1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
5 |
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 |
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
7 |
* Copyright (©) 1992 Frank Tore Johansen |
8 |
* |
9 |
* Deliantra is free software: you can redistribute it and/or modify it under |
10 |
* the terms of the Affero GNU General Public License as published by the |
11 |
* Free Software Foundation, either version 3 of the License, or (at your |
12 |
* option) any later version. |
13 |
* |
14 |
* This program is distributed in the hope that it will be useful, |
15 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
16 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
17 |
* GNU General Public License for more details. |
18 |
* |
19 |
* You should have received a copy of the Affero GNU General Public License |
20 |
* and the GNU General Public License along with this program. If not, see |
21 |
* <http://www.gnu.org/licenses/>. |
22 |
* |
23 |
* The authors can be reached via e-mail to <support@deliantra.net> |
24 |
*/ |
25 |
|
26 |
/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
27 |
* monster race initialization. b.t. |
28 |
*/ |
29 |
|
30 |
/* Sept 1996 - moved code over to object -oriented gods -b.t. */ |
31 |
|
32 |
#include <global.h> |
33 |
#include <living.h> |
34 |
#include <object.h> |
35 |
#include <spells.h> |
36 |
#include <sounds.h> |
37 |
#include <sproto.h> |
38 |
|
39 |
/** |
40 |
* Returns the id of specified god. |
41 |
*/ |
42 |
static int |
43 |
lookup_god_by_name (shstr_cmp name) |
44 |
{ |
45 |
if (name) |
46 |
for (godlink *gl = first_god; gl; gl = gl->next) |
47 |
if (gl->name == name) |
48 |
return gl->id; |
49 |
|
50 |
return -1; |
51 |
} |
52 |
|
53 |
/** |
54 |
* Returns pointer to specified god's object through pntr_to_god_obj.. |
55 |
*/ |
56 |
object * |
57 |
find_god (shstr_cmp name) |
58 |
{ |
59 |
if (name) |
60 |
for (godlink *gl = first_god; gl; gl = gl->next) |
61 |
if (gl->name == name) |
62 |
return pntr_to_god_obj (gl); |
63 |
|
64 |
return 0; |
65 |
} |
66 |
|
67 |
/** |
68 |
* Returns a string that is the name of the god that should be natively worshipped by a |
69 |
* creature of who has race *race |
70 |
* if we can't find a god that is appropriate, we return NULL |
71 |
*/ |
72 |
static shstr_tmp |
73 |
get_god_for_race (shstr_cmp race) |
74 |
{ |
75 |
if (race) |
76 |
for (godlink *gl = first_god; gl; gl = gl->next) |
77 |
if (gl->arch->race == race) |
78 |
return gl->name; |
79 |
|
80 |
return shstr_tmp (); |
81 |
} |
82 |
|
83 |
/** |
84 |
* Determines if op worships a god. |
85 |
* Returns the godname if they do or "none" if they have no god. |
86 |
* In the case of an NPC, if they have no god, we try and guess |
87 |
* who they should worship based on their race. If that fails we |
88 |
* give them a random one. |
89 |
*/ |
90 |
shstr_tmp |
91 |
determine_god (object *op) |
92 |
{ |
93 |
/* spells */ |
94 |
if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
95 |
if (lookup_god_by_name (op->title) >= 0) |
96 |
return op->title; |
97 |
|
98 |
if (!op->is_player () && op->flag [FLAG_ALIVE]) |
99 |
{ |
100 |
/* find a god based on race */ |
101 |
if (!op->title) |
102 |
op->title = get_god_for_race (op->race); |
103 |
|
104 |
/* find a random god */ |
105 |
if (!op->title) |
106 |
{ |
107 |
int godnr = rndm (1, first_god->id); |
108 |
|
109 |
for (godlink *gl = first_god; gl; gl = gl->next) |
110 |
if (gl->id == godnr) |
111 |
{ |
112 |
op->title = gl->name; |
113 |
break; |
114 |
} |
115 |
} |
116 |
|
117 |
return op->title; |
118 |
} |
119 |
|
120 |
/* The god the player worships is in the praying skill (native skill |
121 |
* not skill tool). Since a player can only have one instance of |
122 |
* that skill, once we find it, we can return, either with the |
123 |
* title or "none". |
124 |
*/ |
125 |
if (op->type == PLAYER) |
126 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
127 |
if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
128 |
{ |
129 |
if (tmp->title) |
130 |
return tmp->title; |
131 |
|
132 |
break; |
133 |
} |
134 |
|
135 |
return shstr_none; |
136 |
} |
137 |
|
138 |
/** |
139 |
* Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
140 |
*/ |
141 |
static int |
142 |
same_string (const char *s1, const char *s2) |
143 |
{ |
144 |
if (s1 == s2) |
145 |
return 1; |
146 |
else if (s1 && s2) |
147 |
return !strcmp (s1, s2); |
148 |
else |
149 |
return 0; |
150 |
} |
151 |
|
152 |
/** |
153 |
* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
154 |
* Any matching items in the inventory are deleted, and a |
155 |
* message is displayed to the player. |
156 |
*/ |
157 |
static void |
158 |
follower_remove_similar_item (object *op, object *item) |
159 |
{ |
160 |
object *tmp, *next; |
161 |
|
162 |
if (op && op->type == PLAYER && op->contr) |
163 |
{ |
164 |
/* search the inventory */ |
165 |
for (tmp = op->inv; tmp != NULL; tmp = next) |
166 |
{ |
167 |
next = tmp->below; /* backup in case we remove tmp */ |
168 |
|
169 |
if (tmp->type == item->type |
170 |
&& same_string (tmp->name, item->name) |
171 |
&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
172 |
{ |
173 |
/* message */ |
174 |
new_draw_info_format (NDI_UNIQUE, 0, op, |
175 |
tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!", |
176 |
query_short_name (tmp)); |
177 |
|
178 |
tmp->destroy (); |
179 |
} |
180 |
|
181 |
if (tmp->inv) |
182 |
follower_remove_similar_item (tmp, item); |
183 |
} |
184 |
} |
185 |
} |
186 |
|
187 |
/** |
188 |
* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
189 |
* Returns 1 if found, else 0. |
190 |
*/ |
191 |
static int |
192 |
follower_has_similar_item (object *op, object *item) |
193 |
{ |
194 |
object *tmp; |
195 |
|
196 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
197 |
{ |
198 |
if (tmp->type == item->type |
199 |
&& same_string (tmp->name, item->name) |
200 |
&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
201 |
return 1; |
202 |
if (tmp->inv && follower_has_similar_item (tmp, item)) |
203 |
return 1; |
204 |
} |
205 |
return 0; |
206 |
} |
207 |
|
208 |
/** |
209 |
* God gives an item to the player. |
210 |
*/ |
211 |
static int |
212 |
god_gives_present (object *op, object *god, treasure *tr) |
213 |
{ |
214 |
if (!tr->item) |
215 |
return 0; |
216 |
|
217 |
if (follower_has_similar_item (op, tr->item)) |
218 |
return 0; |
219 |
|
220 |
object *tmp = tr->item->instance (); |
221 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); |
222 |
op->insert (tmp); |
223 |
|
224 |
return 1; |
225 |
} |
226 |
|
227 |
/** |
228 |
* Removes special prayers given by a god. |
229 |
*/ |
230 |
static void |
231 |
check_special_prayers (object *op, object *god) |
232 |
{ |
233 |
/* Ensure that 'op' doesn't know any special prayers that are not granted |
234 |
* by 'god'. |
235 |
*/ |
236 |
treasure *tr; |
237 |
object *tmp, *next_tmp; |
238 |
int remove = 0; |
239 |
|
240 |
/* Outer loop iterates over all special prayer marks */ |
241 |
for (tmp = op->inv; tmp; tmp = next_tmp) |
242 |
{ |
243 |
next_tmp = tmp->below; |
244 |
|
245 |
/* we mark special prayers with the STARTEQUIP flag, so if it isn't |
246 |
* in that category, not something we need to worry about. |
247 |
*/ |
248 |
if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP]) |
249 |
continue; |
250 |
|
251 |
if (god->randomitems == NULL) |
252 |
{ |
253 |
LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
254 |
do_forget_spell (op, tmp->name); |
255 |
continue; |
256 |
} |
257 |
|
258 |
/* Inner loop tries to find the special prayer in the god's treasure |
259 |
* list. We default that the spell should be removed. |
260 |
*/ |
261 |
remove = 1; |
262 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
263 |
{ |
264 |
object *item; |
265 |
|
266 |
if (!tr->item) |
267 |
continue; |
268 |
|
269 |
item = tr->item; |
270 |
|
271 |
/* Basically, see if the matching spell is granted by this god. */ |
272 |
|
273 |
if (tr->item->type == SPELL && tr->item->object::name == tmp->name) |
274 |
{ |
275 |
remove = 0; |
276 |
break; |
277 |
} |
278 |
} |
279 |
|
280 |
if (remove) |
281 |
do_forget_spell (op, tmp->name); |
282 |
} |
283 |
} |
284 |
|
285 |
/** |
286 |
* Unapplies up to number worth of items of type |
287 |
*/ |
288 |
static void |
289 |
stop_using_item (object *op, int type, int number) |
290 |
{ |
291 |
for (object *tmp = op->inv; tmp && number; tmp = tmp->below) |
292 |
if (tmp->type == type && tmp->flag [FLAG_APPLIED]) |
293 |
{ |
294 |
op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
295 |
--number; |
296 |
} |
297 |
} |
298 |
|
299 |
/** |
300 |
* If the god does/doesnt have this flag, we |
301 |
* give/remove it from the experience object if it doesnt/does |
302 |
* already exist. For players only! |
303 |
*/ |
304 |
static inline void |
305 |
update_priest_flag (object *god, object *exp_ob, uint32 flag) |
306 |
{ |
307 |
exp_ob->flag [flag] = god->flag [flag]; |
308 |
return; |
309 |
|
310 |
// old code follows for reference... |
311 |
if (god->flag [flag] && !exp_ob->flag [flag]) |
312 |
exp_ob->set_flag (flag); |
313 |
else if (exp_ob->flag [flag] && !god->flag [flag]) |
314 |
{ |
315 |
/* When this is called with the exp_ob set to the player, |
316 |
* this check is broken, because most all players arch |
317 |
* allow use of weapons. I'm not actually sure why this |
318 |
* check is here - I guess if you had a case where the |
319 |
* value in the archetype (wisdom) should over ride the restrictions |
320 |
* the god places on it, this may make sense. But I don't think |
321 |
* there is any case like that. |
322 |
*/ |
323 |
/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
324 |
exp_ob->clr_flag (flag); |
325 |
}; |
326 |
} |
327 |
|
328 |
/** |
329 |
* Forbids or let player use something item type. |
330 |
* op is the player. |
331 |
* exp_obj is the widsom experience. |
332 |
* flag is the flag to check against. |
333 |
* string is the string to print out. |
334 |
*/ |
335 |
static int |
336 |
worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
337 |
{ |
338 |
if (op->arch->flag [flag]) |
339 |
if (op->flag [flag] != exp_obj->flag [flag]) |
340 |
{ |
341 |
update_priest_flag (exp_obj, op, flag); |
342 |
if (op->flag [flag]) |
343 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
344 |
else |
345 |
{ |
346 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
347 |
return 1; |
348 |
} |
349 |
} |
350 |
|
351 |
return 0; |
352 |
} |
353 |
|
354 |
/** |
355 |
* This function is called whenever a player has |
356 |
* switched to a new god. It handles basically all the stat changes |
357 |
* that happen to the player, including the removal of godgiven |
358 |
* items (from the former cult). |
359 |
*/ |
360 |
void |
361 |
object::become_follower (object *new_god) |
362 |
{ |
363 |
object *old_god = 0; /* old god */ |
364 |
treasure *tr; |
365 |
object *item, *skop, *next; |
366 |
int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
367 |
|
368 |
if (!contr) |
369 |
return; |
370 |
|
371 |
contr->queue_stats_update (); |
372 |
|
373 |
old_god = find_god (determine_god (this)); |
374 |
|
375 |
/* take away any special god-characteristic items. */ |
376 |
for (item = inv; item; item = next) |
377 |
{ |
378 |
next = item->below; |
379 |
|
380 |
// remove all invisible startequip items which are not skill, exp or force |
381 |
if (item->flag [FLAG_STARTEQUIP] && item->invisible |
382 |
&& item->type != SKILL && item->type != FORCE) |
383 |
{ |
384 |
if (item->type == SPELL) |
385 |
{ |
386 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You lose knowledge of %s.", &item->name); |
387 |
esrv_remove_spell (contr, item); |
388 |
} |
389 |
|
390 |
item->destroy (); |
391 |
} |
392 |
} |
393 |
|
394 |
/* remove any godgiven items from the old god */ |
395 |
if (old_god) |
396 |
for (tr = old_god->randomitems->items; tr; tr = tr->next) |
397 |
if (tr->item && tr->item->flag [FLAG_STARTEQUIP]) |
398 |
follower_remove_similar_item (this, tr->item); |
399 |
|
400 |
if (!new_god) |
401 |
return; |
402 |
|
403 |
if (new_god->slaying && new_god->slaying.contains (race)) |
404 |
{ |
405 |
failmsgf ("Fool! %s detests your kind! H<This god does not accept followers of your race.>", &new_god->name); |
406 |
|
407 |
if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0) |
408 |
{ |
409 |
object *tmp = archetype::get (LOOSE_MANA); |
410 |
|
411 |
cast_magic_storm (this, tmp, new_god->level + 10); |
412 |
} |
413 |
|
414 |
return; |
415 |
} |
416 |
|
417 |
/* give the player any special god-characteristic-items. */ |
418 |
for (tr = new_god->randomitems->items; tr; tr = tr->next) |
419 |
if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK |
420 |
&& tr->item->type != BOOK && tr->item->type != SPELL) |
421 |
god_gives_present (this, new_god, tr); |
422 |
|
423 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You become a follower of %s!", &new_god->name); |
424 |
|
425 |
for (skop = inv; skop; skop = skop->below) |
426 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
427 |
break; |
428 |
|
429 |
/* Player has no skill - give them the skill */ |
430 |
if (!skop) |
431 |
/* The archetype should always be defined - if we crash here because it doesn't, |
432 |
* things are really messed up anyways. |
433 |
*/ |
434 |
skop = give_skill_by_name (this, shstr_praying); |
435 |
|
436 |
sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */ |
437 |
|
438 |
/* Clear the "undead" status. We also need to force a call to change_abil, |
439 |
* so I set undeadified for that. |
440 |
* - gros, 21th July 2006. |
441 |
*/ |
442 |
if (old_god && old_god->flag [FLAG_UNDEAD]) |
443 |
{ |
444 |
skop->clr_flag (FLAG_UNDEAD); |
445 |
undeadified = 1; |
446 |
} |
447 |
|
448 |
if (skop->title) |
449 |
{ |
450 |
/* get rid of old god */ |
451 |
new_draw_info_format (NDI_UNIQUE, 0, this, "%s's blessing is withdrawn from you.", &skop->title); |
452 |
|
453 |
/* The point of this is to really show what abilities the player just lost */ |
454 |
if (sk_applied || undeadified) |
455 |
{ |
456 |
skop->clr_flag (FLAG_APPLIED); |
457 |
change_abil (this, skop); |
458 |
} |
459 |
} |
460 |
|
461 |
/* now change to the new gods attributes to exp_obj */ |
462 |
skop->title = new_god->name; |
463 |
skop->path_attuned = new_god->path_attuned; |
464 |
skop->path_repelled = new_god->path_repelled; |
465 |
skop->path_denied = new_god->path_denied; |
466 |
/* copy god's resistances */ |
467 |
memcpy (skop->resist, new_god->resist, sizeof (new_god->resist)); |
468 |
|
469 |
/* make sure that certain immunities do NOT get passed |
470 |
* to the follower! |
471 |
*/ |
472 |
for (i = 0; i < NROFATTACKS; i++) |
473 |
if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON)) |
474 |
skop->resist[i] = 30; |
475 |
|
476 |
skop->stats.hp = (sint16) new_god->last_heal; |
477 |
skop->stats.sp = (sint16) new_god->last_sp; |
478 |
skop->stats.grace = (sint16) new_god->last_grace; |
479 |
skop->stats.food = (sint16) new_god->last_eat; |
480 |
skop->stats.luck = (sint8) new_god->stats.luck; |
481 |
/* gods may pass on certain flag properties */ |
482 |
update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK); |
483 |
update_priest_flag (new_god, skop, FLAG_REFL_SPELL); |
484 |
update_priest_flag (new_god, skop, FLAG_REFL_MISSILE); |
485 |
update_priest_flag (new_god, skop, FLAG_STEALTH); |
486 |
update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
487 |
update_priest_flag (new_god, skop, FLAG_UNDEAD); |
488 |
update_priest_flag (new_god, skop, FLAG_BLIND); |
489 |
update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ |
490 |
|
491 |
new_draw_info_format (NDI_UNIQUE, 0, this, "You are bathed in %s's aura.", &new_god->name); |
492 |
|
493 |
/* Weapon/armour use are special...handle flag toggles here as this can |
494 |
* only happen when gods are worshipped and if the new priest could |
495 |
* have used armour/weapons in the first place. |
496 |
* |
497 |
* This also can happen for monks which cannot use weapons. In this case |
498 |
* do not allow to use weapons even if the god otherwise would allow it. |
499 |
*/ |
500 |
if (!present_in_ob_by_name (FORCE, "no weapon force", this)) |
501 |
update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
502 |
|
503 |
update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
504 |
|
505 |
if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons")) |
506 |
stop_using_item (this, WEAPON, 2); |
507 |
|
508 |
if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour")) |
509 |
{ |
510 |
stop_using_item (this, ARMOUR, 1); |
511 |
stop_using_item (this, HELMET, 1); |
512 |
stop_using_item (this, BOOTS, 1); |
513 |
stop_using_item (this, GLOVES, 1); |
514 |
stop_using_item (this, SHIELD, 1); |
515 |
} |
516 |
|
517 |
skop->set_flag (FLAG_APPLIED); |
518 |
change_abil (this, skop); |
519 |
|
520 |
/* return to previous skill status */ |
521 |
if (!sk_applied) |
522 |
{ |
523 |
skop->clr_flag (FLAG_APPLIED); |
524 |
contr->queue_stats_update (); |
525 |
} |
526 |
|
527 |
check_special_prayers (this, new_god); |
528 |
} |
529 |
|
530 |
archetype * |
531 |
determine_holy_arch (object *god, shstr_cmp type) |
532 |
{ |
533 |
treasure *tr; |
534 |
|
535 |
if (!god || !god->randomitems) |
536 |
{ |
537 |
LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
538 |
return 0; |
539 |
} |
540 |
|
541 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
542 |
{ |
543 |
if (!tr->item) |
544 |
continue; |
545 |
|
546 |
object *item = tr->item; |
547 |
|
548 |
if (item->type == BOOK && item->invisible && item->name == type) |
549 |
return item->other_arch; |
550 |
} |
551 |
|
552 |
return 0; |
553 |
} |
554 |
|
555 |
/** |
556 |
* God helps player by removing curse and/or damnation. |
557 |
*/ |
558 |
static int |
559 |
god_removes_curse (object *op, int remove_damnation) |
560 |
{ |
561 |
int success = 0; |
562 |
|
563 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
564 |
{ |
565 |
if (tmp->invisible) |
566 |
continue; |
567 |
|
568 |
if (tmp->flag [FLAG_DAMNED] && !remove_damnation) |
569 |
continue; |
570 |
|
571 |
if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
572 |
{ |
573 |
success = 1; |
574 |
tmp->clr_flag (FLAG_DAMNED); |
575 |
tmp->clr_flag (FLAG_CURSED); |
576 |
tmp->clr_flag (FLAG_KNOWN_CURSED); |
577 |
|
578 |
if (object *pl = tmp->visible_to ()) |
579 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
580 |
} |
581 |
} |
582 |
|
583 |
if (success) |
584 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
585 |
|
586 |
return success; |
587 |
} |
588 |
|
589 |
static int |
590 |
follower_level_to_enchantments (int level, int difficulty) |
591 |
{ |
592 |
if (difficulty < 1) |
593 |
{ |
594 |
LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty); |
595 |
return 0; |
596 |
} |
597 |
|
598 |
if (level <= 20) |
599 |
return level / difficulty; |
600 |
|
601 |
if (level <= 40) |
602 |
return (20 + (level - 20) / 2) / difficulty; |
603 |
|
604 |
return (30 + (level - 40) / 4) / difficulty; |
605 |
} |
606 |
|
607 |
/** |
608 |
* God checks item the player is using. |
609 |
* Return either -1 (bad), 0 (neutral) or |
610 |
* 1 (item is ok). If you are using the item of an enemy |
611 |
* god, it can be bad...-b.t. |
612 |
*/ |
613 |
static int |
614 |
god_examines_item (object *god, object *item) |
615 |
{ |
616 |
char buf[MAX_BUF]; |
617 |
|
618 |
if (!god || !item) |
619 |
return 0; |
620 |
|
621 |
if (!item->title) |
622 |
return 1; /* unclaimed item are ok */ |
623 |
|
624 |
sprintf (buf, "of %s", &god->name); |
625 |
if (!strcmp (&item->title, buf)) |
626 |
return 1; /* belongs to that God */ |
627 |
|
628 |
if (god->title) |
629 |
{ /* check if we have any enemy blessed item */ |
630 |
sprintf (buf, "of %s", &god->title); |
631 |
if (!strcmp (&item->title, buf)) |
632 |
{ |
633 |
if (item->env) |
634 |
{ |
635 |
char buf[MAX_BUF]; |
636 |
|
637 |
sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
638 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
639 |
} |
640 |
|
641 |
return -1; |
642 |
} |
643 |
} |
644 |
|
645 |
return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
646 |
} |
647 |
|
648 |
/** |
649 |
* God wants to enchant weapon. |
650 |
* Affected weapon is the applied one (weapon or bow). It's checked to make sure |
651 |
* it isn't a weapon for another god. If all is all right, update weapon with |
652 |
* attacktype, slaying and such. |
653 |
*/ |
654 |
static int |
655 |
god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
656 |
{ |
657 |
if (!op->contr) |
658 |
return 0; |
659 |
|
660 |
object *weapon = op->contr->combat_ob; |
661 |
|
662 |
if (!weapon) |
663 |
return 0; |
664 |
|
665 |
if (weapon->type != WEAPON && weapon->type != BOW) |
666 |
return 0; |
667 |
|
668 |
if (god_examines_item (god, weapon) <= 0) |
669 |
return 0; |
670 |
|
671 |
/* First give it a title, so other gods won't touch it */ |
672 |
if (!weapon->title) |
673 |
{ |
674 |
weapon->title = format ("of %s", &god->name); |
675 |
|
676 |
if (object *pl = weapon->visible_to ()) |
677 |
esrv_update_item (UPD_NAME, pl, weapon); |
678 |
|
679 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
680 |
} |
681 |
|
682 |
/* Allow the weapon to slay enemies */ |
683 |
if (!weapon->slaying && god->slaying) |
684 |
{ |
685 |
weapon->slaying = god->slaying; |
686 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
687 |
return 1; |
688 |
} |
689 |
|
690 |
/* Add the gods attacktype */ |
691 |
uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
692 |
|
693 |
if ((attacktype & god->attacktype) != god->attacktype) |
694 |
{ |
695 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
696 |
weapon->attacktype = attacktype | god->attacktype; |
697 |
return 1; |
698 |
} |
699 |
|
700 |
/* Higher magic value */ |
701 |
if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level)) |
702 |
{ |
703 |
new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
704 |
weapon->magic++; |
705 |
|
706 |
if (object *pl = weapon->visible_to ()) |
707 |
esrv_update_item (UPD_NAME, pl, weapon); |
708 |
|
709 |
return 1; |
710 |
} |
711 |
|
712 |
return 0; |
713 |
} |
714 |
|
715 |
/** |
716 |
* Checks and maybe punishes someone praying. |
717 |
* All applied items are examined, if player is using more items of other gods, |
718 |
* s/he loses experience in praying or general experience if no praying. |
719 |
*/ |
720 |
static int |
721 |
god_examines_priest (object *op, object *god) |
722 |
{ |
723 |
int reaction = 1; |
724 |
object *item = NULL, *skop; |
725 |
|
726 |
for (item = op->inv; item; item = item->below) |
727 |
if (item->flag [FLAG_APPLIED]) |
728 |
reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
729 |
|
730 |
/* well, well. Looks like we screwed up. Time for god's revenge */ |
731 |
if (reaction < 0) |
732 |
{ |
733 |
int loss = 10000000; |
734 |
int angry = abs (reaction); |
735 |
|
736 |
for (skop = op->inv; skop; skop = skop->below) |
737 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
738 |
break; |
739 |
|
740 |
if (skop) |
741 |
loss = 0.05f * skop->stats.exp; |
742 |
|
743 |
change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP); |
744 |
|
745 |
if (random_roll (0, angry, op, PREFER_LOW)) |
746 |
{ |
747 |
object *tmp = archetype::get (LOOSE_MANA); |
748 |
|
749 |
cast_magic_storm (op, tmp, op->level + (angry * 3)); |
750 |
} |
751 |
|
752 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
753 |
} |
754 |
|
755 |
return reaction; |
756 |
} |
757 |
|
758 |
/** |
759 |
* Every once in a while the god will intervene to help the worshiper. |
760 |
* Later, this fctn can be used to supply quests, etc for the |
761 |
* priest. -b.t. |
762 |
* called from pray_at_altar() currently. |
763 |
*/ |
764 |
static void |
765 |
god_intervention (object *op, object *god, object *skill) |
766 |
{ |
767 |
treasure *tr; |
768 |
|
769 |
if (!god || !god->randomitems) |
770 |
{ |
771 |
LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n"); |
772 |
return; |
773 |
} |
774 |
|
775 |
check_special_prayers (op, god); |
776 |
|
777 |
/* lets do some checks of whether we are kosher with our god */ |
778 |
if (god_examines_priest (op, god) < 0) |
779 |
return; |
780 |
|
781 |
op->play_sound (sound_find ("god_intervention")); |
782 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
783 |
|
784 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
785 |
{ |
786 |
object *item; |
787 |
|
788 |
if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) |
789 |
continue; |
790 |
|
791 |
/* Treasurelist - generate some treasure for the follower */ |
792 |
if (tr->name) |
793 |
{ |
794 |
treasurelist *tl = treasurelist::find (tr->name); |
795 |
|
796 |
if (tl == NULL) |
797 |
continue; |
798 |
|
799 |
new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground."); |
800 |
|
801 |
create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0); |
802 |
return; |
803 |
} |
804 |
|
805 |
if (!tr->item) |
806 |
continue; |
807 |
|
808 |
item = tr->item; |
809 |
|
810 |
/* Grace limit */ |
811 |
if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit) |
812 |
{ |
813 |
if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
814 |
{ |
815 |
/* Follower lacks the required grace for the following |
816 |
* treasure list items. */ |
817 |
|
818 |
object *tmp = archetype::get (HOLY_POSSESSION); |
819 |
cast_change_ability (op, op, tmp, 0, 1); |
820 |
tmp->destroy (); |
821 |
return; |
822 |
} |
823 |
|
824 |
continue; |
825 |
} |
826 |
|
827 |
/* Restore grace */ |
828 |
if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace) |
829 |
{ |
830 |
if (op->stats.grace >= 0) |
831 |
continue; |
832 |
|
833 |
op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
834 |
new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
835 |
return; |
836 |
} |
837 |
|
838 |
/* Heal damage */ |
839 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
840 |
{ |
841 |
if (op->stats.hp >= op->stats.maxhp) |
842 |
continue; |
843 |
|
844 |
new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
845 |
op->stats.hp = op->stats.maxhp; |
846 |
return; |
847 |
} |
848 |
|
849 |
/* Restore spellpoints */ |
850 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0) |
851 |
{ |
852 |
int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0)); |
853 |
|
854 |
/* Restore to 50 .. 100%, if sp < 50% */ |
855 |
int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
856 |
|
857 |
if (op->stats.sp >= max / 2) |
858 |
continue; |
859 |
|
860 |
new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!"); |
861 |
op->stats.sp = new_sp; |
862 |
} |
863 |
|
864 |
/* Various heal spells */ |
865 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
866 |
{ |
867 |
object *tmp = archetype::get (item->slaying); |
868 |
int success = cast_heal (op, op, tmp, 0); |
869 |
tmp->destroy (); |
870 |
|
871 |
if (success) |
872 |
return; |
873 |
else |
874 |
continue; |
875 |
} |
876 |
|
877 |
/* Remove curse */ |
878 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0) |
879 |
{ |
880 |
if (god_removes_curse (op, 0)) |
881 |
return; |
882 |
else |
883 |
continue; |
884 |
} |
885 |
|
886 |
/* Remove damnation */ |
887 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0) |
888 |
{ |
889 |
if (god_removes_curse (op, 1)) |
890 |
return; |
891 |
else |
892 |
continue; |
893 |
} |
894 |
|
895 |
/* Heal depletion */ |
896 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0) |
897 |
{ |
898 |
object *depl; |
899 |
archetype *at; |
900 |
int i; |
901 |
|
902 |
if ((at = archetype::find (shstr_depletion)) == NULL) |
903 |
{ |
904 |
LOG (llevError, "Could not find archetype depletion.\n"); |
905 |
continue; |
906 |
} |
907 |
|
908 |
depl = present_arch_in_ob (at, op); |
909 |
|
910 |
if (depl == NULL) |
911 |
continue; |
912 |
|
913 |
new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); |
914 |
|
915 |
for (i = 0; i < NUM_STATS; i++) |
916 |
if (depl->stats.stat (i)) |
917 |
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
918 |
|
919 |
depl->destroy (); |
920 |
op->update_stats (); |
921 |
return; |
922 |
} |
923 |
|
924 |
/* Voices */ |
925 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) |
926 |
{ |
927 |
new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:"); |
928 |
new_draw_info (NDI_WHITE, 0, op, item->msg); |
929 |
return; |
930 |
} |
931 |
|
932 |
/* Messages */ |
933 |
if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0) |
934 |
{ |
935 |
new_draw_info (NDI_UNIQUE, 0, op, item->msg); |
936 |
return; |
937 |
} |
938 |
|
939 |
/* Enchant weapon */ |
940 |
if (item->type == BOOK && item->invisible && 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, "%s grants you use of a special prayer!", &god->name); |
957 |
do_learn_spell (op, item, 1); |
958 |
return; |
959 |
|
960 |
} |
961 |
|
962 |
/* Other gifts */ |
963 |
if (!item->invisible) |
964 |
{ |
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 |
* Player prays at altar. |
978 |
* Checks for god changing, divine intervention, and so on. |
979 |
*/ |
980 |
void |
981 |
pray_at_altar (object *pl, object *altar, object *skill) |
982 |
{ |
983 |
object *pl_god = find_god (determine_god (pl)); |
984 |
|
985 |
if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
986 |
return; |
987 |
|
988 |
/* If non consecrate altar, don't do anything */ |
989 |
if (!altar->other_arch) |
990 |
return; |
991 |
|
992 |
/* hmm. what happend depends on pl's current god, level, etc */ |
993 |
if (!pl_god) |
994 |
{ /*new convert */ |
995 |
pl->become_follower (altar->other_arch); |
996 |
return; |
997 |
} |
998 |
else if (pl_god->name == altar->other_arch->object::name) |
999 |
{ |
1000 |
/* pray at your gods altar */ |
1001 |
/* this leads to very low levels of wis and pray to result in no doubling! */ |
1002 |
int bonus = (pl->stats.Wis + skill->level) / 10; |
1003 |
|
1004 |
/* we can get neg grace up faster */ |
1005 |
if (pl->stats.grace < 0) |
1006 |
pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
1007 |
|
1008 |
/* we can super-charge grace to 2x max */ |
1009 |
if (pl->stats.grace < 2 * pl->stats.maxgrace) |
1010 |
pl->stats.grace += bonus / 2; |
1011 |
else |
1012 |
pl->stats.grace = 2 * pl->stats.maxgrace; |
1013 |
|
1014 |
/* Every once in a while, the god decides to checkup on their |
1015 |
* follower, and may intervene to help them out. |
1016 |
*/ |
1017 |
bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */ |
1018 |
|
1019 |
if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
1020 |
god_intervention (pl, pl_god, skill); |
1021 |
} |
1022 |
else |
1023 |
{ /* praying to another god! */ |
1024 |
uint64 loss = 0; |
1025 |
int angry = 1; |
1026 |
|
1027 |
/* I believe the logic for detecting opposing gods was completely |
1028 |
* broken - I think it should work now. altar->other_arch |
1029 |
* points to the god of this altar (which we have |
1030 |
* already verified is non null). pl_god->other_arch |
1031 |
* is the opposing god - we need to verify that exists before |
1032 |
* using its values. |
1033 |
*/ |
1034 |
if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname)) |
1035 |
{ |
1036 |
angry = 2; |
1037 |
if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
1038 |
{ |
1039 |
object *tmp; |
1040 |
|
1041 |
/* you really screwed up */ |
1042 |
angry = 3; |
1043 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
1044 |
tmp = archetype::get (LOOSE_MANA); |
1045 |
cast_magic_storm (pl, tmp, pl_god->level + 20); |
1046 |
} |
1047 |
else |
1048 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
1049 |
} |
1050 |
else |
1051 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
1052 |
|
1053 |
/* whether we will be successfull in defecting or not - |
1054 |
* we lose experience from the clerical experience obj |
1055 |
*/ |
1056 |
|
1057 |
loss = angry * (skill->stats.exp / 10); |
1058 |
if (loss) |
1059 |
change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP); |
1060 |
|
1061 |
/* May switch Gods, but its random chance based on our current level |
1062 |
* note it gets harder to swap gods the higher we get |
1063 |
*/ |
1064 |
if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
1065 |
pl->become_follower (altar->other_arch); |
1066 |
else |
1067 |
{ |
1068 |
/* toss this player off the altar. He can try again. */ |
1069 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
1070 |
pl->contr->fire_on = 0; |
1071 |
pl->speed_left = 1.f; |
1072 |
move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
1073 |
} |
1074 |
} |
1075 |
} |
1076 |
|
1077 |
/** |
1078 |
* Changes the attributes of cone, smite, and ball spells as needed by the code. |
1079 |
* Returns false if there was no race to assign to the slaying field of the spell, but |
1080 |
* the spell attacktype contains AT_HOLYWORD. -b.t. |
1081 |
*/ |
1082 |
int |
1083 |
tailor_god_spell (object *spellop, object *caster) |
1084 |
{ |
1085 |
object *god = find_god (determine_god (caster)); |
1086 |
int caster_is_spell = 0; |
1087 |
|
1088 |
if (caster->type == SPELL_EFFECT || caster->type == SPELL) |
1089 |
caster_is_spell = 1; |
1090 |
|
1091 |
/* if caster is a rune or the like, it doesn't worship anything. However, |
1092 |
* if this object is owned by someone, then the god that they worship |
1093 |
* is relevant, so use that. |
1094 |
*/ |
1095 |
if (!god && caster->owner) |
1096 |
god = find_god (determine_god (caster->owner)); |
1097 |
|
1098 |
if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race)) |
1099 |
{ |
1100 |
if (!caster_is_spell) |
1101 |
new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god"); |
1102 |
else |
1103 |
LOG (llevError, "BUG: tailor_god_spell(): no god\n"); |
1104 |
|
1105 |
spellop->destroy (); |
1106 |
return 0; |
1107 |
} |
1108 |
|
1109 |
/* either holy word or godpower attacks will set the slaying field */ |
1110 |
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1111 |
{ |
1112 |
if (spellop->slaying) |
1113 |
spellop->slaying = NULL; |
1114 |
|
1115 |
if (!caster_is_spell) |
1116 |
spellop->slaying = god->slaying; |
1117 |
else if (caster->slaying) |
1118 |
spellop->slaying = caster->slaying; |
1119 |
} |
1120 |
|
1121 |
/* only the godpower attacktype adds the god's attack onto the spell */ |
1122 |
if (spellop->attacktype & AT_GODPOWER) |
1123 |
spellop->attacktype = spellop->attacktype | god->attacktype; |
1124 |
|
1125 |
/* tack on the god's name to the spell */ |
1126 |
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1127 |
{ |
1128 |
spellop->title = god->name; |
1129 |
if (spellop->title) |
1130 |
{ |
1131 |
char buf[MAX_BUF]; |
1132 |
|
1133 |
sprintf (buf, "%s of %s", &spellop->name, &spellop->title); |
1134 |
spellop->name = spellop->name_pl = buf; |
1135 |
} |
1136 |
} |
1137 |
|
1138 |
return 1; |
1139 |
} |