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Revision: 1.24
Committed: Mon May 28 21:28:36 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.23: +17 -18 lines
Log Message:
update copyrights in server/*.C

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
26 * monster race initialization. b.t.
27 */
28
29 /* Sept 1996 - moved code over to object -oriented gods -b.t. */
30
31 #include <global.h>
32 #include <living.h>
33 #include <object.h>
34 #include <spells.h>
35 #include <sounds.h>
36 #include <sproto.h>
37
38 /**
39 * Returns the id of specified god.
40 */
41 int
42 lookup_god_by_name (const char *name)
43 {
44 int godnr = -1;
45 size_t nmlen = strlen (name);
46
47 if (name && strcmp (name, "none"))
48 {
49 godlink *gl;
50
51 for (gl = first_god; gl; gl = gl->next)
52 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
53 break;
54 if (gl)
55 godnr = gl->id;
56 }
57 return godnr;
58 }
59
60 /**
61 * Returns pointer to specified god's object through pntr_to_god_obj..
62 */
63 object *
64 find_god (const char *name)
65 {
66 object *god = NULL;
67
68 if (name)
69 {
70 godlink *gl;
71
72 for (gl = first_god; gl; gl = gl->next)
73 if (!strcmp (name, gl->name))
74 break;
75 if (gl)
76 god = pntr_to_god_obj (gl);
77 }
78 return god;
79 }
80
81 /**
82 * Determines if op worships a god.
83 * Returns the godname if they do or "none" if they have no god.
84 * In the case of an NPC, if they have no god, we try and guess
85 * who they should worship based on their race. If that fails we
86 * give them a random one.
87 */
88
89 const char *
90 determine_god (object *op)
91 {
92 int godnr = -1;
93 const char *godname;
94
95 /* spells */
96 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
97 {
98 if (lookup_god_by_name (op->title) >= 0)
99 return op->title;
100 }
101
102 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
103 {
104
105 /* find a god based on race */
106 if (!op->title)
107 {
108 if (op->race != NULL)
109 {
110 godname = get_god_for_race (op->race);
111 if (godname != NULL)
112 {
113 op->title = godname;
114 }
115 }
116 }
117
118 /* find a random god */
119 if (!op->title)
120 {
121 godlink *gl = first_god;
122
123 godnr = rndm (1, gl->id);
124 while (gl)
125 {
126 if (gl->id == godnr)
127 break;
128 gl = gl->next;
129 }
130 op->title = gl->name;
131 }
132
133 return op->title;
134 }
135
136
137 /* The god the player worships is in the praying skill (native skill
138 * not skill tool). Since a player can only have one instance of
139 * that skill, once we find it, we can return, either with the
140 * title or "none".
141 */
142 if (op->type == PLAYER)
143 {
144 object *tmp;
145
146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
147 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
148 {
149 if (tmp->title)
150 return (tmp->title);
151 else
152 return ("none");
153 }
154 }
155 return ("none");
156 }
157
158 /**
159 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
160 */
161 static int
162 same_string (const char *s1, const char *s2)
163 {
164 if (s1 == NULL)
165 if (s2 == NULL)
166 return 1;
167 else
168 return 0;
169 else if (s2 == NULL)
170 return 0;
171 else
172 return strcmp (s1, s2) == 0;
173 }
174
175
176 /**
177 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
178 * Any matching items in the inventory are deleted, and a
179 * message is displayed to the player.
180 */
181 static void
182 follower_remove_similar_item (object *op, object *item)
183 {
184 object *tmp, *next;
185
186 if (op && op->type == PLAYER && op->contr)
187 {
188 /* search the inventory */
189 for (tmp = op->inv; tmp != NULL; tmp = next)
190 {
191 next = tmp->below; /* backup in case we remove tmp */
192
193 if (tmp->type == item->type
194 && same_string (tmp->name, item->name)
195 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
196 {
197
198 /* message */
199 if (tmp->nrof > 1)
200 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
201 else
202 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
203
204 tmp->remove (); /* remove obj from players inv. */
205 esrv_del_item (op->contr, tmp->count); /* notify client */
206 tmp->destroy (); /* free object */
207 }
208
209 if (tmp->inv)
210 follower_remove_similar_item (tmp, item);
211 }
212 }
213 }
214
215 /**
216 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
217 * Returns 1 if found, else 0.
218 */
219 static int
220 follower_has_similar_item (object *op, object *item)
221 {
222 object *tmp;
223
224 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
225 {
226 if (tmp->type == item->type
227 && same_string (tmp->name, item->name)
228 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
229 return 1;
230 if (tmp->inv && follower_has_similar_item (tmp, item))
231 return 1;
232 }
233 return 0;
234 }
235
236 /**
237 * God gives an item to the player.
238 */
239 static int
240 god_gives_present (object *op, object *god, treasure *tr)
241 {
242 object *tmp;
243
244 if (!tr->item)
245 return 0;
246
247 if (follower_has_similar_item (op, &tr->item->clone))
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->clone);
279 return;
280
281 }
282 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
283 {
284 /* pray at your gods altar */
285 int bonus = (pl->stats.Wis + skill->level) / 10;
286
287 /* we can get neg grace up faster */
288 if (pl->stats.grace < 0)
289 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
290 /* we can super-charge grace to 2x max */
291 if (pl->stats.grace < (2 * pl->stats.maxgrace))
292 {
293 pl->stats.grace += bonus / 2;
294 }
295 if (pl->stats.grace > (2 * pl->stats.maxgrace))
296 {
297 pl->stats.grace = (2 * pl->stats.maxgrace);
298 }
299
300 /* Every once in a while, the god decides to checkup on their
301 * follower, and may intervene to help them out.
302 */
303 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
304
305 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
306 god_intervention (pl, pl_god, skill);
307
308 }
309 else
310 { /* praying to another god! */
311 uint64 loss = 0;
312 int angry = 1;
313
314 /* I believe the logic for detecting opposing gods was completely
315 * broken - I think it should work now. altar->other_arch
316 * points to the god of this altar (which we have
317 * already verified is non null). pl_god->other_arch
318 * is the opposing god - we need to verify that exists before
319 * using its values.
320 */
321 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
322 {
323 angry = 2;
324 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
325 {
326 object *tmp;
327
328 /* you really screwed up */
329 angry = 3;
330 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
331 tmp = get_archetype (LOOSE_MANA);
332 cast_magic_storm (pl, tmp, pl_god->level + 20);
333 }
334 else
335 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
336 }
337 else
338 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
339
340 /* whether we will be successfull in defecting or not -
341 * we lose experience from the clerical experience obj
342 */
343
344 loss = angry * (skill->stats.exp / 10);
345 if (loss)
346 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
347
348 /* May switch Gods, but its random chance based on our current level
349 * note it gets harder to swap gods the higher we get
350 */
351 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
352 become_follower (pl, &altar->other_arch->clone);
353 else
354 {
355 /* toss this player off the altar. He can try again. */
356 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
357 pl->contr->fire_on = 0;
358 pl->speed_left = 1.f;
359 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
360 }
361 }
362 }
363
364 /**
365 * Removes special prayers given by a god.
366 */
367 static void
368 check_special_prayers (object *op, object *god)
369 {
370 /* Ensure that 'op' doesn't know any special prayers that are not granted
371 * by 'god'.
372 */
373 treasure *tr;
374 object *tmp, *next_tmp;
375 int remove = 0;
376
377 /* Outer loop iterates over all special prayer marks */
378 for (tmp = op->inv; tmp; tmp = next_tmp)
379 {
380 next_tmp = tmp->below;
381
382 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
383 * in that category, not something we need to worry about.
384 */
385 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
386 continue;
387
388 if (god->randomitems == NULL)
389 {
390 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
391 do_forget_spell (op, tmp->name);
392 continue;
393 }
394
395 /* Inner loop tries to find the special prayer in the god's treasure
396 * list. We default that the spell should be removed.
397 */
398 remove = 1;
399 for (tr = god->randomitems->items; tr; tr = tr->next)
400 {
401 object *item;
402
403 if (!tr->item)
404 continue;
405
406 item = &tr->item->clone;
407
408 /* Basically, see if the matching spell is granted by this god. */
409
410 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
411 {
412 remove = 0;
413 break;
414 }
415 }
416 if (remove)
417 {
418 /* just do the work of removing the spell ourselves - we already
419 * know that the player knows the spell
420 */
421 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
422 player_unready_range_ob (op->contr, tmp);
423 tmp->destroy ();
424 }
425
426 }
427 }
428
429 /**
430 * This function is called whenever a player has
431 * switched to a new god. It handles basically all the stat changes
432 * that happen to the player, including the removal of godgiven
433 * items (from the former cult).
434 */
435 void
436 become_follower (object *op, object *new_god)
437 {
438 object *old_god = NULL; /* old god */
439 treasure *tr;
440 object *item, *skop, *next;
441 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
442
443
444 old_god = find_god (determine_god (op));
445
446 /* take away any special god-characteristic items. */
447 for (item = op->inv; item != NULL; item = next)
448 {
449 next = item->below;
450 // remove all invisible startequip items which are not skill, exp or force
451 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
452 (item->type != SKILL) && (item->type != FORCE))
453 {
454
455 if (item->type == SPELL)
456 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
457
458 player_unready_range_ob (op->contr, item);
459 item->destroy ();
460 }
461 }
462
463 /* remove any godgiven items from the old god */
464 if (old_god)
465 for (tr = old_god->randomitems->items; tr; tr = tr->next)
466 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
467 follower_remove_similar_item (op, &tr->item->clone);
468
469 if (!op || !new_god)
470 return;
471
472 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
473 {
474 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
475
476 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
477 {
478 object *tmp = get_archetype (LOOSE_MANA);
479
480 cast_magic_storm (op, tmp, new_god->level + 10);
481 }
482
483 return;
484 }
485
486
487 /* give the player any special god-characteristic-items. */
488 for (tr = new_god->randomitems->items; tr; tr = tr->next)
489 {
490 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK
491 && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
492 god_gives_present (op, new_god, tr);
493 }
494
495
496 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
497
498 for (skop = op->inv; skop != NULL; skop = skop->below)
499 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
500 break;
501
502 /* Player has no skill - give them the skill */
503 if (!skop)
504 {
505 /* The arhetype should always be defined - if we crash here because it doesn't,
506 * things are really messed up anyways.
507 */
508 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
509 link_player_skills (op);
510 }
511
512 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
513
514 /* Clear the "undead" status. We also need to force a call to change_abil,
515 * so I set undeadified for that.
516 * - gros, 21th July 2006.
517 */
518 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
519 {
520 CLEAR_FLAG (skop, FLAG_UNDEAD);
521 undeadified = 1;
522 }
523
524 if (skop->title)
525 { /* get rid of old god */
526 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
527 /* The point of this is to really show what abilities the player just lost */
528 if (sk_applied || undeadified)
529 {
530
531 CLEAR_FLAG (skop, FLAG_APPLIED);
532 (void) change_abil (op, skop);
533 }
534 }
535
536 /* now change to the new gods attributes to exp_obj */
537 skop->title = new_god->name;
538 skop->path_attuned = new_god->path_attuned;
539 skop->path_repelled = new_god->path_repelled;
540 skop->path_denied = new_god->path_denied;
541 /* copy god's resistances */
542 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
543
544 /* make sure that certain immunities do NOT get passed
545 * to the follower!
546 */
547 for (i = 0; i < NROFATTACKS; i++)
548 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
549 skop->resist[i] = 30;
550
551 skop->stats.hp = (sint16) new_god->last_heal;
552 skop->stats.sp = (sint16) new_god->last_sp;
553 skop->stats.grace = (sint16) new_god->last_grace;
554 skop->stats.food = (sint16) new_god->last_eat;
555 skop->stats.luck = (sint8) new_god->stats.luck;
556 /* gods may pass on certain flag properties */
557 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
558 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
559 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
560 update_priest_flag (new_god, skop, FLAG_STEALTH);
561 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
562 update_priest_flag (new_god, skop, FLAG_UNDEAD);
563 update_priest_flag (new_god, skop, FLAG_BLIND);
564 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
565
566 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
567
568 /* Weapon/armour use are special...handle flag toggles here as this can
569 * only happen when gods are worshipped and if the new priest could
570 * have used armour/weapons in the first place.
571 *
572 * This also can happen for monks which cannot use weapons. In this case
573 * do not allow to use weapons even if the god otherwise would allow it.
574 */
575 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
576 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
577 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
578
579 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
580 stop_using_item (op, WEAPON, 2);
581
582 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
583 {
584 stop_using_item (op, ARMOUR, 1);
585 stop_using_item (op, HELMET, 1);
586 stop_using_item (op, BOOTS, 1);
587 stop_using_item (op, GLOVES, 1);
588 stop_using_item (op, SHIELD, 1);
589 }
590
591 SET_FLAG (skop, FLAG_APPLIED);
592 (void) change_abil (op, skop);
593
594 /* return to previous skill status */
595 if (!sk_applied)
596 CLEAR_FLAG (skop, FLAG_APPLIED);
597
598 check_special_prayers (op, new_god);
599 }
600
601 /**
602 * Forbids or let player use something item type.
603 * op is the player.
604 * exp_obj is the widsom experience.
605 * flag is the flag to check against.
606 * string is the string to print out.
607 */
608
609 int
610 worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
611 {
612
613 if (QUERY_FLAG (&op->arch->clone, flag))
614 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
615 {
616 update_priest_flag (exp_obj, op, flag);
617 if (QUERY_FLAG (op, flag))
618 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
619 else
620 {
621 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
622 return 1;
623 }
624 }
625 return 0;
626 }
627
628 /**
629 * Unapplies up to number worth of items of type
630 */
631 void
632 stop_using_item (object *op, int type, int number)
633 {
634 object *tmp;
635
636 for (tmp = op->inv; tmp && number; tmp = tmp->below)
637 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
638 {
639 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
640 number--;
641 }
642 }
643
644 /**
645 * If the god does/doesnt have this flag, we
646 * give/remove it from the experience object if it doesnt/does
647 * already exist. For players only!
648 */
649
650 void
651 update_priest_flag (object *god, object *exp_ob, uint32 flag)
652 {
653 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
654 SET_FLAG (exp_ob, flag);
655 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
656 {
657 /* When this is called with the exp_ob set to the player,
658 * this check is broken, because most all players arch
659 * allow use of weapons. I'm not actually sure why this
660 * check is here - I guess if you had a case where the
661 * value in the archetype (wisdom) should over ride the restrictions
662 * the god places on it, this may make sense. But I don't think
663 * there is any case like that.
664 */
665
666 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
667 CLEAR_FLAG (exp_ob, flag);
668 };
669 }
670
671
672
673 archetype *
674 determine_holy_arch (object *god, const char *type)
675 {
676 treasure *tr;
677
678 if (!god || !god->randomitems)
679 {
680 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
681 return NULL;
682 }
683
684 for (tr = god->randomitems->items; tr; tr = tr->next)
685 {
686 if (!tr->item)
687 continue;
688
689 object *item = &tr->item->clone;
690
691 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
692 return item->other_arch;
693 }
694 return NULL;
695 }
696
697 /**
698 * God helps player by removing curse and/or damnation.
699 */
700 static int
701 god_removes_curse (object *op, int remove_damnation)
702 {
703 object *tmp;
704 int success = 0;
705
706 for (tmp = op->inv; tmp; tmp = tmp->below)
707 {
708 if (tmp->invisible)
709 continue;
710 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
711 continue;
712 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
713 {
714 success = 1;
715 CLEAR_FLAG (tmp, FLAG_DAMNED);
716 CLEAR_FLAG (tmp, FLAG_CURSED);
717 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
718 if (op->type == PLAYER)
719 esrv_send_item (op, tmp);
720 }
721 }
722
723 if (success)
724 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
725 return success;
726 }
727
728 static int
729 follower_level_to_enchantments (int level, int difficulty)
730 {
731 if (difficulty < 1)
732 {
733 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
734 return 0;
735 }
736
737 if (level <= 20)
738 return level / difficulty;
739 if (level <= 40)
740 return (20 + (level - 20) / 2) / difficulty;
741
742 return (30 + (level - 40) / 4) / difficulty;
743 }
744
745 /**
746 * God wants to enchant weapon.
747 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
748 * it isn't a weapon for another god. If all is all right, update weapon with
749 * attacktype, slaying and such.
750 */
751 static int
752 god_enchants_weapon (object *op, object *god, object *tr, object *skill)
753 {
754 char buf[MAX_BUF];
755 object *weapon;
756 uint32 attacktype;
757 int tmp;
758
759 for (weapon = op->inv; weapon; weapon = weapon->below)
760 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
761 break;
762
763 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
764 return 0;
765
766 /* First give it a title, so other gods won't touch it */
767 if (!weapon->title)
768 {
769 sprintf (buf, "of %s", &god->name);
770 weapon->title = buf;
771 if (op->type == PLAYER)
772 esrv_update_item (UPD_NAME, op, weapon);
773 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
774 }
775
776 /* Allow the weapon to slay enemies */
777 if (!weapon->slaying && god->slaying)
778 {
779 weapon->slaying = god->slaying;
780 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
781 return 1;
782 }
783
784 /* Add the gods attacktype */
785 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
786 if ((attacktype & god->attacktype) != god->attacktype)
787 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
789 weapon->attacktype = attacktype | god->attacktype;
790 return 1;
791 }
792
793 /* Higher magic value */
794 tmp = follower_level_to_enchantments (skill->level, tr->level);
795 if (weapon->magic < tmp)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
798 weapon->magic++;
799 if (op->type == PLAYER)
800 esrv_update_item (UPD_NAME, op, weapon);
801 return 1;
802 }
803
804 return 0;
805 }
806
807
808 /**
809 * Every once in a while the god will intervene to help the worshiper.
810 * Later, this fctn can be used to supply quests, etc for the
811 * priest. -b.t.
812 * called from pray_at_altar() currently.
813 */
814
815 void
816 god_intervention (object *op, object *god, object *skill)
817 {
818 treasure *tr;
819
820 if (!god || !god->randomitems)
821 {
822 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
823 return;
824 }
825
826 check_special_prayers (op, god);
827
828 /* lets do some checks of whether we are kosher with our god */
829 if (god_examines_priest (op, god) < 0)
830 return;
831
832 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
833
834 for (tr = god->randomitems->items; tr; tr = tr->next)
835 {
836 object *item;
837
838 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
839 continue;
840
841 /* Treasurelist - generate some treasure for the follower */
842 if (tr->name)
843 {
844 treasurelist *tl = treasurelist::find (tr->name);
845
846 if (tl == NULL)
847 continue;
848
849 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
850
851 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
852 return;
853 }
854
855 if (!tr->item)
856 continue;
857
858 item = &tr->item->clone;
859
860 /* Grace limit */
861 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
862 {
863 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
864 {
865 object *tmp;
866
867 /* Follower lacks the required grace for the following
868 * treasure list items. */
869
870 tmp = get_archetype (HOLY_POSSESSION);
871 cast_change_ability (op, op, tmp, 0, 1);
872 tmp->destroy ();
873 return;
874 }
875 continue;
876 }
877
878 /* Restore grace */
879 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
880 {
881 if (op->stats.grace >= 0)
882 continue;
883 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
884 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
885 return;
886 }
887
888 /* Heal damage */
889 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
890 {
891 if (op->stats.hp >= op->stats.maxhp)
892 continue;
893 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
894 op->stats.hp = op->stats.maxhp;
895 return;
896 }
897
898 /* Restore spellpoints */
899 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
900 {
901 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
902
903 /* Restore to 50 .. 100%, if sp < 50% */
904 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
905
906 if (op->stats.sp >= max / 2)
907 continue;
908 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
909 op->stats.sp = new_sp;
910 }
911
912 /* Various heal spells */
913 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
914 {
915 object *tmp;
916 int success;
917
918 tmp = get_archetype_by_object_name (item->slaying);
919
920 success = cast_heal (op, op, tmp, 0);
921 tmp->destroy ();
922 if (success)
923 return;
924 else
925 continue;
926 }
927
928 /* Remove curse */
929 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
930 {
931 if (god_removes_curse (op, 0))
932 return;
933 else
934 continue;
935 }
936
937 /* Remove damnation */
938 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
939 {
940 if (god_removes_curse (op, 1))
941 return;
942 else
943 continue;
944 }
945
946 /* Heal depletion */
947 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
948 {
949 object *depl;
950 archetype *at;
951 int i;
952
953 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
954 {
955 LOG (llevError, "Could not find archetype depletion.\n");
956 continue;
957 }
958 depl = present_arch_in_ob (at, op);
959
960 if (depl == NULL)
961 continue;
962
963 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
964
965 for (i = 0; i < NUM_STATS; i++)
966 if (depl->stats.stat (i))
967 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
968
969 depl->destroy ();
970 op->update_stats ();
971 return;
972 }
973
974 /* Voices */
975 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
976 {
977 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
978 new_draw_info (NDI_WHITE, 0, op, item->msg);
979 return;
980 }
981
982 /* Messages */
983 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
984 {
985 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
986 return;
987 }
988
989 /* Enchant weapon */
990 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
991 {
992 if (god_enchants_weapon (op, god, item, skill))
993 return;
994 else
995 continue;
996 }
997
998 /* Spellbooks - works correctly only for prayers */
999 if (item->type == SPELL)
1000 {
1001 if (check_spell_known (op, item->name))
1002 continue;
1003 if (item->level > skill->level)
1004 continue;
1005
1006 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1007 do_learn_spell (op, item, 1);
1008 return;
1009
1010 }
1011
1012 /* Other gifts */
1013 if (!item->invisible)
1014 {
1015 if (god_gives_present (op, god, tr))
1016 return;
1017 else
1018 continue;
1019 }
1020 /* else ignore it */
1021 }
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1024 }
1025
1026 /**
1027 * Checks and maybe punishes someone praying.
1028 * All applied items are examined, if player is using more items of other gods,
1029 * s/he loses experience in praying or general experience if no praying.
1030 */
1031 int
1032 god_examines_priest (object *op, object *god)
1033 {
1034 int reaction = 1;
1035 object *item = NULL, *skop;
1036
1037 for (item = op->inv; item; item = item->below)
1038 {
1039 if (QUERY_FLAG (item, FLAG_APPLIED))
1040 {
1041 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1042 }
1043 }
1044
1045 /* well, well. Looks like we screwed up. Time for god's revenge */
1046 if (reaction < 0)
1047 {
1048 int loss = 10000000;
1049 int angry = abs (reaction);
1050
1051 for (skop = op->inv; skop != NULL; skop = skop->below)
1052 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1053 break;
1054
1055 if (skop)
1056 loss = (int) (0.05 * (float) skop->stats.exp);
1057 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1058 if (random_roll (0, angry, op, PREFER_LOW))
1059 {
1060 object *tmp = get_archetype (LOOSE_MANA);
1061
1062 cast_magic_storm (op, tmp, op->level + (angry * 3));
1063 }
1064 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1065 }
1066 return reaction;
1067 }
1068
1069 /**
1070 * God checks item the player is using.
1071 * Return either -1 (bad), 0 (neutral) or
1072 * 1 (item is ok). If you are using the item of an enemy
1073 * god, it can be bad...-b.t.
1074 */
1075
1076 int
1077 god_examines_item (object *god, object *item)
1078 {
1079 char buf[MAX_BUF];
1080
1081 if (!god || !item)
1082 return 0;
1083
1084 if (!item->title)
1085 return 1; /* unclaimed item are ok */
1086
1087 sprintf (buf, "of %s", &god->name);
1088 if (!strcmp (item->title, buf))
1089 return 1; /* belongs to that God */
1090
1091 if (god->title)
1092 { /* check if we have any enemy blessed item */
1093 sprintf (buf, "of %s", &god->title);
1094 if (!strcmp (item->title, buf))
1095 {
1096 if (item->env)
1097 {
1098 char buf[MAX_BUF];
1099
1100 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1101 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1102 }
1103 return -1;
1104 }
1105 }
1106
1107 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1108 }
1109
1110 /**
1111 * Returns priest's god's id.
1112 * Straight calls lookup_god_by_name
1113 */
1114
1115 int
1116 get_god (object *priest)
1117 {
1118 int godnr = lookup_god_by_name (determine_god (priest));
1119
1120 return godnr;
1121 }
1122
1123 /**
1124 * Returns a string that is the name of the god that should be natively worshipped by a
1125 * creature of who has race *race
1126 * if we can't find a god that is appropriate, we return NULL
1127 */
1128 const char *
1129 get_god_for_race (const char *race)
1130 {
1131 godlink *gl = first_god;
1132 const char *godname = NULL;
1133
1134 if (race == NULL)
1135 return NULL;
1136 while (gl)
1137 {
1138 if (!strcasecmp (gl->arch->clone.race, race))
1139 {
1140 godname = gl->name;
1141 break;
1142 }
1143 gl = gl->next;
1144 }
1145 return godname;
1146 }
1147
1148 /**
1149 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1150 * Returns false if there was no race to assign to the slaying field of the spell, but
1151 * the spell attacktype contains AT_HOLYWORD. -b.t.
1152 */
1153 int
1154 tailor_god_spell (object *spellop, object *caster)
1155 {
1156 object *god = find_god (determine_god (caster));
1157 int caster_is_spell = 0;
1158
1159 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1160 caster_is_spell = 1;
1161
1162 /* if caster is a rune or the like, it doesn't worship anything. However,
1163 * if this object is owned by someone, then the god that they worship
1164 * is relevant, so use that.
1165 */
1166 if (!god && caster->owner)
1167 god = find_god (determine_god (caster->owner));
1168
1169 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1170 {
1171 if (!caster_is_spell)
1172 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1173 else
1174 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1175
1176 spellop->destroy ();
1177 return 0;
1178 }
1179
1180 /* either holy word or godpower attacks will set the slaying field */
1181 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1182 {
1183 if (spellop->slaying)
1184 spellop->slaying = NULL;
1185
1186 if (!caster_is_spell)
1187 spellop->slaying = god->slaying;
1188 else if (caster->slaying)
1189 spellop->slaying = caster->slaying;
1190 }
1191
1192 /* only the godpower attacktype adds the god's attack onto the spell */
1193 if (spellop->attacktype & AT_GODPOWER)
1194 spellop->attacktype = spellop->attacktype | god->attacktype;
1195
1196 /* tack on the god's name to the spell */
1197 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1198 {
1199 spellop->title = god->name;
1200 if (spellop->title)
1201 {
1202 char buf[MAX_BUF];
1203
1204 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1205 spellop->name = spellop->name_pl = buf;
1206 }
1207 }
1208
1209 return 1;
1210 }