy_arch (object *god, const char *type)
622     {
623     treasure *tr;
624    
625     if ( ! god || ! god->randomitems) {
626     LOG (llevError, "BUG: determine_holy_arch(): no god or god without "
627     "randomitems\n");
628     return NULL;
629     }
630    
631     for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
632     object *item;
633    
634     if ( ! tr->item)
635     continue;
636     item = &tr->item->clone;
637    
638     if (item->type == BOOK && item->invisible
639     && strcmp (item->name, type) == 0)
640     return item->other_arch;
641     }
642     return NULL;
643     }
644    
645     /**
646     * God helps player by removing curse and/or damnation.
647     */
648     static int god_removes_curse (object *op, int remove_damnation)
649     {
650     object *tmp;
651     int success = 0;
652    
653     for (tmp = op->inv; tmp; tmp = tmp->below) {
654 root 1.3 if (tmp->invisible)
655     continue;
656 elmex 1.1 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation)
657     continue;
658     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) {
659     success = 1;
660     CLEAR_FLAG (tmp, FLAG_DAMNED);
661     CLEAR_FLAG (tmp, FLAG_CURSED);
662     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
663     if (op->type == PLAYER)
664     esrv_send_item (op, tmp);
665     }
666     }
667    
668     if (success)
669     new_draw_info (NDI_UNIQUE, 0, op,
670     "You feel like someone is helping you.");
671     return success;
672     }
673    
674     static int follower_level_to_enchantments (int level, int difficulty)
675     {
676     if (difficulty < 1) {
677     LOG (llevError, "follower_level_to_enchantments(): "
678     "difficulty %d is invalid\n", difficulty);
679     return 0;
680     }
681    
682     if (level <= 20)
683     return level / difficulty;
684     if (level <= 40)
685     return (20 + (level - 20) / 2) / difficulty;
686     return (30 + (level - 40) / 4) / difficulty;
687     }
688    
689     /**
690     * God wants to enchant weapon.
691     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
692     * it isn't a weapon for another god. If all is all right, update weapon with
693     * attacktype, slaying and such.
694     */
695     static int god_enchants_weapon (object *op, object *god, object *tr, object *skill)
696     {
697     char buf[MAX_BUF];
698     object *weapon;
699     uint32 attacktype;
700     int tmp;
701    
702     for (weapon = op->inv; weapon; weapon = weapon->below)
703     if ((weapon->type == WEAPON || weapon->type == BOW)
704 root 1.3 && QUERY_FLAG (weapon, FLAG_APPLIED))
705 elmex 1.1 break;
706     if (weapon == NULL || god_examines_item (god, weapon) <= 0)
707     return 0;
708    
709     /* First give it a title, so other gods won't touch it */
710     if ( ! weapon->title) {
711 root 1.4 sprintf (buf, "of %s", &god->name);
712     weapon->title = buf;
713 elmex 1.1 if (op->type == PLAYER)
714 root 1.3 esrv_update_item (UPD_NAME, op, weapon);
715 elmex 1.1 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
716     }
717    
718     /* Allow the weapon to slay enemies */
719     if ( ! weapon->slaying && god->slaying) {
720 root 1.4 weapon->slaying = god->slaying;
721 elmex 1.1 new_draw_info_format (NDI_UNIQUE, 0, op,
722     "Your %s now hungers to slay enemies of your god!",
723 root 1.4 &weapon->name);
724 elmex 1.1 return 1;
725     }
726    
727     /* Add the gods attacktype */
728     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
729     if ((attacktype & god->attacktype) != god->attacktype) {
730     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
731     weapon->attacktype = attacktype | god->attacktype;
732     return 1;
733     }
734    
735     /* Higher magic value */
736     tmp = follower_level_to_enchantments (skill->level, tr->level);
737     if (weapon->magic < tmp) {
738     new_draw_info (NDI_UNIQUE, 0, op,
739     "A phosphorescent glow envelops your weapon!");
740     weapon->magic++;
741     if (op->type == PLAYER)
742     esrv_update_item (UPD_NAME, op, weapon);
743     return 1;
744     }
745    
746     return 0;
747     }
748    
749    
750     /**
751     * Every once in a while the god will intervene to help the worshiper.
752     * Later, this fctn can be used to supply quests, etc for the
753     * priest. -b.t.
754     * called from pray_at_altar() currently.
755     */
756    
757     void god_intervention (object *op, object *god, object *skill)
758     {
759     treasure *tr;
760    
761     if ( ! god || ! god->randomitems) {
762     LOG (llevError,
763 root 1.3 "BUG: god_intervention(): no god or god without randomitems\n");
764 elmex 1.1 return;
765     }
766    
767     check_special_prayers (op, god);
768    
769     /* lets do some checks of whether we are kosher with our god */
770     if (god_examines_priest (op, god) < 0)
771     return;
772    
773     new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
774    
775     for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
776     object *item;
777    
778     if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH))
779     continue;
780    
781     /* Treasurelist - generate some treasure for the follower */
782     if (tr->name) {
783     treasurelist *tl = find_treasurelist (tr->name);
784     if (tl == NULL)
785     continue;
786    
787     new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your "
788     "eyes. You catch it before it falls to the ground.");
789    
790     create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD
791     | GT_UPDATE_INV, skill->level, 0);
792     return;
793     }
794    
795     if ( ! tr->item) {
796     LOG (llevError, "BUG: empty entry in %s's treasure list\n",
797 root 1.4 &god->name);
798 elmex 1.1 continue;
799     }
800     item = &tr->item->clone;
801    
802     /* Grace limit */
803     if (item->type == BOOK && item->invisible
804     && strcmp (item->name, "grace limit") == 0) {
805     if (op->stats.grace < item->stats.grace
806     || op->stats.grace < op->stats.maxgrace) {
807 root 1.3 object *tmp;
808 elmex 1.1
809     /* Follower lacks the required grace for the following
810     * treasure list items. */
811    
812 root 1.3 tmp = get_archetype(HOLY_POSSESSION);
813 elmex 1.1 cast_change_ability(op, op, tmp, 0, 1);
814 root 1.3 free_object(tmp);
815 elmex 1.1 return;
816     }
817     continue;
818     }
819    
820     /* Restore grace */
821     if (item->type == BOOK && item->invisible
822     && strcmp (item->name, "restore grace") == 0)
823     {
824     if (op->stats.grace >= 0)
825     continue;
826     op->stats.grace = random_roll(0, 9, op, PREFER_HIGH);
827     new_draw_info (NDI_UNIQUE, 0, op,
828     "You are returned to a state of grace.");
829     return;
830     }
831    
832     /* Heal damage */
833     if (item->type == BOOK && item->invisible
834     && strcmp (item->name, "restore hitpoints") == 0)
835     {
836     if (op->stats.hp >= op->stats.maxhp)
837     continue;
838     new_draw_info (NDI_UNIQUE, 0, op,
839     "A white light surrounds and heals you!");
840     op->stats.hp = op->stats.maxhp;
841     return;
842     }
843    
844     /* Restore spellpoints */
845     if (item->type == BOOK && item->invisible
846     && strcmp (item->name, "restore spellpoints") == 0)
847     {
848     int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
849     /* Restore to 50 .. 100%, if sp < 50% */
850     int new_sp = (int) (random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
851     if (op->stats.sp >= max / 2)
852     continue;
853     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes "
854     "your head but doesn't hurt you!");
855     op->stats.sp = new_sp;
856     }
857    
858     /* Various heal spells */
859     if (item->type == BOOK && item->invisible
860     && strcmp (item->name, "heal spell") == 0)
861     {
862 root 1.3 object *tmp;
863     int success;
864 elmex 1.1
865 root 1.3 tmp = get_archetype_by_object_name(item->slaying);
866 elmex 1.1
867 root 1.3 success = cast_heal (op, op, tmp, 0);
868     free_object(tmp);
869     if (success) return;
870     else continue;
871 elmex 1.1 }
872    
873     /* Remove curse */
874     if (item->type == BOOK && item->invisible
875     && strcmp (item->name, "remove curse") == 0)
876     {
877     if (god_removes_curse (op, 0))
878     return;
879     else
880     continue;
881     }
882    
883     /* Remove damnation */
884     if (item->type == BOOK && item->invisible
885     && strcmp (item->name, "remove damnation") == 0)
886     {
887     if (god_removes_curse (op, 1))
888     return;
889     else
890     continue;
891     }
892    
893     /* Heal depletion */
894     if (item->type == BOOK && item->invisible
895     && strcmp (item->name, "heal depletion") == 0)
896     {
897     object *depl;
898     archetype *at;
899     int i;
900    
901     if ((at = find_archetype(ARCH_DEPLETION)) == NULL) {
902     LOG (llevError, "Could not find archetype depletion.\n");
903     continue;
904     }
905     depl = present_arch_in_ob (at, op);
906     if (depl == NULL)
907     continue;
908     new_draw_info (NDI_UNIQUE, 0, op,
909     "Shimmering light surrounds and restores you!");
910     for (i = 0; i < NUM_STATS; i++)
911     if (get_attr_value (&depl->stats, i))
912     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
913     remove_ob (depl);
914     free_object (depl);
915     fix_player (op);
916     return;
917     }
918    
919     /* Voices */
920     if (item->type == BOOK && item->invisible
921     && strcmp (item->name, "voice_behind") == 0)
922     {
923     new_draw_info (NDI_UNIQUE, 0, op,
924     "You hear a voice from behind you, but you don't dare to "
925     "turn around:");
926     new_draw_info (NDI_WHITE, 0, op, item->msg);
927     return;
928     }
929    
930     /* Messages */
931     if (item->type == BOOK && item->invisible
932     && strcmp (item->name, "message") == 0)
933     {
934     new_draw_info (NDI_UNIQUE, 0, op, item->msg);
935     return;
936     }
937    
938     /* Enchant weapon */
939     if (item->type == BOOK && item->invisible
940     && strcmp (item->name, "enchant weapon") == 0)
941     {
942     if (god_enchants_weapon (op, god, item, skill))
943     return;
944     else
945     continue;
946     }
947    
948     /* Spellbooks - works correctly only for prayers */
949     if (item->type == SPELL)
950     {
951     if (check_spell_known (op, item->name))
952     continue;
953     if (item->level > skill->level)
954     continue;
955    
956 root 1.3 new_draw_info_format(NDI_UNIQUE, 0, op,
957 root 1.4 "%s grants you use of a special prayer!", &god->name);
958 root 1.3 do_learn_spell (op, item, 1);
959     return;
960 elmex 1.1
961 root 1.3 }
962 elmex 1.1
963     /* Other gifts */
964     if ( ! item->invisible) {
965     if (god_gives_present (op, god, tr))
966     return;
967     else
968     continue;
969     }
970     /* else ignore it */
971     }
972    
973     new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
974     }
975    
976     /**
977     * Checks and maybe punishes someone praying.
978     * All applied items are examined, if player is using more items of other gods,
979     * s/he loses experience in praying or general experience if no praying.
980     */
981     int god_examines_priest (object *op, object *god) {
982     int reaction=1;
983     object *item=NULL, *skop;
984    
985     for(item=op->inv;item;item=item->below) {
986 root 1.3 if(QUERY_FLAG(item,FLAG_APPLIED)) {
987     reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1);
988     }
989 elmex 1.1 }
990    
991     /* well, well. Looks like we screwed up. Time for god's revenge */
992     if(reaction<0) {
993 root 1.3 int loss = 10000000;
994     int angry = abs(reaction);
995 elmex 1.1
996 root 1.3 for (skop = op->inv; skop != NULL; skop=skop->below)
997     if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
998 elmex 1.1
999 root 1.3 if (skop)
1000     loss = (int) (0.05 * (float) skop->stats.exp);
1001     change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW),
1002 root 1.4 skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1003 root 1.3 if(random_roll(0, angry, op, PREFER_LOW)) {
1004     object *tmp = get_archetype(LOOSE_MANA);
1005     cast_magic_storm(op,tmp,op->level+(angry*3));
1006     }
1007     new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
1008 root 1.4 "%s becomes angry and punishes you!",&god->name);
1009 elmex 1.1 }
1010     return reaction;
1011     }
1012    
1013     /**
1014     * God checks item the player is using.
1015     * Return either -1 (bad), 0 (neutral) or
1016     * 1 (item is ok). If you are using the item of an enemy
1017     * god, it can be bad...-b.t.
1018     */
1019    
1020     int god_examines_item(object *god, object *item) {
1021     char buf[MAX_BUF];
1022    
1023     if(!god||!item) return 0;
1024    
1025     if(!item->title) return 1; /* unclaimed item are ok */
1026    
1027 root 1.4 sprintf(buf,"of %s",&god->name);
1028 elmex 1.1 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */
1029    
1030     if(god->title) { /* check if we have any enemy blessed item*/
1031 root 1.4 sprintf(buf,"of %s", &god->title);
1032 elmex 1.1 if(!strcmp(item->title,buf)) {
1033     if(item->env) {
1034     char buf[MAX_BUF];
1035     sprintf(buf,"Heretic! You are using %s!",query_name(item));
1036     new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf);
1037     }
1038     return -1;
1039     }
1040     }
1041    
1042     return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1043     }
1044    
1045     /**
1046     * Returns priest's god's id.
1047     * Straight calls lookup_god_by_name
1048     */
1049    
1050     int get_god(object *priest) {
1051     int godnr=lookup_god_by_name(determine_god(priest));
1052    
1053     return godnr;
1054     }
1055    
1056     /**
1057     * Returns a string that is the name of the god that should be natively worshipped by a
1058     * creature of who has race *race
1059     * if we can't find a god that is appropriate, we return NULL
1060     */
1061     const char *get_god_for_race(const char *race) {
1062     godlink *gl=first_god;
1063     const char *godname=NULL;
1064    
1065     if (race == NULL) return NULL;
1066     while(gl) {
1067 root 1.3 if (!strcasecmp(gl->arch->clone.race, race)) {
1068     godname=gl->name;
1069     break;
1070     }
1071     gl=gl->next;
1072 elmex 1.1 }
1073     return godname;
1074     }
1075     /**
1076     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1077     * Returns false if there was no race to assign to the slaying field of the spell, but
1078     * the spell attacktype contains AT_HOLYWORD. -b.t.
1079     */
1080    
1081     int tailor_god_spell(object *spellop, object *caster) {
1082     object *god=find_god(determine_god(caster));
1083     int caster_is_spell=0;
1084    
1085     if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1;
1086    
1087     /* if caster is a rune or the like, it doesn't worship anything. However,
1088     * if this object is owned by someone, then the god that they worship
1089     * is relevant, so use that.
1090     */
1091     if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster)));
1092    
1093     if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) {
1094     if ( ! caster_is_spell)
1095     new_draw_info(NDI_UNIQUE, 0, caster,
1096     "This prayer is useless unless you worship an appropriate god");
1097     else
1098     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1099     free_object(spellop);
1100     return 0;
1101     }
1102    
1103     /* either holy word or godpower attacks will set the slaying field */
1104     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) {
1105 root 1.4 if (spellop->slaying)
1106     spellop->slaying = NULL;
1107    
1108 elmex 1.1 if(!caster_is_spell)
1109 root 1.4 spellop->slaying = god->slaying;
1110 root 1.3 else if(caster->slaying)
1111 root 1.4 spellop->slaying = caster->slaying;
1112 elmex 1.1 }
1113    
1114     /* only the godpower attacktype adds the god's attack onto the spell */
1115     if(spellop->attacktype & AT_GODPOWER)
1116     spellop->attacktype=spellop->attacktype|god->attacktype;
1117    
1118     /* tack on the god's name to the spell */
1119     if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) {
1120 root 1.4 spellop->title = god->name;
1121 elmex 1.1 if(spellop->title){
1122 root 1.3 char buf[MAX_BUF];
1123 root 1.4 sprintf(buf,"%s of %s",&spellop->name, &spellop->title);
1124     spellop->name = spellop->name_pl = buf;
1125 root 1.3 }
1126 elmex 1.1 }
1127    
1128     return 1;
1129     }
1130