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Revision: 1.34
Committed: Tue Apr 22 23:53:12 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_52, rel-2_53
Changes since 1.33: +4 -3 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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->destroy ();
205 }
206
207 if (tmp->inv)
208 follower_remove_similar_item (tmp, item);
209 }
210 }
211 }
212
213 /**
214 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
215 * Returns 1 if found, else 0.
216 */
217 static int
218 follower_has_similar_item (object *op, object *item)
219 {
220 object *tmp;
221
222 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
223 {
224 if (tmp->type == item->type
225 && same_string (tmp->name, item->name)
226 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
227 return 1;
228 if (tmp->inv && follower_has_similar_item (tmp, item))
229 return 1;
230 }
231 return 0;
232 }
233
234 /**
235 * God gives an item to the player.
236 */
237 static int
238 god_gives_present (object *op, object *god, treasure *tr)
239 {
240 if (!tr->item)
241 return 0;
242
243 if (follower_has_similar_item (op, tr->item))
244 return 0;
245
246 object *tmp = arch_to_object (tr->item);
247 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
248 op->insert (tmp);
249
250 return 1;
251 }
252
253 /**
254 * Player prays at altar.
255 * Checks for god changing, divine intervention, and so on.
256 */
257 void
258 pray_at_altar (object *pl, object *altar, object *skill)
259 {
260 object *pl_god = find_god (determine_god (pl));
261
262 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
263 return;
264
265 /* If non consecrate altar, don't do anything */
266 if (!altar->other_arch)
267 return;
268
269 /* hmm. what happend depends on pl's current god, level, etc */
270 if (!pl_god)
271 { /*new convert */
272 become_follower (pl, altar->other_arch);
273 return;
274 }
275 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
276 {
277 /* pray at your gods altar */
278 int bonus = (pl->stats.Wis + skill->level) / 10;
279
280 /* we can get neg grace up faster */
281 if (pl->stats.grace < 0)
282 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
283
284 /* we can super-charge grace to 2x max */
285 if (pl->stats.grace < 2 * pl->stats.maxgrace)
286 pl->stats.grace += bonus / 2;
287 else
288 pl->stats.grace = 2 * pl->stats.maxgrace;
289
290 /* Every once in a while, the god decides to checkup on their
291 * follower, and may intervene to help them out.
292 */
293 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
294
295 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
296 god_intervention (pl, pl_god, skill);
297 }
298 else
299 { /* praying to another god! */
300 uint64 loss = 0;
301 int angry = 1;
302
303 /* I believe the logic for detecting opposing gods was completely
304 * broken - I think it should work now. altar->other_arch
305 * points to the god of this altar (which we have
306 * already verified is non null). pl_god->other_arch
307 * is the opposing god - we need to verify that exists before
308 * using its values.
309 */
310 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
311 {
312 angry = 2;
313 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
314 {
315 object *tmp;
316
317 /* you really screwed up */
318 angry = 3;
319 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
320 tmp = get_archetype (LOOSE_MANA);
321 cast_magic_storm (pl, tmp, pl_god->level + 20);
322 }
323 else
324 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
325 }
326 else
327 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
328
329 /* whether we will be successfull in defecting or not -
330 * we lose experience from the clerical experience obj
331 */
332
333 loss = angry * (skill->stats.exp / 10);
334 if (loss)
335 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
336
337 /* May switch Gods, but its random chance based on our current level
338 * note it gets harder to swap gods the higher we get
339 */
340 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
341 become_follower (pl, altar->other_arch);
342 else
343 {
344 /* toss this player off the altar. He can try again. */
345 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
346 pl->contr->fire_on = 0;
347 pl->speed_left = 1.f;
348 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
349 }
350 }
351 }
352
353 /**
354 * Removes special prayers given by a god.
355 */
356 static void
357 check_special_prayers (object *op, object *god)
358 {
359 /* Ensure that 'op' doesn't know any special prayers that are not granted
360 * by 'god'.
361 */
362 treasure *tr;
363 object *tmp, *next_tmp;
364 int remove = 0;
365
366 /* Outer loop iterates over all special prayer marks */
367 for (tmp = op->inv; tmp; tmp = next_tmp)
368 {
369 next_tmp = tmp->below;
370
371 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
372 * in that category, not something we need to worry about.
373 */
374 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
375 continue;
376
377 if (god->randomitems == NULL)
378 {
379 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
380 do_forget_spell (op, tmp->name);
381 continue;
382 }
383
384 /* Inner loop tries to find the special prayer in the god's treasure
385 * list. We default that the spell should be removed.
386 */
387 remove = 1;
388 for (tr = god->randomitems->items; tr; tr = tr->next)
389 {
390 object *item;
391
392 if (!tr->item)
393 continue;
394
395 item = tr->item;
396
397 /* Basically, see if the matching spell is granted by this god. */
398
399 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
400 {
401 remove = 0;
402 break;
403 }
404 }
405 if (remove)
406 {
407 /* just do the work of removing the spell ourselves - we already
408 * know that the player knows the spell
409 */
410 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
411 player_unready_range_ob (op->contr, tmp);
412 tmp->destroy ();
413 }
414
415 }
416 }
417
418 /**
419 * This function is called whenever a player has
420 * switched to a new god. It handles basically all the stat changes
421 * that happen to the player, including the removal of godgiven
422 * items (from the former cult).
423 */
424 void
425 become_follower (object *op, object *new_god)
426 {
427 object *old_god = NULL; /* old god */
428 treasure *tr;
429 object *item, *skop, *next;
430 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
431
432
433 old_god = find_god (determine_god (op));
434
435 /* take away any special god-characteristic items. */
436 for (item = op->inv; item != NULL; item = next)
437 {
438 next = item->below;
439 // remove all invisible startequip items which are not skill, exp or force
440 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
441 (item->type != SKILL) && (item->type != FORCE))
442 {
443
444 if (item->type == SPELL)
445 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
446
447 player_unready_range_ob (op->contr, item);
448 item->destroy ();
449 }
450 }
451
452 /* remove any godgiven items from the old god */
453 if (old_god)
454 for (tr = old_god->randomitems->items; tr; tr = tr->next)
455 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
456 follower_remove_similar_item (op, tr->item);
457
458 if (!op || !new_god)
459 return;
460
461 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
462 {
463 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
464
465 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
466 {
467 object *tmp = get_archetype (LOOSE_MANA);
468
469 cast_magic_storm (op, tmp, new_god->level + 10);
470 }
471
472 return;
473 }
474
475
476 /* give the player any special god-characteristic-items. */
477 for (tr = new_god->randomitems->items; tr; tr = tr->next)
478 {
479 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
480 && tr->item->type != BOOK && tr->item->type != SPELL)
481 god_gives_present (op, new_god, tr);
482 }
483
484
485 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
486
487 for (skop = op->inv; skop != NULL; skop = skop->below)
488 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
489 break;
490
491 /* Player has no skill - give them the skill */
492 if (!skop)
493 {
494 /* The arhetype should always be defined - if we crash here because it doesn't,
495 * things are really messed up anyways.
496 */
497 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
498 link_player_skills (op);
499 }
500
501 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
502
503 /* Clear the "undead" status. We also need to force a call to change_abil,
504 * so I set undeadified for that.
505 * - gros, 21th July 2006.
506 */
507 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
508 {
509 CLEAR_FLAG (skop, FLAG_UNDEAD);
510 undeadified = 1;
511 }
512
513 if (skop->title)
514 {
515 /* get rid of old god */
516 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
517
518 /* The point of this is to really show what abilities the player just lost */
519 if (sk_applied || undeadified)
520 {
521 CLEAR_FLAG (skop, FLAG_APPLIED);
522 change_abil (op, skop);
523 }
524 }
525
526 /* now change to the new gods attributes to exp_obj */
527 skop->title = new_god->name;
528 skop->path_attuned = new_god->path_attuned;
529 skop->path_repelled = new_god->path_repelled;
530 skop->path_denied = new_god->path_denied;
531 /* copy god's resistances */
532 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
533
534 /* make sure that certain immunities do NOT get passed
535 * to the follower!
536 */
537 for (i = 0; i < NROFATTACKS; i++)
538 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
539 skop->resist[i] = 30;
540
541 skop->stats.hp = (sint16) new_god->last_heal;
542 skop->stats.sp = (sint16) new_god->last_sp;
543 skop->stats.grace = (sint16) new_god->last_grace;
544 skop->stats.food = (sint16) new_god->last_eat;
545 skop->stats.luck = (sint8) new_god->stats.luck;
546 /* gods may pass on certain flag properties */
547 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
548 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
549 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
550 update_priest_flag (new_god, skop, FLAG_STEALTH);
551 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
552 update_priest_flag (new_god, skop, FLAG_UNDEAD);
553 update_priest_flag (new_god, skop, FLAG_BLIND);
554 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
555
556 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
557
558 /* Weapon/armour use are special...handle flag toggles here as this can
559 * only happen when gods are worshipped and if the new priest could
560 * have used armour/weapons in the first place.
561 *
562 * This also can happen for monks which cannot use weapons. In this case
563 * do not allow to use weapons even if the god otherwise would allow it.
564 */
565 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
566 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
567 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
568
569 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
570 stop_using_item (op, WEAPON, 2);
571
572 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
573 {
574 stop_using_item (op, ARMOUR, 1);
575 stop_using_item (op, HELMET, 1);
576 stop_using_item (op, BOOTS, 1);
577 stop_using_item (op, GLOVES, 1);
578 stop_using_item (op, SHIELD, 1);
579 }
580
581 SET_FLAG (skop, FLAG_APPLIED);
582 (void) change_abil (op, skop);
583
584 /* return to previous skill status */
585 if (!sk_applied)
586 CLEAR_FLAG (skop, FLAG_APPLIED);
587
588 check_special_prayers (op, new_god);
589 }
590
591 /**
592 * Forbids or let player use something item type.
593 * op is the player.
594 * exp_obj is the widsom experience.
595 * flag is the flag to check against.
596 * string is the string to print out.
597 */
598
599 int
600 worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
601 {
602
603 if (QUERY_FLAG (op->arch, flag))
604 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
605 {
606 update_priest_flag (exp_obj, op, flag);
607 if (QUERY_FLAG (op, flag))
608 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
609 else
610 {
611 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
612 return 1;
613 }
614 }
615 return 0;
616 }
617
618 /**
619 * Unapplies up to number worth of items of type
620 */
621 void
622 stop_using_item (object *op, int type, int number)
623 {
624 object *tmp;
625
626 for (tmp = op->inv; tmp && number; tmp = tmp->below)
627 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
628 {
629 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
630 number--;
631 }
632 }
633
634 /**
635 * If the god does/doesnt have this flag, we
636 * give/remove it from the experience object if it doesnt/does
637 * already exist. For players only!
638 */
639
640 void
641 update_priest_flag (object *god, object *exp_ob, uint32 flag)
642 {
643 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
644 SET_FLAG (exp_ob, flag);
645 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
646 {
647 /* When this is called with the exp_ob set to the player,
648 * this check is broken, because most all players arch
649 * allow use of weapons. I'm not actually sure why this
650 * check is here - I guess if you had a case where the
651 * value in the archetype (wisdom) should over ride the restrictions
652 * the god places on it, this may make sense. But I don't think
653 * there is any case like that.
654 */
655
656 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
657 CLEAR_FLAG (exp_ob, flag);
658 };
659 }
660
661
662
663 archetype *
664 determine_holy_arch (object *god, const char *type)
665 {
666 treasure *tr;
667
668 if (!god || !god->randomitems)
669 {
670 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
671 return NULL;
672 }
673
674 for (tr = god->randomitems->items; tr; tr = tr->next)
675 {
676 if (!tr->item)
677 continue;
678
679 object *item = tr->item;
680
681 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
682 return item->other_arch;
683 }
684 return NULL;
685 }
686
687 /**
688 * God helps player by removing curse and/or damnation.
689 */
690 static int
691 god_removes_curse (object *op, int remove_damnation)
692 {
693 int success = 0;
694
695 for (object *tmp = op->inv; tmp; tmp = tmp->below)
696 {
697 if (tmp->invisible)
698 continue;
699
700 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
701 continue;
702
703 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
704 {
705 success = 1;
706 CLEAR_FLAG (tmp, FLAG_DAMNED);
707 CLEAR_FLAG (tmp, FLAG_CURSED);
708 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
709
710 if (object *pl = tmp->visible_to ())
711 esrv_update_item (UPD_FLAGS, pl, tmp);
712 }
713 }
714
715 if (success)
716 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
717
718 return success;
719 }
720
721 static int
722 follower_level_to_enchantments (int level, int difficulty)
723 {
724 if (difficulty < 1)
725 {
726 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
727 return 0;
728 }
729
730 if (level <= 20)
731 return level / difficulty;
732 if (level <= 40)
733 return (20 + (level - 20) / 2) / difficulty;
734
735 return (30 + (level - 40) / 4) / difficulty;
736 }
737
738 /**
739 * God wants to enchant weapon.
740 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
741 * it isn't a weapon for another god. If all is all right, update weapon with
742 * attacktype, slaying and such.
743 */
744 static int
745 god_enchants_weapon (object *op, object *god, object *tr, object *skill)
746 {
747 char buf[MAX_BUF];
748 object *weapon;
749 uint32 attacktype;
750 int tmp;
751
752 for (weapon = op->inv; weapon; weapon = weapon->below)
753 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
754 break;
755
756 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
757 return 0;
758
759 /* First give it a title, so other gods won't touch it */
760 if (!weapon->title)
761 {
762 sprintf (buf, "of %s", &god->name);
763 weapon->title = buf;
764
765 if (object *pl = weapon->visible_to ())
766 esrv_update_item (UPD_NAME, pl, weapon);
767
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
795 if (object *pl = weapon->visible_to ())
796 esrv_update_item (UPD_NAME, pl, weapon);
797
798 return 1;
799 }
800
801 return 0;
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 void
811 god_intervention (object *op, object *god, object *skill)
812 {
813 treasure *tr;
814
815 if (!god || !god->randomitems)
816 {
817 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
818 return;
819 }
820
821 check_special_prayers (op, god);
822
823 /* lets do some checks of whether we are kosher with our god */
824 if (god_examines_priest (op, god) < 0)
825 return;
826
827 op->play_sound (sound_find ("god_intervention"));
828 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
829
830 for (tr = god->randomitems->items; tr; 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 = treasurelist::find (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, skill->level, 0);
848 return;
849 }
850
851 if (!tr->item)
852 continue;
853
854 item = tr->item;
855
856 /* Grace limit */
857 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
858 {
859 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
860 {
861 object *tmp;
862
863 /* Follower lacks the required grace for the following
864 * treasure list items. */
865
866 tmp = get_archetype (HOLY_POSSESSION);
867 cast_change_ability (op, op, tmp, 0, 1);
868 tmp->destroy ();
869 return;
870 }
871
872 continue;
873 }
874
875 /* Restore grace */
876 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
877 {
878 if (op->stats.grace >= 0)
879 continue;
880 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
881 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
882 return;
883 }
884
885 /* Heal damage */
886 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
887 {
888 if (op->stats.hp >= op->stats.maxhp)
889 continue;
890 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
891 op->stats.hp = op->stats.maxhp;
892 return;
893 }
894
895 /* Restore spellpoints */
896 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
897 {
898 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
899
900 /* Restore to 50 .. 100%, if sp < 50% */
901 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
902
903 if (op->stats.sp >= max / 2)
904 continue;
905 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
906 op->stats.sp = new_sp;
907 }
908
909 /* Various heal spells */
910 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
911 {
912 object *tmp;
913 int success;
914
915 tmp = get_archetype_by_object_name (item->slaying);
916
917 success = cast_heal (op, op, tmp, 0);
918 tmp->destroy ();
919 if (success)
920 return;
921 else
922 continue;
923 }
924
925 /* Remove curse */
926 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
927 {
928 if (god_removes_curse (op, 0))
929 return;
930 else
931 continue;
932 }
933
934 /* Remove damnation */
935 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
936 {
937 if (god_removes_curse (op, 1))
938 return;
939 else
940 continue;
941 }
942
943 /* Heal depletion */
944 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
945 {
946 object *depl;
947 archetype *at;
948 int i;
949
950 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
951 {
952 LOG (llevError, "Could not find archetype depletion.\n");
953 continue;
954 }
955 depl = present_arch_in_ob (at, op);
956
957 if (depl == NULL)
958 continue;
959
960 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
961
962 for (i = 0; i < NUM_STATS; i++)
963 if (depl->stats.stat (i))
964 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
965
966 depl->destroy ();
967 op->update_stats ();
968 return;
969 }
970
971 /* Voices */
972 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
973 {
974 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:");
975 new_draw_info (NDI_WHITE, 0, op, item->msg);
976 return;
977 }
978
979 /* Messages */
980 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
981 {
982 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
983 return;
984 }
985
986 /* Enchant weapon */
987 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
988 {
989 if (god_enchants_weapon (op, god, item, skill))
990 return;
991 else
992 continue;
993 }
994
995 /* Spellbooks - works correctly only for prayers */
996 if (item->type == SPELL)
997 {
998 if (check_spell_known (op, item->name))
999 continue;
1000 if (item->level > skill->level)
1001 continue;
1002
1003 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1004 do_learn_spell (op, item, 1);
1005 return;
1006
1007 }
1008
1009 /* Other gifts */
1010 if (!item->invisible)
1011 {
1012 if (god_gives_present (op, god, tr))
1013 return;
1014 else
1015 continue;
1016 }
1017 /* else ignore it */
1018 }
1019
1020 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1021 }
1022
1023 /**
1024 * Checks and maybe punishes someone praying.
1025 * All applied items are examined, if player is using more items of other gods,
1026 * s/he loses experience in praying or general experience if no praying.
1027 */
1028 int
1029 god_examines_priest (object *op, object *god)
1030 {
1031 int reaction = 1;
1032 object *item = NULL, *skop;
1033
1034 for (item = op->inv; item; item = item->below)
1035 {
1036 if (QUERY_FLAG (item, FLAG_APPLIED))
1037 {
1038 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1039 }
1040 }
1041
1042 /* well, well. Looks like we screwed up. Time for god's revenge */
1043 if (reaction < 0)
1044 {
1045 int loss = 10000000;
1046 int angry = abs (reaction);
1047
1048 for (skop = op->inv; skop != NULL; skop = skop->below)
1049 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1050 break;
1051
1052 if (skop)
1053 loss = (int) (0.05 * (float) skop->stats.exp);
1054 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1055 if (random_roll (0, angry, op, PREFER_LOW))
1056 {
1057 object *tmp = get_archetype (LOOSE_MANA);
1058
1059 cast_magic_storm (op, tmp, op->level + (angry * 3));
1060 }
1061 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1062 }
1063 return reaction;
1064 }
1065
1066 /**
1067 * God checks item the player is using.
1068 * Return either -1 (bad), 0 (neutral) or
1069 * 1 (item is ok). If you are using the item of an enemy
1070 * god, it can be bad...-b.t.
1071 */
1072
1073 int
1074 god_examines_item (object *god, object *item)
1075 {
1076 char buf[MAX_BUF];
1077
1078 if (!god || !item)
1079 return 0;
1080
1081 if (!item->title)
1082 return 1; /* unclaimed item are ok */
1083
1084 sprintf (buf, "of %s", &god->name);
1085 if (!strcmp (item->title, buf))
1086 return 1; /* belongs to that God */
1087
1088 if (god->title)
1089 { /* check if we have any enemy blessed item */
1090 sprintf (buf, "of %s", &god->title);
1091 if (!strcmp (item->title, buf))
1092 {
1093 if (item->env)
1094 {
1095 char buf[MAX_BUF];
1096
1097 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1098 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1099 }
1100 return -1;
1101 }
1102 }
1103
1104 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1105 }
1106
1107 /**
1108 * Returns priest's god's id.
1109 * Straight calls lookup_god_by_name
1110 */
1111
1112 int
1113 get_god (object *priest)
1114 {
1115 int godnr = lookup_god_by_name (determine_god (priest));
1116
1117 return godnr;
1118 }
1119
1120 /**
1121 * Returns a string that is the name of the god that should be natively worshipped by a
1122 * creature of who has race *race
1123 * if we can't find a god that is appropriate, we return NULL
1124 */
1125 const char *
1126 get_god_for_race (const char *race)
1127 {
1128 godlink *gl = first_god;
1129 const char *godname = NULL;
1130
1131 if (race == NULL)
1132 return NULL;
1133 while (gl)
1134 {
1135 if (!strcasecmp (gl->arch->race, race))
1136 {
1137 godname = gl->name;
1138 break;
1139 }
1140 gl = gl->next;
1141 }
1142 return godname;
1143 }
1144
1145 /**
1146 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1147 * Returns false if there was no race to assign to the slaying field of the spell, but
1148 * the spell attacktype contains AT_HOLYWORD. -b.t.
1149 */
1150 int
1151 tailor_god_spell (object *spellop, object *caster)
1152 {
1153 object *god = find_god (determine_god (caster));
1154 int caster_is_spell = 0;
1155
1156 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1157 caster_is_spell = 1;
1158
1159 /* if caster is a rune or the like, it doesn't worship anything. However,
1160 * if this object is owned by someone, then the god that they worship
1161 * is relevant, so use that.
1162 */
1163 if (!god && caster->owner)
1164 god = find_god (determine_god (caster->owner));
1165
1166 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1167 {
1168 if (!caster_is_spell)
1169 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1170 else
1171 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1172
1173 spellop->destroy ();
1174 return 0;
1175 }
1176
1177 /* either holy word or godpower attacks will set the slaying field */
1178 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1179 {
1180 if (spellop->slaying)
1181 spellop->slaying = NULL;
1182
1183 if (!caster_is_spell)
1184 spellop->slaying = god->slaying;
1185 else if (caster->slaying)
1186 spellop->slaying = caster->slaying;
1187 }
1188
1189 /* only the godpower attacktype adds the god's attack onto the spell */
1190 if (spellop->attacktype & AT_GODPOWER)
1191 spellop->attacktype = spellop->attacktype | god->attacktype;
1192
1193 /* tack on the god's name to the spell */
1194 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1195 {
1196 spellop->title = god->name;
1197 if (spellop->title)
1198 {
1199 char buf[MAX_BUF];
1200
1201 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1202 spellop->name = spellop->name_pl = buf;
1203 }
1204 }
1205
1206 return 1;
1207 }