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Revision: 1.6
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +862 -777 lines
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File Contents

# User Rev Content
1 root 1.6
2 elmex 1.1 /*
3     * static char *rcsid_gods_c =
4 root 1.6 * "$Id: gods.C,v 1.5 2006-09-07 10:01:58 pippijn Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30    
31     /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
32     * monster race initialization. b.t.
33     */
34    
35     /* Sept 1996 - moved code over to object -oriented gods -b.t. */
36    
37     #include <global.h>
38     #include <living.h>
39     #include <object.h>
40     #include <spells.h>
41     #include <sounds.h>
42     #ifndef __CEXTRACT__
43 root 1.6 # include <sproto.h>
44 elmex 1.1 #endif
45    
46     /**
47     * Returns the id of specified god.
48     */
49 root 1.6 int
50     lookup_god_by_name (const char *name)
51     {
52     int godnr = -1;
53     size_t nmlen = strlen (name);
54    
55     if (name && strcmp (name, "none"))
56     {
57     godlink *gl;
58    
59     for (gl = first_god; gl; gl = gl->next)
60     if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
61     break;
62     if (gl)
63     godnr = gl->id;
64 elmex 1.1 }
65 root 1.6 return godnr;
66 elmex 1.1 }
67    
68     /**
69     * Returns pointer to specified god's object through pntr_to_god_obj..
70     */
71 root 1.6 object *
72     find_god (const char *name)
73     {
74     object *god = NULL;
75 elmex 1.1
76 root 1.6 if (name)
77     {
78     godlink *gl;
79 elmex 1.1
80 root 1.6 for (gl = first_god; gl; gl = gl->next)
81     if (!strcmp (name, gl->name))
82     break;
83     if (gl)
84     god = pntr_to_god_obj (gl);
85 elmex 1.1 }
86 root 1.6 return god;
87 elmex 1.1 }
88    
89     /**
90     * Determines if op worships a god.
91     * Returns the godname if they do or "none" if they have no god.
92     * In the case of an NPC, if they have no god, we try and guess
93     * who they should worship based on their race. If that fails we
94     * give them a random one.
95     */
96    
97 root 1.6 const char *
98     determine_god (object *op)
99     {
100     int godnr = -1;
101     const char *godname;
102    
103     /* spells */
104     if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
105     {
106     if (lookup_god_by_name (op->title) >= 0)
107     return op->title;
108     }
109    
110     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
111     {
112    
113     /* find a god based on race */
114     if (!op->title)
115     {
116     if (op->race != NULL)
117     {
118     godname = get_god_for_race (op->race);
119     if (godname != NULL)
120     {
121     op->title = godname;
122 root 1.3 }
123     }
124     }
125    
126 root 1.6 /* find a random god */
127     if (!op->title)
128     {
129     godlink *gl = first_god;
130    
131     godnr = rndm (1, gl->id);
132     while (gl)
133     {
134     if (gl->id == godnr)
135     break;
136     gl = gl->next;
137 root 1.3 }
138 root 1.6 op->title = gl->name;
139 root 1.3 }
140 elmex 1.1
141 root 1.6 return op->title;
142 elmex 1.1 }
143    
144    
145 root 1.6 /* The god the player worships is in the praying skill (native skill
146     * not skill tool). Since a player can only have one instance of
147     * that skill, once we find it, we can return, either with the
148     * title or "none".
149     */
150     if (op->type == PLAYER)
151     {
152     object *tmp;
153    
154     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
155     if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
156     {
157     if (tmp->title)
158     return (tmp->title);
159     else
160     return ("none");
161     }
162 elmex 1.1 }
163 root 1.6 return ("none");
164 elmex 1.1 }
165    
166     /**
167     * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
168     */
169 root 1.6 static int
170     same_string (const char *s1, const char *s2)
171 elmex 1.1 {
172 root 1.6 if (s1 == NULL)
173     if (s2 == NULL)
174     return 1;
175 elmex 1.1 else
176 root 1.6 return 0;
177     else if (s2 == NULL)
178     return 0;
179     else
180     return strcmp (s1, s2) == 0;
181 elmex 1.1 }
182    
183    
184     /**
185     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
186     * Any matching items in the inventory are deleted, and a
187     * message is displayed to the player.
188     */
189 root 1.6 static void
190     follower_remove_similar_item (object *op, object *item)
191 elmex 1.1 {
192 root 1.6 object *tmp, *next;
193    
194     if (op && op->type == PLAYER && op->contr)
195     {
196     /* search the inventory */
197     for (tmp = op->inv; tmp != NULL; tmp = next)
198     {
199     next = tmp->below; /* backup in case we remove tmp */
200    
201     if (tmp->type == item->type
202     && same_string (tmp->name, item->name)
203     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
204     {
205    
206     /* message */
207     if (tmp->nrof > 1)
208     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
209     else
210     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
211    
212     remove_ob (tmp); /* remove obj from players inv. */
213     esrv_del_item (op->contr, tmp->count); /* notify client */
214     free_object (tmp); /* free object */
215 root 1.3 }
216 root 1.6 if (tmp->inv)
217     follower_remove_similar_item (tmp, item);
218 root 1.3 }
219 elmex 1.1 }
220     }
221    
222     /**
223     * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
224     * Returns 1 if found, else 0.
225     */
226 root 1.6 static int
227     follower_has_similar_item (object *op, object *item)
228 elmex 1.1 {
229 root 1.6 object *tmp;
230 elmex 1.1
231 root 1.6 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
232     {
233     if (tmp->type == item->type
234     && same_string (tmp->name, item->name)
235     && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
236     return 1;
237     if (tmp->inv && follower_has_similar_item (tmp, item))
238     return 1;
239 elmex 1.1 }
240 root 1.6 return 0;
241 elmex 1.1 }
242    
243     /**
244     * God gives an item to the player.
245     */
246 root 1.6 static int
247     god_gives_present (object *op, object *god, treasure *tr)
248 elmex 1.1 {
249 root 1.6 object *tmp;
250 elmex 1.1
251 root 1.6 if (follower_has_similar_item (op, &tr->item->clone))
252     return 0;
253 elmex 1.1
254 root 1.6 tmp = arch_to_object (tr->item);
255     new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
256     tmp = insert_ob_in_ob (tmp, op);
257     if (op->type == PLAYER)
258     esrv_send_item (op, tmp);
259     return 1;
260 elmex 1.1 }
261    
262     /**
263     * Player prays at altar.
264     * Checks for god changing, divine intervention, and so on.
265     */
266 root 1.6 void
267     pray_at_altar (object *pl, object *altar, object *skill)
268     {
269     object *pl_god = find_god (determine_god (pl));
270    
271     if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
272     return;
273 elmex 1.1
274 root 1.6 /* If non consecrate altar, don't do anything */
275     if (!altar->other_arch)
276     return;
277    
278     /* hmm. what happend depends on pl's current god, level, etc */
279     if (!pl_god)
280     { /*new convert */
281     become_follower (pl, &altar->other_arch->clone);
282 root 1.2 return;
283 elmex 1.1
284 root 1.6 }
285     else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
286     {
287     /* pray at your gods altar */
288     int bonus = (pl->stats.Wis + skill->level) / 10;
289    
290     /* we can get neg grace up faster */
291     if (pl->stats.grace < 0)
292     pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
293     /* we can super-charge grace to 2x max */
294     if (pl->stats.grace < (2 * pl->stats.maxgrace))
295     {
296     pl->stats.grace += bonus / 2;
297     }
298     if (pl->stats.grace > (2 * pl->stats.maxgrace))
299     {
300     pl->stats.grace = (2 * pl->stats.maxgrace);
301     }
302    
303     /* Every once in a while, the god decides to checkup on their
304     * follower, and may intervene to help them out.
305     */
306     bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
307    
308     if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
309     god_intervention (pl, pl_god, skill);
310    
311     }
312     else
313     { /* praying to another god! */
314     uint64 loss = 0;
315     int angry = 1;
316    
317     /* I believe the logic for detecting opposing gods was completely
318     * broken - I think it should work now. altar->other_arch
319     * points to the god of this altar (which we have
320     * already verified is non null). pl_god->other_arch
321     * is the opposing god - we need to verify that exists before
322     * using its values.
323     */
324     if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
325     {
326     angry = 2;
327     if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
328     {
329     object *tmp;
330    
331     /* you really screwed up */
332     angry = 3;
333     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
334     tmp = get_archetype (LOOSE_MANA);
335     cast_magic_storm (pl, tmp, pl_god->level + 20);
336     }
337     else
338     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
339     }
340     else
341     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
342 elmex 1.1
343 root 1.6 /* whether we will be successfull in defecting or not -
344     * we lose experience from the clerical experience obj
345     */
346    
347     loss = angry * (skill->stats.exp / 10);
348     if (loss)
349     change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
350    
351     /* May switch Gods, but its random chance based on our current level
352     * note it gets harder to swap gods the higher we get
353     */
354     if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
355     {
356     become_follower (pl, &altar->other_arch->clone);
357     }
358     else
359     {
360     /* toss this player off the altar. He can try again. */
361     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
362     move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
363     }
364 elmex 1.1 }
365     }
366    
367     /**
368     * Removes special prayers given by a god.
369     */
370 root 1.6 static void
371     check_special_prayers (object *op, object *god)
372 elmex 1.1 {
373 root 1.6 /* Ensure that 'op' doesn't know any special prayers that are not granted
374     * by 'god'.
375     */
376     treasure *tr;
377     object *tmp, *next_tmp;
378     int remove = 0;
379    
380     /* Outer loop iterates over all special prayer marks */
381     for (tmp = op->inv; tmp; tmp = next_tmp)
382     {
383     next_tmp = tmp->below;
384    
385     /* we mark special prayers with the STARTEQUIP flag, so if it isn't
386     * in that category, not something we need to worry about.
387     */
388     if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
389     continue;
390 elmex 1.1
391 root 1.6 if (god->randomitems == NULL)
392     {
393     LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
394     do_forget_spell (op, tmp->name);
395     continue;
396 root 1.3 }
397 elmex 1.1
398 root 1.6 /* Inner loop tries to find the special prayer in the god's treasure
399     * list. We default that the spell should be removed.
400     */
401     remove = 1;
402     for (tr = god->randomitems->items; tr; tr = tr->next)
403     {
404     object *item;
405    
406     if (tr->item == NULL)
407     continue;
408     item = &tr->item->clone;
409 elmex 1.1
410 root 1.6 /* Basically, see if the matching spell is granted by this god. */
411 elmex 1.1
412 root 1.6 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
413     {
414     remove = 0;
415     break;
416 root 1.3 }
417     }
418 root 1.6 if (remove)
419     {
420     /* just do the work of removing the spell ourselves - we already
421     * know that the player knows the spell
422     */
423     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
424     player_unready_range_ob (op->contr, tmp);
425     remove_ob (tmp);
426     free_object (tmp);
427 root 1.3 }
428 elmex 1.1
429     }
430     }
431    
432     /**
433     * This function is called whenever a player has
434     * switched to a new god. It handles basically all the stat changes
435     * that happen to the player, including the removal of godgiven
436     * items (from the former cult).
437     */
438 root 1.6 void
439     become_follower (object *op, object *new_god)
440     {
441     object *old_god = NULL; /* old god */
442     treasure *tr;
443     object *item, *skop, *next;
444     int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
445    
446    
447     old_god = find_god (determine_god (op));
448    
449     /* take away any special god-characteristic items. */
450     for (item = op->inv; item != NULL; item = next)
451     {
452     next = item->below;
453     /* remove all invisible startequip items which are
454     * not skill, exp or force
455     */
456     if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
457     (item->type != SKILL) && (item->type != EXPERIENCE) && (item->type != FORCE))
458     {
459    
460     if (item->type == SPELL)
461     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
462     player_unready_range_ob (op->contr, item);
463     remove_ob (item);
464     free_object (item);
465     }
466     }
467    
468     /* remove any godgiven items from the old god */
469     if (old_god)
470     {
471     for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next)
472     {
473     if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
474     follower_remove_similar_item (op, &tr->item->clone);
475     }
476     }
477    
478     if (!op || !new_god)
479     return;
480    
481     if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
482     {
483     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
484     if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
485     {
486     object *tmp = get_archetype (LOOSE_MANA);
487    
488     cast_magic_storm (op, tmp, new_god->level + 10);
489     }
490     return;
491     }
492    
493    
494     /* give the player any special god-characteristic-items. */
495     for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next)
496     {
497     if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
498     tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
499     god_gives_present (op, new_god, tr);
500     }
501    
502    
503     new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
504    
505     for (skop = op->inv; skop != NULL; skop = skop->below)
506     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
507     break;
508    
509     /* Player has no skill - give them the skill */
510     if (!skop)
511     {
512     /* The arhetype should always be defined - if we crash here because it doesn't,
513     * things are really messed up anyways.
514     */
515     skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
516     link_player_skills (op);
517     }
518    
519     sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
520    
521     /* Clear the "undead" status. We also need to force a call to change_abil,
522     * so I set undeadified for that.
523     * - gros, 21th July 2006.
524     */
525     if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
526     {
527     CLEAR_FLAG (skop, FLAG_UNDEAD);
528     undeadified = 1;
529     }
530    
531     if (skop->title)
532     { /* get rid of old god */
533     new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
534     /* The point of this is to really show what abilities the player just lost */
535     if (sk_applied || undeadified)
536     {
537 elmex 1.1
538 root 1.6 CLEAR_FLAG (skop, FLAG_APPLIED);
539     (void) change_abil (op, skop);
540     }
541 elmex 1.1 }
542    
543 root 1.6 /* now change to the new gods attributes to exp_obj */
544     skop->title = new_god->name;
545     skop->path_attuned = new_god->path_attuned;
546     skop->path_repelled = new_god->path_repelled;
547     skop->path_denied = new_god->path_denied;
548     /* copy god's resistances */
549     memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
550    
551     /* make sure that certain immunities do NOT get passed
552     * to the follower!
553     */
554     for (i = 0; i < NROFATTACKS; i++)
555     if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
556     skop->resist[i] = 30;
557    
558     skop->stats.hp = (sint16) new_god->last_heal;
559     skop->stats.sp = (sint16) new_god->last_sp;
560     skop->stats.grace = (sint16) new_god->last_grace;
561     skop->stats.food = (sint16) new_god->last_eat;
562     skop->stats.luck = (sint8) new_god->stats.luck;
563     /* gods may pass on certain flag properties */
564     update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
565     update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
566     update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
567     update_priest_flag (new_god, skop, FLAG_STEALTH);
568     update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
569     update_priest_flag (new_god, skop, FLAG_UNDEAD);
570     update_priest_flag (new_god, skop, FLAG_BLIND);
571     update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
572    
573     new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
574    
575     /* Weapon/armour use are special...handle flag toggles here as this can
576     * only happen when gods are worshipped and if the new priest could
577     * have used armour/weapons in the first place.
578     *
579     * This also can happen for monks which cannot use weapons. In this case
580     * do not allow to use weapons even if the god otherwise would allow it.
581     */
582     if (!present_in_ob_by_name (FORCE, "no weapon force", op))
583     update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
584     update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
585    
586     if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
587     stop_using_item (op, WEAPON, 2);
588    
589     if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
590     {
591     stop_using_item (op, ARMOUR, 1);
592     stop_using_item (op, HELMET, 1);
593     stop_using_item (op, BOOTS, 1);
594     stop_using_item (op, GLOVES, 1);
595     stop_using_item (op, SHIELD, 1);
596     }
597 elmex 1.1
598 root 1.6 SET_FLAG (skop, FLAG_APPLIED);
599     (void) change_abil (op, skop);
600 elmex 1.1
601 root 1.6 /* return to previous skill status */
602     if (!sk_applied)
603     CLEAR_FLAG (skop, FLAG_APPLIED);
604    
605     check_special_prayers (op, new_god);
606 elmex 1.1 }
607    
608     /**
609     * Forbids or let player use something item type.
610     * op is the player.
611     * exp_obj is the widsom experience.
612     * flag is the flag to check against.
613     * string is the string to print out.
614     */
615    
616 root 1.6 int
617     worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
618     {
619 elmex 1.1
620 root 1.6 if (QUERY_FLAG (&op->arch->clone, flag))
621     if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
622     {
623     update_priest_flag (exp_obj, op, flag);
624     if (QUERY_FLAG (op, flag))
625     new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
626     else
627     {
628     new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
629     return 1;
630     }
631 elmex 1.1 }
632     return 0;
633     }
634    
635     /**
636     * Unapplies up to number worth of items of type
637     */
638 root 1.6 void
639     stop_using_item (object *op, int type, int number)
640     {
641 elmex 1.1 object *tmp;
642    
643 root 1.6 for (tmp = op->inv; tmp && number; tmp = tmp->below)
644     if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
645     {
646 elmex 1.1 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
647 root 1.3 number--;
648 root 1.6 }
649 elmex 1.1 }
650    
651     /**
652     * If the god does/doesnt have this flag, we
653     * give/remove it from the experience object if it doesnt/does
654     * already exist. For players only!
655     */
656    
657 root 1.6 void
658     update_priest_flag (object *god, object *exp_ob, uint32 flag)
659     {
660     if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
661     SET_FLAG (exp_ob, flag);
662     else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
663     {
664     /* When this is called with the exp_ob set to the player,
665     * this check is broken, because most all players arch
666     * allow use of weapons. I'm not actually sure why this
667     * check is here - I guess if you had a case where the
668     * value in the archetype (wisdom) should over ride the restrictions
669     * the god places on it, this may make sense. But I don't think
670     * there is any case like that.
671     */
672    
673 elmex 1.1 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
674 root 1.6 CLEAR_FLAG (exp_ob, flag);
675     };
676 elmex 1.1 }
677    
678    
679    
680 root 1.6 archetype *
681     determine_holy_arch (object *god, const char *type)
682 elmex 1.1 {
683 root 1.6 treasure *tr;
684 elmex 1.1
685 root 1.6 if (!god || !god->randomitems)
686     {
687     LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
688     return NULL;
689 elmex 1.1 }
690    
691 root 1.6 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
692     {
693     object *item;
694 elmex 1.1
695 root 1.6 if (!tr->item)
696     continue;
697     item = &tr->item->clone;
698 elmex 1.1
699 root 1.6 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
700     return item->other_arch;
701 elmex 1.1 }
702 root 1.6 return NULL;
703 elmex 1.1 }
704    
705     /**
706     * God helps player by removing curse and/or damnation.
707     */
708 root 1.6 static int
709     god_removes_curse (object *op, int remove_damnation)
710 elmex 1.1 {
711 root 1.6 object *tmp;
712     int success = 0;
713 elmex 1.1
714 root 1.6 for (tmp = op->inv; tmp; tmp = tmp->below)
715     {
716     if (tmp->invisible)
717     continue;
718     if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
719     continue;
720     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
721     {
722     success = 1;
723     CLEAR_FLAG (tmp, FLAG_DAMNED);
724     CLEAR_FLAG (tmp, FLAG_CURSED);
725     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
726     if (op->type == PLAYER)
727     esrv_send_item (op, tmp);
728 elmex 1.1 }
729     }
730    
731 root 1.6 if (success)
732     new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
733     return success;
734 elmex 1.1 }
735    
736 root 1.6 static int
737     follower_level_to_enchantments (int level, int difficulty)
738 elmex 1.1 {
739 root 1.6 if (difficulty < 1)
740     {
741     LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
742     return 0;
743 elmex 1.1 }
744    
745 root 1.6 if (level <= 20)
746     return level / difficulty;
747     if (level <= 40)
748     return (20 + (level - 20) / 2) / difficulty;
749     return (30 + (level - 40) / 4) / difficulty;
750 elmex 1.1 }
751    
752     /**
753     * God wants to enchant weapon.
754     * Affected weapon is the applied one (weapon or bow). It's checked to make sure
755     * it isn't a weapon for another god. If all is all right, update weapon with
756     * attacktype, slaying and such.
757     */
758 root 1.6 static int
759     god_enchants_weapon (object *op, object *god, object *tr, object *skill)
760 elmex 1.1 {
761 root 1.6 char buf[MAX_BUF];
762     object *weapon;
763     uint32 attacktype;
764     int tmp;
765    
766     for (weapon = op->inv; weapon; weapon = weapon->below)
767     if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
768     break;
769     if (weapon == NULL || god_examines_item (god, weapon) <= 0)
770     return 0;
771    
772     /* First give it a title, so other gods won't touch it */
773     if (!weapon->title)
774     {
775     sprintf (buf, "of %s", &god->name);
776     weapon->title = buf;
777     if (op->type == PLAYER)
778     esrv_update_item (UPD_NAME, op, weapon);
779     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
780     }
781    
782     /* Allow the weapon to slay enemies */
783     if (!weapon->slaying && god->slaying)
784     {
785     weapon->slaying = god->slaying;
786     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
787     return 1;
788 elmex 1.1 }
789    
790 root 1.6 /* Add the gods attacktype */
791     attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
792     if ((attacktype & god->attacktype) != god->attacktype)
793     {
794     new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
795     weapon->attacktype = attacktype | god->attacktype;
796     return 1;
797 elmex 1.1 }
798    
799 root 1.6 /* Higher magic value */
800     tmp = follower_level_to_enchantments (skill->level, tr->level);
801     if (weapon->magic < tmp)
802     {
803     new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
804     weapon->magic++;
805     if (op->type == PLAYER)
806     esrv_update_item (UPD_NAME, op, weapon);
807     return 1;
808 elmex 1.1 }
809    
810 root 1.6 return 0;
811 elmex 1.1 }
812    
813    
814     /**
815     * Every once in a while the god will intervene to help the worshiper.
816     * Later, this fctn can be used to supply quests, etc for the
817     * priest. -b.t.
818     * called from pray_at_altar() currently.
819     */
820    
821 root 1.6 void
822     god_intervention (object *op, object *god, object *skill)
823 elmex 1.1 {
824 root 1.6 treasure *tr;
825 elmex 1.1
826 root 1.6 if (!god || !god->randomitems)
827     {
828     LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
829     return;
830 elmex 1.1 }
831    
832 root 1.6 check_special_prayers (op, god);
833 elmex 1.1
834 root 1.6 /* lets do some checks of whether we are kosher with our god */
835     if (god_examines_priest (op, god) < 0)
836     return;
837 elmex 1.1
838 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
839 elmex 1.1
840 root 1.6 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
841     {
842     object *item;
843    
844     if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
845     continue;
846 elmex 1.1
847 root 1.6 /* Treasurelist - generate some treasure for the follower */
848     if (tr->name)
849     {
850     treasurelist *tl = find_treasurelist (tr->name);
851    
852     if (tl == NULL)
853 elmex 1.1 continue;
854    
855 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
856 elmex 1.1
857 root 1.6 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
858     return;
859 elmex 1.1 }
860    
861 root 1.6 if (!tr->item)
862     {
863     LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
864     continue;
865 elmex 1.1 }
866 root 1.6 item = &tr->item->clone;
867 elmex 1.1
868 root 1.6 /* Grace limit */
869     if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
870     {
871     if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
872     {
873     object *tmp;
874    
875     /* Follower lacks the required grace for the following
876     * treasure list items. */
877    
878     tmp = get_archetype (HOLY_POSSESSION);
879     cast_change_ability (op, op, tmp, 0, 1);
880     free_object (tmp);
881     return;
882 elmex 1.1 }
883 root 1.6 continue;
884 elmex 1.1 }
885    
886 root 1.6 /* Restore grace */
887     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
888     {
889     if (op->stats.grace >= 0)
890     continue;
891     op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
892     new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
893     return;
894 elmex 1.1 }
895    
896 root 1.6 /* Heal damage */
897     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
898     {
899     if (op->stats.hp >= op->stats.maxhp)
900     continue;
901     new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
902     op->stats.hp = op->stats.maxhp;
903     return;
904 elmex 1.1 }
905    
906 root 1.6 /* Restore spellpoints */
907     if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
908 elmex 1.1 {
909 root 1.6 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
910    
911     /* Restore to 50 .. 100%, if sp < 50% */
912     int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
913    
914     if (op->stats.sp >= max / 2)
915     continue;
916     new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
917     op->stats.sp = new_sp;
918 elmex 1.1 }
919    
920 root 1.6 /* Various heal spells */
921     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
922 elmex 1.1 {
923 root 1.6 object *tmp;
924     int success;
925 elmex 1.1
926 root 1.6 tmp = get_archetype_by_object_name (item->slaying);
927 elmex 1.1
928 root 1.6 success = cast_heal (op, op, tmp, 0);
929     free_object (tmp);
930     if (success)
931     return;
932     else
933     continue;
934 elmex 1.1 }
935    
936 root 1.6 /* Remove curse */
937     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
938 elmex 1.1 {
939 root 1.6 if (god_removes_curse (op, 0))
940     return;
941     else
942     continue;
943 elmex 1.1 }
944    
945 root 1.6 /* Remove damnation */
946     if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
947 elmex 1.1 {
948 root 1.6 if (god_removes_curse (op, 1))
949     return;
950     else
951     continue;
952 elmex 1.1 }
953    
954 root 1.6 /* Heal depletion */
955     if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
956 elmex 1.1 {
957 root 1.6 object *depl;
958     archetype *at;
959     int i;
960    
961     if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
962     {
963     LOG (llevError, "Could not find archetype depletion.\n");
964     continue;
965 elmex 1.1 }
966 root 1.6 depl = present_arch_in_ob (at, op);
967     if (depl == NULL)
968     continue;
969     new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
970     for (i = 0; i < NUM_STATS; i++)
971     if (get_attr_value (&depl->stats, i))
972     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
973     remove_ob (depl);
974     free_object (depl);
975     fix_player (op);
976     return;
977 elmex 1.1 }
978 root 1.6
979     /* Voices */
980     if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
981     {
982     new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
983     new_draw_info (NDI_WHITE, 0, op, item->msg);
984     return;
985 elmex 1.1 }
986    
987 root 1.6 /* Messages */
988     if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
989 elmex 1.1 {
990 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
991     return;
992 elmex 1.1 }
993    
994 root 1.6 /* Enchant weapon */
995     if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
996 elmex 1.1 {
997 root 1.6 if (god_enchants_weapon (op, god, item, skill))
998     return;
999     else
1000     continue;
1001 elmex 1.1 }
1002    
1003 root 1.6 /* Spellbooks - works correctly only for prayers */
1004     if (item->type == SPELL)
1005 elmex 1.1 {
1006 root 1.6 if (check_spell_known (op, item->name))
1007     continue;
1008     if (item->level > skill->level)
1009     continue;
1010 elmex 1.1
1011 root 1.6 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1012     do_learn_spell (op, item, 1);
1013     return;
1014 elmex 1.1
1015 root 1.3 }
1016 elmex 1.1
1017 root 1.6 /* Other gifts */
1018     if (!item->invisible)
1019     {
1020     if (god_gives_present (op, god, tr))
1021     return;
1022     else
1023     continue;
1024 elmex 1.1 }
1025 root 1.6 /* else ignore it */
1026 elmex 1.1 }
1027    
1028 root 1.6 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1029 elmex 1.1 }
1030    
1031     /**
1032     * Checks and maybe punishes someone praying.
1033     * All applied items are examined, if player is using more items of other gods,
1034     * s/he loses experience in praying or general experience if no praying.
1035     */
1036 root 1.6 int
1037     god_examines_priest (object *op, object *god)
1038     {
1039     int reaction = 1;
1040     object *item = NULL, *skop;
1041 elmex 1.1
1042 root 1.6 for (item = op->inv; item; item = item->below)
1043     {
1044     if (QUERY_FLAG (item, FLAG_APPLIED))
1045     {
1046     reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1047 root 1.3 }
1048 elmex 1.1 }
1049    
1050 root 1.6 /* well, well. Looks like we screwed up. Time for god's revenge */
1051     if (reaction < 0)
1052     {
1053     int loss = 10000000;
1054     int angry = abs (reaction);
1055 elmex 1.1
1056 root 1.6 for (skop = op->inv; skop != NULL; skop = skop->below)
1057     if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1058     break;
1059    
1060     if (skop)
1061     loss = (int) (0.05 * (float) skop->stats.exp);
1062     change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1063     if (random_roll (0, angry, op, PREFER_LOW))
1064     {
1065     object *tmp = get_archetype (LOOSE_MANA);
1066 elmex 1.1
1067 root 1.6 cast_magic_storm (op, tmp, op->level + (angry * 3));
1068 root 1.3 }
1069 root 1.6 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1070 elmex 1.1 }
1071 root 1.6 return reaction;
1072 elmex 1.1 }
1073    
1074     /**
1075     * God checks item the player is using.
1076     * Return either -1 (bad), 0 (neutral) or
1077     * 1 (item is ok). If you are using the item of an enemy
1078     * god, it can be bad...-b.t.
1079     */
1080    
1081 root 1.6 int
1082     god_examines_item (object *god, object *item)
1083     {
1084 elmex 1.1 char buf[MAX_BUF];
1085    
1086 root 1.6 if (!god || !item)
1087     return 0;
1088 elmex 1.1
1089 root 1.6 if (!item->title)
1090     return 1; /* unclaimed item are ok */
1091 elmex 1.1
1092 root 1.6 sprintf (buf, "of %s", &god->name);
1093     if (!strcmp (item->title, buf))
1094     return 1; /* belongs to that God */
1095    
1096     if (god->title)
1097     { /* check if we have any enemy blessed item */
1098     sprintf (buf, "of %s", &god->title);
1099     if (!strcmp (item->title, buf))
1100     {
1101     if (item->env)
1102     {
1103     char buf[MAX_BUF];
1104 elmex 1.1
1105 root 1.6 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1106     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1107     }
1108     return -1;
1109     }
1110 elmex 1.1 }
1111    
1112 root 1.6 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1113 elmex 1.1 }
1114    
1115     /**
1116     * Returns priest's god's id.
1117     * Straight calls lookup_god_by_name
1118     */
1119    
1120 root 1.6 int
1121     get_god (object *priest)
1122     {
1123     int godnr = lookup_god_by_name (determine_god (priest));
1124 elmex 1.1
1125     return godnr;
1126     }
1127    
1128     /**
1129     * Returns a string that is the name of the god that should be natively worshipped by a
1130     * creature of who has race *race
1131     * if we can't find a god that is appropriate, we return NULL
1132     */
1133 root 1.6 const char *
1134     get_god_for_race (const char *race)
1135     {
1136     godlink *gl = first_god;
1137     const char *godname = NULL;
1138    
1139     if (race == NULL)
1140     return NULL;
1141     while (gl)
1142     {
1143     if (!strcasecmp (gl->arch->clone.race, race))
1144     {
1145     godname = gl->name;
1146     break;
1147 root 1.3 }
1148 root 1.6 gl = gl->next;
1149 elmex 1.1 }
1150 root 1.6 return godname;
1151 elmex 1.1 }
1152 root 1.6
1153 elmex 1.1 /**
1154     * Changes the attributes of cone, smite, and ball spells as needed by the code.
1155     * Returns false if there was no race to assign to the slaying field of the spell, but
1156     * the spell attacktype contains AT_HOLYWORD. -b.t.
1157     */
1158    
1159 root 1.6 int
1160     tailor_god_spell (object *spellop, object *caster)
1161     {
1162     object *god = find_god (determine_god (caster));
1163     int caster_is_spell = 0;
1164    
1165     if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1166     caster_is_spell = 1;
1167    
1168     /* if caster is a rune or the like, it doesn't worship anything. However,
1169     * if this object is owned by someone, then the god that they worship
1170     * is relevant, so use that.
1171     */
1172     if (!god && get_owner (caster))
1173     god = find_god (determine_god (get_owner (caster)));
1174    
1175     if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1176     {
1177     if (!caster_is_spell)
1178     new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1179     else
1180     LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1181     free_object (spellop);
1182     return 0;
1183 elmex 1.1 }
1184    
1185 root 1.6 /* either holy word or godpower attacks will set the slaying field */
1186     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1187     {
1188     if (spellop->slaying)
1189     spellop->slaying = NULL;
1190 root 1.4
1191 root 1.6 if (!caster_is_spell)
1192     spellop->slaying = god->slaying;
1193     else if (caster->slaying)
1194     spellop->slaying = caster->slaying;
1195 elmex 1.1 }
1196    
1197 root 1.6 /* only the godpower attacktype adds the god's attack onto the spell */
1198     if (spellop->attacktype & AT_GODPOWER)
1199     spellop->attacktype = spellop->attacktype | god->attacktype;
1200 elmex 1.1
1201 root 1.6 /* tack on the god's name to the spell */
1202     if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1203     {
1204     spellop->title = god->name;
1205     if (spellop->title)
1206     {
1207     char buf[MAX_BUF];
1208    
1209     sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1210     spellop->name = spellop->name_pl = buf;
1211 root 1.3 }
1212 root 1.6 }
1213 elmex 1.1
1214 root 1.6 return 1;
1215 elmex 1.1 }