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/cvs/deliantra/server/server/gods.C
Revision: 1.13
Committed: Fri Dec 22 16:34:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +1 -1 lines
Log Message:
- preliminary check in, stuff is rudimentarily working
- moved most of the player creation process into a perl coroutine
- changed internal design of player management to not reuse
  and morph the object in funny ways. should be safer and much
  nicer to handle.
- got rid of some annoying hacks, such as clear()
  (TODO: get rid of player_pod and other stuff now unnecessary?)

File Contents

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