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Revision: 1.9
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +11 -11 lines
Log Message:
replace some function- by method-calls

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
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 #ifndef __CEXTRACT__
37 # include <sproto.h>
38 #endif
39
40 /**
41 * Returns the id of specified god.
42 */
43 int
44 lookup_god_by_name (const char *name)
45 {
46 int godnr = -1;
47 size_t nmlen = strlen (name);
48
49 if (name && strcmp (name, "none"))
50 {
51 godlink *gl;
52
53 for (gl = first_god; gl; gl = gl->next)
54 if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen)))
55 break;
56 if (gl)
57 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 *
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 gl = gl->next;
131 }
132 op->title = gl->name;
133 }
134
135 return op->title;
136 }
137
138
139 /* The god the player worships is in the praying skill (native skill
140 * not skill tool). Since a player can only have one instance of
141 * that skill, once we find it, we can return, either with the
142 * title or "none".
143 */
144 if (op->type == PLAYER)
145 {
146 object *tmp;
147
148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
149 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING)
150 {
151 if (tmp->title)
152 return (tmp->title);
153 else
154 return ("none");
155 }
156 }
157 return ("none");
158 }
159
160 /**
161 * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0
162 */
163 static int
164 same_string (const char *s1, const char *s2)
165 {
166 if (s1 == NULL)
167 if (s2 == NULL)
168 return 1;
169 else
170 return 0;
171 else if (s2 == NULL)
172 return 0;
173 else
174 return strcmp (s1, s2) == 0;
175 }
176
177
178 /**
179 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
180 * Any matching items in the inventory are deleted, and a
181 * message is displayed to the player.
182 */
183 static void
184 follower_remove_similar_item (object *op, object *item)
185 {
186 object *tmp, *next;
187
188 if (op && op->type == PLAYER && op->contr)
189 {
190 /* search the inventory */
191 for (tmp = op->inv; tmp != NULL; tmp = next)
192 {
193 next = tmp->below; /* backup in case we remove tmp */
194
195 if (tmp->type == item->type
196 && same_string (tmp->name, item->name)
197 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
198 {
199
200 /* message */
201 if (tmp->nrof > 1)
202 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp));
203 else
204 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp));
205
206 tmp->remove (); /* remove obj from players inv. */
207 esrv_del_item (op->contr, tmp->count); /* notify client */
208 tmp->destroy (0); /* free object */
209 }
210 if (tmp->inv)
211 follower_remove_similar_item (tmp, item);
212 }
213 }
214 }
215
216 /**
217 * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively).
218 * Returns 1 if found, else 0.
219 */
220 static int
221 follower_has_similar_item (object *op, object *item)
222 {
223 object *tmp;
224
225 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
226 {
227 if (tmp->type == item->type
228 && same_string (tmp->name, item->name)
229 && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying))
230 return 1;
231 if (tmp->inv && follower_has_similar_item (tmp, item))
232 return 1;
233 }
234 return 0;
235 }
236
237 /**
238 * God gives an item to the player.
239 */
240 static int
241 god_gives_present (object *op, object *god, treasure *tr)
242 {
243 object *tmp;
244
245 if (follower_has_similar_item (op, &tr->item->clone))
246 return 0;
247
248 tmp = arch_to_object (tr->item);
249 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp));
250 tmp = insert_ob_in_ob (tmp, op);
251 if (op->type == PLAYER)
252 esrv_send_item (op, tmp);
253 return 1;
254 }
255
256 /**
257 * Player prays at altar.
258 * Checks for god changing, divine intervention, and so on.
259 */
260 void
261 pray_at_altar (object *pl, object *altar, object *skill)
262 {
263 object *pl_god = find_god (determine_god (pl));
264
265 if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill)))
266 return;
267
268 /* If non consecrate altar, don't do anything */
269 if (!altar->other_arch)
270 return;
271
272 /* hmm. what happend depends on pl's current god, level, etc */
273 if (!pl_god)
274 { /*new convert */
275 become_follower (pl, &altar->other_arch->clone);
276 return;
277
278 }
279 else if (!strcmp (&pl_god->name, altar->other_arch->clone.name))
280 {
281 /* pray at your gods altar */
282 int bonus = (pl->stats.Wis + skill->level) / 10;
283
284 /* we can get neg grace up faster */
285 if (pl->stats.grace < 0)
286 pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10));
287 /* we can super-charge grace to 2x max */
288 if (pl->stats.grace < (2 * pl->stats.maxgrace))
289 {
290 pl->stats.grace += bonus / 2;
291 }
292 if (pl->stats.grace > (2 * pl->stats.maxgrace))
293 {
294 pl->stats.grace = (2 * pl->stats.maxgrace);
295 }
296
297 /* Every once in a while, the god decides to checkup on their
298 * follower, and may intervene to help them out.
299 */
300 bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */
301
302 if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0)
303 god_intervention (pl, pl_god, skill);
304
305 }
306 else
307 { /* praying to another god! */
308 uint64 loss = 0;
309 int angry = 1;
310
311 /* I believe the logic for detecting opposing gods was completely
312 * broken - I think it should work now. altar->other_arch
313 * points to the god of this altar (which we have
314 * already verified is non null). pl_god->other_arch
315 * is the opposing god - we need to verify that exists before
316 * using its values.
317 */
318 if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name))
319 {
320 angry = 2;
321 if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0)
322 {
323 object *tmp;
324
325 /* you really screwed up */
326 angry = 3;
327 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name);
328 tmp = get_archetype (LOOSE_MANA);
329 cast_magic_storm (pl, tmp, pl_god->level + 20);
330 }
331 else
332 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name);
333 }
334 else
335 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name);
336
337 /* whether we will be successfull in defecting or not -
338 * we lose experience from the clerical experience obj
339 */
340
341 loss = angry * (skill->stats.exp / 10);
342 if (loss)
343 change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP);
344
345 /* May switch Gods, but its random chance based on our current level
346 * note it gets harder to swap gods the higher we get
347 */
348 if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW)))
349 {
350 become_follower (pl, &altar->other_arch->clone);
351 }
352 else
353 {
354 /* toss this player off the altar. He can try again. */
355 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar.");
356 move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */
357 }
358 }
359 }
360
361 /**
362 * Removes special prayers given by a god.
363 */
364 static void
365 check_special_prayers (object *op, object *god)
366 {
367 /* Ensure that 'op' doesn't know any special prayers that are not granted
368 * by 'god'.
369 */
370 treasure *tr;
371 object *tmp, *next_tmp;
372 int remove = 0;
373
374 /* Outer loop iterates over all special prayer marks */
375 for (tmp = op->inv; tmp; tmp = next_tmp)
376 {
377 next_tmp = tmp->below;
378
379 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
380 * in that category, not something we need to worry about.
381 */
382 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
383 continue;
384
385 if (god->randomitems == NULL)
386 {
387 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name);
388 do_forget_spell (op, tmp->name);
389 continue;
390 }
391
392 /* Inner loop tries to find the special prayer in the god's treasure
393 * list. We default that the spell should be removed.
394 */
395 remove = 1;
396 for (tr = god->randomitems->items; tr; tr = tr->next)
397 {
398 object *item;
399
400 if (tr->item == NULL)
401 continue;
402 item = &tr->item->clone;
403
404 /* Basically, see if the matching spell is granted by this god. */
405
406 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name)
407 {
408 remove = 0;
409 break;
410 }
411 }
412 if (remove)
413 {
414 /* just do the work of removing the spell ourselves - we already
415 * know that the player knows the spell
416 */
417 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name);
418 player_unready_range_ob (op->contr, tmp);
419 tmp->remove ();
420 tmp->destroy (0);
421 }
422
423 }
424 }
425
426 /**
427 * This function is called whenever a player has
428 * switched to a new god. It handles basically all the stat changes
429 * that happen to the player, including the removal of godgiven
430 * items (from the former cult).
431 */
432 void
433 become_follower (object *op, object *new_god)
434 {
435 object *old_god = NULL; /* old god */
436 treasure *tr;
437 object *item, *skop, *next;
438 int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */
439
440
441 old_god = find_god (determine_god (op));
442
443 /* take away any special god-characteristic items. */
444 for (item = op->inv; item != NULL; item = next)
445 {
446 next = item->below;
447 /* remove all invisible startequip items which are
448 * not skill, exp or force
449 */
450 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible &&
451 (item->type != SKILL) && (item->type != EXPERIENCE) && (item->type != FORCE))
452 {
453
454 if (item->type == SPELL)
455 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
456 player_unready_range_ob (op->contr, item);
457 item->remove ();
458 item->destroy (0);
459 }
460 }
461
462 /* remove any godgiven items from the old god */
463 if (old_god)
464 {
465 for (tr = old_god->randomitems->items; tr != NULL; tr = tr->next)
466 {
467 if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP))
468 follower_remove_similar_item (op, &tr->item->clone);
469 }
470 }
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 if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0)
479 {
480 object *tmp = get_archetype (LOOSE_MANA);
481
482 cast_magic_storm (op, tmp, new_god->level + 10);
483 }
484 return;
485 }
486
487
488 /* give the player any special god-characteristic-items. */
489 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next)
490 {
491 if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
492 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
493 god_gives_present (op, new_god, tr);
494 }
495
496
497 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name);
498
499 for (skop = op->inv; skop != NULL; skop = skop->below)
500 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
501 break;
502
503 /* Player has no skill - give them the skill */
504 if (!skop)
505 {
506 /* The arhetype should always be defined - if we crash here because it doesn't,
507 * things are really messed up anyways.
508 */
509 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill);
510 link_player_skills (op);
511 }
512
513 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */
514
515 /* Clear the "undead" status. We also need to force a call to change_abil,
516 * so I set undeadified for that.
517 * - gros, 21th July 2006.
518 */
519 if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD)))
520 {
521 CLEAR_FLAG (skop, FLAG_UNDEAD);
522 undeadified = 1;
523 }
524
525 if (skop->title)
526 { /* get rid of old god */
527 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
528 /* The point of this is to really show what abilities the player just lost */
529 if (sk_applied || undeadified)
530 {
531
532 CLEAR_FLAG (skop, FLAG_APPLIED);
533 (void) change_abil (op, skop);
534 }
535 }
536
537 /* now change to the new gods attributes to exp_obj */
538 skop->title = new_god->name;
539 skop->path_attuned = new_god->path_attuned;
540 skop->path_repelled = new_god->path_repelled;
541 skop->path_denied = new_god->path_denied;
542 /* copy god's resistances */
543 memcpy (skop->resist, new_god->resist, sizeof (new_god->resist));
544
545 /* make sure that certain immunities do NOT get passed
546 * to the follower!
547 */
548 for (i = 0; i < NROFATTACKS; i++)
549 if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON))
550 skop->resist[i] = 30;
551
552 skop->stats.hp = (sint16) new_god->last_heal;
553 skop->stats.sp = (sint16) new_god->last_sp;
554 skop->stats.grace = (sint16) new_god->last_grace;
555 skop->stats.food = (sint16) new_god->last_eat;
556 skop->stats.luck = (sint8) new_god->stats.luck;
557 /* gods may pass on certain flag properties */
558 update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK);
559 update_priest_flag (new_god, skop, FLAG_REFL_SPELL);
560 update_priest_flag (new_god, skop, FLAG_REFL_MISSILE);
561 update_priest_flag (new_god, skop, FLAG_STEALTH);
562 update_priest_flag (new_god, skop, FLAG_MAKE_INVIS);
563 update_priest_flag (new_god, skop, FLAG_UNDEAD);
564 update_priest_flag (new_god, skop, FLAG_BLIND);
565 update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */
566
567 new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name);
568
569 /* Weapon/armour use are special...handle flag toggles here as this can
570 * only happen when gods are worshipped and if the new priest could
571 * have used armour/weapons in the first place.
572 *
573 * This also can happen for monks which cannot use weapons. In this case
574 * do not allow to use weapons even if the god otherwise would allow it.
575 */
576 if (!present_in_ob_by_name (FORCE, "no weapon force", op))
577 update_priest_flag (new_god, skop, FLAG_USE_WEAPON);
578 update_priest_flag (new_god, skop, FLAG_USE_ARMOUR);
579
580 if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons"))
581 stop_using_item (op, WEAPON, 2);
582
583 if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour"))
584 {
585 stop_using_item (op, ARMOUR, 1);
586 stop_using_item (op, HELMET, 1);
587 stop_using_item (op, BOOTS, 1);
588 stop_using_item (op, GLOVES, 1);
589 stop_using_item (op, SHIELD, 1);
590 }
591
592 SET_FLAG (skop, FLAG_APPLIED);
593 (void) change_abil (op, skop);
594
595 /* return to previous skill status */
596 if (!sk_applied)
597 CLEAR_FLAG (skop, FLAG_APPLIED);
598
599 check_special_prayers (op, new_god);
600 }
601
602 /**
603 * Forbids or let player use something item type.
604 * op is the player.
605 * exp_obj is the widsom experience.
606 * flag is the flag to check against.
607 * string is the string to print out.
608 */
609
610 int
611 worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
612 {
613
614 if (QUERY_FLAG (&op->arch->clone, flag))
615 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag))
616 {
617 update_priest_flag (exp_obj, op, flag);
618 if (QUERY_FLAG (op, flag))
619 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
620 else
621 {
622 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
623 return 1;
624 }
625 }
626 return 0;
627 }
628
629 /**
630 * Unapplies up to number worth of items of type
631 */
632 void
633 stop_using_item (object *op, int type, int number)
634 {
635 object *tmp;
636
637 for (tmp = op->inv; tmp && number; tmp = tmp->below)
638 if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED))
639 {
640 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
641 number--;
642 }
643 }
644
645 /**
646 * If the god does/doesnt have this flag, we
647 * give/remove it from the experience object if it doesnt/does
648 * already exist. For players only!
649 */
650
651 void
652 update_priest_flag (object *god, object *exp_ob, uint32 flag)
653 {
654 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag))
655 SET_FLAG (exp_ob, flag);
656 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag))
657 {
658 /* When this is called with the exp_ob set to the player,
659 * this check is broken, because most all players arch
660 * allow use of weapons. I'm not actually sure why this
661 * check is here - I guess if you had a case where the
662 * value in the archetype (wisdom) should over ride the restrictions
663 * the god places on it, this may make sense. But I don't think
664 * there is any case like that.
665 */
666
667 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
668 CLEAR_FLAG (exp_ob, flag);
669 };
670 }
671
672
673
674 archetype *
675 determine_holy_arch (object *god, const char *type)
676 {
677 treasure *tr;
678
679 if (!god || !god->randomitems)
680 {
681 LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n");
682 return NULL;
683 }
684
685 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
686 {
687 object *item;
688
689 if (!tr->item)
690 continue;
691 item = &tr->item->clone;
692
693 if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0)
694 return item->other_arch;
695 }
696 return NULL;
697 }
698
699 /**
700 * God helps player by removing curse and/or damnation.
701 */
702 static int
703 god_removes_curse (object *op, int remove_damnation)
704 {
705 object *tmp;
706 int success = 0;
707
708 for (tmp = op->inv; tmp; tmp = tmp->below)
709 {
710 if (tmp->invisible)
711 continue;
712 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation)
713 continue;
714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
715 {
716 success = 1;
717 CLEAR_FLAG (tmp, FLAG_DAMNED);
718 CLEAR_FLAG (tmp, FLAG_CURSED);
719 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
720 if (op->type == PLAYER)
721 esrv_send_item (op, tmp);
722 }
723 }
724
725 if (success)
726 new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you.");
727 return success;
728 }
729
730 static int
731 follower_level_to_enchantments (int level, int difficulty)
732 {
733 if (difficulty < 1)
734 {
735 LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty);
736 return 0;
737 }
738
739 if (level <= 20)
740 return level / difficulty;
741 if (level <= 40)
742 return (20 + (level - 20) / 2) / difficulty;
743 return (30 + (level - 40) / 4) / difficulty;
744 }
745
746 /**
747 * God wants to enchant weapon.
748 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
749 * it isn't a weapon for another god. If all is all right, update weapon with
750 * attacktype, slaying and such.
751 */
752 static int
753 god_enchants_weapon (object *op, object *god, object *tr, object *skill)
754 {
755 char buf[MAX_BUF];
756 object *weapon;
757 uint32 attacktype;
758 int tmp;
759
760 for (weapon = op->inv; weapon; weapon = weapon->below)
761 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED))
762 break;
763 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
764 return 0;
765
766 /* First give it a title, so other gods won't touch it */
767 if (!weapon->title)
768 {
769 sprintf (buf, "of %s", &god->name);
770 weapon->title = buf;
771 if (op->type == PLAYER)
772 esrv_update_item (UPD_NAME, op, weapon);
773 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
774 }
775
776 /* Allow the weapon to slay enemies */
777 if (!weapon->slaying && god->slaying)
778 {
779 weapon->slaying = god->slaying;
780 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name);
781 return 1;
782 }
783
784 /* Add the gods attacktype */
785 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
786 if ((attacktype & god->attacktype) != god->attacktype)
787 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
789 weapon->attacktype = attacktype | god->attacktype;
790 return 1;
791 }
792
793 /* Higher magic value */
794 tmp = follower_level_to_enchantments (skill->level, tr->level);
795 if (weapon->magic < tmp)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!");
798 weapon->magic++;
799 if (op->type == PLAYER)
800 esrv_update_item (UPD_NAME, op, weapon);
801 return 1;
802 }
803
804 return 0;
805 }
806
807
808 /**
809 * Every once in a while the god will intervene to help the worshiper.
810 * Later, this fctn can be used to supply quests, etc for the
811 * priest. -b.t.
812 * called from pray_at_altar() currently.
813 */
814
815 void
816 god_intervention (object *op, object *god, object *skill)
817 {
818 treasure *tr;
819
820 if (!god || !god->randomitems)
821 {
822 LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n");
823 return;
824 }
825
826 check_special_prayers (op, god);
827
828 /* lets do some checks of whether we are kosher with our god */
829 if (god_examines_priest (op, god) < 0)
830 return;
831
832 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
833
834 for (tr = god->randomitems->items; tr != NULL; tr = tr->next)
835 {
836 object *item;
837
838 if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH))
839 continue;
840
841 /* Treasurelist - generate some treasure for the follower */
842 if (tr->name)
843 {
844 treasurelist *tl = find_treasurelist (tr->name);
845
846 if (tl == NULL)
847 continue;
848
849 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground.");
850
851 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0);
852 return;
853 }
854
855 if (!tr->item)
856 {
857 LOG (llevError, "BUG: empty entry in %s's treasure list\n", &god->name);
858 continue;
859 }
860 item = &tr->item->clone;
861
862 /* Grace limit */
863 if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0)
864 {
865 if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace)
866 {
867 object *tmp;
868
869 /* Follower lacks the required grace for the following
870 * treasure list items. */
871
872 tmp = get_archetype (HOLY_POSSESSION);
873 cast_change_ability (op, op, tmp, 0, 1);
874 tmp->destroy (0);
875 return;
876 }
877 continue;
878 }
879
880 /* Restore grace */
881 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0)
882 {
883 if (op->stats.grace >= 0)
884 continue;
885 op->stats.grace = random_roll (0, 9, op, PREFER_HIGH);
886 new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace.");
887 return;
888 }
889
890 /* Heal damage */
891 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0)
892 {
893 if (op->stats.hp >= op->stats.maxhp)
894 continue;
895 new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!");
896 op->stats.hp = op->stats.maxhp;
897 return;
898 }
899
900 /* Restore spellpoints */
901 if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0)
902 {
903 int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0));
904
905 /* Restore to 50 .. 100%, if sp < 50% */
906 int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max);
907
908 if (op->stats.sp >= max / 2)
909 continue;
910 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!");
911 op->stats.sp = new_sp;
912 }
913
914 /* Various heal spells */
915 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0)
916 {
917 object *tmp;
918 int success;
919
920 tmp = get_archetype_by_object_name (item->slaying);
921
922 success = cast_heal (op, op, tmp, 0);
923 tmp->destroy (0);
924 if (success)
925 return;
926 else
927 continue;
928 }
929
930 /* Remove curse */
931 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0)
932 {
933 if (god_removes_curse (op, 0))
934 return;
935 else
936 continue;
937 }
938
939 /* Remove damnation */
940 if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0)
941 {
942 if (god_removes_curse (op, 1))
943 return;
944 else
945 continue;
946 }
947
948 /* Heal depletion */
949 if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0)
950 {
951 object *depl;
952 archetype *at;
953 int i;
954
955 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
956 {
957 LOG (llevError, "Could not find archetype depletion.\n");
958 continue;
959 }
960 depl = present_arch_in_ob (at, op);
961 if (depl == NULL)
962 continue;
963 new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!");
964 for (i = 0; i < NUM_STATS; i++)
965 if (get_attr_value (&depl->stats, i))
966 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
967 depl->remove ();
968 depl->destroy (0);
969 fix_player (op);
970 return;
971 }
972
973 /* Voices */
974 if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0)
975 {
976 new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:");
977 new_draw_info (NDI_WHITE, 0, op, item->msg);
978 return;
979 }
980
981 /* Messages */
982 if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0)
983 {
984 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
985 return;
986 }
987
988 /* Enchant weapon */
989 if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0)
990 {
991 if (god_enchants_weapon (op, god, item, skill))
992 return;
993 else
994 continue;
995 }
996
997 /* Spellbooks - works correctly only for prayers */
998 if (item->type == SPELL)
999 {
1000 if (check_spell_known (op, item->name))
1001 continue;
1002 if (item->level > skill->level)
1003 continue;
1004
1005 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name);
1006 do_learn_spell (op, item, 1);
1007 return;
1008
1009 }
1010
1011 /* Other gifts */
1012 if (!item->invisible)
1013 {
1014 if (god_gives_present (op, god, tr))
1015 return;
1016 else
1017 continue;
1018 }
1019 /* else ignore it */
1020 }
1021
1022 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
1023 }
1024
1025 /**
1026 * Checks and maybe punishes someone praying.
1027 * All applied items are examined, if player is using more items of other gods,
1028 * s/he loses experience in praying or general experience if no praying.
1029 */
1030 int
1031 god_examines_priest (object *op, object *god)
1032 {
1033 int reaction = 1;
1034 object *item = NULL, *skop;
1035
1036 for (item = op->inv; item; item = item->below)
1037 {
1038 if (QUERY_FLAG (item, FLAG_APPLIED))
1039 {
1040 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
1041 }
1042 }
1043
1044 /* well, well. Looks like we screwed up. Time for god's revenge */
1045 if (reaction < 0)
1046 {
1047 int loss = 10000000;
1048 int angry = abs (reaction);
1049
1050 for (skop = op->inv; skop != NULL; skop = skop->below)
1051 if (skop->type == SKILL && skop->subtype == SK_PRAYING)
1052 break;
1053
1054 if (skop)
1055 loss = (int) (0.05 * (float) skop->stats.exp);
1056 change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP);
1057 if (random_roll (0, angry, op, PREFER_LOW))
1058 {
1059 object *tmp = get_archetype (LOOSE_MANA);
1060
1061 cast_magic_storm (op, tmp, op->level + (angry * 3));
1062 }
1063 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name);
1064 }
1065 return reaction;
1066 }
1067
1068 /**
1069 * God checks item the player is using.
1070 * Return either -1 (bad), 0 (neutral) or
1071 * 1 (item is ok). If you are using the item of an enemy
1072 * god, it can be bad...-b.t.
1073 */
1074
1075 int
1076 god_examines_item (object *god, object *item)
1077 {
1078 char buf[MAX_BUF];
1079
1080 if (!god || !item)
1081 return 0;
1082
1083 if (!item->title)
1084 return 1; /* unclaimed item are ok */
1085
1086 sprintf (buf, "of %s", &god->name);
1087 if (!strcmp (item->title, buf))
1088 return 1; /* belongs to that God */
1089
1090 if (god->title)
1091 { /* check if we have any enemy blessed item */
1092 sprintf (buf, "of %s", &god->title);
1093 if (!strcmp (item->title, buf))
1094 {
1095 if (item->env)
1096 {
1097 char buf[MAX_BUF];
1098
1099 sprintf (buf, "Heretic! You are using %s!", query_name (item));
1100 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf);
1101 }
1102 return -1;
1103 }
1104 }
1105
1106 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1107 }
1108
1109 /**
1110 * Returns priest's god's id.
1111 * Straight calls lookup_god_by_name
1112 */
1113
1114 int
1115 get_god (object *priest)
1116 {
1117 int godnr = lookup_god_by_name (determine_god (priest));
1118
1119 return godnr;
1120 }
1121
1122 /**
1123 * Returns a string that is the name of the god that should be natively worshipped by a
1124 * creature of who has race *race
1125 * if we can't find a god that is appropriate, we return NULL
1126 */
1127 const char *
1128 get_god_for_race (const char *race)
1129 {
1130 godlink *gl = first_god;
1131 const char *godname = NULL;
1132
1133 if (race == NULL)
1134 return NULL;
1135 while (gl)
1136 {
1137 if (!strcasecmp (gl->arch->clone.race, race))
1138 {
1139 godname = gl->name;
1140 break;
1141 }
1142 gl = gl->next;
1143 }
1144 return godname;
1145 }
1146
1147 /**
1148 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1149 * Returns false if there was no race to assign to the slaying field of the spell, but
1150 * the spell attacktype contains AT_HOLYWORD. -b.t.
1151 */
1152
1153 int
1154 tailor_god_spell (object *spellop, object *caster)
1155 {
1156 object *god = find_god (determine_god (caster));
1157 int caster_is_spell = 0;
1158
1159 if (caster->type == SPELL_EFFECT || caster->type == SPELL)
1160 caster_is_spell = 1;
1161
1162 /* if caster is a rune or the like, it doesn't worship anything. However,
1163 * if this object is owned by someone, then the god that they worship
1164 * is relevant, so use that.
1165 */
1166 if (!god && get_owner (caster))
1167 god = find_god (determine_god (get_owner (caster)));
1168
1169 if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race))
1170 {
1171 if (!caster_is_spell)
1172 new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god");
1173 else
1174 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1175 spellop->destroy (0);
1176 return 0;
1177 }
1178
1179 /* either holy word or godpower attacks will set the slaying field */
1180 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1181 {
1182 if (spellop->slaying)
1183 spellop->slaying = NULL;
1184
1185 if (!caster_is_spell)
1186 spellop->slaying = god->slaying;
1187 else if (caster->slaying)
1188 spellop->slaying = caster->slaying;
1189 }
1190
1191 /* only the godpower attacktype adds the god's attack onto the spell */
1192 if (spellop->attacktype & AT_GODPOWER)
1193 spellop->attacktype = spellop->attacktype | god->attacktype;
1194
1195 /* tack on the god's name to the spell */
1196 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER)
1197 {
1198 spellop->title = god->name;
1199 if (spellop->title)
1200 {
1201 char buf[MAX_BUF];
1202
1203 sprintf (buf, "%s of %s", &spellop->name, &spellop->title);
1204 spellop->name = spellop->name_pl = buf;
1205 }
1206 }
1207
1208 return 1;
1209 }