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/cvs/deliantra/server/server/gods.c
Revision: 1.3
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.2: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_gods_c =
3 * "$Id$";
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 undeadified = 0; /* Turns to true if changing god can changes the undead status of the player.*/
405
406 old_god = find_god(determine_god(op));
407
408 /* take away any special god-characteristic items. */
409 for(item=op->inv;item!=NULL;item=next) {
410 next = item->below;
411 /* remove all invisible startequip items which are
412 * not skill, exp or force
413 */
414 if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible &&
415 (item->type != SKILL) && (item->type != EXPERIENCE) &&
416 (item->type != FORCE)) {
417
418 if (item->type == SPELL)
419 new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op,
420 "You lose knowledge of %s.", item->name);
421 player_unready_range_ob(op->contr, item);
422 remove_ob(item);
423 free_object(item);
424 }
425 }
426
427 /* remove any godgiven items from the old god */
428 if (old_god) {
429 for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) {
430 if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP))
431 follower_remove_similar_item(op, &tr->item->clone);
432 }
433 }
434
435 if(!op||!new_god) return;
436
437 if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) {
438 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!",
439 new_god->name);
440 if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) {
441 object *tmp = get_archetype(LOOSE_MANA);
442 cast_magic_storm(op,tmp, new_god->level+10);
443 }
444 return;
445 }
446
447
448 /* give the player any special god-characteristic-items. */
449 for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) {
450 if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK &&
451 tr->item->clone.type != BOOK && tr->item->clone.type != SPELL)
452 god_gives_present(op,new_god,tr); }
453
454
455 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
456 "You become a follower of %s!",new_god->name);
457
458 for (skop = op->inv; skop != NULL; skop=skop->below)
459 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
460
461 /* Player has no skill - give them the skill */
462 if (!skop) {
463 /* The arhetype should always be defined - if we crash here because it doesn't,
464 * things are really messed up anyways.
465 */
466 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill);
467 link_player_skills(op);
468 }
469
470 sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */
471
472 /* Clear the "undead" status. We also need to force a call to change_abil,
473 * so I set undeadified for that.
474 * - gros, 21th July 2006.
475 */
476 if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD)))
477 {
478 CLEAR_FLAG(skop,FLAG_UNDEAD);
479 undeadified=1;
480 }
481
482 if(skop->title) { /* get rid of old god */
483 new_draw_info_format(NDI_UNIQUE,0,op,
484 "%s's blessing is withdrawn from you.",skop->title);
485 /* The point of this is to really show what abilities the player just lost */
486 if (sk_applied || undeadified) {
487 CLEAR_FLAG(skop,FLAG_APPLIED);
488 (void) change_abil(op,skop);
489 }
490 free_string(skop->title);
491 }
492
493 /* now change to the new gods attributes to exp_obj */
494 skop->title = add_string(new_god->name);
495 skop->path_attuned=new_god->path_attuned;
496 skop->path_repelled=new_god->path_repelled;
497 skop->path_denied=new_god->path_denied;
498 /* copy god's resistances */
499 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist));
500
501 /* make sure that certain immunities do NOT get passed
502 * to the follower!
503 */
504 for (i=0; i<NROFATTACKS; i++)
505 if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD ||
506 i==ATNR_ELECTRICITY || i==ATNR_POISON))
507 skop->resist[i] = 30;
508
509 skop->stats.hp= (sint16) new_god->last_heal;
510 skop->stats.sp= (sint16) new_god->last_sp;
511 skop->stats.grace= (sint16) new_god->last_grace;
512 skop->stats.food= (sint16) new_god->last_eat;
513 skop->stats.luck= (sint8) new_god->stats.luck;
514 /* gods may pass on certain flag properties */
515 update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK);
516 update_priest_flag(new_god,skop,FLAG_REFL_SPELL);
517 update_priest_flag(new_god,skop,FLAG_REFL_MISSILE);
518 update_priest_flag(new_god,skop,FLAG_STEALTH);
519 update_priest_flag(new_god,skop,FLAG_MAKE_INVIS);
520 update_priest_flag(new_god,skop,FLAG_UNDEAD);
521 update_priest_flag(new_god,skop,FLAG_BLIND);
522 update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */
523
524 new_draw_info_format(NDI_UNIQUE,0,op,
525 "You are bathed in %s's aura.",new_god->name);
526
527 /* Weapon/armour use are special...handle flag toggles here as this can
528 * only happen when gods are worshipped and if the new priest could
529 * have used armour/weapons in the first place.
530 *
531 * This also can happen for monks which cannot use weapons. In this case
532 * do not allow to use weapons even if the god otherwise would allow it.
533 */
534 if (!present_in_ob_by_name(FORCE, "no weapon force", op))
535 update_priest_flag(new_god,skop,FLAG_USE_WEAPON);
536 update_priest_flag(new_god,skop,FLAG_USE_ARMOUR);
537
538 if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons"))
539 stop_using_item(op,WEAPON,2);
540
541 if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) {
542 stop_using_item(op,ARMOUR,1);
543 stop_using_item(op,HELMET,1);
544 stop_using_item(op,BOOTS,1);
545 stop_using_item(op,GLOVES,1);
546 stop_using_item(op,SHIELD,1);
547 }
548
549 SET_FLAG(skop,FLAG_APPLIED);
550 (void) change_abil(op,skop);
551
552 /* return to previous skill status */
553 if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED);
554
555 check_special_prayers (op, new_god);
556 }
557
558 /**
559 * Forbids or let player use something item type.
560 * op is the player.
561 * exp_obj is the widsom experience.
562 * flag is the flag to check against.
563 * string is the string to print out.
564 */
565
566 int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) {
567
568 if(QUERY_FLAG(&op->arch->clone,flag))
569 if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) {
570 update_priest_flag(exp_obj,op,flag);
571 if(QUERY_FLAG(op,flag))
572 new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string);
573 else {
574 new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string);
575 return 1;
576 }
577 }
578 return 0;
579 }
580
581 /**
582 * Unapplies up to number worth of items of type
583 */
584 void stop_using_item ( object *op, int type, int number ) {
585 object *tmp;
586
587 for(tmp=op->inv;tmp&&number;tmp=tmp->below)
588 if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) {
589 apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE);
590 number--;
591 }
592 }
593
594 /**
595 * If the god does/doesnt have this flag, we
596 * give/remove it from the experience object if it doesnt/does
597 * already exist. For players only!
598 */
599
600 void update_priest_flag (object *god, object *exp_ob, uint32 flag) {
601 if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag))
602 SET_FLAG(exp_ob,flag);
603 else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag))
604 {
605 /* When this is called with the exp_ob set to the player,
606 * this check is broken, because most all players arch
607 * allow use of weapons. I'm not actually sure why this
608 * check is here - I guess if you had a case where the
609 * value in the archetype (wisdom) should over ride the restrictions
610 * the god places on it, this may make sense. But I don't think
611 * there is any case like that.
612 */
613
614 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
615 CLEAR_FLAG(exp_ob,flag);
616 };
617 }
618
619
620
621 archetype *determine_holy_arch (object *god, const char *type)
622 {
623 treasure *tr;
624
625 if ( ! god || ! god->randomitems) {
626 LOG (llevError, "BUG: determine_holy_arch(): no god or god without "
627 "randomitems\n");
628 return NULL;
629 }
630
631 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
632 object *item;
633
634 if ( ! tr->item)
635 continue;
636 item = &tr->item->clone;
637
638 if (item->type == BOOK && item->invisible
639 && strcmp (item->name, type) == 0)
640 return item->other_arch;
641 }
642 return NULL;
643 }
644
645 /**
646 * God helps player by removing curse and/or damnation.
647 */
648 static int god_removes_curse (object *op, int remove_damnation)
649 {
650 object *tmp;
651 int success = 0;
652
653 for (tmp = op->inv; tmp; tmp = tmp->below) {
654 if (tmp->invisible)
655 continue;
656 if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation)
657 continue;
658 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) {
659 success = 1;
660 CLEAR_FLAG (tmp, FLAG_DAMNED);
661 CLEAR_FLAG (tmp, FLAG_CURSED);
662 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
663 if (op->type == PLAYER)
664 esrv_send_item (op, tmp);
665 }
666 }
667
668 if (success)
669 new_draw_info (NDI_UNIQUE, 0, op,
670 "You feel like someone is helping you.");
671 return success;
672 }
673
674 static int follower_level_to_enchantments (int level, int difficulty)
675 {
676 if (difficulty < 1) {
677 LOG (llevError, "follower_level_to_enchantments(): "
678 "difficulty %d is invalid\n", difficulty);
679 return 0;
680 }
681
682 if (level <= 20)
683 return level / difficulty;
684 if (level <= 40)
685 return (20 + (level - 20) / 2) / difficulty;
686 return (30 + (level - 40) / 4) / difficulty;
687 }
688
689 /**
690 * God wants to enchant weapon.
691 * Affected weapon is the applied one (weapon or bow). It's checked to make sure
692 * it isn't a weapon for another god. If all is all right, update weapon with
693 * attacktype, slaying and such.
694 */
695 static int god_enchants_weapon (object *op, object *god, object *tr, object *skill)
696 {
697 char buf[MAX_BUF];
698 object *weapon;
699 uint32 attacktype;
700 int tmp;
701
702 for (weapon = op->inv; weapon; weapon = weapon->below)
703 if ((weapon->type == WEAPON || weapon->type == BOW)
704 && QUERY_FLAG (weapon, FLAG_APPLIED))
705 break;
706 if (weapon == NULL || god_examines_item (god, weapon) <= 0)
707 return 0;
708
709 /* First give it a title, so other gods won't touch it */
710 if ( ! weapon->title) {
711 sprintf (buf, "of %s", god->name);
712 weapon->title = add_string (buf);
713 if (op->type == PLAYER)
714 esrv_update_item (UPD_NAME, op, weapon);
715 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!");
716 }
717
718 /* Allow the weapon to slay enemies */
719 if ( ! weapon->slaying && god->slaying) {
720 weapon->slaying = add_string (god->slaying);
721 new_draw_info_format (NDI_UNIQUE, 0, op,
722 "Your %s now hungers to slay enemies of your god!",
723 weapon->name);
724 return 1;
725 }
726
727 /* Add the gods attacktype */
728 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype;
729 if ((attacktype & god->attacktype) != god->attacktype) {
730 new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!");
731 weapon->attacktype = attacktype | god->attacktype;
732 return 1;
733 }
734
735 /* Higher magic value */
736 tmp = follower_level_to_enchantments (skill->level, tr->level);
737 if (weapon->magic < tmp) {
738 new_draw_info (NDI_UNIQUE, 0, op,
739 "A phosphorescent glow envelops your weapon!");
740 weapon->magic++;
741 if (op->type == PLAYER)
742 esrv_update_item (UPD_NAME, op, weapon);
743 return 1;
744 }
745
746 return 0;
747 }
748
749
750 /**
751 * Every once in a while the god will intervene to help the worshiper.
752 * Later, this fctn can be used to supply quests, etc for the
753 * priest. -b.t.
754 * called from pray_at_altar() currently.
755 */
756
757 void god_intervention (object *op, object *god, object *skill)
758 {
759 treasure *tr;
760
761 if ( ! god || ! god->randomitems) {
762 LOG (llevError,
763 "BUG: god_intervention(): no god or god without randomitems\n");
764 return;
765 }
766
767 check_special_prayers (op, god);
768
769 /* lets do some checks of whether we are kosher with our god */
770 if (god_examines_priest (op, god) < 0)
771 return;
772
773 new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!");
774
775 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) {
776 object *item;
777
778 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH))
779 continue;
780
781 /* Treasurelist - generate some treasure for the follower */
782 if (tr->name) {
783 treasurelist *tl = find_treasurelist (tr->name);
784 if (tl == NULL)
785 continue;
786
787 new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your "
788 "eyes. You catch it before it falls to the ground.");
789
790 create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD
791 | GT_UPDATE_INV, skill->level, 0);
792 return;
793 }
794
795 if ( ! tr->item) {
796 LOG (llevError, "BUG: empty entry in %s's treasure list\n",
797 god->name);
798 continue;
799 }
800 item = &tr->item->clone;
801
802 /* Grace limit */
803 if (item->type == BOOK && item->invisible
804 && strcmp (item->name, "grace limit") == 0) {
805 if (op->stats.grace < item->stats.grace
806 || op->stats.grace < op->stats.maxgrace) {
807 object *tmp;
808
809 /* Follower lacks the required grace for the following
810 * treasure list items. */
811
812 tmp = get_archetype(HOLY_POSSESSION);
813 cast_change_ability(op, op, tmp, 0, 1);
814 free_object(tmp);
815 return;
816 }
817 continue;
818 }
819
820 /* Restore grace */
821 if (item->type == BOOK && item->invisible
822 && strcmp (item->name, "restore grace") == 0)
823 {
824 if (op->stats.grace >= 0)
825 continue;
826 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH);
827 new_draw_info (NDI_UNIQUE, 0, op,
828 "You are returned to a state of grace.");
829 return;
830 }
831
832 /* Heal damage */
833 if (item->type == BOOK && item->invisible
834 && strcmp (item->name, "restore hitpoints") == 0)
835 {
836 if (op->stats.hp >= op->stats.maxhp)
837 continue;
838 new_draw_info (NDI_UNIQUE, 0, op,
839 "A white light surrounds and heals you!");
840 op->stats.hp = op->stats.maxhp;
841 return;
842 }
843
844 /* Restore spellpoints */
845 if (item->type == BOOK && item->invisible
846 && strcmp (item->name, "restore spellpoints") == 0)
847 {
848 int max = op->stats.maxsp * (item->stats.maxsp / 100.0);
849 /* Restore to 50 .. 100%, if sp < 50% */
850 int new_sp = random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max;
851 if (op->stats.sp >= max / 2)
852 continue;
853 new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes "
854 "your head but doesn't hurt you!");
855 op->stats.sp = new_sp;
856 }
857
858 /* Various heal spells */
859 if (item->type == BOOK && item->invisible
860 && strcmp (item->name, "heal spell") == 0)
861 {
862 object *tmp;
863 int success;
864
865 tmp = get_archetype_by_object_name(item->slaying);
866
867 success = cast_heal (op, op, tmp, 0);
868 free_object(tmp);
869 if (success) return;
870 else continue;
871 }
872
873 /* Remove curse */
874 if (item->type == BOOK && item->invisible
875 && strcmp (item->name, "remove curse") == 0)
876 {
877 if (god_removes_curse (op, 0))
878 return;
879 else
880 continue;
881 }
882
883 /* Remove damnation */
884 if (item->type == BOOK && item->invisible
885 && strcmp (item->name, "remove damnation") == 0)
886 {
887 if (god_removes_curse (op, 1))
888 return;
889 else
890 continue;
891 }
892
893 /* Heal depletion */
894 if (item->type == BOOK && item->invisible
895 && strcmp (item->name, "heal depletion") == 0)
896 {
897 object *depl;
898 archetype *at;
899 int i;
900
901 if ((at = find_archetype(ARCH_DEPLETION)) == NULL) {
902 LOG (llevError, "Could not find archetype depletion.\n");
903 continue;
904 }
905 depl = present_arch_in_ob (at, op);
906 if (depl == NULL)
907 continue;
908 new_draw_info (NDI_UNIQUE, 0, op,
909 "Shimmering light surrounds and restores you!");
910 for (i = 0; i < NUM_STATS; i++)
911 if (get_attr_value (&depl->stats, i))
912 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
913 remove_ob (depl);
914 free_object (depl);
915 fix_player (op);
916 return;
917 }
918
919 /* Voices */
920 if (item->type == BOOK && item->invisible
921 && strcmp (item->name, "voice_behind") == 0)
922 {
923 new_draw_info (NDI_UNIQUE, 0, op,
924 "You hear a voice from behind you, but you don't dare to "
925 "turn around:");
926 new_draw_info (NDI_WHITE, 0, op, item->msg);
927 return;
928 }
929
930 /* Messages */
931 if (item->type == BOOK && item->invisible
932 && strcmp (item->name, "message") == 0)
933 {
934 new_draw_info (NDI_UNIQUE, 0, op, item->msg);
935 return;
936 }
937
938 /* Enchant weapon */
939 if (item->type == BOOK && item->invisible
940 && strcmp (item->name, "enchant weapon") == 0)
941 {
942 if (god_enchants_weapon (op, god, item, skill))
943 return;
944 else
945 continue;
946 }
947
948 /* Spellbooks - works correctly only for prayers */
949 if (item->type == SPELL)
950 {
951 if (check_spell_known (op, item->name))
952 continue;
953 if (item->level > skill->level)
954 continue;
955
956 new_draw_info_format(NDI_UNIQUE, 0, op,
957 "%s grants you use of a special prayer!", god->name);
958 do_learn_spell (op, item, 1);
959 return;
960
961 }
962
963 /* Other gifts */
964 if ( ! item->invisible) {
965 if (god_gives_present (op, god, tr))
966 return;
967 else
968 continue;
969 }
970 /* else ignore it */
971 }
972
973 new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture.");
974 }
975
976 /**
977 * Checks and maybe punishes someone praying.
978 * All applied items are examined, if player is using more items of other gods,
979 * s/he loses experience in praying or general experience if no praying.
980 */
981 int god_examines_priest (object *op, object *god) {
982 int reaction=1;
983 object *item=NULL, *skop;
984
985 for(item=op->inv;item;item=item->below) {
986 if(QUERY_FLAG(item,FLAG_APPLIED)) {
987 reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1);
988 }
989 }
990
991 /* well, well. Looks like we screwed up. Time for god's revenge */
992 if(reaction<0) {
993 int loss = 10000000;
994 int angry = abs(reaction);
995
996 for (skop = op->inv; skop != NULL; skop=skop->below)
997 if (skop->type == SKILL && skop->subtype == SK_PRAYING) break;
998
999 if (skop)
1000 loss = 0.05 * (float) skop->stats.exp;
1001 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW),
1002 skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP);
1003 if(random_roll(0, angry, op, PREFER_LOW)) {
1004 object *tmp = get_archetype(LOOSE_MANA);
1005 cast_magic_storm(op,tmp,op->level+(angry*3));
1006 }
1007 new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,
1008 "%s becomes angry and punishes you!",god->name);
1009 }
1010 return reaction;
1011 }
1012
1013 /**
1014 * God checks item the player is using.
1015 * Return either -1 (bad), 0 (neutral) or
1016 * 1 (item is ok). If you are using the item of an enemy
1017 * god, it can be bad...-b.t.
1018 */
1019
1020 int god_examines_item(object *god, object *item) {
1021 char buf[MAX_BUF];
1022
1023 if(!god||!item) return 0;
1024
1025 if(!item->title) return 1; /* unclaimed item are ok */
1026
1027 sprintf(buf,"of %s",god->name);
1028 if(!strcmp(item->title,buf)) return 1; /* belongs to that God */
1029
1030 if(god->title) { /* check if we have any enemy blessed item*/
1031 sprintf(buf,"of %s",god->title);
1032 if(!strcmp(item->title,buf)) {
1033 if(item->env) {
1034 char buf[MAX_BUF];
1035 sprintf(buf,"Heretic! You are using %s!",query_name(item));
1036 new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf);
1037 }
1038 return -1;
1039 }
1040 }
1041
1042 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */
1043 }
1044
1045 /**
1046 * Returns priest's god's id.
1047 * Straight calls lookup_god_by_name
1048 */
1049
1050 int get_god(object *priest) {
1051 int godnr=lookup_god_by_name(determine_god(priest));
1052
1053 return godnr;
1054 }
1055
1056 /**
1057 * Returns a string that is the name of the god that should be natively worshipped by a
1058 * creature of who has race *race
1059 * if we can't find a god that is appropriate, we return NULL
1060 */
1061 const char *get_god_for_race(const char *race) {
1062 godlink *gl=first_god;
1063 const char *godname=NULL;
1064
1065 if (race == NULL) return NULL;
1066 while(gl) {
1067 if (!strcasecmp(gl->arch->clone.race, race)) {
1068 godname=gl->name;
1069 break;
1070 }
1071 gl=gl->next;
1072 }
1073 return godname;
1074 }
1075 /**
1076 * Changes the attributes of cone, smite, and ball spells as needed by the code.
1077 * Returns false if there was no race to assign to the slaying field of the spell, but
1078 * the spell attacktype contains AT_HOLYWORD. -b.t.
1079 */
1080
1081 int tailor_god_spell(object *spellop, object *caster) {
1082 object *god=find_god(determine_god(caster));
1083 int caster_is_spell=0;
1084
1085 if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1;
1086
1087 /* if caster is a rune or the like, it doesn't worship anything. However,
1088 * if this object is owned by someone, then the god that they worship
1089 * is relevant, so use that.
1090 */
1091 if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster)));
1092
1093 if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) {
1094 if ( ! caster_is_spell)
1095 new_draw_info(NDI_UNIQUE, 0, caster,
1096 "This prayer is useless unless you worship an appropriate god");
1097 else
1098 LOG (llevError, "BUG: tailor_god_spell(): no god\n");
1099 free_object(spellop);
1100 return 0;
1101 }
1102
1103 /* either holy word or godpower attacks will set the slaying field */
1104 if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) {
1105 if (spellop->slaying) {
1106 free_string(spellop->slaying);
1107 spellop->slaying = NULL;
1108 }
1109 if(!caster_is_spell)
1110 spellop->slaying = add_string(god->slaying);
1111 else if(caster->slaying)
1112 spellop->slaying = add_string(caster->slaying);
1113 }
1114
1115 /* only the godpower attacktype adds the god's attack onto the spell */
1116 if(spellop->attacktype & AT_GODPOWER)
1117 spellop->attacktype=spellop->attacktype|god->attacktype;
1118
1119 /* tack on the god's name to the spell */
1120 if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) {
1121 if(spellop->title)
1122 free_string(spellop->title);
1123 spellop->title=add_string(god->name);
1124 if(spellop->title){
1125 char buf[MAX_BUF];
1126 sprintf(buf,"%s of %s",spellop->name,spellop->title);
1127 FREE_AND_COPY(spellop->name, buf);
1128 FREE_AND_COPY(spellop->name_pl, buf);
1129 }
1130 }
1131
1132 return 1;
1133 }
1134