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/* |
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* static char *rcsid_gods_c = |
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* "$Id$"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your 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 GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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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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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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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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int lookup_god_by_name(const char *name) { |
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int godnr=-1; |
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size_t nmlen = strlen(name); |
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|
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if(name && strcmp(name,"none")) { |
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godlink *gl; |
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for(gl=first_god;gl;gl=gl->next) |
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if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) |
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break; |
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if(gl) godnr=gl->id; |
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} |
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return godnr; |
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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 *find_god(const char *name) { |
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object *god=NULL; |
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|
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if(name) { |
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godlink *gl; |
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|
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for(gl=first_god;gl;gl=gl->next) |
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if(!strcmp(name,gl->name)) break; |
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if(gl) god=pntr_to_god_obj(gl); |
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} |
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return god; |
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} |
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|
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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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|
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const char *determine_god(object *op) { |
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int godnr = -1; |
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const char *godname; |
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|
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/* spells */ |
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if ((op->type == SPELL || op->type == SPELL_EFFECT) && |
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op->title) |
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{ |
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if (lookup_god_by_name(op->title)>=0) return op->title; |
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} |
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|
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if(op->type!= PLAYER && QUERY_FLAG(op,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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if (op->race !=NULL) { |
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godname=get_god_for_race(op->race); |
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if (godname!=NULL) { |
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op->title = add_string(godname); |
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} |
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} |
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} |
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|
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/* find a random god */ |
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if(!op->title) { |
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godlink *gl = first_god; |
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|
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godnr = rndm(1, gl->id); |
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while(gl) { |
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if(gl->id == godnr) break; |
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gl=gl->next; |
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} |
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op->title = add_string(gl->name); |
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} |
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|
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return op->title; |
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} |
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|
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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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object *tmp; |
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for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) |
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if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { |
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if (tmp->title) return (tmp->title); |
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else return("none"); |
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} |
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} |
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return ("none"); |
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} |
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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 same_string (const char *s1, const char *s2) |
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{ |
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if (s1 == NULL) |
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if (s2 == NULL) |
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return 1; |
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else |
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return 0; |
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else |
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if (s2 == NULL) |
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return 0; |
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else |
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return strcmp (s1, s2) == 0; |
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} |
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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 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) { |
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/* search the inventory */ |
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for (tmp = op->inv; tmp != NULL; tmp = next) { |
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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 |
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&& same_string (tmp->name, item->name) |
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&& same_string (tmp->title, item->title) |
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&& same_string (tmp->msg, item->msg) |
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&& same_string (tmp->slaying, item->slaying)) { |
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|
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/* message */ |
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if (tmp->nrof > 1) |
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new_draw_info_format(NDI_UNIQUE,0,op, |
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"The %s crumble to dust!", query_short_name(tmp)); |
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else |
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new_draw_info_format(NDI_UNIQUE,0,op, |
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"The %s crumbles to dust!", query_short_name(tmp)); |
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|
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remove_ob(tmp); /* remove obj from players inv. */ |
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esrv_del_item(op->contr, tmp->count); /* notify client */ |
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free_object(tmp); /* free object */ |
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} |
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if (tmp->inv) |
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follower_remove_similar_item(tmp, item); |
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} |
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} |
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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. |
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*/ |
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static int 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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if (tmp->type == item->type |
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&& same_string (tmp->name, item->name) |
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&& same_string (tmp->title, item->title) |
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&& same_string (tmp->msg, item->msg) |
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&& same_string (tmp->slaying, item->slaying)) |
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return 1; |
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if (tmp->inv && follower_has_similar_item (tmp, item)) |
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return 1; |
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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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* God gives an item to the player. |
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*/ |
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static int god_gives_present (object *op, object *god, treasure *tr) |
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{ |
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object *tmp; |
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|
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if (follower_has_similar_item (op, &tr->item->clone)) |
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return 0; |
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|
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tmp = arch_to_object (tr->item); |
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new_draw_info_format (NDI_UNIQUE, 0, op, |
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"%s lets %s appear in your hands.", god->name, query_short_name (tmp)); |
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tmp = insert_ob_in_ob (tmp, op); |
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if (op->type == PLAYER) |
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esrv_send_item (op, tmp); |
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return 1; |
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} |
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|
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/** |
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* Player prays at altar. |
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* Checks for god changing, divine intervention, and so on. |
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*/ |
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void pray_at_altar(object *pl, object *altar, object *skill) { |
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object *pl_god=find_god(determine_god(pl)); |
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|
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/* Lauwenmark: Handle for plugin altar-parying (apply) event */ |
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if (execute_event(altar, EVENT_APPLY,pl,NULL,NULL,SCRIPT_FIX_ALL)!=0) |
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return; |
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|
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/* If non consecrate altar, don't do anything */ |
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if (!altar->other_arch) return; |
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|
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/* hmm. what happend depends on pl's current god, level, etc */ |
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if(!pl_god) { /*new convert */ |
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become_follower(pl,&altar->other_arch->clone); |
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return; |
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|
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} else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) { |
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/* pray at your gods altar */ |
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int bonus = (pl->stats.Wis+skill->level)/10; |
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|
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/* we can get neg grace up faster */ |
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if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? |
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bonus : -1*(pl->stats.grace/10)); |
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/* we can super-charge grace to 2x max */ |
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if(pl->stats.grace<(2*pl->stats.maxgrace)) { |
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pl->stats.grace+=bonus/2; |
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} |
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if(pl->stats.grace>(2*pl->stats.maxgrace)) { |
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pl->stats.grace=(2*pl->stats.maxgrace); |
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} |
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|
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/* Every once in a while, the god decides to checkup on their |
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* follower, and may intervene to help them out. |
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*/ |
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bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ |
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|
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if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) |
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god_intervention(pl,pl_god, skill); |
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|
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} else { /* praying to another god! */ |
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uint64 loss = 0; |
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int angry=1; |
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|
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/* I believe the logic for detecting opposing gods was completely |
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* broken - I think it should work now. altar->other_arch |
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* points to the god of this altar (which we have |
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* already verified is non null). pl_god->other_arch |
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* is the opposing god - we need to verify that exists before |
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* using its values. |
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*/ |
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if(pl_god->other_arch && |
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(altar->other_arch->name==pl_god->other_arch->name)) { |
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angry=2; |
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if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { |
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object *tmp; |
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|
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/* you really screwed up */ |
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angry=3; |
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new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, |
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"Foul Priest! %s punishes you!",pl_god->name); |
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tmp=get_archetype(LOOSE_MANA); |
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cast_magic_storm(pl,tmp, pl_god->level+20); |
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} else |
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new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, |
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"Foolish heretic! %s is livid!",pl_god->name); |
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} else |
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new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, |
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"Heretic! %s is angered!",pl_god->name); |
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|
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/* whether we will be successfull in defecting or not - |
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* we lose experience from the clerical experience obj |
311 |
*/ |
312 |
|
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loss = angry * (skill->stats.exp / 10); |
314 |
if(loss) |
315 |
change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), |
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skill?skill->skill:"none", SK_SUBTRACT_SKILL_EXP); |
317 |
|
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/* May switch Gods, but its random chance based on our current level |
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* note it gets harder to swap gods the higher we get |
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*/ |
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if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { |
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become_follower(pl,&altar->other_arch->clone); |
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} else { |
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/* toss this player off the altar. He can try again. */ |
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new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, |
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"A divine force pushes you off the altar."); |
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move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ |
328 |
} |
329 |
} |
330 |
} |
331 |
|
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/** |
333 |
* Removes special prayers given by a god. |
334 |
*/ |
335 |
static void check_special_prayers (object *op, object *god) |
336 |
{ |
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/* Ensure that 'op' doesn't know any special prayers that are not granted |
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* by 'god'. |
339 |
*/ |
340 |
treasure *tr; |
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object *tmp, *next_tmp; |
342 |
int remove=0; |
343 |
|
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/* Outer loop iterates over all special prayer marks */ |
345 |
for (tmp = op->inv; tmp; tmp = next_tmp) { |
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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 |
|