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Revision: 1.14
Committed: Tue Dec 26 08:54:59 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +1 -3 lines
Log Message:
replace update_ob_speed by ->set_speed

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