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/cvs/deliantra/server/server/gods.C
Revision: 1.27
Committed: Tue Jun 5 13:05:02 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +4 -1 lines
Log Message:
- improve observe
- remove more cruft code
- archetype loading almost works again, reloading probbaly still borked.

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
55 if (gl)
56 godnr = gl->id;
57 }
58
59 return godnr;
60 }
61
62 /**
63 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */
65 object *
66 find_god (const char *name)
67 {
68 object *god = NULL;
69
70 if (name)
71 {
72 godlink *gl;
73
74 for (gl = first_god; gl; gl = gl->next)
75 if (!strcmp (name, gl->name))
76 break;
77 if (gl)
78 god = pntr_to_god_obj (gl);
79 }
80 return god;
81 }
82
83 /**
84 * Determines if op worships a god.
85 * Returns the godname if they do or "none" if they have no god.
86 * In the case of an NPC, if they have no god, we try and guess
87 * who they should worship based on their race. If that fails we
88 * give them a random one.
89 */
90
91 const char *
92 determine_god (object *op)
93 {
94 int godnr = -1;
95 const char *godname;
96
97 /* spells */
98 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
99 {
100 if (lookup_god_by_name (op->title) >= 0)
101 return op->title;
102 }
103
104 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
105 {
106
107 /* find a god based on race */
108 if (!op->title)
109 {
110 if (op->race != NULL)
111 {
112 godname = get_god_for_race (op->race);
113 if (godname != NULL)
114 {
115 op->title = godname;
116 }
117 }
118 }
119
120 /* find a random god */
121 if (!op->title)
122 {
123 godlink *gl = first_god;
124
125 godnr = rndm (1, gl->id);
126 while (gl)
127 {
128 if (gl->id == godnr)
129 break;
130
131 gl = gl->next;
132 }
133
134 op->title = gl->name;
135 }
136
137 return op->title;
138 }
139
140
141 /* The god the player worships is in the praying skill (native skill
142 * not skill tool). Since a player can only have one instance of
143 * that skill, once we find it, we can return, either with the
144 * title or "none".
145 */
146 if (op->type == PLAYER)
147 {
148 object *tmp;
149
150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
151 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
152 {
153 if (tmp->title)
154 return (tmp->title);
155 else
156 return ("none");
157 }
158 }
159 return ("none");
160 }
161
162 /**
163 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
164 */
165 static int
166 same_string (const char *s1, const char *s2)
167 {
168 if (s1 == NULL)
169 if (s2 == NULL)
170 return 1;
171 else
172 return 0;
173 else if (s2 == NULL)
174 return 0;
175 else
176 return strcmp (s1, s2) == 0;
177 }
178
179 /**
180 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
181 * Any matching items in the inventory are deleted, and a
182 * message is displayed to the player.
183 */
184 static void
185 follower_remove_similar_item (object *op, object *item)
186 {
187 object *tmp, *next;
188
189 if (op && op->type == PLAYER && op->contr)
190 {
191 /* search the inventory */
192 for (tmp = op->inv; tmp != NULL; tmp = next)
193 {
194 next = tmp->below; /* backup in case we remove tmp */
195
196 if (tmp->type == item->type
197 && same_string (tmp->name, item->name)
198 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
199 {
200
201 /* message */
202 if (tmp->nrof > 1)
203 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
204 else
205 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
206
207 tmp->remove (); /* remove obj from players inv. */
208 esrv_del_item (op->contr, tmp->count); /* notify client */
209 tmp->destroy (); /* free object */
210 }
211
212 if (tmp->inv)
213 follower_remove_similar_item (tmp, item);
214 }
215 }
216 }
217
218 /**
219 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
220 * Returns 1 if found, else 0.
221 */
222 static int
223 follower_has_similar_item (object *op, object *item)
224 {
225 object *tmp;
226
227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
228 {
229 if (tmp->type == item->type
230 && same_string (tmp->name, item->name)
231 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
232 return 1;
233 if (tmp->inv && follower_has_similar_item (tmp, item))
234 return 1;
235 }
236 return 0;
237 }
238
239 /**
240 * God gives an item to the player.
241 */
242 static int
243 god_gives_present (object *op, object *god, treasure *tr)
244 {
245 object *tmp;
246
247 if (!tr->item)
248 return 0;
249
250 if (follower_has_similar_item (op, tr->item))
251 return 0;
252
253 tmp = arch_to_object (tr->item);
254 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
255 tmp = insert_ob_in_ob (tmp, op);
256 if (op->type == PLAYER)
257 esrv_send_item (op, tmp);
258
259 return 1;
260 }
261
262 /**
263 * Player prays at altar.
264 * Checks for god changing, divine intervention, and so on.
265 */
266 void
267 pray_at_altar (object *pl, object *altar, object *skill)
268 {
269 object *pl_god = find_god (determine_god (pl));
270
271 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
272 return;
273
274 /* If non consecrate altar, don't do anything */
275 if (!altar->other_arch)
276 return;
277
278 /* hmm. what happend depends on pl's current god, level, etc */
279 if (!pl_god)
280 { /*new convert */
281 become_follower (pl, altar->other_arch);
282 return;
283
284 }
285 else if (!strcmp (&pl_god->name, altar->other_arch->object::name))
286 {
287 /* pray at your gods altar */
288 int bonus = (pl->stats.Wis + skill->level) / 10;
289
290 /* we can get neg grace up faster */
291 if (pl->stats.grace < 0)
292 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
293 /* we can super-charge grace to 2x max */
294 if (pl->stats.grace < (2 * pl->stats.maxgrace))
295 {
296 pl->stats.grace += bonus / 2;
297 }
298 if (pl->stats.grace > (2 * pl->stats.maxgrace))
299 {
300 pl->stats.grace = (2 * pl->stats.maxgrace);
301 }
302
303 /* Every once in a while, the god decides to checkup on their
304 * follower, and may intervene to help them out.
305 */
306 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
307
308 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
309 god_intervention (pl, pl_god, skill);
310
311 }
312 else
313 { /* praying to another god! */
314 uint64 loss = 0;
315 int angry = 1;
316
317 /* I believe the logic for detecting opposing gods was completely
318 * broken - I think it should work now. altar->other_arch
319 * points to the god of this altar (which we have
320 * already verified is non null). pl_god->other_arch
321 * is the opposing god - we need to verify that exists before
322 * using its values.
323 */
324 if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname))
325 {
326 angry = 2;
327 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
328 {
329 object *tmp;
330
331 /* you really screwed up */
332 angry = 3;
333 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
334 tmp = get_archetype (LOOSE_MANA);
335 cast_magic_storm (pl, tmp, pl_god->level + 20);
336 }
337 else
338 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
339 }
340 else
341 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
342
343 /* whether we will be successfull in defecting or not -
344 * we lose experience from the clerical experience obj
345 */
346
347 loss = angry * (skill->stats.exp / 10);
348 if (loss)
349 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
350
351 /* May switch Gods, but its random chance based on our current level
352 * note it gets harder to swap gods the higher we get
353 */
354 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
355 become_follower (pl, altar->other_arch);
356 else
357 {
358 /* toss this player off the altar. He can try again. */
359 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
360 pl->contr->fire_on = 0;
361 pl->speed_left = 1.f;
362 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
363 }
364 }
365 }
366
367 /**
368 * Removes special prayers given by a god.
369 */
370 static void
371 check_special_prayers (object *op, object *god)
372 {
373 /* Ensure that 'op' doesn't know any special prayers that are not granted
374 * by 'god'.
375 */
376 treasure *tr;
377 object *tmp, *next_tmp;
378 int remove = 0;
379
380 /* Outer loop iterates over all special prayer marks */
381 for (tmp = op->inv; tmp; tmp = next_tmp)
382 {
383 next_tmp = tmp->below;
384
385 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
386 * in that category, not something we need to worry about.
387 */
388 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
389 continue;
390
391 if (god->randomitems == NULL)
392 {
393 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
394 do_forget_spell (op, tmp->name);
395 continue;
396 }
397
398 /* Inner loop tries to find the special prayer in the god's treasure
399 * list. We default that the spell should be removed.
400 */
401 remove = 1;
402 for (tr = god->randomitems->items; tr; tr = tr->next)
403 {
404 object *item;
405
406 if (!tr->item)
407 continue;
408
409 item = tr->item;
410
411 /* Basically, see if the matching spell is granted by this god. */
412
413 if (tr->item->type == SPELL && tr->item->object::name == tmp->name)
414 {
415 remove = 0;
416 break;
417 }
418 }
419 if (remove)
420 {
421 /* just do the work of removing the spell ourselves - we already
422 * know that the player knows the spell
423 */
424 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
425 player_unready_range_ob (op->contr, tmp);
426 tmp->destroy ();
427 }
428
429 }
430 }
431
432 /**
433 * This function is called whenever a player has
434 * switched to a new god. It handles basically all the stat changes
435 * that happen to the player, including the removal of godgiven
436 * items (from the former cult).
437 */
438 void
439 become_follower (object *op, object *new_god)
440 {
441 object *old_god = NULL; /* old god */
442 treasure *tr;
443 object *item, *skop, *next;
444 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
445
446
447 old_god = find_god (determine_god (op));
448
449 /* take away any special god-characteristic items. */
450 for (item = op->inv; item != NULL; item = next)
451 {
452 next = item->below;
453 // remove all invisible startequip items which are not skill, exp or force
454 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
455 (item->type != SKILL) && (item->type != FORCE))
456 {
457
458 if (item->type == SPELL)
459 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
460
461 player_unready_range_ob (op->contr, item);
462 item->destroy ();
463 }
464 }
465
466 /* remove any godgiven items from the old god */
467 if (old_god)
468 for (tr = old_god->randomitems->items; tr; tr = tr->next)
469 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP))
470 follower_remove_similar_item (op, tr->item);
471
472 if (!op || !new_god)
473 return;
474
475 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
476 {
477 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
478
479 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
480 {
481 object *tmp = get_archetype (LOOSE_MANA);
482
483 cast_magic_storm (op, tmp, new_god->level + 10);
484 }
485
486 return;
487 }
488
489
490 /* give the player any special god-characteristic-items. */
491 for (tr = new_god->randomitems->items; tr; tr = tr->next)
492 {
493 if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK
494 && tr->item->type != BOOK && tr->item->type != SPELL)
495 god_gives_present (op, new_god, tr);
496 }
497
498
499 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
500
501 for (skop = op->inv; skop != NULL; skop = skop->below)
502 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
503 break;
504
505 /* Player has no skill - give them the skill */
506 if (!skop)
507 {
508 /* The arhetype should always be defined - if we crash here because it doesn't,
509 * things are really messed up anyways.
510 */
511 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
512 link_player_skills (op);
513 }
514
515 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
516
517 /* Clear the "undead" status. We also need to force a call to change_abil,
518 * so I set undeadified for that.
519 * - gros, 21th July 2006.
520 */
521 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
522 {
523 CLEAR_FLAG (skop, FLAG_UNDEAD);
524 undeadified = 1;
525 }
526
527 if (skop->title)
528 { /* get rid of old god */
529 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
530 /* The point of this is to really show what abilities the player just lost */
531 if (sk_applied || undeadified)
532 {
533
534 CLEAR_FLAG (skop, FLAG_APPLIED);
535 (void) change_abil (op, skop);
536 }
537 }
538
539 /* now change to the new gods attributes to exp_obj */
540 skop->title = new_god->name;
541 skop->path_attuned = new_god->path_attuned;
542 skop->path_repelled = new_god->path_repelled;
543 skop->path_denied = new_god->path_denied;
544 /* copy god's resistances */
545 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
546
547 /* make sure that certain immunities do NOT get passed
548 * to the follower!
549 */
550 for (i = 0; i < NROFATTACKS; i++)
551 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
552 skop->resist[i] = 30;
553
554 skop->stats.hp = (sint16) new_god->last_heal;
555 skop->stats.sp = (sint16) new_god->last_sp;
556 skop->stats.grace = (sint16) new_god->last_grace;
557 skop->stats.food = (sint16) new_god->last_eat;
558 skop->stats.luck = (sint8) new_god->stats.luck;
559 /* gods may pass on certain flag properties */
560 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
561 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
562 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
563 update_priest_flag (new_god, skop, FLAG_STEALTH);
564 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
565 update_priest_flag (new_god, skop, FLAG_UNDEAD);
566 update_priest_flag (new_god, skop, FLAG_BLIND);
567 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
568
569 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
570
571 /* Weapon/armour use are special...handle flag toggles here as this can
572 * only happen when gods are worshipped and if the new priest could
573 * have used armour/weapons in the first place.
574 *
575 * This also can happen for monks which cannot use weapons. In this case
576 * do not allow to use weapons even if the god otherwise would allow it.
577 */
578 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
579 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
580 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
581
582 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
583 stop_using_item (op, WEAPON, 2);
584
585 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
586 {
587 stop_using_item (op, ARMOUR, 1);
588 stop_using_item (op, HELMET, 1);
589 stop_using_item (op, BOOTS, 1);
590 stop_using_item (op, GLOVES, 1);
591 stop_using_item (op, SHIELD, 1);
592 }
593
594 SET_FLAG (skop, FLAG_APPLIED);
595 (void) change_abil (op, skop);
596
597 /* return to previous skill status */
598 if (!sk_applied)
599 CLEAR_FLAG (skop, FLAG_APPLIED);
600
601 check_special_prayers (op, new_god);
602 }
603
604 /**
605 * Forbids or let player use something item type.
606 * op is the player.
607 * exp_obj is the widsom experience.
608 * flag is the flag to check against.
609 * string is the string to print out.
610 */
611
612 int
613 worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
614 {
615
616 if (QUERY_FLAG (op->arch, flag))
617 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
618 {
619 update_priest_flag (exp_obj, op, flag);
620 if (QUERY_FLAG (op, flag))
621 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
622 else
623 {
624 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
625 return 1;
626 }
627 }
628 return 0;
629 }
630
631 /**
632 * Unapplies up to number worth of items of type
633 */
634 void
635 stop_using_item (object *op, int type, int number)
636 {
637 object *tmp;
638
639 for (tmp = op->inv; tmp && number; tmp = tmp->below)
640 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
641 {
642 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
643 number--;
644 }
645 }
646
647 /**
648 * If the god does/doesnt have this flag, we
649 * give/remove it from the experience object if it doesnt/does
650 * already exist. For players only!
651 */
652
653 void
654 update_priest_flag (object *god, object *exp_ob, uint32 flag)
655 {
656 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
657 SET_FLAG (exp_ob, flag);
658 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
659 {
660 /* When this is called with the exp_ob set to the player,
661 * this check is broken, because most all players arch
662 * allow use of weapons. I'm not actually sure why this
663 * check is here - I guess if you had a case where the
664 * value in the archetype (wisdom) should over ride the restrictions
665 * the god places on it, this may make sense. But I don't think
666 * there is any case like that.
667 */
668
669 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
670 CLEAR_FLAG (exp_ob, flag);
671 };
672 }
673
674
675
676 archetype *
677 determine_holy_arch (object *god, const char *type)
678 {
679 treasure *tr;
680
681 if (!god || !god->randomitems)
682 {
683 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
684 return NULL;
685 }
686
687 for (tr = god->randomitems->items; tr; tr = tr->next)
688 {
689 if (!tr->item)
690 continue;
691
692 object *item = tr->item;
693
694 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
695 return item->other_arch;
696 }
697 return NULL;
698 }
699
700 /**
701 * God helps player by removing curse and/or damnation.
702 */
703 static int
704 god_removes_curse (object *op, int remove_damnation)
705 {
706 object *tmp;
707 int success = 0;
708
709 for (tmp = op->inv; tmp; tmp = tmp->below)
710 {
711 if (tmp->invisible)
712 continue;
713 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
714 continue;
715 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
716 {
717 success = 1;
718 CLEAR_FLAG (tmp, FLAG_DAMNED);
719 CLEAR_FLAG (tmp, FLAG_CURSED);
720 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
721 if (op->type == PLAYER)
722 esrv_send_item (op, tmp);
723 }
724 }
725
726 if (success)
727 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
728 return success;
729 }
730
731 static int
732 follower_level_to_enchantments (int level, int difficulty)
733 {
734 if (difficulty < 1)
735 {
736 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
737 return 0;
738 }
739
740 if (level <= 20)
741 return level / difficulty;
742 if (level <= 40)
743 return (20 + (level - 20) / 2) / difficulty;
744
745 return (30 + (level - 40) / 4) / difficulty;
746 }
747
748 /**
749 * God wants to enchant weapon.
750 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
751 * it isn't a weapon for another god. If all is all right, update weapon with
752 * attacktype, slaying and such.
753 */
754 static int
755 god_enchants_weapon (object *op, object *god, object *tr, object *skill)
756 {
757 char buf[MAX_BUF];
758 object *weapon;
759 uint32 attacktype;
760 int tmp;
761
762 for (weapon = op->inv; weapon; weapon = weapon->below)
763 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
764 break;
765
766 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
767 return 0;
768
769 /* First give it a title, so other gods won't touch it */
770 if (!weapon->title)
771 {
772 sprintf (buf, "of %s", &god->name);
773 weapon->title = buf;
774 if (op->type == PLAYER)
775 esrv_update_item (UPD_NAME, op, weapon);
776 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
777 }
778
779 /* Allow the weapon to slay enemies */
780 if (!weapon->slaying && god->slaying)
781 {
782 weapon->slaying = god->slaying;
783 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
784 return 1;
785 }
786
787 /* Add the gods attacktype */
788 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
789 if ((attacktype & god->attacktype) != god->attacktype)
790 {
791 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
792 weapon->attacktype = attacktype | god->attacktype;
793 return 1;
794 }
795
796 /* Higher magic value */
797 tmp = follower_level_to_enchantments (skill->level, tr->level);
798 if (weapon->magic < tmp)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
801 weapon->magic++;
802 if (op->type == PLAYER)
803 esrv_update_item (UPD_NAME, op, weapon);
804 return 1;
805 }
806
807 return 0;
808 }
809
810
811 /**
812 * Every once in a while the god will intervene to help the worshiper.
813 * Later, this fctn can be used to supply quests, etc for the
814 * priest. -b.t.
815 * called from pray_at_altar() currently.
816 */
817
818 void
819 god_intervention (object *op, object *god, object *skill)
820 {
821 treasure *tr;
822
823 if (!god || !god->randomitems)
824 {
825 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
826 return;
827 }
828
829 check_special_prayers (op, god);
830
831 /* lets do some checks of whether we are kosher with our god */
832 if (god_examines_priest (op, god) < 0)
833 return;
834
835 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
836
837 for (tr = god->randomitems->items; tr; tr = tr->next)
838 {
839 object *item;
840
841 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
842 continue;
843
844 /* Treasurelist - generate some treasure for the follower */
845 if (tr->name)
846 {
847 treasurelist *tl = treasurelist::find (tr->name);
848
849 if (tl == NULL)
850 continue;
851
852 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
853
854 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
855 return;
856 }
857
858 if (!tr->item)
859 continue;
860
861 item = tr->item;
862
863 /* Grace limit */
864 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
865 {
866 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
867 {
868 object *tmp;
869
870 /* Follower lacks the required grace for the following
871 * treasure list items. */
872
873 tmp = get_archetype (HOLY_POSSESSION);
874 cast_change_ability (op, op, tmp, 0, 1);
875 tmp->destroy ();
876 return;
877 }
878 continue;
879 }
880
881 /* Restore grace */
882 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
883 {
884 if (op->stats.grace >= 0)
885 continue;
886 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
887 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
888 return;
889 }
890
891 /* Heal damage */
892 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
893 {
894 if (op->stats.hp >= op->stats.maxhp)
895 continue;
896 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
897 op->stats.hp = op->stats.maxhp;
898 return;
899 }
900
901 /* Restore spellpoints */
902 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
903 {
904 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
905
906 /* Restore to 50 .. 100%, if sp < 50% */
907 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
908
909 if (op->stats.sp >= max / 2)
910 continue;
911 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
912 op->stats.sp = new_sp;
913 }
914
915 /* Various heal spells */
916 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
917 {
918 object *tmp;
919 int success;
920
921 tmp = get_archetype_by_object_name (item->slaying);
922
923 success = cast_heal (op, op, tmp, 0);
924 tmp->destroy ();
925 if (success)
926 return;
927 else
928 continue;
929 }
930
931 /* Remove curse */
932 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
933 {
934 if (god_removes_curse (op, 0))
935 return;
936 else
937 continue;
938 }
939
940 /* Remove damnation */
941 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
942 {
943 if (god_removes_curse (op, 1))
944 return;
945 else
946 continue;
947 }
948
949 /* Heal depletion */
950 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
951 {
952 object *depl;
953 archetype *at;
954 int i;
955
956 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
957 {
958 LOG (llevError, "Could not find archetype depletion.\n");
959 continue;
960 }
961 depl = present_arch_in_ob (at, op);
962
963 if (depl == NULL)
964 continue;
965
966 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
967
968 for (i = 0; i < NUM_STATS; i++)
969 if (depl->stats.stat (i))
970 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
971
972 depl->destroy ();
973 op->update_stats ();
974 return;
975 }
976
977 /* Voices */
978 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
979 {
980 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
981 new_draw_info (NDI_WHITE, 0, op, item->msg);
982 return;
983 }
984
985 /* Messages */
986 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
987 {
988 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
989 return;
990 }
991
992 /* Enchant weapon */
993 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
994 {
995 if (god_enchants_weapon (op, god, item, skill))
996 return;
997 else
998 continue;
999 }
1000
1001 /* Spellbooks - works correctly only for prayers */
1002 if (item->type == SPELL)
1003 {
1004 if (check_spell_known (op, item->name))
1005 continue;
1006 if (item->level > skill->level)
1007 continue;
1008
1009 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1010 do_learn_spell (op, item, 1);
1011 return;
1012
1013 }
1014
1015 /* Other gifts */
1016 if (!item->invisible)
1017 {
1018 if (god_gives_present (op, god, tr))
1019 return;
1020 else
1021 continue;
1022 }
1023 /* else ignore it */
1024 }
1025
1026 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1027 }
1028
1029 /**
1030 * Checks and maybe punishes someone praying.
1031 * All applied items are examined, if player is using more items of other gods,
1032 * s/he loses experience in praying or general experience if no praying.
1033 */
1034 int
1035 god_examines_priest (object *op, object *god)
1036 {
1037 int reaction = 1;
1038 object *item = NULL, *skop;
1039
1040 for (item = op->inv; item; item = item->below)
1041 {
1042 if (QUERY_FLAG (item, FLAG_APPLIED))
1043 {
1044 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1045 }
1046 }
1047
1048 /* well, well. Looks like we screwed up. Time for god's revenge */
1049 if (reaction < 0)
1050 {
1051 int loss = 10000000;
1052 int angry = abs (reaction);
1053
1054 for (skop = op->inv; skop != NULL; skop = skop->below)
1055 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1056 break;
1057
1058 if (skop)
1059 loss = (int) (0.05 * (float) skop->stats.exp);
1060 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1061 if (random_roll (0, angry, op, PREFER_LOW))
1062 {
1063 object *tmp = get_archetype (LOOSE_MANA);
1064
1065 cast_magic_storm (op, tmp, op->level + (angry * 3));
1066 }
1067 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1068 }
1069 return reaction;
1070 }
1071
1072 /**
1073 * God checks item the player is using.
1074 * Return either -1 (bad), 0 (neutral) or
1075 * 1 (item is ok). If you are using the item of an enemy
1076 * god, it can be bad...-b.t.
1077 */
1078
1079 int
1080 god_examines_item (object *god, object *item)
1081 {
1082 char buf[MAX_BUF];
1083
1084 if (!god || !item)
1085 return 0;
1086
1087 if (!item->title)
1088 return 1; /* unclaimed item are ok */
1089
1090 sprintf (buf, "of %s", &god->name);
1091 if (!strcmp (item->title, buf))
1092 return 1; /* belongs to that God */
1093
1094 if (god->title)
1095 { /* check if we have any enemy blessed item */
1096 sprintf (buf, "of %s", &god->title);
1097 if (!strcmp (item->title, buf))
1098 {
1099 if (item->env)
1100 {
1101 char buf[MAX_BUF];
1102
1103 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1104 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1105 }
1106 return -1;
1107 }
1108 }
1109
1110 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1111 }
1112
1113 /**
1114 * Returns priest's god's id.
1115 * Straight calls lookup_god_by_name
1116 */
1117
1118 int
1119 get_god (object *priest)
1120 {
1121 int godnr = lookup_god_by_name (determine_god (priest));
1122
1123 return godnr;
1124 }
1125
1126 /**
1127 * Returns a string that is the name of the god that should be natively worshipped by a
1128 * creature of who has race *race
1129 * if we can't find a god that is appropriate, we return NULL
1130 */
1131 const char *
1132 get_god_for_race (const char *race)
1133 {
1134 godlink *gl = first_god;
1135 const char *godname = NULL;
1136
1137 if (race == NULL)
1138 return NULL;
1139 while (gl)
1140 {
1141 if (!strcasecmp (gl->arch->race, race))
1142 {
1143 godname = gl->name;
1144 break;
1145 }
1146 gl = gl->next;
1147 }
1148 return godname;
1149 }
1150
1151 /**
1152 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1153 * Returns false if there was no race to assign to the slaying field of the spell, but
1154 * the spell attacktype contains AT_HOLYWORD. -b.t.
1155 */
1156 int
1157 tailor_god_spell (object *spellop, object *caster)
1158 {
1159 object *god = find_god (determine_god (caster));
1160 int caster_is_spell = 0;
1161
1162 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1163 caster_is_spell = 1;
1164
1165 /* if caster is a rune or the like, it doesn't worship anything. However,
1166 * if this object is owned by someone, then the god that they worship
1167 * is relevant, so use that.
1168 */
1169 if (!god && caster->owner)
1170 god = find_god (determine_god (caster->owner));
1171
1172 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1173 {
1174 if (!caster_is_spell)
1175 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1176 else
1177 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1178
1179 spellop->destroy ();
1180 return 0;
1181 }
1182
1183 /* either holy word or godpower attacks will set the slaying field */
1184 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1185 {
1186 if (spellop->slaying)
1187 spellop->slaying = NULL;
1188
1189 if (!caster_is_spell)
1190 spellop->slaying = god->slaying;
1191 else if (caster->slaying)
1192 spellop->slaying = caster->slaying;
1193 }
1194
1195 /* only the godpower attacktype adds the god's attack onto the spell */
1196 if (spellop->attacktype & AT_GODPOWER)
1197 spellop->attacktype = spellop->attacktype | god->attacktype;
1198
1199 /* tack on the god's name to the spell */
1200 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1201 {
1202 spellop->title = god->name;
1203 if (spellop->title)
1204 {
1205 char buf[MAX_BUF];
1206
1207 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1208 spellop->name = spellop->name_pl = buf;
1209 }
1210 }
1211
1212 return 1;
1213 }