ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/gods.C
Revision: 1.23
Committed: Tue May 22 10:50:01 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_1
Changes since 1.22: +2 -1 lines
Log Message:
- fix players frozen on movers
- allow overriding of existing spells

implement town portal:
- new fields portasl_maap|x|y for regions
- new ext town_portsla completelyx implementing it
- some debugging code, some check code

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25
26 /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
27 * monster race initialization. b.t.
28 */
29
30 /* Sept 1996 - moved code over to object -oriented gods -b.t. */
31
32 #include <global.h>
33 #include <living.h>
34 #include <object.h>
35 #include <spells.h>
36 #include <sounds.h>
37 #include <sproto.h>
38
39 /**
40 * Returns the id of specified god.
41 */
42 int
43 lookup_god_by_name (const char *name)
44 {
45 int godnr = -1;
46 size_t nmlen = strlen (name);
47
48 if (name && strcmp (name, "none"))
49 {
50 godlink *gl;
51
52 for (gl = first_god; gl; gl = gl->next)
53 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
54 break;
55 if (gl)
56 godnr = gl->id;
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 != NULL)
110 {
111 godname = get_god_for_race (op->race);
112 if (godname != NULL)
113 {
114 op->title = godname;
115 }
116 }
117 }
118
119 /* find a random god */
120 if (!op->title)
121 {
122 godlink *gl = first_god;
123
124 godnr = rndm (1, gl->id);
125 while (gl)
126 {
127 if (gl->id == godnr)
128 break;
129 gl = gl->next;
130 }
131 op->title = gl->name;
132 }
133
134 return op->title;
135 }
136
137
138 /* The god the player worships is in the praying skill (native skill
139 * not skill tool). Since a player can only have one instance of
140 * that skill, once we find it, we can return, either with the
141 * title or "none".
142 */
143 if (op->type == PLAYER)
144 {
145 object *tmp;
146
147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
148 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
149 {
150 if (tmp->title)
151 return (tmp->title);
152 else
153 return ("none");
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 /**
178 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
179 * Any matching items in the inventory are deleted, and a
180 * message is displayed to the player.
181 */
182 static void
183 follower_remove_similar_item (object *op, object *item)
184 {
185 object *tmp, *next;
186
187 if (op && op->type == PLAYER && op->contr)
188 {
189 /* search the inventory */
190 for (tmp = op->inv; tmp != NULL; tmp = next)
191 {
192 next = tmp->below; /* backup in case we remove tmp */
193
194 if (tmp->type == item->type
195 && same_string (tmp->name, item->name)
196 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
197 {
198
199 /* message */
200 if (tmp->nrof > 1)
201 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
202 else
203 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
204
205 tmp->remove (); /* remove obj from players inv. */
206 esrv_del_item (op->contr, tmp->count); /* notify client */
207 tmp->destroy (); /* free object */
208 }
209
210 if (tmp->inv)
211 follower_remove_similar_item (tmp, item);
212 }
213 }
214 }
215
216 /**
217 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
218 * Returns 1 if found, else 0.
219 */
220 static int
221 follower_has_similar_item (object *op, object *item)
222 {
223 object *tmp;
224
225 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
226 {
227 if (tmp->type == item->type
228 && same_string (tmp->name, item->name)
229 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
230 return 1;
231 if (tmp->inv && follower_has_similar_item (tmp, item))
232 return 1;
233 }
234 return 0;
235 }
236
237 /**
238 * God gives an item to the player.
239 */
240 static int
241 god_gives_present (object *op, object *god, treasure *tr)
242 {
243 object *tmp;
244
245 if (!tr->item)
246 return 0;
247
248 if (follower_has_similar_item (op, &tr->item->clone))
249 return 0;
250
251 tmp = arch_to_object (tr->item);
252 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
253 tmp = insert_ob_in_ob (tmp, op);
254 if (op->type == PLAYER)
255 esrv_send_item (op, tmp);
256
257 return 1;
258 }
259
260 /**
261 * Player prays at altar.
262 * Checks for god changing, divine intervention, and so on.
263 */
264 void
265 pray_at_altar (object *pl, object *altar, object *skill)
266 {
267 object *pl_god = find_god (determine_god (pl));
268
269 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
270 return;
271
272 /* If non consecrate altar, don't do anything */
273 if (!altar->other_arch)
274 return;
275
276 /* hmm. what happend depends on pl's current god, level, etc */
277 if (!pl_god)
278 { /*new convert */
279 become_follower (pl, &altar->other_arch->clone);
280 return;
281
282 }
283 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
284 {
285 /* pray at your gods altar */
286 int bonus = (pl->stats.Wis + skill->level) / 10;
287
288 /* we can get neg grace up faster */
289 if (pl->stats.grace < 0)
290 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
291 /* we can super-charge grace to 2x max */
292 if (pl->stats.grace < (2 * pl->stats.maxgrace))
293 {
294 pl->stats.grace += bonus / 2;
295 }
296 if (pl->stats.grace > (2 * pl->stats.maxgrace))
297 {
298 pl->stats.grace = (2 * pl->stats.maxgrace);
299 }
300
301 /* Every once in a while, the god decides to checkup on their
302 * follower, and may intervene to help them out.
303 */
304 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
305
306 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
307 god_intervention (pl, pl_god, skill);
308
309 }
310 else
311 { /* praying to another god! */
312 uint64 loss = 0;
313 int angry = 1;
314
315 /* I believe the logic for detecting opposing gods was completely
316 * broken - I think it should work now. altar->other_arch
317 * points to the god of this altar (which we have
318 * already verified is non null). pl_god->other_arch
319 * is the opposing god - we need to verify that exists before
320 * using its values.
321 */
322 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
323 {
324 angry = 2;
325 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
326 {
327 object *tmp;
328
329 /* you really screwed up */
330 angry = 3;
331 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
332 tmp = get_archetype (LOOSE_MANA);
333 cast_magic_storm (pl, tmp, pl_god->level + 20);
334 }
335 else
336 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
337 }
338 else
339 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
340
341 /* whether we will be successfull in defecting or not -
342 * we lose experience from the clerical experience obj
343 */
344
345 loss = angry * (skill->stats.exp / 10);
346 if (loss)
347 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
348
349 /* May switch Gods, but its random chance based on our current level
350 * note it gets harder to swap gods the higher we get
351 */
352 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
353 become_follower (pl, &altar->other_arch->clone);
354 else
355 {
356 /* toss this player off the altar. He can try again. */
357 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
358 pl->contr->fire_on = 0;
359 pl->speed_left = 1.f;
360 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
361 }
362 }
363 }
364
365 /**
366 * Removes special prayers given by a god.
367 */
368 static void
369 check_special_prayers (object *op, object *god)
370 {
371 /* Ensure that 'op' doesn't know any special prayers that are not granted
372 * by 'god'.
373 */
374 treasure *tr;
375 object *tmp, *next_tmp;
376 int remove = 0;
377
378 /* Outer loop iterates over all special prayer marks */
379 for (tmp = op->inv; tmp; tmp = next_tmp)
380 {
381 next_tmp = tmp->below;
382
383 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
384 * in that category, not something we need to worry about.
385 */
386 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
387 continue;
388
389 if (god->randomitems == NULL)
390 {
391 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
392 do_forget_spell (op, tmp->name);
393 continue;
394 }
395
396 /* Inner loop tries to find the special prayer in the god's treasure
397 * list. We default that the spell should be removed.
398 */
399 remove = 1;
400 for (tr = god->randomitems->items; tr; tr = tr->next)
401 {
402 object *item;
403
404 if (!tr->item)
405 continue;
406
407 item = &tr->item->clone;
408
409 /* Basically, see if the matching spell is granted by this god. */
410
411 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
412 {
413 remove = 0;
414 break;
415 }
416 }
417 if (remove)
418 {
419 /* just do the work of removing the spell ourselves - we already
420 * know that the player knows the spell
421 */
422 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
423 player_unready_range_ob (op->contr, tmp);
424 tmp->destroy ();
425 }
426
427 }
428 }
429
430 /**
431 * This function is called whenever a player has
432 * switched to a new god. It handles basically all the stat changes
433 * that happen to the player, including the removal of godgiven
434 * items (from the former cult).
435 */
436 void
437 become_follower (object *op, object *new_god)
438 {
439 object *old_god = NULL; /* old god */
440 treasure *tr;
441 object *item, *skop, *next;
442 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
443
444
445 old_god = find_god (determine_god (op));
446
447 /* take away any special god-characteristic items. */
448 for (item = op->inv; item != NULL; item = next)
449 {
450 next = item->below;
451 // remove all invisible startequip items which are not skill, exp or force
452 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
453 (item->type != SKILL) && (item->type != FORCE))
454 {
455
456 if (item->type == SPELL)
457 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
458
459 player_unready_range_ob (op->contr, item);
460 item->destroy ();
461 }
462 }
463
464 /* remove any godgiven items from the old god */
465 if (old_god)
466 for (tr = old_god->randomitems->items; tr; tr = tr->next)
467 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
468 follower_remove_similar_item (op, &tr->item->clone);
469
470 if (!op || !new_god)
471 return;
472
473 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
474 {
475 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
476
477 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
478 {
479 object *tmp = get_archetype (LOOSE_MANA);
480
481 cast_magic_storm (op, tmp, new_god->level + 10);
482 }
483
484 return;
485 }
486
487
488 /* give the player any special god-characteristic-items. */
489 for (tr = new_god->randomitems->items; tr; tr = tr->next)
490 {
491 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK
492 && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
493 god_gives_present (op, new_god, tr);
494 }
495
496
497 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
498
499 for (skop = op->inv; skop != NULL; skop = skop->below)
500 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
501 break;
502
503 /* Player has no skill - give them the skill */
504 if (!skop)
505 {
506 /* The arhetype should always be defined - if we crash here because it doesn't,
507 * things are really messed up anyways.
508 */
509 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
510 link_player_skills (op);
511 }
512
513 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
514
515 /* Clear the "undead" status. We also need to force a call to change_abil,
516 * so I set undeadified for that.
517 * - gros, 21th July 2006.
518 */
519 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
520 {
521 CLEAR_FLAG (skop, FLAG_UNDEAD);
522 undeadified = 1;
523 }
524
525 if (skop->title)
526 { /* get rid of old god */
527 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
528 /* The point of this is to really show what abilities the player just lost */
529 if (sk_applied || undeadified)
530 {
531
532 CLEAR_FLAG (skop, FLAG_APPLIED);
533 (void) change_abil (op, skop);
534 }
535 }
536
537 /* now change to the new gods attributes to exp_obj */
538 skop->title = new_god->name;
539 skop->path_attuned = new_god->path_attuned;
540 skop->path_repelled = new_god->path_repelled;
541 skop->path_denied = new_god->path_denied;
542 /* copy god's resistances */
543 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
544
545 /* make sure that certain immunities do NOT get passed
546 * to the follower!
547 */
548 for (i = 0; i < NROFATTACKS; i++)
549 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
550 skop->resist[i] = 30;
551
552 skop->stats.hp = (sint16) new_god->last_heal;
553 skop->stats.sp = (sint16) new_god->last_sp;
554 skop->stats.grace = (sint16) new_god->last_grace;
555 skop->stats.food = (sint16) new_god->last_eat;
556 skop->stats.luck = (sint8) new_god->stats.luck;
557 /* gods may pass on certain flag properties */
558 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
559 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
560 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
561 update_priest_flag (new_god, skop, FLAG_STEALTH);
562 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
563 update_priest_flag (new_god, skop, FLAG_UNDEAD);
564 update_priest_flag (new_god, skop, FLAG_BLIND);
565 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
566
567 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
568
569 /* Weapon/armour use are special...handle flag toggles here as this can
570 * only happen when gods are worshipped and if the new priest could
571 * have used armour/weapons in the first place.
572 *
573 * This also can happen for monks which cannot use weapons. In this case
574 * do not allow to use weapons even if the god otherwise would allow it.
575 */
576 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
577 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
578 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
579
580 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
581 stop_using_item (op, WEAPON, 2);
582
583 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
584 {
585 stop_using_item (op, ARMOUR, 1);
586 stop_using_item (op, HELMET, 1);
587 stop_using_item (op, BOOTS, 1);
588 stop_using_item (op, GLOVES, 1);
589 stop_using_item (op, SHIELD, 1);
590 }
591
592 SET_FLAG (skop, FLAG_APPLIED);
593 (void) change_abil (op, skop);
594
595 /* return to previous skill status */
596 if (!sk_applied)
597 CLEAR_FLAG (skop, FLAG_APPLIED);
598
599 check_special_prayers (op, new_god);
600 }
601
602 /**
603 * Forbids or let player use something item type.
604 * op is the player.
605 * exp_obj is the widsom experience.
606 * flag is the flag to check against.
607 * string is the string to print out.
608 */
609
610 int
611 worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
612 {
613
614 if (QUERY_FLAG (&op->arch->clone, flag))
615 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
616 {
617 update_priest_flag (exp_obj, op, flag);
618 if (QUERY_FLAG (op, flag))
619 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
620 else
621 {
622 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
623 return 1;
624 }
625 }
626 return 0;
627 }
628
629 /**
630 * Unapplies up to number worth of items of type
631 */
632 void
633 stop_using_item (object *op, int type, int number)
634 {
635 object *tmp;
636
637 for (tmp = op->inv; tmp && number; tmp = tmp->below)
638 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
639 {
640 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
641 number--;
642 }
643 }
644
645 /**
646 * If the god does/doesnt have this flag, we
647 * give/remove it from the experience object if it doesnt/does
648 * already exist. For players only!
649 */
650
651 void
652 update_priest_flag (object *god, object *exp_ob, uint32 flag)
653 {
654 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
655 SET_FLAG (exp_ob, flag);
656 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
657 {
658 /* When this is called with the exp_ob set to the player,
659 * this check is broken, because most all players arch
660 * allow use of weapons. I'm not actually sure why this
661 * check is here - I guess if you had a case where the
662 * value in the archetype (wisdom) should over ride the restrictions
663 * the god places on it, this may make sense. But I don't think
664 * there is any case like that.
665 */
666
667 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
668 CLEAR_FLAG (exp_ob, flag);
669 };
670 }
671
672
673
674 archetype *
675 determine_holy_arch (object *god, const char *type)
676 {
677 treasure *tr;
678
679 if (!god || !god->randomitems)
680 {
681 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
682 return NULL;
683 }
684
685 for (tr = god->randomitems->items; tr; tr = tr->next)
686 {
687 if (!tr->item)
688 continue;
689
690 object *item = &tr->item->clone;
691
692 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
693 return item->other_arch;
694 }
695 return NULL;
696 }
697
698 /**
699 * God helps player by removing curse and/or damnation.
700 */
701 static int
702 god_removes_curse (object *op, int remove_damnation)
703 {
704 object *tmp;
705 int success = 0;
706
707 for (tmp = op->inv; tmp; tmp = tmp->below)
708 {
709 if (tmp->invisible)
710 continue;
711 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
712 continue;
713 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
714 {
715 success = 1;
716 CLEAR_FLAG (tmp, FLAG_DAMNED);
717 CLEAR_FLAG (tmp, FLAG_CURSED);
718 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
719 if (op->type == PLAYER)
720 esrv_send_item (op, tmp);
721 }
722 }
723
724 if (success)
725 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
726 return success;
727 }
728
729 static int
730 follower_level_to_enchantments (int level, int difficulty)
731 {
732 if (difficulty < 1)
733 {
734 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
735 return 0;
736 }
737
738 if (level <= 20)
739 return level / difficulty;
740 if (level <= 40)
741 return (20 + (level - 20) / 2) / difficulty;
742
743 return (30 + (level - 40) / 4) / difficulty;
744 }
745
746 /**
747 * God wants to enchant weapon.
748 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
749 * it isn't a weapon for another god. If all is all right, update weapon with
750 * attacktype, slaying and such.
751 */
752 static int
753 god_enchants_weapon (object *op, object *god, object *tr, object *skill)
754 {
755 char buf[MAX_BUF];
756 object *weapon;
757 uint32 attacktype;
758 int tmp;
759
760 for (weapon = op->inv; weapon; weapon = weapon->below)
761 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
762 break;
763
764 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
765 return 0;
766
767 /* First give it a title, so other gods won't touch it */
768 if (!weapon->title)
769 {
770 sprintf (buf, "of %s", &god->name);
771 weapon->title = buf;
772 if (op->type == PLAYER)
773 esrv_update_item (UPD_NAME, op, weapon);
774 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
775 }
776
777 /* Allow the weapon to slay enemies */
778 if (!weapon->slaying && god->slaying)
779 {
780 weapon->slaying = god->slaying;
781 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
782 return 1;
783 }
784
785 /* Add the gods attacktype */
786 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
787 if ((attacktype & god->attacktype) != god->attacktype)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
790 weapon->attacktype = attacktype | god->attacktype;
791 return 1;
792 }
793
794 /* Higher magic value */
795 tmp = follower_level_to_enchantments (skill->level, tr->level);
796 if (weapon->magic < tmp)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
799 weapon->magic++;
800 if (op->type == PLAYER)
801 esrv_update_item (UPD_NAME, op, weapon);
802 return 1;
803 }
804
805 return 0;
806 }
807
808
809 /**
810 * Every once in a while the god will intervene to help the worshiper.
811 * Later, this fctn can be used to supply quests, etc for the
812 * priest. -b.t.
813 * called from pray_at_altar() currently.
814 */
815
816 void
817 god_intervention (object *op, object *god, object *skill)
818 {
819 treasure *tr;
820
821 if (!god || !god->randomitems)
822 {
823 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
824 return;
825 }
826
827 check_special_prayers (op, god);
828
829 /* lets do some checks of whether we are kosher with our god */
830 if (god_examines_priest (op, god) < 0)
831 return;
832
833 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
834
835 for (tr = god->randomitems->items; tr; tr = tr->next)
836 {
837 object *item;
838
839 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
840 continue;
841
842 /* Treasurelist - generate some treasure for the follower */
843 if (tr->name)
844 {
845 treasurelist *tl = treasurelist::find (tr->name);
846
847 if (tl == NULL)
848 continue;
849
850 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
851
852 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
853 return;
854 }
855
856 if (!tr->item)
857 continue;
858
859 item = &tr->item->clone;
860
861 /* Grace limit */
862 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
863 {
864 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
865 {
866 object *tmp;
867
868 /* Follower lacks the required grace for the following
869 * treasure list items. */
870
871 tmp = get_archetype (HOLY_POSSESSION);
872 cast_change_ability (op, op, tmp, 0, 1);
873 tmp->destroy ();
874 return;
875 }
876 continue;
877 }
878
879 /* Restore grace */
880 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
881 {
882 if (op->stats.grace >= 0)
883 continue;
884 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
885 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
886 return;
887 }
888
889 /* Heal damage */
890 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
891 {
892 if (op->stats.hp >= op->stats.maxhp)
893 continue;
894 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
895 op->stats.hp = op->stats.maxhp;
896 return;
897 }
898
899 /* Restore spellpoints */
900 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
901 {
902 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
903
904 /* Restore to 50 .. 100%, if sp < 50% */
905 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
906
907 if (op->stats.sp >= max / 2)
908 continue;
909 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
910 op->stats.sp = new_sp;
911 }
912
913 /* Various heal spells */
914 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
915 {
916 object *tmp;
917 int success;
918
919 tmp = get_archetype_by_object_name (item->slaying);
920
921 success = cast_heal (op, op, tmp, 0);
922 tmp->destroy ();
923 if (success)
924 return;
925 else
926 continue;
927 }
928
929 /* Remove curse */
930 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
931 {
932 if (god_removes_curse (op, 0))
933 return;
934 else
935 continue;
936 }
937
938 /* Remove damnation */
939 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
940 {
941 if (god_removes_curse (op, 1))
942 return;
943 else
944 continue;
945 }
946
947 /* Heal depletion */
948 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
949 {
950 object *depl;
951 archetype *at;
952 int i;
953
954 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
955 {
956 LOG (llevError, "Could not find archetype depletion.\n");
957 continue;
958 }
959 depl = present_arch_in_ob (at, op);
960
961 if (depl == NULL)
962 continue;
963
964 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
965
966 for (i = 0; i < NUM_STATS; i++)
967 if (depl->stats.stat (i))
968 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
969
970 depl->destroy ();
971 op->update_stats ();
972 return;
973 }
974
975 /* Voices */
976 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
977 {
978 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
979 new_draw_info (NDI_WHITE, 0, op, item->msg);
980 return;
981 }
982
983 /* Messages */
984 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
985 {
986 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
987 return;
988 }
989
990 /* Enchant weapon */
991 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
992 {
993 if (god_enchants_weapon (op, god, item, skill))
994 return;
995 else
996 continue;
997 }
998
999 /* Spellbooks - works correctly only for prayers */
1000 if (item->type == SPELL)
1001 {
1002 if (check_spell_known (op, item->name))
1003 continue;
1004 if (item->level > skill->level)
1005 continue;
1006
1007 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1008 do_learn_spell (op, item, 1);
1009 return;
1010
1011 }
1012
1013 /* Other gifts */
1014 if (!item->invisible)
1015 {
1016 if (god_gives_present (op, god, tr))
1017 return;
1018 else
1019 continue;
1020 }
1021 /* else ignore it */
1022 }
1023
1024 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1025 }
1026
1027 /**
1028 * Checks and maybe punishes someone praying.
1029 * All applied items are examined, if player is using more items of other gods,
1030 * s/he loses experience in praying or general experience if no praying.
1031 */
1032 int
1033 god_examines_priest (object *op, object *god)
1034 {
1035 int reaction = 1;
1036 object *item = NULL, *skop;
1037
1038 for (item = op->inv; item; item = item->below)
1039 {
1040 if (QUERY_FLAG (item, FLAG_APPLIED))
1041 {
1042 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1043 }
1044 }
1045
1046 /* well, well. Looks like we screwed up. Time for god's revenge */
1047 if (reaction < 0)
1048 {
1049 int loss = 10000000;
1050 int angry = abs (reaction);
1051
1052 for (skop = op->inv; skop != NULL; skop = skop->below)
1053 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1054 break;
1055
1056 if (skop)
1057 loss = (int) (0.05 * (float) skop->stats.exp);
1058 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1059 if (random_roll (0, angry, op, PREFER_LOW))
1060 {
1061 object *tmp = get_archetype (LOOSE_MANA);
1062
1063 cast_magic_storm (op, tmp, op->level + (angry * 3));
1064 }
1065 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1066 }
1067 return reaction;
1068 }
1069
1070 /**
1071 * God checks item the player is using.
1072 * Return either -1 (bad), 0 (neutral) or
1073 * 1 (item is ok). If you are using the item of an enemy
1074 * god, it can be bad...-b.t.
1075 */
1076
1077 int
1078 god_examines_item (object *god, object *item)
1079 {
1080 char buf[MAX_BUF];
1081
1082 if (!god || !item)
1083 return 0;
1084
1085 if (!item->title)
1086 return 1; /* unclaimed item are ok */
1087
1088 sprintf (buf, "of %s", &god->name);
1089 if (!strcmp (item->title, buf))
1090 return 1; /* belongs to that God */
1091
1092 if (god->title)
1093 { /* check if we have any enemy blessed item */
1094 sprintf (buf, "of %s", &god->title);
1095 if (!strcmp (item->title, buf))
1096 {
1097 if (item->env)
1098 {
1099 char buf[MAX_BUF];
1100
1101 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1102 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1103 }
1104 return -1;
1105 }
1106 }
1107
1108 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1109 }
1110
1111 /**
1112 * Returns priest's god's id.
1113 * Straight calls lookup_god_by_name
1114 */
1115
1116 int
1117 get_god (object *priest)
1118 {
1119 int godnr = lookup_god_by_name (determine_god (priest));
1120
1121 return godnr;
1122 }
1123
1124 /**
1125 * Returns a string that is the name of the god that should be natively worshipped by a
1126 * creature of who has race *race
1127 * if we can't find a god that is appropriate, we return NULL
1128 */
1129 const char *
1130 get_god_for_race (const char *race)
1131 {
1132 godlink *gl = first_god;
1133 const char *godname = NULL;
1134
1135 if (race == NULL)
1136 return NULL;
1137 while (gl)
1138 {
1139 if (!strcasecmp (gl->arch->clone.race, race))
1140 {
1141 godname = gl->name;
1142 break;
1143 }
1144 gl = gl->next;
1145 }
1146 return godname;
1147 }
1148
1149 /**
1150 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1151 * Returns false if there was no race to assign to the slaying field of the spell, but
1152 * the spell attacktype contains AT_HOLYWORD. -b.t.
1153 */
1154 int
1155 tailor_god_spell (object *spellop, object *caster)
1156 {
1157 object *god = find_god (determine_god (caster));
1158 int caster_is_spell = 0;
1159
1160 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1161 caster_is_spell = 1;
1162
1163 /* if caster is a rune or the like, it doesn't worship anything. However,
1164 * if this object is owned by someone, then the god that they worship
1165 * is relevant, so use that.
1166 */
1167 if (!god && caster->owner)
1168 god = find_god (determine_god (caster->owner));
1169
1170 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1171 {
1172 if (!caster_is_spell)
1173 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1174 else
1175 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1176
1177 spellop->destroy ();
1178 return 0;
1179 }
1180
1181 /* either holy word or godpower attacks will set the slaying field */
1182 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1183 {
1184 if (spellop->slaying)
1185 spellop->slaying = NULL;
1186
1187 if (!caster_is_spell)
1188 spellop->slaying = god->slaying;
1189 else if (caster->slaying)
1190 spellop->slaying = caster->slaying;
1191 }
1192
1193 /* only the godpower attacktype adds the god's attack onto the spell */
1194 if (spellop->attacktype & AT_GODPOWER)
1195 spellop->attacktype = spellop->attacktype | god->attacktype;
1196
1197 /* tack on the god's name to the spell */
1198 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1199 {
1200 spellop->title = god->name;
1201 if (spellop->title)
1202 {
1203 char buf[MAX_BUF];
1204
1205 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1206 spellop->name = spellop->name_pl = buf;
1207 }
1208 }
1209
1210 return 1;
1211 }