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Revision: 1.29
Committed: Mon Aug 27 03:56:17 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2, rel-2_3
Changes since 1.28: +13 -17 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
25 * monster race initialization. b.t.
26 */
27
28 /* Sept 1996 - moved code over to object -oriented gods -b.t. */
29
30 #include <global.h>
31 #include <living.h>
32 #include <object.h>
33 #include <spells.h>
34 #include <sounds.h>
35 #include <sproto.h>
36
37 /**
38 * Returns the id of specified god.
39 */
40 int
41 lookup_god_by_name (const char *name)
42 {
43 int godnr = -1;
44 size_t nmlen = strlen (name);
45
46 if (name && strcmp (name, "none"))
47 {
48 godlink *gl;
49
50 for (gl = first_god; gl; gl = gl->next)
51 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
52 break;
53
54 if (gl)
55 godnr = gl->id;
56 }
57
58 return godnr;
59 }
60
61 /**
62 * Returns pointer to specified god's object through pntr_to_god_obj..
63 */
64 object *
65 find_god (const char *name)
66 {
67 object *god = NULL;
68
69 if (name)
70 {
71 godlink *gl;
72
73 for (gl = first_god; gl; gl = gl->next)
74 if (!strcmp (name, gl->name))
75 break;
76 if (gl)
77 god = pntr_to_god_obj (gl);
78 }
79 return god;
80 }
81
82 /**
83 * Determines if op worships a god.
84 * Returns the godname if they do or "none" if they have no god.
85 * In the case of an NPC, if they have no god, we try and guess
86 * who they should worship based on their race. If that fails we
87 * give them a random one.
88 */
89
90 const char *
91 determine_god (object *op)
92 {
93 int godnr = -1;
94 const char *godname;
95
96 /* spells */
97 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
98 {
99 if (lookup_god_by_name (op->title) >= 0)
100 return op->title;
101 }
102
103 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
104 {
105
106 /* find a god based on race */
107 if (!op->title)
108 {
109 if (op->race)
110 {
111 godname = get_god_for_race (op->race);
112
113 if (godname)
114 op->title = godname;
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
129 gl = gl->next;
130 }
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 for (object *tmp = op->inv; tmp; 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
156 return "none";
157 }
158
159 /**
160 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
161 */
162 static int
163 same_string (const char *s1, const char *s2)
164 {
165 if (s1 == NULL)
166 if (s2 == NULL)
167 return 1;
168 else
169 return 0;
170 else if (s2 == NULL)
171 return 0;
172 else
173 return strcmp (s1, s2) == 0;
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 (!tr->item)
245 return 0;
246
247 if (follower_has_similar_item (op, tr->item))
248 return 0;
249
250 tmp = arch_to_object (tr->item);
251 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
252 tmp = insert_ob_in_ob (tmp, op);
253 if (op->type == PLAYER)
254 esrv_send_item (op, tmp);
255
256 return 1;
257 }
258
259 /**
260 * Player prays at altar.
261 * Checks for god changing, divine intervention, and so on.
262 */
263 void
264 pray_at_altar (object *pl, object *altar, object *skill)
265 {
266 object *pl_god = find_god (determine_god (pl));
267
268 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
269 return;
270
271 /* If non consecrate altar, don't do anything */
272 if (!altar->other_arch)
273 return;
274
275 /* hmm. what happend depends on pl's current god, level, etc */
276 if (!pl_god)
277 { /*new convert */
278 become_follower (pl, altar->other_arch);
279 return;
280 }
281 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
282 {
283 /* pray at your gods altar */
284 int bonus = (pl->stats.Wis + skill->level) / 10;
285
286 /* we can get neg grace up faster */
287 if (pl->stats.grace < 0)
288 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
289 /* we can super-charge grace to 2x max */
290 if (pl->stats.grace < (2 * pl->stats.maxgrace))
291 {
292 pl->stats.grace += bonus / 2;
293 }
294 if (pl->stats.grace > (2 * pl->stats.maxgrace))
295 {
296 pl->stats.grace = (2 * pl->stats.maxgrace);
297 }
298
299 /* Every once in a while, the god decides to checkup on their
300 * follower, and may intervene to help them out.
301 */
302 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
303
304 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
305 god_intervention (pl, pl_god, skill);
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->archname == pl_god->other_arch->archname))
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 become_follower (pl, altar->other_arch);
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 pl->contr->fire_on = 0;
356 pl->speed_left = 1.f;
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)
402 continue;
403
404 item = tr->item;
405
406 /* Basically, see if the matching spell is granted by this god. */
407
408 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
409 {
410 remove = 0;
411 break;
412 }
413 }
414 if (remove)
415 {
416 /* just do the work of removing the spell ourselves - we already
417 * know that the player knows the spell
418 */
419 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
420 player_unready_range_ob (op->contr, tmp);
421 tmp->destroy ();
422 }
423
424 }
425 }
426
427 /**
428 * This function is called whenever a player has
429 * switched to a new god. It handles basically all the stat changes
430 * that happen to the player, including the removal of godgiven
431 * items (from the former cult).
432 */
433 void
434 become_follower (object *op, object *new_god)
435 {
436 object *old_god = NULL; /* old god */
437 treasure *tr;
438 object *item, *skop, *next;
439 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
440
441
442 old_god = find_god (determine_god (op));
443
444 /* take away any special god-characteristic items. */
445 for (item = op->inv; item != NULL; item = next)
446 {
447 next = item->below;
448 // remove all invisible startequip items which are not skill, exp or force
449 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
450 (item->type != SKILL) && (item->type != FORCE))
451 {
452
453 if (item->type == SPELL)
454 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
455
456 player_unready_range_ob (op->contr, item);
457 item->destroy ();
458 }
459 }
460
461 /* remove any godgiven items from the old god */
462 if (old_god)
463 for (tr = old_god->randomitems->items; tr; tr = tr->next)
464 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
465 follower_remove_similar_item (op, tr->item);
466
467 if (!op || !new_god)
468 return;
469
470 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
471 {
472 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
473
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
481 return;
482 }
483
484
485 /* give the player any special god-characteristic-items. */
486 for (tr = new_god->randomitems->items; tr; tr = tr->next)
487 {
488 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
489 && tr->item->type != BOOK && tr->item->type != SPELL)
490 god_gives_present (op, new_god, tr);
491 }
492
493
494 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
495
496 for (skop = op->inv; skop != NULL; skop = skop->below)
497 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
498 break;
499
500 /* Player has no skill - give them the skill */
501 if (!skop)
502 {
503 /* The arhetype should always be defined - if we crash here because it doesn't,
504 * things are really messed up anyways.
505 */
506 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
507 link_player_skills (op);
508 }
509
510 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
511
512 /* Clear the "undead" status. We also need to force a call to change_abil,
513 * so I set undeadified for that.
514 * - gros, 21th July 2006.
515 */
516 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
517 {
518 CLEAR_FLAG (skop, FLAG_UNDEAD);
519 undeadified = 1;
520 }
521
522 if (skop->title)
523 { /* get rid of old god */
524 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
525 /* The point of this is to really show what abilities the player just lost */
526 if (sk_applied || undeadified)
527 {
528
529 CLEAR_FLAG (skop, FLAG_APPLIED);
530 (void) change_abil (op, skop);
531 }
532 }
533
534 /* now change to the new gods attributes to exp_obj */
535 skop->title = new_god->name;
536 skop->path_attuned = new_god->path_attuned;
537 skop->path_repelled = new_god->path_repelled;
538 skop->path_denied = new_god->path_denied;
539 /* copy god's resistances */
540 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
541
542 /* make sure that certain immunities do NOT get passed
543 * to the follower!
544 */
545 for (i = 0; i < NROFATTACKS; i++)
546 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
547 skop->resist[i] = 30;
548
549 skop->stats.hp = (sint16) new_god->last_heal;
550 skop->stats.sp = (sint16) new_god->last_sp;
551 skop->stats.grace = (sint16) new_god->last_grace;
552 skop->stats.food = (sint16) new_god->last_eat;
553 skop->stats.luck = (sint8) new_god->stats.luck;
554 /* gods may pass on certain flag properties */
555 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
556 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
557 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
558 update_priest_flag (new_god, skop, FLAG_STEALTH);
559 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
560 update_priest_flag (new_god, skop, FLAG_UNDEAD);
561 update_priest_flag (new_god, skop, FLAG_BLIND);
562 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
563
564 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
565
566 /* Weapon/armour use are special...handle flag toggles here as this can
567 * only happen when gods are worshipped and if the new priest could
568 * have used armour/weapons in the first place.
569 *
570 * This also can happen for monks which cannot use weapons. In this case
571 * do not allow to use weapons even if the god otherwise would allow it.
572 */
573 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
574 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
575 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
576
577 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
578 stop_using_item (op, WEAPON, 2);
579
580 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
581 {
582 stop_using_item (op, ARMOUR, 1);
583 stop_using_item (op, HELMET, 1);
584 stop_using_item (op, BOOTS, 1);
585 stop_using_item (op, GLOVES, 1);
586 stop_using_item (op, SHIELD, 1);
587 }
588
589 SET_FLAG (skop, FLAG_APPLIED);
590 (void) change_abil (op, skop);
591
592 /* return to previous skill status */
593 if (!sk_applied)
594 CLEAR_FLAG (skop, FLAG_APPLIED);
595
596 check_special_prayers (op, new_god);
597 }
598
599 /**
600 * Forbids or let player use something item type.
601 * op is the player.
602 * exp_obj is the widsom experience.
603 * flag is the flag to check against.
604 * string is the string to print out.
605 */
606
607 int
608 worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
609 {
610
611 if (QUERY_FLAG (op->arch, flag))
612 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
613 {
614 update_priest_flag (exp_obj, op, flag);
615 if (QUERY_FLAG (op, flag))
616 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
617 else
618 {
619 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
620 return 1;
621 }
622 }
623 return 0;
624 }
625
626 /**
627 * Unapplies up to number worth of items of type
628 */
629 void
630 stop_using_item (object *op, int type, int number)
631 {
632 object *tmp;
633
634 for (tmp = op->inv; tmp && number; tmp = tmp->below)
635 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
636 {
637 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
638 number--;
639 }
640 }
641
642 /**
643 * If the god does/doesnt have this flag, we
644 * give/remove it from the experience object if it doesnt/does
645 * already exist. For players only!
646 */
647
648 void
649 update_priest_flag (object *god, object *exp_ob, uint32 flag)
650 {
651 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
652 SET_FLAG (exp_ob, flag);
653 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
654 {
655 /* When this is called with the exp_ob set to the player,
656 * this check is broken, because most all players arch
657 * allow use of weapons. I'm not actually sure why this
658 * check is here - I guess if you had a case where the
659 * value in the archetype (wisdom) should over ride the restrictions
660 * the god places on it, this may make sense. But I don't think
661 * there is any case like that.
662 */
663
664 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
665 CLEAR_FLAG (exp_ob, flag);
666 };
667 }
668
669
670
671 archetype *
672 determine_holy_arch (object *god, const char *type)
673 {
674 treasure *tr;
675
676 if (!god || !god->randomitems)
677 {
678 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
679 return NULL;
680 }
681
682 for (tr = god->randomitems->items; tr; tr = tr->next)
683 {
684 if (!tr->item)
685 continue;
686
687 object *item = tr->item;
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
740 return (30 + (level - 40) / 4) / difficulty;
741 }
742
743 /**
744 * God wants to enchant weapon.
745 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
746 * it isn't a weapon for another god. If all is all right, update weapon with
747 * attacktype, slaying and such.
748 */
749 static int
750 god_enchants_weapon (object *op, object *god, object *tr, object *skill)
751 {
752 char buf[MAX_BUF];
753 object *weapon;
754 uint32 attacktype;
755 int tmp;
756
757 for (weapon = op->inv; weapon; weapon = weapon->below)
758 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
759 break;
760
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 * Every once in a while the god will intervene to help the worshiper.
807 * Later, this fctn can be used to supply quests, etc for the
808 * priest. -b.t.
809 * called from pray_at_altar() currently.
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 op->play_sound (sound_find ("god_intervention"));
829 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
830
831 for (tr = god->randomitems->items; tr; tr = tr->next)
832 {
833 object *item;
834
835 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
836 continue;
837
838 /* Treasurelist - generate some treasure for the follower */
839 if (tr->name)
840 {
841 treasurelist *tl = treasurelist::find (tr->name);
842
843 if (tl == NULL)
844 continue;
845
846 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
847
848 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
849 return;
850 }
851
852 if (!tr->item)
853 continue;
854
855 item = tr->item;
856
857 /* Grace limit */
858 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
859 {
860 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
861 {
862 object *tmp;
863
864 /* Follower lacks the required grace for the following
865 * treasure list items. */
866
867 tmp = get_archetype (HOLY_POSSESSION);
868 cast_change_ability (op, op, tmp, 0, 1);
869 tmp->destroy ();
870 return;
871 }
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 (depl->stats.stat (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->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 int
1152 tailor_god_spell (object *spellop, object *caster)
1153 {
1154 object *god = find_god (determine_god (caster));
1155 int caster_is_spell = 0;
1156
1157 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1158 caster_is_spell = 1;
1159
1160 /* if caster is a rune or the like, it doesn't worship anything. However,
1161 * if this object is owned by someone, then the god that they worship
1162 * is relevant, so use that.
1163 */
1164 if (!god && caster->owner)
1165 god = find_god (determine_god (caster->owner));
1166
1167 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1168 {
1169 if (!caster_is_spell)
1170 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1171 else
1172 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1173
1174 spellop->destroy ();
1175 return 0;
1176 }
1177
1178 /* either holy word or godpower attacks will set the slaying field */
1179 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1180 {
1181 if (spellop->slaying)
1182 spellop->slaying = NULL;
1183
1184 if (!caster_is_spell)
1185 spellop->slaying = god->slaying;
1186 else if (caster->slaying)
1187 spellop->slaying = caster->slaying;
1188 }
1189
1190 /* only the godpower attacktype adds the god's attack onto the spell */
1191 if (spellop->attacktype & AT_GODPOWER)
1192 spellop->attacktype = spellop->attacktype | god->attacktype;
1193
1194 /* tack on the god's name to the spell */
1195 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1196 {
1197 spellop->title = god->name;
1198 if (spellop->title)
1199 {
1200 char buf[MAX_BUF];
1201
1202 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1203 spellop->name = spellop->name_pl = buf;
1204 }
1205 }
1206
1207 return 1;
1208 }