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Revision: 1.6
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +862 -777 lines
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# Content
1
2 /*
3 * static char *rcsid_gods_c =
4 * "$Id: gods.C,v 1.5 2006-09-07 10:01:58 pippijn Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30
31 /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and
32 * monster race initialization. b.t.
33 */
34
35 /* Sept 1996 - moved code over to object -oriented gods -b.t. */
36
37 #include <global.h>
38 #include <living.h>
39 #include <object.h>
40 #include <spells.h>
41 #include <sounds.h>
42 #ifndef __CEXTRACT__
43 # include <sproto.h>
44 #endif
45
46 /**
47 * Returns the id of specified god.
48 */
49 int
50 lookup_god_by_name (const char *name)
51 {
52 int godnr = -1;
53 size_t nmlen = strlen (name);
54
55 if (name && strcmp (name, "none"))
56 {
57 godlink *gl;
58
59 for (gl = first_god; gl; gl = gl->next)
60 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
61 break;
62 if (gl)
63 godnr = gl->id;
64 }
65 return godnr;
66 }
67
68 /**
69 * Returns pointer to specified god's object through pntr_to_god_obj..
70 */
71 object *
72 find_god (const char *name)
73 {
74 object *god = NULL;
75
76 if (name)
77 {
78 godlink *gl;
79
80 for (gl = first_god; gl; gl = gl->next)
81 if (!strcmp (name, gl->name))
82 break;
83 if (gl)
84 god = pntr_to_god_obj (gl);
85 }
86 return god;
87 }
88
89 /**
90 * Determines if op worships a god.
91 * Returns the godname if they do or "none" if they have no god.
92 * In the case of an NPC, if they have no god, we try and guess
93 * who they should worship based on their race. If that fails we
94 * give them a random one.
95 */
96
97 const char *
98 determine_god (object *op)
99 {
100 int godnr = -1;
101 const char *godname;
102
103 /* spells */
104 if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title)
105 {
106 if (lookup_god_by_name (op->title) >= 0)
107 return op->title;
108 }
109
110 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE))
111 {
112
113 /* find a god based on race */
114 if (!op->title)
115 {
116 if (op->race != NULL)
117 {
118 godname = get_god_for_race (op->race);
119 if (godname != NULL)
120 {
121 op->title = godname;
122 }
123 }
124 }
125
126 /* find a random god */
127 if (!op->title)
128 {
129 godlink *gl = first_god;
130
131 godnr = rndm (1, gl->id);
132 while (gl)
133 {
134 if (gl->id == godnr)
135 break;
136 gl = gl->next;
137 }
138 op->title = gl->name;
139 }
140
141 return op->title;
142 }
143
144
145 /* The god the player worships is in the praying skill (native skill
146 * not skill tool). Since a player can only have one instance of
147 * that skill, once we find it, we can return, either with the
148 * title or "none".
149 */
150 if (op->type == PLAYER)
151 {
152 object *tmp;
153
154 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
155 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
156 {
157 if (tmp->title)
158 return (tmp->title);
159 else
160 return ("none");
161 }
162 }
163 return ("none");
164 }
165
166 /**
167 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
168 */
169 static int
170 same_string (const char *s1, const char *s2)
171 {
172 if (s1 == NULL)
173 if (s2 == NULL)
174 return 1;
175 else
176 return 0;
177 else if (s2 == NULL)
178 return 0;
179 else
180 return strcmp (s1, s2) == 0;
181 }
182
183
184 /**
185 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
186 * Any matching items in the inventory are deleted, and a
187 * message is displayed to the player.
188 */
189 static void
190 follower_remove_similar_item (object *op, object *item)
191 {
192 object *tmp, *next;
193
194 if (op && op->type == PLAYER && op->contr)
195 {
196 /* search the inventory */
197 for (tmp = op->inv; tmp != NULL; tmp = next)
198 {
199 next = tmp->below; /* backup in case we remove tmp */
200
201 if (tmp->type == item->type
202 && same_string (tmp->name, item->name)
203 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
204 {
205
206 /* message */
207 if (tmp->nrof > 1)
208 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
209 else
210 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
211
212 remove_ob (tmp); /* remove obj from players inv. */
213 esrv_del_item (op->contr, tmp->count); /* notify client */
214 free_object (tmp); /* free object */
215 }
216 if (tmp->inv)
217 follower_remove_similar_item (tmp, item);
218 }
219 }
220 }
221
222 /**
223 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
224 * Returns 1 if found, else 0.
225 */
226 static int
227 follower_has_similar_item (object *op, object *item)
228 {
229 object *tmp;
230
231 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
232 {
233 if (tmp->type == item->type
234 && same_string (tmp->name, item->name)
235 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
236 return 1;
237 if (tmp->inv && follower_has_similar_item (tmp, item))
238 return 1;
239 }
240 return 0;
241 }
242
243 /**
244 * God gives an item to the player.
245 */
246 static int
247 god_gives_present (object *op, object *god, treasure *tr)
248 {
249 object *tmp;
250
251 if (follower_has_similar_item (op, &tr->item->clone))
252 return 0;
253
254 tmp = arch_to_object (tr->item);
255 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
256 tmp = insert_ob_in_ob (tmp, op);
257 if (op->type == PLAYER)
258 esrv_send_item (op, tmp);
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->clone);
282 return;
283
284 }
285 else if (!strcmp (&pl_god->name, altar->other_arch->clone.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->name == pl_god->other_arch->name))
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 {
356 become_follower (pl, &altar->other_arch->clone);
357 }
358 else
359 {
360 /* toss this player off the altar. He can try again. */
361 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
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 == NULL)
407 continue;
408 item = &tr->item->clone;
409
410 /* Basically, see if the matching spell is granted by this god. */
411
412 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
413 {
414 remove = 0;
415 break;
416 }
417 }
418 if (remove)
419 {
420 /* just do the work of removing the spell ourselves - we already
421 * know that the player knows the spell
422 */
423 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
424 player_unready_range_ob (op->contr, tmp);
425 remove_ob (tmp);
426 free_object (tmp);
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
454 * not skill, exp or force
455 */
456 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
457 (item->type != SKILL) && (item->type != EXPERIENCE) && (item->type != FORCE))
458 {
459
460 if (item->type == SPELL)
461 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
462 player_unready_range_ob (op->contr, item);
463 remove_ob (item);
464 free_object (item);
465 }
466 }
467
468 /* remove any godgiven items from the old god */
469 if (old_god)
470 {
471 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next)
472 {
473 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
474 follower_remove_similar_item (op, &tr->item->clone);
475 }
476 }
477
478 if (!op || !new_god)
479 return;
480
481 if (op->race && new_god->slaying && strstr (op->race, new_god->slaying))
482 {
483 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name);
484 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
485 {
486 object *tmp = get_archetype (LOOSE_MANA);
487
488 cast_magic_storm (op, tmp, new_god->level + 10);
489 }
490 return;
491 }
492
493
494 /* give the player any special god-characteristic-items. */
495 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next)
496 {
497 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
498 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
499 god_gives_present (op, new_god, tr);
500 }
501
502
503 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
504
505 for (skop = op->inv; skop != NULL; skop = skop->below)
506 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
507 break;
508
509 /* Player has no skill - give them the skill */
510 if (!skop)
511 {
512 /* The arhetype should always be defined - if we crash here because it doesn't,
513 * things are really messed up anyways.
514 */
515 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
516 link_player_skills (op);
517 }
518
519 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
520
521 /* Clear the "undead" status. We also need to force a call to change_abil,
522 * so I set undeadified for that.
523 * - gros, 21th July 2006.
524 */
525 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
526 {
527 CLEAR_FLAG (skop, FLAG_UNDEAD);
528 undeadified = 1;
529 }
530
531 if (skop->title)
532 { /* get rid of old god */
533 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
534 /* The point of this is to really show what abilities the player just lost */
535 if (sk_applied || undeadified)
536 {
537
538 CLEAR_FLAG (skop, FLAG_APPLIED);
539 (void) change_abil (op, skop);
540 }
541 }
542
543 /* now change to the new gods attributes to exp_obj */
544 skop->title = new_god->name;
545 skop->path_attuned = new_god->path_attuned;
546 skop->path_repelled = new_god->path_repelled;
547 skop->path_denied = new_god->path_denied;
548 /* copy god's resistances */
549 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
550
551 /* make sure that certain immunities do NOT get passed
552 * to the follower!
553 */
554 for (i = 0; i < NROFATTACKS; i++)
555 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
556 skop->resist[i] = 30;
557
558 skop->stats.hp = (sint16) new_god->last_heal;
559 skop->stats.sp = (sint16) new_god->last_sp;
560 skop->stats.grace = (sint16) new_god->last_grace;
561 skop->stats.food = (sint16) new_god->last_eat;
562 skop->stats.luck = (sint8) new_god->stats.luck;
563 /* gods may pass on certain flag properties */
564 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
565 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
566 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
567 update_priest_flag (new_god, skop, FLAG_STEALTH);
568 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
569 update_priest_flag (new_god, skop, FLAG_UNDEAD);
570 update_priest_flag (new_god, skop, FLAG_BLIND);
571 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
572
573 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
574
575 /* Weapon/armour use are special...handle flag toggles here as this can
576 * only happen when gods are worshipped and if the new priest could
577 * have used armour/weapons in the first place.
578 *
579 * This also can happen for monks which cannot use weapons. In this case
580 * do not allow to use weapons even if the god otherwise would allow it.
581 */
582 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
583 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
584 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
585
586 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
587 stop_using_item (op, WEAPON, 2);
588
589 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
590 {
591 stop_using_item (op, ARMOUR, 1);
592 stop_using_item (op, HELMET, 1);
593 stop_using_item (op, BOOTS, 1);
594 stop_using_item (op, GLOVES, 1);
595 stop_using_item (op, SHIELD, 1);
596 }
597
598 SET_FLAG (skop, FLAG_APPLIED);
599 (void) change_abil (op, skop);
600
601 /* return to previous skill status */
602 if (!sk_applied)
603 CLEAR_FLAG (skop, FLAG_APPLIED);
604
605 check_special_prayers (op, new_god);
606 }
607
608 /**
609 * Forbids or let player use something item type.
610 * op is the player.
611 * exp_obj is the widsom experience.
612 * flag is the flag to check against.
613 * string is the string to print out.
614 */
615
616 int
617 worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
618 {
619
620 if (QUERY_FLAG (&op->arch->clone, flag))
621 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
622 {
623 update_priest_flag (exp_obj, op, flag);
624 if (QUERY_FLAG (op, flag))
625 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
626 else
627 {
628 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
629 return 1;
630 }
631 }
632 return 0;
633 }
634
635 /**
636 * Unapplies up to number worth of items of type
637 */
638 void
639 stop_using_item (object *op, int type, int number)
640 {
641 object *tmp;
642
643 for (tmp = op->inv; tmp && number; tmp = tmp->below)
644 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
645 {
646 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
647 number--;
648 }
649 }
650
651 /**
652 * If the god does/doesnt have this flag, we
653 * give/remove it from the experience object if it doesnt/does
654 * already exist. For players only!
655 */
656
657 void
658 update_priest_flag (object *god, object *exp_ob, uint32 flag)
659 {
660 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
661 SET_FLAG (exp_ob, flag);
662 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
663 {
664 /* When this is called with the exp_ob set to the player,
665 * this check is broken, because most all players arch
666 * allow use of weapons. I'm not actually sure why this
667 * check is here - I guess if you had a case where the
668 * value in the archetype (wisdom) should over ride the restrictions
669 * the god places on it, this may make sense. But I don't think
670 * there is any case like that.
671 */
672
673 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
674 CLEAR_FLAG (exp_ob, flag);
675 };
676 }
677
678
679
680 archetype *
681 determine_holy_arch (object *god, const char *type)
682 {
683 treasure *tr;
684
685 if (!god || !god->randomitems)
686 {
687 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
688 return NULL;
689 }
690
691 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
692 {
693 object *item;
694
695 if (!tr->item)
696 continue;
697 item = &tr->item->clone;
698
699 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
700 return item->other_arch;
701 }
702 return NULL;
703 }
704
705 /**
706 * God helps player by removing curse and/or damnation.
707 */
708 static int
709 god_removes_curse (object *op, int remove_damnation)
710 {
711 object *tmp;
712 int success = 0;
713
714 for (tmp = op->inv; tmp; tmp = tmp->below)
715 {
716 if (tmp->invisible)
717 continue;
718 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
719 continue;
720 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
721 {
722 success = 1;
723 CLEAR_FLAG (tmp, FLAG_DAMNED);
724 CLEAR_FLAG (tmp, FLAG_CURSED);
725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
726 if (op->type == PLAYER)
727 esrv_send_item (op, tmp);
728 }
729 }
730
731 if (success)
732 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
733 return success;
734 }
735
736 static int
737 follower_level_to_enchantments (int level, int difficulty)
738 {
739 if (difficulty < 1)
740 {
741 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
742 return 0;
743 }
744
745 if (level <= 20)
746 return level / difficulty;
747 if (level <= 40)
748 return (20 + (level - 20) / 2) / difficulty;
749 return (30 + (level - 40) / 4) / difficulty;
750 }
751
752 /**
753 * God wants to enchant weapon.
754 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
755 * it isn't a weapon for another god. If all is all right, update weapon with
756 * attacktype, slaying and such.
757 */
758 static int
759 god_enchants_weapon (object *op, object *god, object *tr, object *skill)
760 {
761 char buf[MAX_BUF];
762 object *weapon;
763 uint32 attacktype;
764 int tmp;
765
766 for (weapon = op->inv; weapon; weapon = weapon->below)
767 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
768 break;
769 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
770 return 0;
771
772 /* First give it a title, so other gods won't touch it */
773 if (!weapon->title)
774 {
775 sprintf (buf, "of %s", &god->name);
776 weapon->title = buf;
777 if (op->type == PLAYER)
778 esrv_update_item (UPD_NAME, op, weapon);
779 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
780 }
781
782 /* Allow the weapon to slay enemies */
783 if (!weapon->slaying && god->slaying)
784 {
785 weapon->slaying = god->slaying;
786 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
787 return 1;
788 }
789
790 /* Add the gods attacktype */
791 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
792 if ((attacktype & god->attacktype) != god->attacktype)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
795 weapon->attacktype = attacktype | god->attacktype;
796 return 1;
797 }
798
799 /* Higher magic value */
800 tmp = follower_level_to_enchantments (skill->level, tr->level);
801 if (weapon->magic < tmp)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
804 weapon->magic++;
805 if (op->type == PLAYER)
806 esrv_update_item (UPD_NAME, op, weapon);
807 return 1;
808 }
809
810 return 0;
811 }
812
813
814 /**
815 * Every once in a while the god will intervene to help the worshiper.
816 * Later, this fctn can be used to supply quests, etc for the
817 * priest. -b.t.
818 * called from pray_at_altar() currently.
819 */
820
821 void
822 god_intervention (object *op, object *god, object *skill)
823 {
824 treasure *tr;
825
826 if (!god || !god->randomitems)
827 {
828 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
829 return;
830 }
831
832 check_special_prayers (op, god);
833
834 /* lets do some checks of whether we are kosher with our god */
835 if (god_examines_priest (op, god) < 0)
836 return;
837
838 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
839
840 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
841 {
842 object *item;
843
844 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
845 continue;
846
847 /* Treasurelist - generate some treasure for the follower */
848 if (tr->name)
849 {
850 treasurelist *tl = find_treasurelist (tr->name);
851
852 if (tl == NULL)
853 continue;
854
855 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
856
857 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
858 return;
859 }
860
861 if (!tr->item)
862 {
863 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
864 continue;
865 }
866 item = &tr->item->clone;
867
868 /* Grace limit */
869 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
870 {
871 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
872 {
873 object *tmp;
874
875 /* Follower lacks the required grace for the following
876 * treasure list items. */
877
878 tmp = get_archetype (HOLY_POSSESSION);
879 cast_change_ability (op, op, tmp, 0, 1);
880 free_object (tmp);
881 return;
882 }
883 continue;
884 }
885
886 /* Restore grace */
887 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
888 {
889 if (op->stats.grace >= 0)
890 continue;
891 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
892 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
893 return;
894 }
895
896 /* Heal damage */
897 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
898 {
899 if (op->stats.hp >= op->stats.maxhp)
900 continue;
901 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
902 op->stats.hp = op->stats.maxhp;
903 return;
904 }
905
906 /* Restore spellpoints */
907 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
908 {
909 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
910
911 /* Restore to 50 .. 100%, if sp < 50% */
912 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
913
914 if (op->stats.sp >= max / 2)
915 continue;
916 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
917 op->stats.sp = new_sp;
918 }
919
920 /* Various heal spells */
921 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
922 {
923 object *tmp;
924 int success;
925
926 tmp = get_archetype_by_object_name (item->slaying);
927
928 success = cast_heal (op, op, tmp, 0);
929 free_object (tmp);
930 if (success)
931 return;
932 else
933 continue;
934 }
935
936 /* Remove curse */
937 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
938 {
939 if (god_removes_curse (op, 0))
940 return;
941 else
942 continue;
943 }
944
945 /* Remove damnation */
946 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
947 {
948 if (god_removes_curse (op, 1))
949 return;
950 else
951 continue;
952 }
953
954 /* Heal depletion */
955 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
956 {
957 object *depl;
958 archetype *at;
959 int i;
960
961 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
962 {
963 LOG (llevError, "Could not find archetype depletion.\n");
964 continue;
965 }
966 depl = present_arch_in_ob (at, op);
967 if (depl == NULL)
968 continue;
969 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
970 for (i = 0; i < NUM_STATS; i++)
971 if (get_attr_value (&depl->stats, i))
972 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
973 remove_ob (depl);
974 free_object (depl);
975 fix_player (op);
976 return;
977 }
978
979 /* Voices */
980 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
981 {
982 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
983 new_draw_info (NDI_WHITE, 0, op, item->msg);
984 return;
985 }
986
987 /* Messages */
988 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
989 {
990 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
991 return;
992 }
993
994 /* Enchant weapon */
995 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
996 {
997 if (god_enchants_weapon (op, god, item, skill))
998 return;
999 else
1000 continue;
1001 }
1002
1003 /* Spellbooks - works correctly only for prayers */
1004 if (item->type == SPELL)
1005 {
1006 if (check_spell_known (op, item->name))
1007 continue;
1008 if (item->level > skill->level)
1009 continue;
1010
1011 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1012 do_learn_spell (op, item, 1);
1013 return;
1014
1015 }
1016
1017 /* Other gifts */
1018 if (!item->invisible)
1019 {
1020 if (god_gives_present (op, god, tr))
1021 return;
1022 else
1023 continue;
1024 }
1025 /* else ignore it */
1026 }
1027
1028 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1029 }
1030
1031 /**
1032 * Checks and maybe punishes someone praying.
1033 * All applied items are examined, if player is using more items of other gods,
1034 * s/he loses experience in praying or general experience if no praying.
1035 */
1036 int
1037 god_examines_priest (object *op, object *god)
1038 {
1039 int reaction = 1;
1040 object *item = NULL, *skop;
1041
1042 for (item = op->inv; item; item = item->below)
1043 {
1044 if (QUERY_FLAG (item, FLAG_APPLIED))
1045 {
1046 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1047 }
1048 }
1049
1050 /* well, well. Looks like we screwed up. Time for god's revenge */
1051 if (reaction < 0)
1052 {
1053 int loss = 10000000;
1054 int angry = abs (reaction);
1055
1056 for (skop = op->inv; skop != NULL; skop = skop->below)
1057 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1058 break;
1059
1060 if (skop)
1061 loss = (int) (0.05 * (float) skop->stats.exp);
1062 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1063 if (random_roll (0, angry, op, PREFER_LOW))
1064 {
1065 object *tmp = get_archetype (LOOSE_MANA);
1066
1067 cast_magic_storm (op, tmp, op->level + (angry * 3));
1068 }
1069 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1070 }
1071 return reaction;
1072 }
1073
1074 /**
1075 * God checks item the player is using.
1076 * Return either -1 (bad), 0 (neutral) or
1077 * 1 (item is ok). If you are using the item of an enemy
1078 * god, it can be bad...-b.t.
1079 */
1080
1081 int
1082 god_examines_item (object *god, object *item)
1083 {
1084 char buf[MAX_BUF];
1085
1086 if (!god || !item)
1087 return 0;
1088
1089 if (!item->title)
1090 return 1; /* unclaimed item are ok */
1091
1092 sprintf (buf, "of %s", &god->name);
1093 if (!strcmp (item->title, buf))
1094 return 1; /* belongs to that God */
1095
1096 if (god->title)
1097 { /* check if we have any enemy blessed item */
1098 sprintf (buf, "of %s", &god->title);
1099 if (!strcmp (item->title, buf))
1100 {
1101 if (item->env)
1102 {
1103 char buf[MAX_BUF];
1104
1105 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1106 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1107 }
1108 return -1;
1109 }
1110 }
1111
1112 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1113 }
1114
1115 /**
1116 * Returns priest's god's id.
1117 * Straight calls lookup_god_by_name
1118 */
1119
1120 int
1121 get_god (object *priest)
1122 {
1123 int godnr = lookup_god_by_name (determine_god (priest));
1124
1125 return godnr;
1126 }
1127
1128 /**
1129 * Returns a string that is the name of the god that should be natively worshipped by a
1130 * creature of who has race *race
1131 * if we can't find a god that is appropriate, we return NULL
1132 */
1133 const char *
1134 get_god_for_race (const char *race)
1135 {
1136 godlink *gl = first_god;
1137 const char *godname = NULL;
1138
1139 if (race == NULL)
1140 return NULL;
1141 while (gl)
1142 {
1143 if (!strcasecmp (gl->arch->clone.race, race))
1144 {
1145 godname = gl->name;
1146 break;
1147 }
1148 gl = gl->next;
1149 }
1150 return godname;
1151 }
1152
1153 /**
1154 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1155 * Returns false if there was no race to assign to the slaying field of the spell, but
1156 * the spell attacktype contains AT_HOLYWORD. -b.t.
1157 */
1158
1159 int
1160 tailor_god_spell (object *spellop, object *caster)
1161 {
1162 object *god = find_god (determine_god (caster));
1163 int caster_is_spell = 0;
1164
1165 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1166 caster_is_spell = 1;
1167
1168 /* if caster is a rune or the like, it doesn't worship anything. However,
1169 * if this object is owned by someone, then the god that they worship
1170 * is relevant, so use that.
1171 */
1172 if (!god && get_owner (caster))
1173 god = find_god (determine_god (get_owner (caster)));
1174
1175 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1176 {
1177 if (!caster_is_spell)
1178 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1179 else
1180 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1181 free_object (spellop);
1182 return 0;
1183 }
1184
1185 /* either holy word or godpower attacks will set the slaying field */
1186 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1187 {
1188 if (spellop->slaying)
1189 spellop->slaying = NULL;
1190
1191 if (!caster_is_spell)
1192 spellop->slaying = god->slaying;
1193 else if (caster->slaying)
1194 spellop->slaying = caster->slaying;
1195 }
1196
1197 /* only the godpower attacktype adds the god's attack onto the spell */
1198 if (spellop->attacktype & AT_GODPOWER)
1199 spellop->attacktype = spellop->attacktype | god->attacktype;
1200
1201 /* tack on the god's name to the spell */
1202 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1203 {
1204 spellop->title = god->name;
1205 if (spellop->title)
1206 {
1207 char buf[MAX_BUF];
1208
1209 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1210 spellop->name = spellop->name_pl = buf;
1211 }
1212 }
1213
1214 return 1;
1215 }