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/cvs/deliantra/server/server/gods.c
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:14:31 2006 UTC (18 years, 4 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15, UPSTREAM_2006_02_22, difficulty_fix_merge_060810_2300, UPSTREAM_2006_02_03
Branch point for: difficulty_fix
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# Content
1 /*
2 * static char *rcsid_gods_c =
3 * "$Id: gods.c,v 1.58 2006/01/07 18:56:51 akirschbaum 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 /* Lauwenmark: Handle for plugin altar-parying (apply) event */
245 if (execute_event(altar, EVENT_APPLY,pl,NULL,NULL,SCRIPT_FIX_ALL)!=0)
246 return;
247
248 /* If non consecrate altar, don't do anything */
249 if (!altar->other_arch) return;
250
251 /* hmm. what happend depends on pl's current god, level, etc */
252 if(!pl_god) { /*new convert */
253 become_follower(pl,&altar->other_arch->clone);
254 return;
255
256 } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) {
257 /* pray at your gods altar */
258 int bonus = (pl->stats.Wis+skill->level)/10;
259
260 /* we can get neg grace up faster */
261 if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ?
262 bonus : -1*(pl->stats.grace/10));
263 /* we can super-charge grace to 2x max */
264 if(pl->stats.grace<(2*pl->stats.maxgrace)) {
265 pl->stats.grace+=bonus/2;
266 }
267 if(pl->stats.grace>(2*pl->stats.maxgrace)) {
268 pl->stats.grace=(2*pl->stats.maxgrace);
269 }
270
271 /* Every once in a while, the god decides to checkup on their
272 * follower, and may intervene to help them out.
273 */
274 bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */
275
276 if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0)
277 god_intervention(pl,pl_god, skill);
278
279 } else { /* praying to another god! */
280 uint64 loss = 0;
281 int angry=1;
282
283 /* I believe the logic for detecting opposing gods was completely
284 * broken - I think it should work now. altar->other_arch
285 * points to the god of this altar (which we have
286 * already verified is non null). pl_god->other_arch
287 * is the opposing god - we need to verify that exists before
288 * using its values.
289 */
290 if(pl_god->other_arch &&
291 (altar->other_arch->name==pl_god->other_arch->name)) {
292 angry=2;
293 if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) {
294 object *tmp;
295
296 /* you really screwed up */
297 angry=3;
298 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
299 "Foul Priest! %s punishes you!",pl_god->name);
300 tmp=get_archetype(LOOSE_MANA);
301 cast_magic_storm(pl,tmp, pl_god->level+20);
302 } else
303 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
304 "Foolish heretic! %s is livid!",pl_god->name);
305 } else
306 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl,
307 "Heretic! %s is angered!",pl_god->name);
308
309 /* whether we will be successfull in defecting or not -
310 * we lose experience from the clerical experience obj
311 */
312
313 loss = angry * (skill->stats.exp / 10);
314 if(loss)
315 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW),
316 skill?skill->skill:"none", SK_SUBTRACT_SKILL_EXP);
317
318 /* May switch Gods, but its random chance based on our current level
319 * note it gets harder to swap gods the higher we get
320 */
321 if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) {
322 become_follower(pl,&altar->other_arch->clone);
323 } else {
324 /* toss this player off the altar. He can try again. */
325 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl,
326 "A divine force pushes you off the altar.");
327 move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */
328 }
329 }
330 }
331
332 /**
333 * Removes special prayers given by a god.
334 */
335 static void check_special_prayers (object *op, object *god)
336 {
337 /* Ensure that 'op' doesn't know any special prayers that are not granted
338 * by 'god'.
339 */
340 treasure *tr;
341 object *tmp, *next_tmp;
342 int remove=0;
343
344 /* Outer loop iterates over all special prayer marks */
345 for (tmp = op->inv; tmp; tmp = next_tmp) {
346 next_tmp = tmp->below;
347
348 /* we mark special prayers with the STARTEQUIP flag, so if it isn't
349 * in that category, not something we need to worry about.
350 */
351 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP))
352 continue;
353
354 if (god->randomitems == NULL) {
355 LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name);
356 do_forget_spell (op, tmp->name);
357 continue;
358 }
359
360 /* Inner loop tries to find the special prayer in the god's treasure
361 * list. We default that the spell should be removed.
362 */
363 remove=1;
364 for (tr = god->randomitems->items; tr; tr = tr->next)
365 {
366 object *item;
367
368 if (tr->item == NULL)
369 continue;
370 item = &tr->item->clone;
371
372 /* Basically, see if the matching spell is granted by this god. */
373
374 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) {
375 remove=0;
376 break;
377 }
378 }
379 if (remove) {
380 /* just do the work of removing the spell ourselves - we already
381 * know that the player knows the spell
382 */
383 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
384 "You lose knowledge of %s.", tmp->name);
385 player_unready_range_ob(op->contr, tmp);
386 remove_ob(tmp);
387 free_object(tmp);
388 }
389
390 }
391 }
392
393 /**
394 * This function is called whenever a player has
395 * switched to a new god. It handles basically all the stat changes
396 * that happen to the player, including the removal of godgiven
397 * items (from the former cult).
398 */
399 void become_follower (object *op, object *new_god) {
400 object *old_god = NULL; /* old god */
401 treasure *tr;
402 object *item, *skop, *next;
403 int i,sk_applied;
404
405 old_god = find_god(determine_god(op));
406
407 /* take away any special god-characteristic items. */
408 for(item=op->inv;item!=NULL;item=next) {
409 next = item->below;
410 /* remove all invisible startequip items which are
411 * not skill, exp or force
412 */
413 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible &&
414 (item->type != SKILL) && (item->type != EXPERIENCE) &&
415 (item->type != FORCE)) {
416
417 if (item->type == SPELL)
418 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op,
419 "You lose knowledge of %s.", item->name);
420 player_unready_range_ob(op->contr, item);
421 remove_ob(item);
422 free_object(item);
423 }
424 }
425
426 /* remove any godgiven items from the old god */
427 if (old_god) {
428 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) {
429 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP))
430 follower_remove_similar_item(op, &tr->item->clone);
431 }
432 }
433
434 if(!op||!new_god) return;
435
436 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) {
437 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!",
438 new_god->name);
439 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) {
440 object *tmp = get_archetype(LOOSE_MANA);
441 cast_magic_storm(op,tmp, new_god->level+10);
442 }
443 return;
444 }
445
446
447 /* give the player any special god-characteristic-items. */
448 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) {
449 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
450 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
451 god_gives_present(op,new_god,tr); }
452
453
454 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
455 "You become a follower of %s!",new_god->name);
456
457 for (skop = op->inv; skop != NULL; skop=skop->below)
458 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
459
460 /* Player has no skill - give them the skill */
461 if (!skop) {
462 /* The arhetype should always be defined - if we crash here because it doesn't,
463 * things are really messed up anyways.
464 */
465 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill);
466 link_player_skills(op);
467 }
468
469 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */
470
471 if(skop->title) { /* get rid of old god */
472 new_draw_info_format(NDI_UNIQUE,0,op,
473 "%s's blessing is withdrawn from you.",skop->title);
474 /* The point of this is to really show what abilities the player just lost */
475 if (sk_applied) {
476 CLEAR_FLAG(skop,FLAG_APPLIED);
477 (void) change_abil(op,skop);
478 }
479 free_string(skop->title);
480 }
481
482 /* now change to the new gods attributes to exp_obj */
483 skop->title = add_string(new_god->name);
484 skop->path_attuned=new_god->path_attuned;
485 skop->path_repelled=new_god->path_repelled;
486 skop->path_denied=new_god->path_denied;
487 /* copy god's resistances */
488 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist));
489
490 /* make sure that certain immunities do NOT get passed
491 * to the follower!
492 */
493 for (i=0; i<NROFATTACKS; i++)
494 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD ||
495 i==ATNR_ELECTRICITY || i==ATNR_POISON))
496 skop->resist[i] = 30;
497
498 skop->stats.hp= (sint16) new_god->last_heal;
499 skop->stats.sp= (sint16) new_god->last_sp;
500 skop->stats.grace= (sint16) new_god->last_grace;
501 skop->stats.food= (sint16) new_god->last_eat;
502 skop->stats.luck= (sint8) new_god->stats.luck;
503 /* gods may pass on certain flag properties */
504 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK);
505 update_priest_flag(new_god,skop,FLAG_REFL_SPELL);
506 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE);
507 update_priest_flag(new_god,skop,FLAG_STEALTH);
508 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS);
509 update_priest_flag(new_god,skop,FLAG_UNDEAD);
510 update_priest_flag(new_god,skop,FLAG_BLIND);
511 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */
512
513 new_draw_info_format(NDI_UNIQUE,0,op,
514 "You are bathed in %s's aura.",new_god->name);
515
516 /* Weapon/armour use are special...handle flag toggles here as this can
517 * only happen when gods are worshipped and if the new priest could
518 * have used armour/weapons in the first place.
519 *
520 * This also can happen for monks which cannot use weapons. In this case
521 * do not allow to use weapons even if the god otherwise would allow it.
522 */
523 if (!present_in_ob_by_name(FORCE, "no weapon force", op))
524 update_priest_flag(new_god,skop,FLAG_USE_WEAPON);
525 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR);
526
527 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons"))
528 stop_using_item(op,WEAPON,2);
529
530 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) {
531 stop_using_item(op,ARMOUR,1);
532 stop_using_item(op,HELMET,1);
533 stop_using_item(op,BOOTS,1);
534 stop_using_item(op,GLOVES,1);
535 stop_using_item(op,SHIELD,1);
536 }
537
538 SET_FLAG(skop,FLAG_APPLIED);
539 (void) change_abil(op,skop);
540
541 /* return to previous skill status */
542 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED);
543
544 check_special_prayers (op, new_god);
545 }
546
547 /**
548 * Forbids or let player use something item type.
549 * op is the player.
550 * exp_obj is the widsom experience.
551 * flag is the flag to check against.
552 * string is the string to print out.
553 */
554
555 int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) {
556
557 if(QUERY_FLAG(&op->arch->clone,flag))
558 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) {
559 update_priest_flag(exp_obj,op,flag);
560 if(QUERY_FLAG(op,flag))
561 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string);
562 else {
563 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string);
564 return 1;
565 }
566 }
567 return 0;
568 }
569
570 /**
571 * Unapplies up to number worth of items of type
572 */
573 void stop_using_item ( object *op, int type, int number ) {
574 object *tmp;
575
576 for(tmp=op->inv;tmp&&number;tmp=tmp->below)
577 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) {
578 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
579 number--;
580 }
581 }
582
583 /**
584 * If the god does/doesnt have this flag, we
585 * give/remove it from the experience object if it doesnt/does
586 * already exist. For players only!
587 */
588
589 void update_priest_flag (object *god, object *exp_ob, uint32 flag) {
590 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag))
591 SET_FLAG(exp_ob,flag);
592 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag))
593 {
594 /* When this is called with the exp_ob set to the player,
595 * this check is broken, because most all players arch
596 * allow use of weapons. I'm not actually sure why this
597 * check is here - I guess if you had a case where the
598 * value in the archetype (wisdom) should over ride the restrictions
599 * the god places on it, this may make sense. But I don't think
600 * there is any case like that.
601 */
602
603 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
604 CLEAR_FLAG(exp_ob,flag);
605 };
606 }
607
608
609
610 archetype *determine_holy_arch (object *god, const char *type)
611 {
612 treasure *tr;
613
614 if ( ! god || ! god->randomitems) {
615 LOG (llevError, "BUG: determine_holy_arch(): no god or god without "
616 "randomitems\n");
617 return NULL;
618 }
619
620 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
621 object *item;
622
623 if ( ! tr->item)
624 continue;
625 item = &tr->item->clone;
626
627 if (item->type == BOOK && item->invisible
628 && strcmp (item->name, type) == 0)
629 return item->other_arch;
630 }
631 return NULL;
632 }
633
634 /**
635 * God helps player by removing curse and/or damnation.
636 */
637 static int god_removes_curse (object *op, int remove_damnation)
638 {
639 object *tmp;
640 int success = 0;
641
642 for (tmp = op->inv; tmp; tmp = tmp->below) {
643 if (tmp->invisible)
644 continue;
645 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation)
646 continue;
647 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) {
648 success = 1;
649 CLEAR_FLAG (tmp, FLAG_DAMNED);
650 CLEAR_FLAG (tmp, FLAG_CURSED);
651 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
652 if (op->type == PLAYER)
653 esrv_send_item (op, tmp);
654 }
655 }
656
657 if (success)
658 new_draw_info (NDI_UNIQUE, 0, op,
659 "You feel like someone is helping you.");
660 return success;
661 }
662
663 static int follower_level_to_enchantments (int level, int difficulty)
664 {
665 if (difficulty < 1) {
666 LOG (llevError, "follower_level_to_enchantments(): "
667 "difficulty %d is invalid\n", difficulty);
668 return 0;
669 }
670
671 if (level <= 20)
672 return level / difficulty;
673 if (level <= 40)
674 return (20 + (level - 20) / 2) / difficulty;
675 return (30 + (level - 40) / 4) / difficulty;
676 }
677
678 /**
679 * God wants to enchant weapon.
680 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
681 * it isn't a weapon for another god. If all is all right, update weapon with
682 * attacktype, slaying and such.
683 */
684 static int god_enchants_weapon (object *op, object *god, object *tr, object *skill)
685 {
686 char buf[MAX_BUF];
687 object *weapon;
688 uint32 attacktype;
689 int tmp;
690
691 for (weapon = op->inv; weapon; weapon = weapon->below)
692 if ((weapon->type == WEAPON || weapon->type == BOW)
693 && QUERY_FLAG (weapon, FLAG_APPLIED))
694 break;
695 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
696 return 0;
697
698 /* First give it a title, so other gods won't touch it */
699 if ( ! weapon->title) {
700 sprintf (buf, "of %s", god->name);
701 weapon->title = add_string (buf);
702 if (op->type == PLAYER)
703 esrv_update_item (UPD_NAME, op, weapon);
704 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
705 }
706
707 /* Allow the weapon to slay enemies */
708 if ( ! weapon->slaying && god->slaying) {
709 weapon->slaying = add_string (god->slaying);
710 new_draw_info_format (NDI_UNIQUE, 0, op,
711 "Your %s now hungers to slay enemies of your god!",
712 weapon->name);
713 return 1;
714 }
715
716 /* Add the gods attacktype */
717 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
718 if ((attacktype & god->attacktype) != god->attacktype) {
719 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
720 weapon->attacktype = attacktype | god->attacktype;
721 return 1;
722 }
723
724 /* Higher magic value */
725 tmp = follower_level_to_enchantments (skill->level, tr->level);
726 if (weapon->magic < tmp) {
727 new_draw_info (NDI_UNIQUE, 0, op,
728 "A phosphorescent glow envelops your weapon!");
729 weapon->magic++;
730 if (op->type == PLAYER)
731 esrv_update_item (UPD_NAME, op, weapon);
732 return 1;
733 }
734
735 return 0;
736 }
737
738
739 /**
740 * Every once in a while the god will intervene to help the worshiper.
741 * Later, this fctn can be used to supply quests, etc for the
742 * priest. -b.t.
743 * called from pray_at_altar() currently.
744 */
745
746 void god_intervention (object *op, object *god, object *skill)
747 {
748 treasure *tr;
749
750 if ( ! god || ! god->randomitems) {
751 LOG (llevError,
752 "BUG: god_intervention(): no god or god without randomitems\n");
753 return;
754 }
755
756 check_special_prayers (op, god);
757
758 /* lets do some checks of whether we are kosher with our god */
759 if (god_examines_priest (op, god) < 0)
760 return;
761
762 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
763
764 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
765 object *item;
766
767 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH))
768 continue;
769
770 /* Treasurelist - generate some treasure for the follower */
771 if (tr->name) {
772 treasurelist *tl = find_treasurelist (tr->name);
773 if (tl == NULL)
774 continue;
775
776 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your "
777 "eyes. You catch it before it falls to the ground.");
778
779 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD
780 | GT_UPDATE_INV, skill->level, 0);
781 return;
782 }
783
784 if ( ! tr->item) {
785 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
786 god->name);
787 continue;
788 }
789 item = &tr->item->clone;
790
791 /* Grace limit */
792 if (item->type == BOOK && item->invisible
793 && strcmp (item->name, "grace limit") == 0) {
794 if (op->stats.grace < item->stats.grace
795 || op->stats.grace < op->stats.maxgrace) {
796 object *tmp;
797
798 /* Follower lacks the required grace for the following
799 * treasure list items. */
800
801 tmp = get_archetype(HOLY_POSSESSION);
802 cast_change_ability(op, op, tmp, 0, 1);
803 free_object(tmp);
804 return;
805 }
806 continue;
807 }
808
809 /* Restore grace */
810 if (item->type == BOOK && item->invisible
811 && strcmp (item->name, "restore grace") == 0)
812 {
813 if (op->stats.grace >= 0)
814 continue;
815 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH);
816 new_draw_info (NDI_UNIQUE, 0, op,
817 "You are returned to a state of grace.");
818 return;
819 }
820
821 /* Heal damage */
822 if (item->type == BOOK && item->invisible
823 && strcmp (item->name, "restore hitpoints") == 0)
824 {
825 if (op->stats.hp >= op->stats.maxhp)
826 continue;
827 new_draw_info (NDI_UNIQUE, 0, op,
828 "A white light surrounds and heals you!");
829 op->stats.hp = op->stats.maxhp;
830 return;
831 }
832
833 /* Restore spellpoints */
834 if (item->type == BOOK && item->invisible
835 && strcmp (item->name, "restore spellpoints") == 0)
836 {
837 int max = op->stats.maxsp * (item->stats.maxsp / 100.0);
838 /* Restore to 50 .. 100%, if sp < 50% */
839 int new_sp = random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max;
840 if (op->stats.sp >= max / 2)
841 continue;
842 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes "
843 "your head but doesn't hurt you!");
844 op->stats.sp = new_sp;
845 }
846
847 /* Various heal spells */
848 if (item->type == BOOK && item->invisible
849 && strcmp (item->name, "heal spell") == 0)
850 {
851 object *tmp;
852 int success;
853
854 tmp = get_archetype_by_object_name(item->slaying);
855
856 success = cast_heal (op, op, tmp, 0);
857 free_object(tmp);
858 if (success) return;
859 else continue;
860 }
861
862 /* Remove curse */
863 if (item->type == BOOK && item->invisible
864 && strcmp (item->name, "remove curse") == 0)
865 {
866 if (god_removes_curse (op, 0))
867 return;
868 else
869 continue;
870 }
871
872 /* Remove damnation */
873 if (item->type == BOOK && item->invisible
874 && strcmp (item->name, "remove damnation") == 0)
875 {
876 if (god_removes_curse (op, 1))
877 return;
878 else
879 continue;
880 }
881
882 /* Heal depletion */
883 if (item->type == BOOK && item->invisible
884 && strcmp (item->name, "heal depletion") == 0)
885 {
886 object *depl;
887 archetype *at;
888 int i;
889
890 if ((at = find_archetype(ARCH_DEPLETION)) == NULL) {
891 LOG (llevError, "Could not find archetype depletion.\n");
892 continue;
893 }
894 depl = present_arch_in_ob (at, op);
895 if (depl == NULL)
896 continue;
897 new_draw_info (NDI_UNIQUE, 0, op,
898 "Shimmering light surrounds and restores you!");
899 for (i = 0; i < NUM_STATS; i++)
900 if (get_attr_value (&depl->stats, i))
901 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
902 remove_ob (depl);
903 free_object (depl);
904 fix_player (op);
905 return;
906 }
907
908 /* Voices */
909 if (item->type == BOOK && item->invisible
910 && strcmp (item->name, "voice_behind") == 0)
911 {
912 new_draw_info (NDI_UNIQUE, 0, op,
913 "You hear a voice from behind you, but you don't dare to "
914 "turn around:");
915 new_draw_info (NDI_WHITE, 0, op, item->msg);
916 return;
917 }
918
919 /* Messages */
920 if (item->type == BOOK && item->invisible
921 && strcmp (item->name, "message") == 0)
922 {
923 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
924 return;
925 }
926
927 /* Enchant weapon */
928 if (item->type == BOOK && item->invisible
929 && strcmp (item->name, "enchant weapon") == 0)
930 {
931 if (god_enchants_weapon (op, god, item, skill))
932 return;
933 else
934 continue;
935 }
936
937 /* Spellbooks - works correctly only for prayers */
938 if (item->type == SPELL)
939 {
940 if (check_spell_known (op, item->name))
941 continue;
942 if (item->level > skill->level)
943 continue;
944
945 new_draw_info_format(NDI_UNIQUE, 0, op,
946 "%s grants you use of a special prayer!", god->name);
947 do_learn_spell (op, item, 1);
948 return;
949
950 }
951
952 /* Other gifts */
953 if ( ! item->invisible) {
954 if (god_gives_present (op, god, tr))
955 return;
956 else
957 continue;
958 }
959 /* else ignore it */
960 }
961
962 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
963 }
964
965 /**
966 * Checks and maybe punishes someone praying.
967 * All applied items are examined, if player is using more items of other gods,
968 * s/he loses experience in praying or general experience if no praying.
969 */
970 int god_examines_priest (object *op, object *god) {
971 int reaction=1;
972 object *item=NULL, *skop;
973
974 for(item=op->inv;item;item=item->below) {
975 if(QUERY_FLAG(item,FLAG_APPLIED)) {
976 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1);
977 }
978 }
979
980 /* well, well. Looks like we screwed up. Time for god's revenge */
981 if(reaction<0) {
982 int loss = 10000000;
983 int angry = abs(reaction);
984
985 for (skop = op->inv; skop != NULL; skop=skop->below)
986 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
987
988 if (skop)
989 loss = 0.05 * (float) skop->stats.exp;
990 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW),
991 skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP);
992 if(random_roll(0, angry, op, PREFER_LOW)) {
993 object *tmp = get_archetype(LOOSE_MANA);
994 cast_magic_storm(op,tmp,op->level+(angry*3));
995 }
996 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
997 "%s becomes angry and punishes you!",god->name);
998 }
999 return reaction;
1000 }
1001
1002 /**
1003 * God checks item the player is using.
1004 * Return either -1 (bad), 0 (neutral) or
1005 * 1 (item is ok). If you are using the item of an enemy
1006 * god, it can be bad...-b.t.
1007 */
1008
1009 int god_examines_item(object *god, object *item) {
1010 char buf[MAX_BUF];
1011
1012 if(!god||!item) return 0;
1013
1014 if(!item->title) return 1; /* unclaimed item are ok */
1015
1016 sprintf(buf,"of %s",god->name);
1017 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */
1018
1019 if(god->title) { /* check if we have any enemy blessed item*/
1020 sprintf(buf,"of %s",god->title);
1021 if(!strcmp(item->title,buf)) {
1022 if(item->env) {
1023 char buf[MAX_BUF];
1024 sprintf(buf,"Heretic! You are using %s!",query_name(item));
1025 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf);
1026 }
1027 return -1;
1028 }
1029 }
1030
1031 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1032 }
1033
1034 /**
1035 * Returns priest's god's id.
1036 * Straight calls lookup_god_by_name
1037 */
1038
1039 int get_god(object *priest) {
1040 int godnr=lookup_god_by_name(determine_god(priest));
1041
1042 return godnr;
1043 }
1044
1045 /**
1046 * Returns a string that is the name of the god that should be natively worshipped by a
1047 * creature of who has race *race
1048 * if we can't find a god that is appropriate, we return NULL
1049 */
1050 const char *get_god_for_race(const char *race) {
1051 godlink *gl=first_god;
1052 const char *godname=NULL;
1053
1054 if (race == NULL) return NULL;
1055 while(gl) {
1056 if (!strcasecmp(gl->arch->clone.race, race)) {
1057 godname=gl->name;
1058 break;
1059 }
1060 gl=gl->next;
1061 }
1062 return godname;
1063 }
1064 /**
1065 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1066 * Returns false if there was no race to assign to the slaying field of the spell, but
1067 * the spell attacktype contains AT_HOLYWORD. -b.t.
1068 */
1069
1070 int tailor_god_spell(object *spellop, object *caster) {
1071 object *god=find_god(determine_god(caster));
1072 int caster_is_spell=0;
1073
1074 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1;
1075
1076 /* if caster is a rune or the like, it doesn't worship anything. However,
1077 * if this object is owned by someone, then the god that they worship
1078 * is relevant, so use that.
1079 */
1080 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster)));
1081
1082 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) {
1083 if ( ! caster_is_spell)
1084 new_draw_info(NDI_UNIQUE, 0, caster,
1085 "This prayer is useless unless you worship an appropriate god");
1086 else
1087 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1088 free_object(spellop);
1089 return 0;
1090 }
1091
1092 /* either holy word or godpower attacks will set the slaying field */
1093 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) {
1094 if (spellop->slaying) {
1095 free_string(spellop->slaying);
1096 spellop->slaying = NULL;
1097 }
1098 if(!caster_is_spell)
1099 spellop->slaying = add_string(god->slaying);
1100 else if(caster->slaying)
1101 spellop->slaying = add_string(caster->slaying);
1102 }
1103
1104 /* only the godpower attacktype adds the god's attack onto the spell */
1105 if(spellop->attacktype & AT_GODPOWER)
1106 spellop->attacktype=spellop->attacktype|god->attacktype;
1107
1108 /* tack on the god's name to the spell */
1109 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) {
1110 if(spellop->title)
1111 free_string(spellop->title);
1112 spellop->title=add_string(god->name);
1113 if(spellop->title){
1114 char buf[MAX_BUF];
1115 sprintf(buf,"%s of %s",spellop->name,spellop->title);
1116 FREE_AND_COPY(spellop->name, buf);
1117 FREE_AND_COPY(spellop->name_pl, buf);
1118 }
1119 }
1120
1121 return 1;
1122 }
1123