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Revision: 1.3
Committed: Tue Aug 29 08:01:37 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +242 -242 lines
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File Contents

# Content
1 /*
2 * static char *rcsid_gods_c =
3 * "$Id: gods.C,v 1.2 2006-08-25 17:11:53 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29
30 /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
31 * monster race initialization. b.t.
32 */
33
34 /* Sept 1996 - moved code over to object -oriented gods -b.t. */
35
36 #include <global.h>
37 #include <living.h>
38 #include <object.h>
39 #include <spells.h>
40 #include <sounds.h>
41 #ifndef __CEXTRACT__
42 #include <sproto.h>
43 #endif
44
45 /**
46 * Returns the id of specified god.
47 */
48 int lookup_god_by_name(const char *name) {
49 int godnr=-1;
50 size_t nmlen = strlen(name);
51
52 if(name && strcmp(name,"none")) {
53 godlink *gl;
54 for(gl=first_god;gl;gl=gl->next)
55 if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen)))
56 break;
57 if(gl) godnr=gl->id;
58 }
59 return godnr;
60 }
61
62 /**
63 * Returns pointer to specified god's object through pntr_to_god_obj..
64 */
65 object *find_god(const char *name) {
66 object *god=NULL;
67
68 if(name) {
69 godlink *gl;
70
71 for(gl=first_god;gl;gl=gl->next)
72 if(!strcmp(name,gl->name)) break;
73 if(gl) god=pntr_to_god_obj(gl);
74 }
75 return god;
76 }
77
78 /**
79 * Determines if op worships a god.
80 * Returns the godname if they do or "none" if they have no god.
81 * In the case of an NPC, if they have no god, we try and guess
82 * who they should worship based on their race. If that fails we
83 * give them a random one.
84 */
85
86 const char *determine_god(object *op) {
87 int godnr = -1;
88 const char *godname;
89
90 /* spells */
91 if ((op->type == SPELL || op->type == SPELL_EFFECT) &&
92 op->title)
93 {
94 if (lookup_god_by_name(op->title)>=0) return op->title;
95 }
96
97 if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) {
98
99 /* find a god based on race */
100 if(!op->title) {
101 if (op->race !=NULL) {
102 godname=get_god_for_race(op->race);
103 if (godname!=NULL) {
104 op->title = add_string(godname);
105 }
106 }
107 }
108
109 /* find a random god */
110 if(!op->title) {
111 godlink *gl = first_god;
112
113 godnr = rndm(1, gl->id);
114 while(gl) {
115 if(gl->id == godnr) break;
116 gl=gl->next;
117 }
118 op->title = add_string(gl->name);
119 }
120
121 return op->title;
122 }
123
124
125 /* The god the player worships is in the praying skill (native skill
126 * not skill tool). Since a player can only have one instance of
127 * that skill, once we find it, we can return, either with the
128 * title or "none".
129 */
130 if(op->type==PLAYER) {
131 object *tmp;
132 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
133 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) {
134 if (tmp->title) return (tmp->title);
135 else return("none");
136 }
137 }
138 return ("none");
139 }
140
141 /**
142 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
143 */
144 static int same_string (const char *s1, const char *s2)
145 {
146 if (s1 == NULL)
147 if (s2 == NULL)
148 return 1;
149 else
150 return 0;
151 else
152 if (s2 == NULL)
153 return 0;
154 else
155 return strcmp (s1, s2) == 0;
156 }
157
158
159 /**
160 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
161 * Any matching items in the inventory are deleted, and a
162 * message is displayed to the player.
163 */
164 static void follower_remove_similar_item (object *op, object *item)
165 {
166 object *tmp, *next;
167
168 if (op && op->type == PLAYER && op->contr) {
169 /* search the inventory */
170 for (tmp = op->inv; tmp != NULL; tmp = next) {
171 next = tmp->below; /* backup in case we remove tmp */
172
173 if (tmp->type == item->type
174 && same_string (tmp->name, item->name)
175 && same_string (tmp->title, item->title)
176 && same_string (tmp->msg, item->msg)
177 && same_string (tmp->slaying, item->slaying)) {
178
179 /* message */
180 if (tmp->nrof > 1)
181 new_draw_info_format(NDI_UNIQUE,0,op,
182 "The %s crumble to dust!", query_short_name(tmp));
183 else
184 new_draw_info_format(NDI_UNIQUE,0,op,
185 "The %s crumbles to dust!", query_short_name(tmp));
186
187 remove_ob(tmp); /* remove obj from players inv. */
188 esrv_del_item(op->contr, tmp->count); /* notify client */
189 free_object(tmp); /* free object */
190 }
191 if (tmp->inv)
192 follower_remove_similar_item(tmp, item);
193 }
194 }
195 }
196
197 /**
198 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
199 * Returns 1 if found, else 0.
200 */
201 static int follower_has_similar_item (object *op, object *item)
202 {
203 object *tmp;
204
205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
206 if (tmp->type == item->type
207 && same_string (tmp->name, item->name)
208 && same_string (tmp->title, item->title)
209 && same_string (tmp->msg, item->msg)
210 && same_string (tmp->slaying, item->slaying))
211 return 1;
212 if (tmp->inv && follower_has_similar_item (tmp, item))
213 return 1;
214 }
215 return 0;
216 }
217
218 /**
219 * God gives an item to the player.
220 */
221 static int god_gives_present (object *op, object *god, treasure *tr)
222 {
223 object *tmp;
224
225 if (follower_has_similar_item (op, &tr->item->clone))
226 return 0;
227
228 tmp = arch_to_object (tr->item);
229 new_draw_info_format (NDI_UNIQUE, 0, op,
230 "%s lets %s appear in your hands.", god->name, query_short_name (tmp));
231 tmp = insert_ob_in_ob (tmp, op);
232 if (op->type == PLAYER)
233 esrv_send_item (op, tmp);
234 return 1;
235 }
236
237 /**
238 * Player prays at altar.
239 * Checks for god changing, divine intervention, and so on.
240 */
241 void pray_at_altar(object *pl, object *altar, object *skill) {
242 object *pl_god=find_god(determine_god(pl));
243
244 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
245 return;
246
247 /* If non consecrate altar, don't do anything */
248 if (!altar->other_arch) return;
249
250 /* hmm. what happend depends on pl's current god, level, etc */
251 if(!pl_god) { /*new convert */
252 become_follower(pl,&altar->other_arch->clone);
253 return;
254
255 } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) {
256 /* pray at your gods altar */
257 int bonus = (pl->stats.Wis+skill->level)/10;
258
259 /* we can get neg grace up faster */
260 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ?
261 bonus : -1*(pl->stats.grace/10));
262 /* we can super-charge grace to 2x max */
263 if(pl->stats.grace<(2*pl->stats.maxgrace)) {
264 pl->stats.grace+=bonus/2;
265 }
266 if(pl->stats.grace>(2*pl->stats.maxgrace)) {
267 pl->stats.grace=(2*pl->stats.maxgrace);
268 }
269
270 /* Every once in a while, the god decides to checkup on their
271 * follower, and may intervene to help them out.
272 */
273 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */
274
275 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0)
276 god_intervention(pl,pl_god, skill);
277
278 } else { /* praying to another god! */
279 uint64 loss = 0;
280 int angry=1;
281
282 /* I believe the logic for detecting opposing gods was completely
283 * broken - I think it should work now. altar->other_arch
284 * points to the god of this altar (which we have
285 * already verified is non null). pl_god->other_arch
286 * is the opposing god - we need to verify that exists before
287 * using its values.
288 */
289 if(pl_god->other_arch &&
290 (altar->other_arch->name==pl_god->other_arch->name)) {
291 angry=2;
292 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) {
293 object *tmp;
294
295 /* you really screwed up */
296 angry=3;
297 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
298 "Foul Priest! %s punishes you!",pl_god->name);
299 tmp=get_archetype(LOOSE_MANA);
300 cast_magic_storm(pl,tmp, pl_god->level+20);
301 } else
302 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
303 "Foolish heretic! %s is livid!",pl_god->name);
304 } else
305 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
306 "Heretic! %s is angered!",pl_god->name);
307
308 /* whether we will be successfull in defecting or not -
309 * we lose experience from the clerical experience obj
310 */
311
312 loss = angry * (skill->stats.exp / 10);
313 if(loss)
314 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW),
315 skill?skill->skill:"none", SK_SUBTRACT_SKILL_EXP);
316
317 /* May switch Gods, but its random chance based on our current level
318 * note it gets harder to swap gods the higher we get
319 */
320 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) {
321 become_follower(pl,&altar->other_arch->clone);
322 } else {
323 /* toss this player off the altar. He can try again. */
324 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl,
325 "A divine force pushes you off the altar.");
326 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */
327 }
328 }
329 }
330
331 /**
332 * Removes special prayers given by a god.
333 */
334 static void check_special_prayers (object *op, object *god)
335 {
336 /* Ensure that 'op' doesn't know any special prayers that are not granted
337 * by 'god'.
338 */
339 treasure *tr;
340 object *tmp, *next_tmp;
341 int remove=0;
342
343 /* Outer loop iterates over all special prayer marks */
344 for (tmp = op->inv; tmp; tmp = next_tmp) {
345 next_tmp = tmp->below;
346
347 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
348 * in that category, not something we need to worry about.
349 */
350 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP))
351 continue;
352
353 if (god->randomitems == NULL) {
354 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name);
355 do_forget_spell (op, tmp->name);
356 continue;
357 }
358
359 /* Inner loop tries to find the special prayer in the god's treasure
360 * list. We default that the spell should be removed.
361 */
362 remove=1;
363 for (tr = god->randomitems->items; tr; tr = tr->next)
364 {
365 object *item;
366
367 if (tr->item == NULL)
368 continue;
369 item = &tr->item->clone;
370
371 /* Basically, see if the matching spell is granted by this god. */
372
373 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) {
374 remove=0;
375 break;
376 }
377 }
378 if (remove) {
379 /* just do the work of removing the spell ourselves - we already
380 * know that the player knows the spell
381 */
382 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
383 "You lose knowledge of %s.", tmp->name);
384 player_unready_range_ob(op->contr, tmp);
385 remove_ob(tmp);
386 free_object(tmp);
387 }
388
389 }
390 }
391
392 /**
393 * This function is called whenever a player has
394 * switched to a new god. It handles basically all the stat changes
395 * that happen to the player, including the removal of godgiven
396 * items (from the former cult).
397 */
398 void become_follower (object *op, object *new_god) {
399 object *old_god = NULL; /* old god */
400 treasure *tr;
401 object *item, *skop, *next;
402 int i,sk_applied,
403 undeadified = 0; /* Turns to true if changing god can changes the undead status of the player.*/
404
405
406 old_god = find_god(determine_god(op));
407
408 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) {
410 next = item->below;
411 /* remove all invisible startequip items which are
412 * not skill, exp or force
413 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) &&
416 (item->type != FORCE)) {
417
418 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op,
420 "You lose knowledge of %s.", item->name);
421 player_unready_range_ob(op->contr, item);
422 remove_ob(item);
423 free_object(item);
424 }
425 }
426
427 /* remove any godgiven items from the old god */
428 if (old_god) {
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) {
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone);
432 }
433 }
434
435 if(!op||!new_god) return;
436
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!",
439 new_god->name);
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) {
441 object *tmp = get_archetype(LOOSE_MANA);
442 cast_magic_storm(op,tmp, new_god->level+10);
443 }
444 return;
445 }
446
447
448 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452 god_gives_present(op,new_god,tr); }
453
454
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
456 "You become a follower of %s!",new_god->name);
457
458 for (skop = op->inv; skop != NULL; skop=skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
460
461 /* Player has no skill - give them the skill */
462 if (!skop) {
463 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways.
465 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill);
467 link_player_skills(op);
468 }
469
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */
471
472 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that.
474 * - gros, 21th July 2006.
475 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD)))
477 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD);
479 undeadified=1;
480 }
481
482 if(skop->title) { /* get rid of old god */
483 new_draw_info_format(NDI_UNIQUE,0,op,
484 "%s's blessing is withdrawn from you.",skop->title);
485 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) {
487
488 CLEAR_FLAG(skop,FLAG_APPLIED);
489 (void) change_abil(op,skop);
490 }
491 free_string(skop->title);
492 }
493
494 /* now change to the new gods attributes to exp_obj */
495 skop->title = add_string(new_god->name);
496 skop->path_attuned=new_god->path_attuned;
497 skop->path_repelled=new_god->path_repelled;
498 skop->path_denied=new_god->path_denied;
499 /* copy god's resistances */
500 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist));
501
502 /* make sure that certain immunities do NOT get passed
503 * to the follower!
504 */
505 for (i=0; i<NROFATTACKS; i++)
506 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD ||
507 i==ATNR_ELECTRICITY || i==ATNR_POISON))
508 skop->resist[i] = 30;
509
510 skop->stats.hp= (sint16) new_god->last_heal;
511 skop->stats.sp= (sint16) new_god->last_sp;
512 skop->stats.grace= (sint16) new_god->last_grace;
513 skop->stats.food= (sint16) new_god->last_eat;
514 skop->stats.luck= (sint8) new_god->stats.luck;
515 /* gods may pass on certain flag properties */
516 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK);
517 update_priest_flag(new_god,skop,FLAG_REFL_SPELL);
518 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE);
519 update_priest_flag(new_god,skop,FLAG_STEALTH);
520 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS);
521 update_priest_flag(new_god,skop,FLAG_UNDEAD);
522 update_priest_flag(new_god,skop,FLAG_BLIND);
523 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */
524
525 new_draw_info_format(NDI_UNIQUE,0,op,
526 "You are bathed in %s's aura.",new_god->name);
527
528 /* Weapon/armour use are special...handle flag toggles here as this can
529 * only happen when gods are worshipped and if the new priest could
530 * have used armour/weapons in the first place.
531 *
532 * This also can happen for monks which cannot use weapons. In this case
533 * do not allow to use weapons even if the god otherwise would allow it.
534 */
535 if (!present_in_ob_by_name(FORCE, "no weapon force", op))
536 update_priest_flag(new_god,skop,FLAG_USE_WEAPON);
537 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR);
538
539 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons"))
540 stop_using_item(op,WEAPON,2);
541
542 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) {
543 stop_using_item(op,ARMOUR,1);
544 stop_using_item(op,HELMET,1);
545 stop_using_item(op,BOOTS,1);
546 stop_using_item(op,GLOVES,1);
547 stop_using_item(op,SHIELD,1);
548 }
549
550 SET_FLAG(skop,FLAG_APPLIED);
551 (void) change_abil(op,skop);
552
553 /* return to previous skill status */
554 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED);
555
556 check_special_prayers (op, new_god);
557 }
558
559 /**
560 * Forbids or let player use something item type.
561 * op is the player.
562 * exp_obj is the widsom experience.
563 * flag is the flag to check against.
564 * string is the string to print out.
565 */
566
567 int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) {
568
569 if(QUERY_FLAG(&op->arch->clone,flag))
570 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) {
571 update_priest_flag(exp_obj,op,flag);
572 if(QUERY_FLAG(op,flag))
573 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string);
574 else {
575 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string);
576 return 1;
577 }
578 }
579 return 0;
580 }
581
582 /**
583 * Unapplies up to number worth of items of type
584 */
585 void stop_using_item ( object *op, int type, int number ) {
586 object *tmp;
587
588 for(tmp=op->inv;tmp&&number;tmp=tmp->below)
589 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) {
590 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
591 number--;
592 }
593 }
594
595 /**
596 * If the god does/doesnt have this flag, we
597 * give/remove it from the experience object if it doesnt/does
598 * already exist. For players only!
599 */
600
601 void update_priest_flag (object *god, object *exp_ob, uint32 flag) {
602 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag))
603 SET_FLAG(exp_ob,flag);
604 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag))
605 {
606 /* When this is called with the exp_ob set to the player,
607 * this check is broken, because most all players arch
608 * allow use of weapons. I'm not actually sure why this
609 * check is here - I guess if you had a case where the
610 * value in the archetype (wisdom) should over ride the restrictions
611 * the god places on it, this may make sense. But I don't think
612 * there is any case like that.
613 */
614
615 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
616 CLEAR_FLAG(exp_ob,flag);
617 };
618 }
619
620
621
622 archetype *determine_holy_arch (object *god, const char *type)
623 {
624 treasure *tr;
625
626 if ( ! god || ! god->randomitems) {
627 LOG (llevError, "BUG: determine_holy_arch(): no god or god without "
628 "randomitems\n");
629 return NULL;
630 }
631
632 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
633 object *item;
634
635 if ( ! tr->item)
636 continue;
637 item = &tr->item->clone;
638
639 if (item->type == BOOK && item->invisible
640 && strcmp (item->name, type) == 0)
641 return item->other_arch;
642 }
643 return NULL;
644 }
645
646 /**
647 * God helps player by removing curse and/or damnation.
648 */
649 static int god_removes_curse (object *op, int remove_damnation)
650 {
651 object *tmp;
652 int success = 0;
653
654 for (tmp = op->inv; tmp; tmp = tmp->below) {
655 if (tmp->invisible)
656 continue;
657 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation)
658 continue;
659 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) {
660 success = 1;
661 CLEAR_FLAG (tmp, FLAG_DAMNED);
662 CLEAR_FLAG (tmp, FLAG_CURSED);
663 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
664 if (op->type == PLAYER)
665 esrv_send_item (op, tmp);
666 }
667 }
668
669 if (success)
670 new_draw_info (NDI_UNIQUE, 0, op,
671 "You feel like someone is helping you.");
672 return success;
673 }
674
675 static int follower_level_to_enchantments (int level, int difficulty)
676 {
677 if (difficulty < 1) {
678 LOG (llevError, "follower_level_to_enchantments(): "
679 "difficulty %d is invalid\n", difficulty);
680 return 0;
681 }
682
683 if (level <= 20)
684 return level / difficulty;
685 if (level <= 40)
686 return (20 + (level - 20) / 2) / difficulty;
687 return (30 + (level - 40) / 4) / difficulty;
688 }
689
690 /**
691 * God wants to enchant weapon.
692 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
693 * it isn't a weapon for another god. If all is all right, update weapon with
694 * attacktype, slaying and such.
695 */
696 static int god_enchants_weapon (object *op, object *god, object *tr, object *skill)
697 {
698 char buf[MAX_BUF];
699 object *weapon;
700 uint32 attacktype;
701 int tmp;
702
703 for (weapon = op->inv; weapon; weapon = weapon->below)
704 if ((weapon->type == WEAPON || weapon->type == BOW)
705 && QUERY_FLAG (weapon, FLAG_APPLIED))
706 break;
707 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
708 return 0;
709
710 /* First give it a title, so other gods won't touch it */
711 if ( ! weapon->title) {
712 sprintf (buf, "of %s", god->name);
713 weapon->title = add_string (buf);
714 if (op->type == PLAYER)
715 esrv_update_item (UPD_NAME, op, weapon);
716 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
717 }
718
719 /* Allow the weapon to slay enemies */
720 if ( ! weapon->slaying && god->slaying) {
721 weapon->slaying = add_string (god->slaying);
722 new_draw_info_format (NDI_UNIQUE, 0, op,
723 "Your %s now hungers to slay enemies of your god!",
724 weapon->name);
725 return 1;
726 }
727
728 /* Add the gods attacktype */
729 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
730 if ((attacktype & god->attacktype) != god->attacktype) {
731 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
732 weapon->attacktype = attacktype | god->attacktype;
733 return 1;
734 }
735
736 /* Higher magic value */
737 tmp = follower_level_to_enchantments (skill->level, tr->level);
738 if (weapon->magic < tmp) {
739 new_draw_info (NDI_UNIQUE, 0, op,
740 "A phosphorescent glow envelops your weapon!");
741 weapon->magic++;
742 if (op->type == PLAYER)
743 esrv_update_item (UPD_NAME, op, weapon);
744 return 1;
745 }
746
747 return 0;
748 }
749
750
751 /**
752 * Every once in a while the god will intervene to help the worshiper.
753 * Later, this fctn can be used to supply quests, etc for the
754 * priest. -b.t.
755 * called from pray_at_altar() currently.
756 */
757
758 void god_intervention (object *op, object *god, object *skill)
759 {
760 treasure *tr;
761
762 if ( ! god || ! god->randomitems) {
763 LOG (llevError,
764 "BUG: god_intervention(): no god or god without randomitems\n");
765 return;
766 }
767
768 check_special_prayers (op, god);
769
770 /* lets do some checks of whether we are kosher with our god */
771 if (god_examines_priest (op, god) < 0)
772 return;
773
774 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
775
776 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
777 object *item;
778
779 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH))
780 continue;
781
782 /* Treasurelist - generate some treasure for the follower */
783 if (tr->name) {
784 treasurelist *tl = find_treasurelist (tr->name);
785 if (tl == NULL)
786 continue;
787
788 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your "
789 "eyes. You catch it before it falls to the ground.");
790
791 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD
792 | GT_UPDATE_INV, skill->level, 0);
793 return;
794 }
795
796 if ( ! tr->item) {
797 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
798 god->name);
799 continue;
800 }
801 item = &tr->item->clone;
802
803 /* Grace limit */
804 if (item->type == BOOK && item->invisible
805 && strcmp (item->name, "grace limit") == 0) {
806 if (op->stats.grace < item->stats.grace
807 || op->stats.grace < op->stats.maxgrace) {
808 object *tmp;
809
810 /* Follower lacks the required grace for the following
811 * treasure list items. */
812
813 tmp = get_archetype(HOLY_POSSESSION);
814 cast_change_ability(op, op, tmp, 0, 1);
815 free_object(tmp);
816 return;
817 }
818 continue;
819 }
820
821 /* Restore grace */
822 if (item->type == BOOK && item->invisible
823 && strcmp (item->name, "restore grace") == 0)
824 {
825 if (op->stats.grace >= 0)
826 continue;
827 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH);
828 new_draw_info (NDI_UNIQUE, 0, op,
829 "You are returned to a state of grace.");
830 return;
831 }
832
833 /* Heal damage */
834 if (item->type == BOOK && item->invisible
835 && strcmp (item->name, "restore hitpoints") == 0)
836 {
837 if (op->stats.hp >= op->stats.maxhp)
838 continue;
839 new_draw_info (NDI_UNIQUE, 0, op,
840 "A white light surrounds and heals you!");
841 op->stats.hp = op->stats.maxhp;
842 return;
843 }
844
845 /* Restore spellpoints */
846 if (item->type == BOOK && item->invisible
847 && strcmp (item->name, "restore spellpoints") == 0)
848 {
849 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
850 /* Restore to 50 .. 100%, if sp < 50% */
851 int new_sp = (int) (random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
852 if (op->stats.sp >= max / 2)
853 continue;
854 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes "
855 "your head but doesn't hurt you!");
856 op->stats.sp = new_sp;
857 }
858
859 /* Various heal spells */
860 if (item->type == BOOK && item->invisible
861 && strcmp (item->name, "heal spell") == 0)
862 {
863 object *tmp;
864 int success;
865
866 tmp = get_archetype_by_object_name(item->slaying);
867
868 success = cast_heal (op, op, tmp, 0);
869 free_object(tmp);
870 if (success) return;
871 else continue;
872 }
873
874 /* Remove curse */
875 if (item->type == BOOK && item->invisible
876 && strcmp (item->name, "remove curse") == 0)
877 {
878 if (god_removes_curse (op, 0))
879 return;
880 else
881 continue;
882 }
883
884 /* Remove damnation */
885 if (item->type == BOOK && item->invisible
886 && strcmp (item->name, "remove damnation") == 0)
887 {
888 if (god_removes_curse (op, 1))
889 return;
890 else
891 continue;
892 }
893
894 /* Heal depletion */
895 if (item->type == BOOK && item->invisible
896 && strcmp (item->name, "heal depletion") == 0)
897 {
898 object *depl;
899 archetype *at;
900 int i;
901
902 if ((at = find_archetype(ARCH_DEPLETION)) == NULL) {
903 LOG (llevError, "Could not find archetype depletion.\n");
904 continue;
905 }
906 depl = present_arch_in_ob (at, op);
907 if (depl == NULL)
908 continue;
909 new_draw_info (NDI_UNIQUE, 0, op,
910 "Shimmering light surrounds and restores you!");
911 for (i = 0; i < NUM_STATS; i++)
912 if (get_attr_value (&depl->stats, i))
913 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
914 remove_ob (depl);
915 free_object (depl);
916 fix_player (op);
917 return;
918 }
919
920 /* Voices */
921 if (item->type == BOOK && item->invisible
922 && strcmp (item->name, "voice_behind") == 0)
923 {
924 new_draw_info (NDI_UNIQUE, 0, op,
925 "You hear a voice from behind you, but you don't dare to "
926 "turn around:");
927 new_draw_info (NDI_WHITE, 0, op, item->msg);
928 return;
929 }
930
931 /* Messages */
932 if (item->type == BOOK && item->invisible
933 && strcmp (item->name, "message") == 0)
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
936 return;
937 }
938
939 /* Enchant weapon */
940 if (item->type == BOOK && item->invisible
941 && strcmp (item->name, "enchant weapon") == 0)
942 {
943 if (god_enchants_weapon (op, god, item, skill))
944 return;
945 else
946 continue;
947 }
948
949 /* Spellbooks - works correctly only for prayers */
950 if (item->type == SPELL)
951 {
952 if (check_spell_known (op, item->name))
953 continue;
954 if (item->level > skill->level)
955 continue;
956
957 new_draw_info_format(NDI_UNIQUE, 0, op,
958 "%s grants you use of a special prayer!", god->name);
959 do_learn_spell (op, item, 1);
960 return;
961
962 }
963
964 /* Other gifts */
965 if ( ! item->invisible) {
966 if (god_gives_present (op, god, tr))
967 return;
968 else
969 continue;
970 }
971 /* else ignore it */
972 }
973
974 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
975 }
976
977 /**
978 * Checks and maybe punishes someone praying.
979 * All applied items are examined, if player is using more items of other gods,
980 * s/he loses experience in praying or general experience if no praying.
981 */
982 int god_examines_priest (object *op, object *god) {
983 int reaction=1;
984 object *item=NULL, *skop;
985
986 for(item=op->inv;item;item=item->below) {
987 if(QUERY_FLAG(item,FLAG_APPLIED)) {
988 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1);
989 }
990 }
991
992 /* well, well. Looks like we screwed up. Time for god's revenge */
993 if(reaction<0) {
994 int loss = 10000000;
995 int angry = abs(reaction);
996
997 for (skop = op->inv; skop != NULL; skop=skop->below)
998 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
999
1000 if (skop)
1001 loss = (int) (0.05 * (float) skop->stats.exp);
1002 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW),
1003 skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP);
1004 if(random_roll(0, angry, op, PREFER_LOW)) {
1005 object *tmp = get_archetype(LOOSE_MANA);
1006 cast_magic_storm(op,tmp,op->level+(angry*3));
1007 }
1008 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
1009 "%s becomes angry and punishes you!",god->name);
1010 }
1011 return reaction;
1012 }
1013
1014 /**
1015 * God checks item the player is using.
1016 * Return either -1 (bad), 0 (neutral) or
1017 * 1 (item is ok). If you are using the item of an enemy
1018 * god, it can be bad...-b.t.
1019 */
1020
1021 int god_examines_item(object *god, object *item) {
1022 char buf[MAX_BUF];
1023
1024 if(!god||!item) return 0;
1025
1026 if(!item->title) return 1; /* unclaimed item are ok */
1027
1028 sprintf(buf,"of %s",god->name);
1029 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */
1030
1031 if(god->title) { /* check if we have any enemy blessed item*/
1032 sprintf(buf,"of %s",god->title);
1033 if(!strcmp(item->title,buf)) {
1034 if(item->env) {
1035 char buf[MAX_BUF];
1036 sprintf(buf,"Heretic! You are using %s!",query_name(item));
1037 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf);
1038 }
1039 return -1;
1040 }
1041 }
1042
1043 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1044 }
1045
1046 /**
1047 * Returns priest's god's id.
1048 * Straight calls lookup_god_by_name
1049 */
1050
1051 int get_god(object *priest) {
1052 int godnr=lookup_god_by_name(determine_god(priest));
1053
1054 return godnr;
1055 }
1056
1057 /**
1058 * Returns a string that is the name of the god that should be natively worshipped by a
1059 * creature of who has race *race
1060 * if we can't find a god that is appropriate, we return NULL
1061 */
1062 const char *get_god_for_race(const char *race) {
1063 godlink *gl=first_god;
1064 const char *godname=NULL;
1065
1066 if (race == NULL) return NULL;
1067 while(gl) {
1068 if (!strcasecmp(gl->arch->clone.race, race)) {
1069 godname=gl->name;
1070 break;
1071 }
1072 gl=gl->next;
1073 }
1074 return godname;
1075 }
1076 /**
1077 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1078 * Returns false if there was no race to assign to the slaying field of the spell, but
1079 * the spell attacktype contains AT_HOLYWORD. -b.t.
1080 */
1081
1082 int tailor_god_spell(object *spellop, object *caster) {
1083 object *god=find_god(determine_god(caster));
1084 int caster_is_spell=0;
1085
1086 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1;
1087
1088 /* if caster is a rune or the like, it doesn't worship anything. However,
1089 * if this object is owned by someone, then the god that they worship
1090 * is relevant, so use that.
1091 */
1092 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster)));
1093
1094 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) {
1095 if ( ! caster_is_spell)
1096 new_draw_info(NDI_UNIQUE, 0, caster,
1097 "This prayer is useless unless you worship an appropriate god");
1098 else
1099 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1100 free_object(spellop);
1101 return 0;
1102 }
1103
1104 /* either holy word or godpower attacks will set the slaying field */
1105 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) {
1106 if (spellop->slaying) {
1107 free_string(spellop->slaying);
1108 spellop->slaying = NULL;
1109 }
1110 if(!caster_is_spell)
1111 spellop->slaying = add_string(god->slaying);
1112 else if(caster->slaying)
1113 spellop->slaying = add_string(caster->slaying);
1114 }
1115
1116 /* only the godpower attacktype adds the god's attack onto the spell */
1117 if(spellop->attacktype & AT_GODPOWER)
1118 spellop->attacktype=spellop->attacktype|god->attacktype;
1119
1120 /* tack on the god's name to the spell */
1121 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) {
1122 if(spellop->title)
1123 free_string(spellop->title);
1124 spellop->title=add_string(god->name);
1125 if(spellop->title){
1126 char buf[MAX_BUF];
1127 sprintf(buf,"%s of %s",spellop->name,spellop->title);
1128 FREE_AND_COPY(spellop->name, buf);
1129 FREE_AND_COPY(spellop->name_pl, buf);
1130 }
1131 }
1132
1133 return 1;
1134 }
1135