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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
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* monster race initialization. b.t. |
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*/ |
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|
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/* Sept 1996 - moved code over to object -oriented gods -b.t. */ |
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|
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#include <global.h> |
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#include <living.h> |
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#include <object.h> |
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#include <spells.h> |
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#include <sounds.h> |
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#include <sproto.h> |
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|
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/** |
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* Returns the id of specified god. |
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*/ |
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static int |
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lookup_god_by_name (shstr_cmp name) |
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{ |
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if (name) |
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for (godlink *gl = first_god; gl; gl = gl->next) |
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if (gl->name == name) |
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return gl->id; |
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|
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return -1; |
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} |
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|
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/** |
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* Returns pointer to specified god's object through pntr_to_god_obj.. |
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*/ |
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object * |
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find_god (shstr_cmp name) |
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{ |
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if (name) |
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for (godlink *gl = first_god; gl; gl = gl->next) |
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if (gl->name == name) |
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return pntr_to_god_obj (gl); |
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|
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return 0; |
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} |
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|
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/** |
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* Returns a string that is the name of the god that should be natively worshipped by a |
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* creature of who has race *race |
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* if we can't find a god that is appropriate, we return NULL |
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*/ |
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static shstr_tmp |
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get_god_for_race (shstr_cmp race) |
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{ |
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if (race) |
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for (godlink *gl = first_god; gl; gl = gl->next) |
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if (gl->arch->race == race) |
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return gl->name; |
78 |
|
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return shstr_tmp (); |
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} |
81 |
|
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/** |
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* Determines if op worships a god. |
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* Returns the godname if they do or "none" if they have no god. |
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* In the case of an NPC, if they have no god, we try and guess |
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* who they should worship based on their race. If that fails we |
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* give them a random one. |
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*/ |
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shstr_tmp |
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determine_god (object *op) |
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{ |
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/* spells */ |
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if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
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if (lookup_god_by_name (op->title) >= 0) |
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return op->title; |
96 |
|
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if (!op->is_player () && op->flag [FLAG_ALIVE]) |
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{ |
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/* find a god based on race */ |
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if (!op->title) |
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op->title = get_god_for_race (op->race); |
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|
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/* find a random god */ |
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if (!op->title) |
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{ |
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int godnr = rndm (1, first_god->id); |
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|
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for (godlink *gl = first_god; gl; gl = gl->next) |
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if (gl->id == godnr) |
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{ |
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op->title = gl->name; |
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break; |
113 |
} |
114 |
} |
115 |
|
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return op->title; |
117 |
} |
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|
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/* The god the player worships is in the praying skill (native skill |
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* not skill tool). Since a player can only have one instance of |
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* that skill, once we find it, we can return, either with the |
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* title or "none". |
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*/ |
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if (op->type == PLAYER) |
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for (object *tmp = op->inv; tmp; tmp = tmp->below) |
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if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
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{ |
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if (tmp->title) |
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return tmp->title; |
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|
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break; |
132 |
} |
133 |
|
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return shstr_none; |
135 |
} |
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|
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/** |
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* Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
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*/ |
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static int |
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same_string (const char *s1, const char *s2) |
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{ |
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if (s1 == s2) |
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return 1; |
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else if (s1 && s2) |
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return !strcmp (s1, s2); |
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else |
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return 0; |
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} |
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|
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/** |
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* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
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* Any matching items in the inventory are deleted, and a |
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* message is displayed to the player. |
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*/ |
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static void |
157 |
follower_remove_similar_item (object *op, object *item) |
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{ |
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object *tmp, *next; |
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|
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if (op && op->type == PLAYER && op->contr) |
162 |
{ |
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/* search the inventory */ |
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for (tmp = op->inv; tmp != NULL; tmp = next) |
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{ |
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next = tmp->below; /* backup in case we remove tmp */ |
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|
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if (tmp->type == item->type |
169 |
&& same_string (tmp->name, item->name) |
170 |
&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
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{ |
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/* message */ |
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new_draw_info_format (NDI_UNIQUE, 0, op, |
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tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!", |
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query_short_name (tmp)); |
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|
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tmp->destroy (); |
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} |
179 |
|
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if (tmp->inv) |
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follower_remove_similar_item (tmp, item); |
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} |
183 |
} |
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} |
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|
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/** |
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* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
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* Returns 1 if found, else 0. |
189 |
*/ |
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static int |
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follower_has_similar_item (object *op, object *item) |
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{ |
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object *tmp; |
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|
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for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
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{ |
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if (tmp->type == item->type |
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&& same_string (tmp->name, item->name) |
199 |
&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
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return 1; |
201 |
if (tmp->inv && follower_has_similar_item (tmp, item)) |
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return 1; |
203 |
} |
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return 0; |
205 |
} |
206 |
|
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/** |
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* God gives an item to the player. |
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*/ |
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static int |
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god_gives_present (object *op, object *god, treasure *tr) |
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{ |
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if (!tr->item) |
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return 0; |
215 |
|
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if (follower_has_similar_item (op, tr->item)) |
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return 0; |
218 |
|
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object *tmp = tr->item->instance (); |
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new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); |
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op->insert (tmp); |
222 |
|
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return 1; |
224 |
} |
225 |
|
226 |
/** |
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* Removes special prayers given by a god. |
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*/ |
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static void |
230 |
check_special_prayers (object *op, object *god) |
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{ |
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/* Ensure that 'op' doesn't know any special prayers that are not granted |
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* by 'god'. |
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*/ |
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treasure *tr; |
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object *tmp, *next_tmp; |
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int remove = 0; |
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|
239 |
/* Outer loop iterates over all special prayer marks */ |
240 |
for (tmp = op->inv; tmp; tmp = next_tmp) |
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{ |
242 |
next_tmp = tmp->below; |
243 |
|
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/* we mark special prayers with the STARTEQUIP flag, so if it isn't |
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* in that category, not something we need to worry about. |
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*/ |
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if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
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continue; |
249 |
|
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if (god->randomitems == NULL) |
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{ |
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LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
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do_forget_spell (op, tmp->name); |
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continue; |
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} |
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|
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/* Inner loop tries to find the special prayer in the god's treasure |
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* list. We default that the spell should be removed. |
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*/ |
260 |
remove = 1; |
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for (tr = god->randomitems->items; tr; tr = tr->next) |
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{ |
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object *item; |
264 |
|
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if (!tr->item) |
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continue; |
267 |
|
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item = tr->item; |
269 |
|
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/* Basically, see if the matching spell is granted by this god. */ |
271 |
|
272 |
if (tr->item->type == SPELL && tr->item->object::name == tmp->name) |
273 |
{ |
274 |
remove = 0; |
275 |
break; |
276 |
} |
277 |
} |
278 |
|
279 |
if (remove) |
280 |
do_forget_spell (op, tmp->name); |
281 |
} |
282 |
} |
283 |
|
284 |
/** |
285 |
* Unapplies up to number worth of items of type |
286 |
*/ |
287 |
static void |
288 |
stop_using_item (object *op, int type, int number) |
289 |
{ |
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object *tmp; |
291 |
|
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for (tmp = op->inv; tmp && number; tmp = tmp->below) |
293 |
if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED)) |
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{ |
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apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
296 |
number--; |
297 |
} |
298 |
} |
299 |
|
300 |
/** |
301 |
* If the god does/doesnt have this flag, we |
302 |
* give/remove it from the experience object if it doesnt/does |
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* already exist. For players only! |
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*/ |
305 |
static void |
306 |
update_priest_flag (object *god, object *exp_ob, uint32 flag) |
307 |
{ |
308 |
if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) |
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SET_FLAG (exp_ob, flag); |
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else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) |
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{ |
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/* When this is called with the exp_ob set to the player, |
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* this check is broken, because most all players arch |
314 |
* allow use of weapons. I'm not actually sure why this |
315 |
* check is here - I guess if you had a case where the |
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* value in the archetype (wisdom) should over ride the restrictions |
317 |
* the god places on it, this may make sense. But I don't think |
318 |
* there is any case like that. |
319 |
*/ |
320 |
|
321 |
/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
322 |
CLEAR_FLAG (exp_ob, flag); |
323 |
}; |
324 |
} |
325 |
|
326 |
/** |
327 |
* Forbids or let player use something item type. |
328 |
* op is the player. |
329 |
* exp_obj is the widsom experience. |
330 |
* flag is the flag to check against. |
331 |
* string is the string to print out. |
332 |
*/ |
333 |
static int |
334 |
worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
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{ |
336 |
if (QUERY_FLAG (op->arch, flag)) |
337 |
if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) |
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{ |
339 |
update_priest_flag (exp_obj, op, flag); |
340 |
if (QUERY_FLAG (op, flag)) |
341 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
342 |
else |
343 |
{ |
344 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
345 |
return 1; |
346 |
} |
347 |
} |
348 |
|
349 |
return 0; |
350 |
} |
351 |
|
352 |
/** |
353 |
* This function is called whenever a player has |
354 |
* switched to a new god. It handles basically all the stat changes |
355 |
* that happen to the player, including the removal of godgiven |
356 |
* items (from the former cult). |
357 |
*/ |
358 |
void |
359 |
become_follower (object *op, object *new_god) |
360 |
{ |
361 |
object *old_god = NULL; /* old god */ |
362 |
treasure *tr; |
363 |
object *item, *skop, *next; |
364 |
int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
365 |
|
366 |
old_god = find_god (determine_god (op)); |
367 |
|
368 |
/* take away any special god-characteristic items. */ |
369 |
for (item = op->inv; item; item = next) |
370 |
{ |
371 |
next = item->below; |
372 |
|
373 |
// remove all invisible startequip items which are not skill, exp or force |
374 |
if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && |
375 |
(item->type != SKILL) && (item->type != FORCE)) |
376 |
{ |
377 |
if (item->type == SPELL) |
378 |
{ |
379 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); |
380 |
esrv_remove_spell (op->contr, item); |
381 |
} |
382 |
|
383 |
player_unready_range_ob (op->contr, item); |
384 |
item->destroy (); |
385 |
} |
386 |
} |
387 |
|
388 |
/* remove any godgiven items from the old god */ |
389 |
if (old_god) |
390 |
for (tr = old_god->randomitems->items; tr; tr = tr->next) |
391 |
if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) |
392 |
follower_remove_similar_item (op, tr->item); |
393 |
|
394 |
if (!op || !new_god) |
395 |
return; |
396 |
|
397 |
if (new_god->slaying && op->race.contains (new_god->slaying)) |
398 |
{ |
399 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); |
400 |
|
401 |
if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) |
402 |
{ |
403 |
object *tmp = get_archetype (LOOSE_MANA); |
404 |
|
405 |
cast_magic_storm (op, tmp, new_god->level + 10); |
406 |
} |
407 |
|
408 |
return; |
409 |
} |
410 |
|
411 |
/* give the player any special god-characteristic-items. */ |
412 |
for (tr = new_god->randomitems->items; tr; tr = tr->next) |
413 |
{ |
414 |
if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK |
415 |
&& tr->item->type != BOOK && tr->item->type != SPELL) |
416 |
god_gives_present (op, new_god, tr); |
417 |
} |
418 |
|
419 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); |
420 |
|
421 |
for (skop = op->inv; skop; skop = skop->below) |
422 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
423 |
break; |
424 |
|
425 |
/* Player has no skill - give them the skill */ |
426 |
if (!skop) |
427 |
/* The archetype should always be defined - if we crash here because it doesn't, |
428 |
* things are really messed up anyways. |
429 |
*/ |
430 |
skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); |
431 |
|
432 |
sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ |
433 |
|
434 |
/* Clear the "undead" status. We also need to force a call to change_abil, |
435 |
* so I set undeadified for that. |
436 |
* - gros, 21th July 2006. |
437 |
*/ |
438 |
if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD)) |
439 |
{ |
440 |
CLEAR_FLAG (skop, FLAG_UNDEAD); |
441 |
undeadified = 1; |
442 |
} |
443 |
|
444 |
if (skop->title) |
445 |
{ |
446 |
/* get rid of old god */ |
447 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); |
448 |
|
449 |
/* The point of this is to really show what abilities the player just lost */ |
450 |
if (sk_applied || undeadified) |
451 |
{ |
452 |
CLEAR_FLAG (skop, FLAG_APPLIED); |
453 |
change_abil (op, skop); |
454 |
} |
455 |
} |
456 |
|
457 |
/* now change to the new gods attributes to exp_obj */ |
458 |
skop->title = new_god->name; |
459 |
skop->path_attuned = new_god->path_attuned; |
460 |
skop->path_repelled = new_god->path_repelled; |
461 |
skop->path_denied = new_god->path_denied; |
462 |
/* copy god's resistances */ |
463 |
memcpy (skop->resist, new_god->resist, sizeof (new_god->resist)); |
464 |
|
465 |
/* make sure that certain immunities do NOT get passed |
466 |
* to the follower! |
467 |
*/ |
468 |
for (i = 0; i < NROFATTACKS; i++) |
469 |
if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON)) |
470 |
skop->resist[i] = 30; |
471 |
|
472 |
skop->stats.hp = (sint16) new_god->last_heal; |
473 |
skop->stats.sp = (sint16) new_god->last_sp; |
474 |
skop->stats.grace = (sint16) new_god->last_grace; |
475 |
skop->stats.food = (sint16) new_god->last_eat; |
476 |
skop->stats.luck = (sint8) new_god->stats.luck; |
477 |
/* gods may pass on certain flag properties */ |
478 |
update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK); |
479 |
update_priest_flag (new_god, skop, FLAG_REFL_SPELL); |
480 |
update_priest_flag (new_god, skop, FLAG_REFL_MISSILE); |
481 |
update_priest_flag (new_god, skop, FLAG_STEALTH); |
482 |
update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
483 |
update_priest_flag (new_god, skop, FLAG_UNDEAD); |
484 |
update_priest_flag (new_god, skop, FLAG_BLIND); |
485 |
update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ |
486 |
|
487 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); |
488 |
|
489 |
/* Weapon/armour use are special...handle flag toggles here as this can |
490 |
* only happen when gods are worshipped and if the new priest could |
491 |
* have used armour/weapons in the first place. |
492 |
* |
493 |
* This also can happen for monks which cannot use weapons. In this case |
494 |
* do not allow to use weapons even if the god otherwise would allow it. |
495 |
*/ |
496 |
if (!present_in_ob_by_name (FORCE, "no weapon force", op)) |
497 |
update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
498 |
|
499 |
update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
500 |
|
501 |
if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) |
502 |
stop_using_item (op, WEAPON, 2); |
503 |
|
504 |
if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) |
505 |
{ |
506 |
stop_using_item (op, ARMOUR, 1); |
507 |
stop_using_item (op, HELMET, 1); |
508 |
stop_using_item (op, BOOTS, 1); |
509 |
stop_using_item (op, GLOVES, 1); |
510 |
stop_using_item (op, SHIELD, 1); |
511 |
} |
512 |
|
513 |
SET_FLAG (skop, FLAG_APPLIED); |
514 |
change_abil (op, skop); |
515 |
|
516 |
/* return to previous skill status */ |
517 |
if (!sk_applied) |
518 |
CLEAR_FLAG (skop, FLAG_APPLIED); |
519 |
|
520 |
check_special_prayers (op, new_god); |
521 |
} |
522 |
|
523 |
archetype * |
524 |
determine_holy_arch (object *god, shstr_cmp type) |
525 |
{ |
526 |
treasure *tr; |
527 |
|
528 |
if (!god || !god->randomitems) |
529 |
{ |
530 |
LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
531 |
return 0; |
532 |
} |
533 |
|
534 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
535 |
{ |
536 |
if (!tr->item) |
537 |
continue; |
538 |
|
539 |
object *item = tr->item; |
540 |
|
541 |
if (item->type == BOOK && item->invisible && item->name == type) |
542 |
return item->other_arch; |
543 |
} |
544 |
|
545 |
return 0; |
546 |
} |
547 |
|
548 |
/** |
549 |
* God helps player by removing curse and/or damnation. |
550 |
*/ |
551 |
static int |
552 |
god_removes_curse (object *op, int remove_damnation) |
553 |
{ |
554 |
int success = 0; |
555 |
|
556 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
557 |
{ |
558 |
if (tmp->invisible) |
559 |
continue; |
560 |
|
561 |
if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) |
562 |
continue; |
563 |
|
564 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
565 |
{ |
566 |
success = 1; |
567 |
CLEAR_FLAG (tmp, FLAG_DAMNED); |
568 |
CLEAR_FLAG (tmp, FLAG_CURSED); |
569 |
CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
570 |
|
571 |
if (object *pl = tmp->visible_to ()) |
572 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
573 |
} |
574 |
} |
575 |
|
576 |
if (success) |
577 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
578 |
|
579 |
return success; |
580 |
} |
581 |
|
582 |
static int |
583 |
follower_level_to_enchantments (int level, int difficulty) |
584 |
{ |
585 |
if (difficulty < 1) |
586 |
{ |
587 |
LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty); |
588 |
return 0; |
589 |
} |
590 |
|
591 |
if (level <= 20) |
592 |
return level / difficulty; |
593 |
|
594 |
if (level <= 40) |
595 |
return (20 + (level - 20) / 2) / difficulty; |
596 |
|
597 |
return (30 + (level - 40) / 4) / difficulty; |
598 |
} |
599 |
|
600 |
/** |
601 |
* God checks item the player is using. |
602 |
* Return either -1 (bad), 0 (neutral) or |
603 |
* 1 (item is ok). If you are using the item of an enemy |
604 |
* god, it can be bad...-b.t. |
605 |
*/ |
606 |
static int |
607 |
god_examines_item (object *god, object *item) |
608 |
{ |
609 |
char buf[MAX_BUF]; |
610 |
|
611 |
if (!god || !item) |
612 |
return 0; |
613 |
|
614 |
if (!item->title) |
615 |
return 1; /* unclaimed item are ok */ |
616 |
|
617 |
sprintf (buf, "of %s", &god->name); |
618 |
if (!strcmp (&item->title, buf)) |
619 |
return 1; /* belongs to that God */ |
620 |
|
621 |
if (god->title) |
622 |
{ /* check if we have any enemy blessed item */ |
623 |
sprintf (buf, "of %s", &god->title); |
624 |
if (!strcmp (&item->title, buf)) |
625 |
{ |
626 |
if (item->env) |
627 |
{ |
628 |
char buf[MAX_BUF]; |
629 |
|
630 |
sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
631 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
632 |
} |
633 |
|
634 |
return -1; |
635 |
} |
636 |
} |
637 |
|
638 |
return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
639 |
} |
640 |
|
641 |
/** |
642 |
* God wants to enchant weapon. |
643 |
* Affected weapon is the applied one (weapon or bow). It's checked to make sure |
644 |
* it isn't a weapon for another god. If all is all right, update weapon with |
645 |
* attacktype, slaying and such. |
646 |
*/ |
647 |
static int |
648 |
god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
649 |
{ |
650 |
object *weapon; |
651 |
uint32 attacktype; |
652 |
int tmp; |
653 |
|
654 |
for (weapon = op->inv; weapon; weapon = weapon->below) |
655 |
if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) |
656 |
break; |
657 |
|
658 |
if (!weapon || god_examines_item (god, weapon) <= 0) |
659 |
return 0; |
660 |
|
661 |
/* First give it a title, so other gods won't touch it */ |
662 |
if (!weapon->title) |
663 |
{ |
664 |
weapon->title = format ("of %s", &god->name); |
665 |
|
666 |
if (object *pl = weapon->visible_to ()) |
667 |
esrv_update_item (UPD_NAME, pl, weapon); |
668 |
|
669 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
670 |
} |
671 |
|
672 |
/* Allow the weapon to slay enemies */ |
673 |
if (!weapon->slaying && god->slaying) |
674 |
{ |
675 |
weapon->slaying = god->slaying; |
676 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
677 |
return 1; |
678 |
} |
679 |
|
680 |
/* Add the gods attacktype */ |
681 |
attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
682 |
if ((attacktype & god->attacktype) != god->attacktype) |
683 |
{ |
684 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
685 |
weapon->attacktype = attacktype | god->attacktype; |
686 |
return 1; |
687 |
} |
688 |
|
689 |
/* Higher magic value */ |
690 |
tmp = follower_level_to_enchantments (skill->level, tr->level); |
691 |
if (weapon->magic < tmp) |
692 |
{ |
693 |
new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
694 |
weapon->magic++; |
695 |
|
696 |
if (object *pl = weapon->visible_to ()) |
697 |
esrv_update_item (UPD_NAME, pl, weapon); |
698 |
|
699 |
return 1; |
700 |
} |
701 |
|
702 |
return 0; |
703 |
} |
704 |
|
705 |
/** |
706 |
* Checks and maybe punishes someone praying. |
707 |
* All applied items are examined, if player is using more items of other gods, |
708 |
* s/he loses experience in praying or general experience if no praying. |
709 |
*/ |
710 |
static int |
711 |
god_examines_priest (object *op, object *god) |
712 |
{ |
713 |
int reaction = 1; |
714 |
object *item = NULL, *skop; |
715 |
|
716 |
for (item = op->inv; item; item = item->below) |
717 |
if (QUERY_FLAG (item, FLAG_APPLIED)) |
718 |
reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
719 |
|
720 |
/* well, well. Looks like we screwed up. Time for god's revenge */ |
721 |
if (reaction < 0) |
722 |
{ |
723 |
int loss = 10000000; |
724 |
int angry = abs (reaction); |
725 |
|
726 |
for (skop = op->inv; skop; skop = skop->below) |
727 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
728 |
break; |
729 |
|
730 |
if (skop) |
731 |
loss = 0.05f * skop->stats.exp; |
732 |
|
733 |
change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); |
734 |
|
735 |
if (random_roll (0, angry, op, PREFER_LOW)) |
736 |
{ |
737 |
object *tmp = get_archetype (LOOSE_MANA); |
738 |
|
739 |
cast_magic_storm (op, tmp, op->level + (angry * 3)); |
740 |
} |
741 |
|
742 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
743 |
} |
744 |
|
745 |
return reaction; |
746 |
} |
747 |
|
748 |
/** |
749 |
* Every once in a while the god will intervene to help the worshiper. |
750 |
* Later, this fctn can be used to supply quests, etc for the |
751 |
* priest. -b.t. |
752 |
* called from pray_at_altar() currently. |
753 |
*/ |
754 |
static void |
755 |
god_intervention (object *op, object *god, object *skill) |
756 |
{ |
757 |
treasure *tr; |
758 |
|
759 |
if (!god || !god->randomitems) |
760 |
{ |
761 |
LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n"); |
762 |
return; |
763 |
} |
764 |
|
765 |
check_special_prayers (op, god); |
766 |
|
767 |
/* lets do some checks of whether we are kosher with our god */ |
768 |
if (god_examines_priest (op, god) < 0) |
769 |
return; |
770 |
|
771 |
op->play_sound (sound_find ("god_intervention")); |
772 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
773 |
|
774 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
775 |
{ |
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 |
{ |
784 |
treasurelist *tl = treasurelist::find (tr->name); |
785 |
|
786 |
if (tl == NULL) |
787 |
continue; |
788 |
|
789 |
new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground."); |
790 |
|
791 |
create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0); |
792 |
return; |
793 |
} |
794 |
|
795 |
if (!tr->item) |
796 |
continue; |
797 |
|
798 |
item = tr->item; |
799 |
|
800 |
/* Grace limit */ |
801 |
if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit) |
802 |
{ |
803 |
if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
804 |
{ |
805 |
/* Follower lacks the required grace for the following |
806 |
* treasure list items. */ |
807 |
|
808 |
object *tmp = get_archetype (HOLY_POSSESSION); |
809 |
cast_change_ability (op, op, tmp, 0, 1); |
810 |
tmp->destroy (); |
811 |
return; |
812 |
} |
813 |
|
814 |
continue; |
815 |
} |
816 |
|
817 |
/* Restore grace */ |
818 |
if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace) |
819 |
{ |
820 |
if (op->stats.grace >= 0) |
821 |
continue; |
822 |
|
823 |
op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
824 |
new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
825 |
return; |
826 |
} |
827 |
|
828 |
/* Heal damage */ |
829 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
830 |
{ |
831 |
if (op->stats.hp >= op->stats.maxhp) |
832 |
continue; |
833 |
|
834 |
new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
835 |
op->stats.hp = op->stats.maxhp; |
836 |
return; |
837 |
} |
838 |
|
839 |
/* Restore spellpoints */ |
840 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0) |
841 |
{ |
842 |
int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0)); |
843 |
|
844 |
/* Restore to 50 .. 100%, if sp < 50% */ |
845 |
int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
846 |
|
847 |
if (op->stats.sp >= max / 2) |
848 |
continue; |
849 |
|
850 |
new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!"); |
851 |
op->stats.sp = new_sp; |
852 |
} |
853 |
|
854 |
/* Various heal spells */ |
855 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
856 |
{ |
857 |
object *tmp = archetype::get (item->slaying); |
858 |
int success = cast_heal (op, op, tmp, 0); |
859 |
tmp->destroy (); |
860 |
|
861 |
if (success) |
862 |
return; |
863 |
else |
864 |
continue; |
865 |
} |
866 |
|
867 |
/* Remove curse */ |
868 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0) |
869 |
{ |
870 |
if (god_removes_curse (op, 0)) |
871 |
return; |
872 |
else |
873 |
continue; |
874 |
} |
875 |
|
876 |
/* Remove damnation */ |
877 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0) |
878 |
{ |
879 |
if (god_removes_curse (op, 1)) |
880 |
return; |
881 |
else |
882 |
continue; |
883 |
} |
884 |
|
885 |
/* Heal depletion */ |
886 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0) |
887 |
{ |
888 |
object *depl; |
889 |
archetype *at; |
890 |
int i; |
891 |
|
892 |
if ((at = archetype::find (shstr_depletion)) == NULL) |
893 |
{ |
894 |
LOG (llevError, "Could not find archetype depletion.\n"); |
895 |
continue; |
896 |
} |
897 |
|
898 |
depl = present_arch_in_ob (at, op); |
899 |
|
900 |
if (depl == NULL) |
901 |
continue; |
902 |
|
903 |
new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); |
904 |
|
905 |
for (i = 0; i < NUM_STATS; i++) |
906 |
if (depl->stats.stat (i)) |
907 |
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
908 |
|
909 |
depl->destroy (); |
910 |
op->update_stats (); |
911 |
return; |
912 |
} |
913 |
|
914 |
/* Voices */ |
915 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) |
916 |
{ |
917 |
new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:"); |
918 |
new_draw_info (NDI_WHITE, 0, op, item->msg); |
919 |
return; |
920 |
} |
921 |
|
922 |
/* Messages */ |
923 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0) |
924 |
{ |
925 |
new_draw_info (NDI_UNIQUE, 0, op, item->msg); |
926 |
return; |
927 |
} |
928 |
|
929 |
/* Enchant weapon */ |
930 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0) |
931 |
{ |
932 |
if (god_enchants_weapon (op, god, item, skill)) |
933 |
return; |
934 |
else |
935 |
continue; |
936 |
} |
937 |
|
938 |
/* Spellbooks - works correctly only for prayers */ |
939 |
if (item->type == SPELL) |
940 |
{ |
941 |
if (check_spell_known (op, item->name)) |
942 |
continue; |
943 |
if (item->level > skill->level) |
944 |
continue; |
945 |
|
946 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%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 |
{ |
955 |
if (god_gives_present (op, god, tr)) |
956 |
return; |
957 |
else |
958 |
continue; |
959 |
} |
960 |
/* else ignore it */ |
961 |
} |
962 |
|
963 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
964 |
} |
965 |
|
966 |
/** |
967 |
* Player prays at altar. |
968 |
* Checks for god changing, divine intervention, and so on. |
969 |
*/ |
970 |
void |
971 |
pray_at_altar (object *pl, object *altar, object *skill) |
972 |
{ |
973 |
object *pl_god = find_god (determine_god (pl)); |
974 |
|
975 |
if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
976 |
return; |
977 |
|
978 |
/* If non consecrate altar, don't do anything */ |
979 |
if (!altar->other_arch) |
980 |
return; |
981 |
|
982 |
/* hmm. what happend depends on pl's current god, level, etc */ |
983 |
if (!pl_god) |
984 |
{ /*new convert */ |
985 |
become_follower (pl, altar->other_arch); |
986 |
return; |
987 |
} |
988 |
else if (pl_god->name == altar->other_arch->object::name) |
989 |
{ |
990 |
/* pray at your gods altar */ |
991 |
/* this leads to very low levels of wis and pray to result in no doubling! */ |
992 |
int bonus = (pl->stats.Wis + skill->level) / 10; |
993 |
|
994 |
/* we can get neg grace up faster */ |
995 |
if (pl->stats.grace < 0) |
996 |
pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
997 |
|
998 |
/* we can super-charge grace to 2x max */ |
999 |
if (pl->stats.grace < 2 * pl->stats.maxgrace) |
1000 |
pl->stats.grace += bonus / 2; |
1001 |
else |
1002 |
pl->stats.grace = 2 * pl->stats.maxgrace; |
1003 |
|
1004 |
/* Every once in a while, the god decides to checkup on their |
1005 |
* follower, and may intervene to help them out. |
1006 |
*/ |
1007 |
bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */ |
1008 |
|
1009 |
if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
1010 |
god_intervention (pl, pl_god, skill); |
1011 |
} |
1012 |
else |
1013 |
{ /* praying to another god! */ |
1014 |
uint64 loss = 0; |
1015 |
int angry = 1; |
1016 |
|
1017 |
/* I believe the logic for detecting opposing gods was completely |
1018 |
* broken - I think it should work now. altar->other_arch |
1019 |
* points to the god of this altar (which we have |
1020 |
* already verified is non null). pl_god->other_arch |
1021 |
* is the opposing god - we need to verify that exists before |
1022 |
* using its values. |
1023 |
*/ |
1024 |
if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname)) |
1025 |
{ |
1026 |
angry = 2; |
1027 |
if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
1028 |
{ |
1029 |
object *tmp; |
1030 |
|
1031 |
/* you really screwed up */ |
1032 |
angry = 3; |
1033 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
1034 |
tmp = get_archetype (LOOSE_MANA); |
1035 |
cast_magic_storm (pl, tmp, pl_god->level + 20); |
1036 |
} |
1037 |
else |
1038 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
1039 |
} |
1040 |
else |
1041 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
1042 |
|
1043 |
/* whether we will be successfull in defecting or not - |
1044 |
* we lose experience from the clerical experience obj |
1045 |
*/ |
1046 |
|
1047 |
loss = angry * (skill->stats.exp / 10); |
1048 |
if (loss) |
1049 |
change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); |
1050 |
|
1051 |
/* May switch Gods, but its random chance based on our current level |
1052 |
* note it gets harder to swap gods the higher we get |
1053 |
*/ |
1054 |
if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
1055 |
become_follower (pl, altar->other_arch); |
1056 |
else |
1057 |
{ |
1058 |
/* toss this player off the altar. He can try again. */ |
1059 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
1060 |
pl->contr->fire_on = 0; |
1061 |
pl->speed_left = 1.f; |
1062 |
move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
1063 |
} |
1064 |
} |
1065 |
} |
1066 |
|
1067 |
/** |
1068 |
* Changes the attributes of cone, smite, and ball spells as needed by the code. |
1069 |
* Returns false if there was no race to assign to the slaying field of the spell, but |
1070 |
* the spell attacktype contains AT_HOLYWORD. -b.t. |
1071 |
*/ |
1072 |
int |
1073 |
tailor_god_spell (object *spellop, object *caster) |
1074 |
{ |
1075 |
object *god = find_god (determine_god (caster)); |
1076 |
int caster_is_spell = 0; |
1077 |
|
1078 |
if (caster->type == SPELL_EFFECT || caster->type == SPELL) |
1079 |
caster_is_spell = 1; |
1080 |
|
1081 |
/* if caster is a rune or the like, it doesn't worship anything. However, |
1082 |
* if this object is owned by someone, then the god that they worship |
1083 |
* is relevant, so use that. |
1084 |
*/ |
1085 |
if (!god && caster->owner) |
1086 |
god = find_god (determine_god (caster->owner)); |
1087 |
|
1088 |
if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race)) |
1089 |
{ |
1090 |
if (!caster_is_spell) |
1091 |
new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god"); |
1092 |
else |
1093 |
LOG (llevError, "BUG: tailor_god_spell(): no god\n"); |
1094 |
|
1095 |
spellop->destroy (); |
1096 |
return 0; |
1097 |
} |
1098 |
|
1099 |
/* either holy word or godpower attacks will set the slaying field */ |
1100 |
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1101 |
{ |
1102 |
if (spellop->slaying) |
1103 |
spellop->slaying = NULL; |
1104 |
|
1105 |
if (!caster_is_spell) |
1106 |
spellop->slaying = god->slaying; |
1107 |
else if (caster->slaying) |
1108 |
spellop->slaying = caster->slaying; |
1109 |
} |
1110 |
|
1111 |
/* only the godpower attacktype adds the god's attack onto the spell */ |
1112 |
if (spellop->attacktype & AT_GODPOWER) |
1113 |
spellop->attacktype = spellop->attacktype | god->attacktype; |
1114 |
|
1115 |
/* tack on the god's name to the spell */ |
1116 |
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1117 |
{ |
1118 |
spellop->title = god->name; |
1119 |
if (spellop->title) |
1120 |
{ |
1121 |
char buf[MAX_BUF]; |
1122 |
|
1123 |
sprintf (buf, "%s of %s", &spellop->name, &spellop->title); |
1124 |
spellop->name = spellop->name_pl = buf; |
1125 |
} |
1126 |
} |
1127 |
|
1128 |
return 1; |
1129 |
} |