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Revision: 1.31
Committed: Thu Nov 8 19:43:27 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_5, rel-2_32, rel-2_43, rel-2_42, rel-2_41
Changes since 1.30: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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
290 /* we can super-charge grace to 2x max */
291 if (pl->stats.grace < 2 * pl->stats.maxgrace)
292 pl->stats.grace += bonus / 2;
293 else
294 pl->stats.grace = 2 * pl->stats.maxgrace;
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 else
305 { /* praying to another god! */
306 uint64 loss = 0;
307 int angry = 1;
308
309 /* I believe the logic for detecting opposing gods was completely
310 * broken - I think it should work now. altar->other_arch
311 * points to the god of this altar (which we have
312 * already verified is non null). pl_god->other_arch
313 * is the opposing god - we need to verify that exists before
314 * using its values.
315 */
316 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
317 {
318 angry = 2;
319 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
320 {
321 object *tmp;
322
323 /* you really screwed up */
324 angry = 3;
325 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
326 tmp = get_archetype (LOOSE_MANA);
327 cast_magic_storm (pl, tmp, pl_god->level + 20);
328 }
329 else
330 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
331 }
332 else
333 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
334
335 /* whether we will be successfull in defecting or not -
336 * we lose experience from the clerical experience obj
337 */
338
339 loss = angry * (skill->stats.exp / 10);
340 if (loss)
341 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
342
343 /* May switch Gods, but its random chance based on our current level
344 * note it gets harder to swap gods the higher we get
345 */
346 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
347 become_follower (pl, altar->other_arch);
348 else
349 {
350 /* toss this player off the altar. He can try again. */
351 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
352 pl->contr->fire_on = 0;
353 pl->speed_left = 1.f;
354 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
355 }
356 }
357 }
358
359 /**
360 * Removes special prayers given by a god.
361 */
362 static void
363 check_special_prayers (object *op, object *god)
364 {
365 /* Ensure that 'op' doesn't know any special prayers that are not granted
366 * by 'god'.
367 */
368 treasure *tr;
369 object *tmp, *next_tmp;
370 int remove = 0;
371
372 /* Outer loop iterates over all special prayer marks */
373 for (tmp = op->inv; tmp; tmp = next_tmp)
374 {
375 next_tmp = tmp->below;
376
377 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
378 * in that category, not something we need to worry about.
379 */
380 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
381 continue;
382
383 if (god->randomitems == NULL)
384 {
385 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
386 do_forget_spell (op, tmp->name);
387 continue;
388 }
389
390 /* Inner loop tries to find the special prayer in the god's treasure
391 * list. We default that the spell should be removed.
392 */
393 remove = 1;
394 for (tr = god->randomitems->items; tr; tr = tr->next)
395 {
396 object *item;
397
398 if (!tr->item)
399 continue;
400
401 item = tr->item;
402
403 /* Basically, see if the matching spell is granted by this god. */
404
405 if (tr->item->type == SPELL && tr->item->object::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 for (tr = old_god->randomitems->items; tr; tr = tr->next)
461 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
462 follower_remove_similar_item (op, tr->item);
463
464 if (!op || !new_god)
465 return;
466
467 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
468 {
469 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
470
471 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
472 {
473 object *tmp = get_archetype (LOOSE_MANA);
474
475 cast_magic_storm (op, tmp, new_god->level + 10);
476 }
477
478 return;
479 }
480
481
482 /* give the player any special god-characteristic-items. */
483 for (tr = new_god->randomitems->items; tr; tr = tr->next)
484 {
485 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
486 && tr->item->type != BOOK && tr->item->type != SPELL)
487 god_gives_present (op, new_god, tr);
488 }
489
490
491 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
492
493 for (skop = op->inv; skop != NULL; skop = skop->below)
494 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
495 break;
496
497 /* Player has no skill - give them the skill */
498 if (!skop)
499 {
500 /* The arhetype should always be defined - if we crash here because it doesn't,
501 * things are really messed up anyways.
502 */
503 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
504 link_player_skills (op);
505 }
506
507 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
508
509 /* Clear the "undead" status. We also need to force a call to change_abil,
510 * so I set undeadified for that.
511 * - gros, 21th July 2006.
512 */
513 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
514 {
515 CLEAR_FLAG (skop, FLAG_UNDEAD);
516 undeadified = 1;
517 }
518
519 if (skop->title)
520 { /* get rid of old god */
521 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
522 /* The point of this is to really show what abilities the player just lost */
523 if (sk_applied || undeadified)
524 {
525
526 CLEAR_FLAG (skop, FLAG_APPLIED);
527 (void) change_abil (op, skop);
528 }
529 }
530
531 /* now change to the new gods attributes to exp_obj */
532 skop->title = new_god->name;
533 skop->path_attuned = new_god->path_attuned;
534 skop->path_repelled = new_god->path_repelled;
535 skop->path_denied = new_god->path_denied;
536 /* copy god's resistances */
537 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
538
539 /* make sure that certain immunities do NOT get passed
540 * to the follower!
541 */
542 for (i = 0; i < NROFATTACKS; i++)
543 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
544 skop->resist[i] = 30;
545
546 skop->stats.hp = (sint16) new_god->last_heal;
547 skop->stats.sp = (sint16) new_god->last_sp;
548 skop->stats.grace = (sint16) new_god->last_grace;
549 skop->stats.food = (sint16) new_god->last_eat;
550 skop->stats.luck = (sint8) new_god->stats.luck;
551 /* gods may pass on certain flag properties */
552 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
553 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
554 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
555 update_priest_flag (new_god, skop, FLAG_STEALTH);
556 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
557 update_priest_flag (new_god, skop, FLAG_UNDEAD);
558 update_priest_flag (new_god, skop, FLAG_BLIND);
559 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
560
561 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
562
563 /* Weapon/armour use are special...handle flag toggles here as this can
564 * only happen when gods are worshipped and if the new priest could
565 * have used armour/weapons in the first place.
566 *
567 * This also can happen for monks which cannot use weapons. In this case
568 * do not allow to use weapons even if the god otherwise would allow it.
569 */
570 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
571 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
572 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
573
574 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
575 stop_using_item (op, WEAPON, 2);
576
577 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
578 {
579 stop_using_item (op, ARMOUR, 1);
580 stop_using_item (op, HELMET, 1);
581 stop_using_item (op, BOOTS, 1);
582 stop_using_item (op, GLOVES, 1);
583 stop_using_item (op, SHIELD, 1);
584 }
585
586 SET_FLAG (skop, FLAG_APPLIED);
587 (void) change_abil (op, skop);
588
589 /* return to previous skill status */
590 if (!sk_applied)
591 CLEAR_FLAG (skop, FLAG_APPLIED);
592
593 check_special_prayers (op, new_god);
594 }
595
596 /**
597 * Forbids or let player use something item type.
598 * op is the player.
599 * exp_obj is the widsom experience.
600 * flag is the flag to check against.
601 * string is the string to print out.
602 */
603
604 int
605 worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
606 {
607
608 if (QUERY_FLAG (op->arch, flag))
609 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
610 {
611 update_priest_flag (exp_obj, op, flag);
612 if (QUERY_FLAG (op, flag))
613 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
614 else
615 {
616 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
617 return 1;
618 }
619 }
620 return 0;
621 }
622
623 /**
624 * Unapplies up to number worth of items of type
625 */
626 void
627 stop_using_item (object *op, int type, int number)
628 {
629 object *tmp;
630
631 for (tmp = op->inv; tmp && number; tmp = tmp->below)
632 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
633 {
634 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
635 number--;
636 }
637 }
638
639 /**
640 * If the god does/doesnt have this flag, we
641 * give/remove it from the experience object if it doesnt/does
642 * already exist. For players only!
643 */
644
645 void
646 update_priest_flag (object *god, object *exp_ob, uint32 flag)
647 {
648 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
649 SET_FLAG (exp_ob, flag);
650 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
651 {
652 /* When this is called with the exp_ob set to the player,
653 * this check is broken, because most all players arch
654 * allow use of weapons. I'm not actually sure why this
655 * check is here - I guess if you had a case where the
656 * value in the archetype (wisdom) should over ride the restrictions
657 * the god places on it, this may make sense. But I don't think
658 * there is any case like that.
659 */
660
661 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
662 CLEAR_FLAG (exp_ob, flag);
663 };
664 }
665
666
667
668 archetype *
669 determine_holy_arch (object *god, const char *type)
670 {
671 treasure *tr;
672
673 if (!god || !god->randomitems)
674 {
675 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
676 return NULL;
677 }
678
679 for (tr = god->randomitems->items; tr; tr = tr->next)
680 {
681 if (!tr->item)
682 continue;
683
684 object *item = tr->item;
685
686 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
687 return item->other_arch;
688 }
689 return NULL;
690 }
691
692 /**
693 * God helps player by removing curse and/or damnation.
694 */
695 static int
696 god_removes_curse (object *op, int remove_damnation)
697 {
698 object *tmp;
699 int success = 0;
700
701 for (tmp = op->inv; tmp; tmp = tmp->below)
702 {
703 if (tmp->invisible)
704 continue;
705 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
706 continue;
707 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
708 {
709 success = 1;
710 CLEAR_FLAG (tmp, FLAG_DAMNED);
711 CLEAR_FLAG (tmp, FLAG_CURSED);
712 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
713 if (op->type == PLAYER)
714 esrv_send_item (op, tmp);
715 }
716 }
717
718 if (success)
719 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
720 return success;
721 }
722
723 static int
724 follower_level_to_enchantments (int level, int difficulty)
725 {
726 if (difficulty < 1)
727 {
728 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
729 return 0;
730 }
731
732 if (level <= 20)
733 return level / difficulty;
734 if (level <= 40)
735 return (20 + (level - 20) / 2) / difficulty;
736
737 return (30 + (level - 40) / 4) / difficulty;
738 }
739
740 /**
741 * God wants to enchant weapon.
742 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
743 * it isn't a weapon for another god. If all is all right, update weapon with
744 * attacktype, slaying and such.
745 */
746 static int
747 god_enchants_weapon (object *op, object *god, object *tr, object *skill)
748 {
749 char buf[MAX_BUF];
750 object *weapon;
751 uint32 attacktype;
752 int tmp;
753
754 for (weapon = op->inv; weapon; weapon = weapon->below)
755 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
756 break;
757
758 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
759 return 0;
760
761 /* First give it a title, so other gods won't touch it */
762 if (!weapon->title)
763 {
764 sprintf (buf, "of %s", &god->name);
765 weapon->title = buf;
766 if (op->type == PLAYER)
767 esrv_update_item (UPD_NAME, op, weapon);
768 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
769 }
770
771 /* Allow the weapon to slay enemies */
772 if (!weapon->slaying && god->slaying)
773 {
774 weapon->slaying = god->slaying;
775 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
776 return 1;
777 }
778
779 /* Add the gods attacktype */
780 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
781 if ((attacktype & god->attacktype) != god->attacktype)
782 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
784 weapon->attacktype = attacktype | god->attacktype;
785 return 1;
786 }
787
788 /* Higher magic value */
789 tmp = follower_level_to_enchantments (skill->level, tr->level);
790 if (weapon->magic < tmp)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
793 weapon->magic++;
794 if (op->type == PLAYER)
795 esrv_update_item (UPD_NAME, op, weapon);
796 return 1;
797 }
798
799 return 0;
800 }
801
802 /**
803 * Every once in a while the god will intervene to help the worshiper.
804 * Later, this fctn can be used to supply quests, etc for the
805 * priest. -b.t.
806 * called from pray_at_altar() currently.
807 */
808 void
809 god_intervention (object *op, object *god, object *skill)
810 {
811 treasure *tr;
812
813 if (!god || !god->randomitems)
814 {
815 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
816 return;
817 }
818
819 check_special_prayers (op, god);
820
821 /* lets do some checks of whether we are kosher with our god */
822 if (god_examines_priest (op, god) < 0)
823 return;
824
825 op->play_sound (sound_find ("god_intervention"));
826 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
827
828 for (tr = god->randomitems->items; tr; tr = tr->next)
829 {
830 object *item;
831
832 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
833 continue;
834
835 /* Treasurelist - generate some treasure for the follower */
836 if (tr->name)
837 {
838 treasurelist *tl = treasurelist::find (tr->name);
839
840 if (tl == NULL)
841 continue;
842
843 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground.");
844
845 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
846 return;
847 }
848
849 if (!tr->item)
850 continue;
851
852 item = tr->item;
853
854 /* Grace limit */
855 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
856 {
857 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
858 {
859 object *tmp;
860
861 /* Follower lacks the required grace for the following
862 * treasure list items. */
863
864 tmp = get_archetype (HOLY_POSSESSION);
865 cast_change_ability (op, op, tmp, 0, 1);
866 tmp->destroy ();
867 return;
868 }
869
870 continue;
871 }
872
873 /* Restore grace */
874 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
875 {
876 if (op->stats.grace >= 0)
877 continue;
878 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
879 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
880 return;
881 }
882
883 /* Heal damage */
884 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
885 {
886 if (op->stats.hp >= op->stats.maxhp)
887 continue;
888 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
889 op->stats.hp = op->stats.maxhp;
890 return;
891 }
892
893 /* Restore spellpoints */
894 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
895 {
896 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
897
898 /* Restore to 50 .. 100%, if sp < 50% */
899 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
900
901 if (op->stats.sp >= max / 2)
902 continue;
903 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
904 op->stats.sp = new_sp;
905 }
906
907 /* Various heal spells */
908 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
909 {
910 object *tmp;
911 int success;
912
913 tmp = get_archetype_by_object_name (item->slaying);
914
915 success = cast_heal (op, op, tmp, 0);
916 tmp->destroy ();
917 if (success)
918 return;
919 else
920 continue;
921 }
922
923 /* Remove curse */
924 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
925 {
926 if (god_removes_curse (op, 0))
927 return;
928 else
929 continue;
930 }
931
932 /* Remove damnation */
933 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
934 {
935 if (god_removes_curse (op, 1))
936 return;
937 else
938 continue;
939 }
940
941 /* Heal depletion */
942 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
943 {
944 object *depl;
945 archetype *at;
946 int i;
947
948 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
949 {
950 LOG (llevError, "Could not find archetype depletion.\n");
951 continue;
952 }
953 depl = present_arch_in_ob (at, op);
954
955 if (depl == NULL)
956 continue;
957
958 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
959
960 for (i = 0; i < NUM_STATS; i++)
961 if (depl->stats.stat (i))
962 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
963
964 depl->destroy ();
965 op->update_stats ();
966 return;
967 }
968
969 /* Voices */
970 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
971 {
972 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
973 new_draw_info (NDI_WHITE, 0, op, item->msg);
974 return;
975 }
976
977 /* Messages */
978 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
979 {
980 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
981 return;
982 }
983
984 /* Enchant weapon */
985 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
986 {
987 if (god_enchants_weapon (op, god, item, skill))
988 return;
989 else
990 continue;
991 }
992
993 /* Spellbooks - works correctly only for prayers */
994 if (item->type == SPELL)
995 {
996 if (check_spell_known (op, item->name))
997 continue;
998 if (item->level > skill->level)
999 continue;
1000
1001 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1002 do_learn_spell (op, item, 1);
1003 return;
1004
1005 }
1006
1007 /* Other gifts */
1008 if (!item->invisible)
1009 {
1010 if (god_gives_present (op, god, tr))
1011 return;
1012 else
1013 continue;
1014 }
1015 /* else ignore it */
1016 }
1017
1018 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1019 }
1020
1021 /**
1022 * Checks and maybe punishes someone praying.
1023 * All applied items are examined, if player is using more items of other gods,
1024 * s/he loses experience in praying or general experience if no praying.
1025 */
1026 int
1027 god_examines_priest (object *op, object *god)
1028 {
1029 int reaction = 1;
1030 object *item = NULL, *skop;
1031
1032 for (item = op->inv; item; item = item->below)
1033 {
1034 if (QUERY_FLAG (item, FLAG_APPLIED))
1035 {
1036 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1037 }
1038 }
1039
1040 /* well, well. Looks like we screwed up. Time for god's revenge */
1041 if (reaction < 0)
1042 {
1043 int loss = 10000000;
1044 int angry = abs (reaction);
1045
1046 for (skop = op->inv; skop != NULL; skop = skop->below)
1047 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1048 break;
1049
1050 if (skop)
1051 loss = (int) (0.05 * (float) skop->stats.exp);
1052 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1053 if (random_roll (0, angry, op, PREFER_LOW))
1054 {
1055 object *tmp = get_archetype (LOOSE_MANA);
1056
1057 cast_magic_storm (op, tmp, op->level + (angry * 3));
1058 }
1059 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1060 }
1061 return reaction;
1062 }
1063
1064 /**
1065 * God checks item the player is using.
1066 * Return either -1 (bad), 0 (neutral) or
1067 * 1 (item is ok). If you are using the item of an enemy
1068 * god, it can be bad...-b.t.
1069 */
1070
1071 int
1072 god_examines_item (object *god, object *item)
1073 {
1074 char buf[MAX_BUF];
1075
1076 if (!god || !item)
1077 return 0;
1078
1079 if (!item->title)
1080 return 1; /* unclaimed item are ok */
1081
1082 sprintf (buf, "of %s", &god->name);
1083 if (!strcmp (item->title, buf))
1084 return 1; /* belongs to that God */
1085
1086 if (god->title)
1087 { /* check if we have any enemy blessed item */
1088 sprintf (buf, "of %s", &god->title);
1089 if (!strcmp (item->title, buf))
1090 {
1091 if (item->env)
1092 {
1093 char buf[MAX_BUF];
1094
1095 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1096 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1097 }
1098 return -1;
1099 }
1100 }
1101
1102 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1103 }
1104
1105 /**
1106 * Returns priest's god's id.
1107 * Straight calls lookup_god_by_name
1108 */
1109
1110 int
1111 get_god (object *priest)
1112 {
1113 int godnr = lookup_god_by_name (determine_god (priest));
1114
1115 return godnr;
1116 }
1117
1118 /**
1119 * Returns a string that is the name of the god that should be natively worshipped by a
1120 * creature of who has race *race
1121 * if we can't find a god that is appropriate, we return NULL
1122 */
1123 const char *
1124 get_god_for_race (const char *race)
1125 {
1126 godlink *gl = first_god;
1127 const char *godname = NULL;
1128
1129 if (race == NULL)
1130 return NULL;
1131 while (gl)
1132 {
1133 if (!strcasecmp (gl->arch->race, race))
1134 {
1135 godname = gl->name;
1136 break;
1137 }
1138 gl = gl->next;
1139 }
1140 return godname;
1141 }
1142
1143 /**
1144 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1145 * Returns false if there was no race to assign to the slaying field of the spell, but
1146 * the spell attacktype contains AT_HOLYWORD. -b.t.
1147 */
1148 int
1149 tailor_god_spell (object *spellop, object *caster)
1150 {
1151 object *god = find_god (determine_god (caster));
1152 int caster_is_spell = 0;
1153
1154 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1155 caster_is_spell = 1;
1156
1157 /* if caster is a rune or the like, it doesn't worship anything. However,
1158 * if this object is owned by someone, then the god that they worship
1159 * is relevant, so use that.
1160 */
1161 if (!god && caster->owner)
1162 god = find_god (determine_god (caster->owner));
1163
1164 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1165 {
1166 if (!caster_is_spell)
1167 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1168 else
1169 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1170
1171 spellop->destroy ();
1172 return 0;
1173 }
1174
1175 /* either holy word or godpower attacks will set the slaying field */
1176 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1177 {
1178 if (spellop->slaying)
1179 spellop->slaying = NULL;
1180
1181 if (!caster_is_spell)
1182 spellop->slaying = god->slaying;
1183 else if (caster->slaying)
1184 spellop->slaying = caster->slaying;
1185 }
1186
1187 /* only the godpower attacktype adds the god's attack onto the spell */
1188 if (spellop->attacktype & AT_GODPOWER)
1189 spellop->attacktype = spellop->attacktype | god->attacktype;
1190
1191 /* tack on the god's name to the spell */
1192 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1193 {
1194 spellop->title = god->name;
1195 if (spellop->title)
1196 {
1197 char buf[MAX_BUF];
1198
1199 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1200 spellop->name = spellop->name_pl = buf;
1201 }
1202 }
1203
1204 return 1;
1205 }