Crossfire Server, Branch 1.12
R12190
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00001 /* 00002 * static char *rcsid_gods_c = 00003 * "$Id: gods.c 14477 2011-05-21 17:59:50Z ryo_saeba $"; 00004 */ 00005 00006 /* 00007 CrossFire, A Multiplayer game for X-windows 00008 00009 Copyright (C) 2006 Mark Wedel & Crossfire Development Team 00010 Copyright (C) 1992 Frank Tore Johansen 00011 00012 This program is free software; you can redistribute it and/or modify 00013 it under the terms of the GNU General Public License as published by 00014 the Free Software Foundation; either version 2 of the License, or 00015 (at your option) any later version. 00016 00017 This program is distributed in the hope that it will be useful, 00018 but WITHOUT ANY WARRANTY; without even the implied warranty of 00019 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00020 GNU General Public License for more details. 00021 00022 You should have received a copy of the GNU General Public License 00023 along with this program; if not, write to the Free Software 00024 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 00025 00026 The authors can be reached via e-mail at crossfire-devel@real-time.com 00027 */ 00028 00039 #include <global.h> 00040 #include <living.h> 00041 #include <object.h> 00042 #include <spells.h> 00043 #include <sounds.h> 00044 #ifndef __CEXTRACT__ 00045 #include <sproto.h> 00046 #endif 00047 00048 static int worship_forbids_use(object *op, object *exp_obj, uint32 flag, const char *string); 00049 static void stop_using_item(object *op, int type, int number); 00050 static void update_priest_flag(const object *god, object *exp_ob, uint32 flag); 00051 static void god_intervention(object *op, const object *god, object *skill); 00052 static int god_examines_priest(object *op, const object *god); 00053 static int god_examines_item(const object *god, object *item); 00054 static const char *get_god_for_race(const char *race); 00055 00066 static int lookup_god_by_name(const char *name) { 00067 int godnr = -1; 00068 size_t nmlen = strlen(name); 00069 00070 if (name && strcmp(name, "none")) { 00071 godlink *gl; 00072 for (gl = first_god; gl; gl = gl->next) 00073 if (!strncmp(name, gl->name, MIN(strlen(gl->name), nmlen))) 00074 break; 00075 if (gl) 00076 godnr = gl->id; 00077 } 00078 return godnr; 00079 } 00080 00092 const object *find_god(const char *name) { 00093 godlink *gl; 00094 00095 if (!name) 00096 return NULL; 00097 00098 for (gl = first_god; gl; gl = gl->next) { 00099 if (!strcmp(name, gl->name)) 00100 return pntr_to_god_obj(gl); 00101 } 00102 00103 return NULL; 00104 } 00105 00118 const char *determine_god(object *op) { 00119 int godnr = -1; 00120 const char *godname; 00121 00122 /* spells */ 00123 if ((op->type == SPELL || op->type == SPELL_EFFECT) 00124 && op->title) { 00125 if (lookup_god_by_name(op->title) >= 0) 00126 return op->title; 00127 } 00128 00129 if (op->type != PLAYER && QUERY_FLAG(op, FLAG_ALIVE)) { 00130 /* find a god based on race */ 00131 if (!op->title) { 00132 if (op->race != NULL) { 00133 godname = get_god_for_race(op->race); 00134 if (godname != NULL) { 00135 op->title = add_string(godname); 00136 } 00137 } 00138 } 00139 00140 /* find a random god */ 00141 if (!op->title) { 00142 godlink *gl = first_god; 00143 00144 godnr = rndm(1, gl->id); 00145 while (gl) { 00146 if (gl->id == godnr) 00147 break; 00148 gl = gl->next; 00149 } 00150 op->title = add_string(gl->name); 00151 } 00152 00153 return op->title; 00154 } 00155 00156 /* The god the player worships is in the praying skill (native skill 00157 * not skill tool). Since a player can only have one instance of 00158 * that skill, once we find it, we can return, either with the 00159 * title or "none". 00160 */ 00161 if (op->type == PLAYER) { 00162 object *tmp; 00163 00164 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 00165 if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { 00166 if (tmp->title) 00167 return (tmp->title); 00168 else 00169 return("none"); 00170 } 00171 } 00172 return ("none"); 00173 } 00174 00183 static int same_string(const char *s1, const char *s2) { 00184 if (s1 == NULL) 00185 if (s2 == NULL) 00186 return 1; 00187 else 00188 return 0; 00189 else 00190 if (s2 == NULL) 00191 return 0; 00192 else 00193 return strcmp(s1, s2) == 0; 00194 } 00195 00211 static void follower_remove_given_items(object *pl, object *op, const object *god) { 00212 object *tmp, *next; 00213 const char *given_by; 00214 00215 /* search the inventory */ 00216 for (tmp = op->inv; tmp != NULL; tmp = next) { 00217 next = tmp->below; /* backup in case we remove tmp */ 00218 00219 given_by = get_ob_key_value(tmp, "divine_giver_name"); 00220 if (given_by == god->name) { 00221 char name[HUGE_BUF]; 00222 00223 query_short_name(tmp, name, HUGE_BUF); 00224 /* Send the client a message. */ 00225 if (tmp->nrof > 1) 00226 draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_ITEM, MSG_TYPE_ITEM_REMOVE, 00227 "The %s crumble to dust!", 00228 "The %s crumble to dust!", 00229 name); 00230 else 00231 draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_ITEM, MSG_TYPE_ITEM_REMOVE, 00232 "The %s crumbles to dust!", 00233 "The %s crumbles to dust!", 00234 name); 00235 00236 remove_ob(tmp); /* remove obj from players inv. */ 00237 free_object(tmp); 00238 } else if (tmp->inv) 00239 follower_remove_given_items(pl, tmp, god); 00240 } 00241 } 00242 00252 static int follower_has_similar_item(object *op, object *item) { 00253 object *tmp; 00254 00255 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 00256 if (tmp->type == item->type 00257 && same_string(tmp->name, item->name) 00258 && same_string(tmp->title, item->title) 00259 && same_string(tmp->msg, item->msg) 00260 && same_string(tmp->slaying, item->slaying)) 00261 return 1; 00262 if (tmp->inv && follower_has_similar_item(tmp, item)) 00263 return 1; 00264 } 00265 return 0; 00266 } 00267 00280 static int god_gives_present(object *op, const object *god, treasure *tr) { 00281 object *tmp; 00282 char name[HUGE_BUF]; 00283 00284 if (follower_has_similar_item(op, &tr->item->clone)) 00285 return 0; 00286 00287 tmp = arch_to_object(tr->item); 00288 00289 /* 00290 * Give inventory if needed, for instance Lythander's pipe. 00291 * Use high level and magic so something IS put in inventory. 00292 */ 00293 fix_generated_item(tmp, NULL, 120, 120, GT_ONLY_GOOD); 00294 00295 /* And just in case nothing was put and something is needed, bail out. */ 00296 if ((tmp->type == ROD || tmp->type == WAND) && (tmp->inv == NULL)) { 00297 free_object2(tmp, 0); 00298 return 0; 00299 } 00300 00301 query_short_name(tmp, name, HUGE_BUF); 00302 draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_ADD, 00303 "%s lets %s appear in your hands.", 00304 NULL, 00305 god->name, name); 00309 set_ob_key_value(tmp, "divine_giver_name", god->name, TRUE); 00310 insert_ob_in_ob(tmp, op); 00311 return 1; 00312 } 00313 00325 void pray_at_altar(object *pl, object *altar, object *skill) { 00326 const object *pl_god = find_god(determine_god(pl)); 00327 00328 /* Lauwenmark: Handle for plugin altar-praying (apply) event */ 00329 if (execute_event(altar, EVENT_APPLY, pl, NULL, NULL, SCRIPT_FIX_ALL) != 0) 00330 return; 00331 00332 /* If non consecrate altar, don't do anything */ 00333 if (!altar->other_arch) 00334 return; 00335 00336 /* hmm. what happend depends on pl's current god, level, etc */ 00337 if (!pl_god) { /*new convert */ 00338 become_follower(pl, &altar->other_arch->clone); 00339 return; 00340 00341 } else if (!strcmp(pl_god->name, altar->other_arch->clone.name)) { 00342 /* pray at your gods altar */ 00343 int bonus = (pl->stats.Wis+skill->level)/10; 00344 00345 /* we can get neg grace up faster */ 00346 if (pl->stats.grace < 0) 00347 pl->stats.grace += (bonus > -1*(pl->stats.grace/10) ? bonus : -1*(pl->stats.grace/10)); 00348 /* we can super-charge grace to 2x max */ 00349 if (pl->stats.grace < (2*pl->stats.maxgrace)) { 00350 pl->stats.grace += bonus/2; 00351 } 00352 if (pl->stats.grace > (2*pl->stats.maxgrace)) { 00353 pl->stats.grace = (2*pl->stats.maxgrace); 00354 } 00355 00356 /* Every once in a while, the god decides to checkup on their 00357 * follower, and may intervene to help them out. 00358 */ 00359 bonus = MAX(1, bonus+MAX(pl->stats.luck, -3)); /* -- DAMN -- */ 00360 00361 if (((random_roll(0, 399, pl, PREFER_LOW))-bonus) < 0) 00362 god_intervention(pl, pl_god, skill); 00363 00364 } else { /* praying to another god! */ 00365 uint64 loss = 0; 00366 int angry = 1; 00367 00368 /* I believe the logic for detecting opposing gods was completely 00369 * broken - I think it should work now. altar->other_arch 00370 * points to the god of this altar (which we have 00371 * already verified is non null). pl_god->other_arch 00372 * is the opposing god - we need to verify that exists before 00373 * using its values. 00374 */ 00375 if (pl_god->other_arch 00376 && (altar->other_arch->name == pl_god->other_arch->name)) { 00377 angry = 2; 00378 if (random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { 00379 object *tmp; 00380 00381 /* you really screwed up */ 00382 angry = 3; 00383 draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, pl, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 00384 "Foul Priest! %s punishes you!", 00385 "Foul Priest! %s punishes you!", 00386 pl_god->name); 00387 tmp = create_archetype(LOOSE_MANA); 00388 cast_magic_storm(pl, tmp, pl_god->level+20); 00389 } else 00390 draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, pl, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 00391 "Foolish heretic! %s is livid!", 00392 "Foolish heretic! %s is livid!", 00393 pl_god->name); 00394 } else 00395 draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, pl, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 00396 "Heretic! %s is angered!", 00397 "Heretic! %s is angered!", 00398 pl_god->name); 00399 00400 /* whether we will be successfull in defecting or not - 00401 * we lose experience from the clerical experience obj 00402 */ 00403 00404 loss = angry*(skill->stats.exp/10); 00405 if (loss) 00406 change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), skill ? skill->skill : "none", SK_SUBTRACT_SKILL_EXP); 00407 00408 /* May switch Gods, but its random chance based on our current level 00409 * note it gets harder to swap gods the higher we get 00410 */ 00411 if ((angry == 1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { 00412 become_follower(pl, &altar->other_arch->clone); 00413 } else { 00414 /* toss this player off the altar. He can try again. */ 00415 draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, pl, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 00416 "A divine force pushes you off the altar.", NULL); 00417 00418 move_player(pl, absdir(pl->facing+4)); /* back him off the way he came. */ 00419 } 00420 } 00421 } 00422 00431 static void check_special_prayers(object *op, const object *god) { 00432 /* Ensure that 'op' doesn't know any special prayers that are not granted 00433 * by 'god'. 00434 */ 00435 treasure *tr; 00436 object *tmp, *next_tmp; 00437 int remove = 0; 00438 00439 /* Outer loop iterates over all special prayer marks */ 00440 for (tmp = op->inv; tmp; tmp = next_tmp) { 00441 next_tmp = tmp->below; 00442 00443 /* we mark special prayers with the STARTEQUIP flag, so if it isn't 00444 * in that category, not something we need to worry about. 00445 */ 00446 if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) 00447 continue; 00448 00449 if (god->randomitems == NULL) { 00450 LOG(llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name); 00451 do_forget_spell(op, tmp->name); 00452 continue; 00453 } 00454 00455 /* Inner loop tries to find the special prayer in the god's treasure 00456 * list. We default that the spell should be removed. 00457 */ 00458 remove = 1; 00459 for (tr = god->randomitems->items; tr; tr = tr->next) { 00460 object *item; 00461 00462 if (tr->item == NULL) 00463 continue; 00464 item = &tr->item->clone; 00465 00466 /* Basically, see if the matching spell is granted by this god. */ 00467 00468 if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { 00469 remove = 0; 00470 break; 00471 } 00472 } 00473 if (remove) { 00474 /* just do the work of removing the spell ourselves - we already 00475 * know that the player knows the spell 00476 */ 00477 draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, 00478 MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 00479 "You lose knowledge of %s.", 00480 "You lose knowledge of %s.", 00481 tmp->name); 00482 player_unready_range_ob(op->contr, tmp); 00483 remove_ob(tmp); 00484 free_object(tmp); 00485 } 00486 00487 } 00488 } 00489 00502 void become_follower(object *op, const object *new_god) { 00503 const object *old_god = NULL; /* old god */ 00504 treasure *tr; 00505 object *item, *skop, *next; 00506 int i, sk_applied; 00507 int undeadified = 0; /* Turns to true if changing god can changes the undead 00508 * status of the player.*/ 00509 old_god = find_god(determine_god(op)); 00510 00511 /* take away any special god-characteristic items. */ 00512 for (item = op->inv; item != NULL; item = next) { 00513 next = item->below; 00514 /* remove all invisible startequip items which are 00515 * not skill, exp or force 00516 */ 00517 if (QUERY_FLAG(item, FLAG_STARTEQUIP) 00518 && item->invisible 00519 && (item->type != SKILL) 00520 && (item->type != EXPERIENCE) 00521 && (item->type != FORCE)) { 00522 if (item->type == SPELL) 00523 draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 00524 "You lose knowledge of %s.", 00525 "You lose knowledge of %s.", 00526 item->name); 00527 player_unready_range_ob(op->contr, item); 00528 remove_ob(item); 00529 free_object(item); 00530 } 00531 } 00532 00533 /* remove any items given by the old god */ 00534 if (old_god) { 00535 /* Changed to use the new "divine_giver_name" key_value 00536 * so it can reliably delete enchanted items. Now it loops 00537 * through the player's inventory, instead of the god's 00538 * treasure list. 00539 */ 00540 follower_remove_given_items(op, op, old_god); 00541 } 00542 00543 if (!op || !new_god) 00544 return; 00545 00546 if (op->race && new_god->slaying && strstr(op->race, new_god->slaying)) { 00547 draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 00548 "Fool! %s detests your kind!", 00549 "Fool! %s detests your kind!", 00550 new_god->name); 00551 if (random_roll(0, op->level-1, op, PREFER_LOW)-5 > 0) { 00552 object *tmp = create_archetype(LOOSE_MANA); 00553 cast_magic_storm(op, tmp, new_god->level+10); 00554 } 00555 return; 00556 } 00557 00558 /* give the player any special god-characteristic-items. */ 00559 for (tr = new_god->randomitems->items; tr != NULL; tr = tr->next) { 00560 if (tr->item 00561 && tr->item->clone.invisible 00562 && tr->item->clone.type != SPELLBOOK 00563 && tr->item->clone.type != BOOK 00564 && tr->item->clone.type != SPELL) 00565 god_gives_present(op, new_god, tr); 00566 } 00567 00568 draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 00569 "You become a follower of %s!", 00570 "You become a follower of %s!", 00571 new_god->name); 00572 00573 for (skop = op->inv; skop != NULL; skop = skop->below) 00574 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 00575 break; 00576 00577 /* Player has no skill - give them the skill */ 00578 if (!skop) { 00579 /* The archetype should always be defined - if we crash here because it doesn't, 00580 * things are really messed up anyways. 00581 */ 00582 skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); 00583 link_player_skills(op); 00584 } 00585 00586 sk_applied = QUERY_FLAG(skop, FLAG_APPLIED); /* save skill status */ 00587 00588 /* Clear the "undead" status. We also need to force a call to change_abil, 00589 * so I set undeadified for that. 00590 * - gros, 21th July 2006. 00591 */ 00592 if ((old_god) && (QUERY_FLAG(old_god, FLAG_UNDEAD))) { 00593 CLEAR_FLAG(skop, FLAG_UNDEAD); 00594 undeadified = 1; 00595 } 00596 00597 if (skop->title) { /* get rid of old god */ 00598 draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 00599 "%s's blessing is withdrawn from you.", 00600 "%s's blessing is withdrawn from you.", 00601 skop->title); 00602 00603 /* The point of this is to really show what abilities the player just lost */ 00604 if (sk_applied || undeadified) { 00605 CLEAR_FLAG(skop, FLAG_APPLIED); 00606 (void)change_abil(op, skop); 00607 } 00608 free_string(skop->title); 00609 } 00610 00611 /* now change to the new gods attributes to exp_obj */ 00612 skop->title = add_string(new_god->name); 00613 skop->path_attuned = new_god->path_attuned; 00614 skop->path_repelled = new_god->path_repelled; 00615 skop->path_denied = new_god->path_denied; 00616 /* copy god's resistances */ 00617 memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); 00618 00619 /* make sure that certain immunities do NOT get passed 00620 * to the follower! 00621 */ 00622 for (i = 0; i < NROFATTACKS; i++) 00623 if (skop->resist[i] > 30 00624 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON)) 00625 skop->resist[i] = 30; 00626 00627 skop->stats.hp = (sint16)new_god->last_heal; 00628 skop->stats.sp = (sint16)new_god->last_sp; 00629 skop->stats.grace = (sint16)new_god->last_grace; 00630 skop->stats.food = (sint16)new_god->last_eat; 00631 skop->stats.luck = (sint8)new_god->stats.luck; 00632 /* gods may pass on certain flag properties */ 00633 update_priest_flag(new_god, skop, FLAG_SEE_IN_DARK); 00634 update_priest_flag(new_god, skop, FLAG_REFL_SPELL); 00635 update_priest_flag(new_god, skop, FLAG_REFL_MISSILE); 00636 update_priest_flag(new_god, skop, FLAG_STEALTH); 00637 update_priest_flag(new_god, skop, FLAG_MAKE_INVIS); 00638 update_priest_flag(new_god, skop, FLAG_UNDEAD); 00639 update_priest_flag(new_god, skop, FLAG_BLIND); 00640 update_priest_flag(new_god, skop, FLAG_XRAYS); /* better have this if blind! */ 00641 update_priest_flag(new_god, skop, FLAG_USE_WEAPON); 00642 update_priest_flag(new_god, skop, FLAG_USE_ARMOUR); 00643 update_priest_flag(new_god, skop, FLAG_USE_SHIELD); 00644 00645 draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 00646 "You are bathed in %s's aura.", 00647 "You are bathed in %s's aura.", 00648 new_god->name); 00649 00650 /* Weapon/armour use are special...handle flag toggles here as this can 00651 * only happen when gods are worshipped and if the new priest could 00652 * have used armour/weapons in the first place. 00653 * 00654 * This also can happen for monks which cannot use weapons. In this case 00655 * do not allow to use weapons even if the god otherwise would allow it. 00656 */ 00657 if (!present_in_ob_by_name(FORCE, "no weapon force", op)) { 00658 if (worship_forbids_use(op, skop, FLAG_USE_WEAPON, "weapons")) 00659 stop_using_item(op, WEAPON, 2); 00660 } 00661 update_priest_flag(new_god, skop, FLAG_USE_ARMOUR); 00662 00663 if (worship_forbids_use(op, skop, FLAG_USE_ARMOUR, "armour")) { 00664 stop_using_item(op, ARMOUR, 1); 00665 stop_using_item(op, HELMET, 1); 00666 stop_using_item(op, BOOTS, 1); 00667 stop_using_item(op, GLOVES, 1); 00668 } 00669 00670 if (worship_forbids_use(op, skop, FLAG_USE_SHIELD, "shield")) 00671 stop_using_item(op, SHIELD, 1); 00672 00673 SET_FLAG(skop, FLAG_APPLIED); 00674 (void)change_abil(op, skop); 00675 00676 /* return to previous skill status */ 00677 if (!sk_applied) 00678 CLEAR_FLAG(skop, FLAG_APPLIED); 00679 00680 check_special_prayers(op, new_god); 00681 } 00682 00696 static int worship_forbids_use(object *op, object *exp_obj, uint32 flag, const char *string) { 00697 if (QUERY_FLAG(&op->arch->clone, flag)) { 00698 if (QUERY_FLAG(op, flag) != QUERY_FLAG(exp_obj, flag)) { 00699 update_priest_flag(exp_obj, op, flag); 00700 if (QUERY_FLAG(op, flag)) 00701 draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 00702 "You may use %s again.", 00703 "You may use %s again.", 00704 string); 00705 else { 00706 draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 00707 "You are forbidden to use %s.", 00708 "You are forbidden to use %s.", 00709 string); 00710 return 1; 00711 } 00712 } 00713 } 00714 return 0; 00715 } 00716 00728 static void stop_using_item(object *op, int type, int number) { 00729 object *tmp; 00730 00731 for (tmp = op->inv; tmp && number; tmp = tmp->below) 00732 if (tmp->type == type && QUERY_FLAG(tmp, FLAG_APPLIED)) { 00733 apply_special(op, tmp, AP_UNAPPLY|AP_IGNORE_CURSE); 00734 number--; 00735 } 00736 } 00737 00750 static void update_priest_flag(const object *god, object *exp_ob, uint32 flag) { 00751 if (QUERY_FLAG(god, flag) && !QUERY_FLAG(exp_ob, flag)) 00752 SET_FLAG(exp_ob, flag); 00753 else if (QUERY_FLAG(exp_ob, flag) && !QUERY_FLAG(god, flag)) { 00754 /* When this is called with the exp_ob set to the player, 00755 * this check is broken, because most all players arch 00756 * allow use of weapons. I'm not actually sure why this 00757 * check is here - I guess if you had a case where the 00758 * value in the archetype (wisdom) should over ride the restrictions 00759 * the god places on it, this may make sense. But I don't think 00760 * there is any case like that. 00761 */ 00762 00763 /* if (!(QUERY_FLAG(&(exp_ob->arch->clone), flag)))*/ 00764 CLEAR_FLAG(exp_ob, flag); 00765 } 00766 } 00767 00768 00782 archetype *determine_holy_arch(const object *god, const char *type) { 00783 treasure *tr; 00784 int count; 00785 archetype *last; 00786 object *item; 00787 00788 if (!god || !god->randomitems) { 00789 LOG(llevError, "BUG: determine_holy_arch(): no god or god without randomitems\n"); 00790 return NULL; 00791 } 00792 00793 count = 0; 00794 last = NULL; 00795 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 00796 if (!tr->item) 00797 continue; 00798 item = &tr->item->clone; 00799 if (item->type == BOOK && item->invisible && item->name == type) 00800 count++; 00801 } 00802 if (count == 0) { 00803 return NULL; 00804 } 00805 00806 count = rndm(1, count); 00807 00808 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 00809 if (!tr->item) 00810 continue; 00811 item = &tr->item->clone; 00812 if (item->type == BOOK && item->invisible && item->name == type) { 00813 count--; 00814 if (count == 0) 00815 return item->other_arch; 00816 } 00817 } 00818 00819 return NULL; 00820 } 00821 00832 static int god_removes_curse(object *op, int remove_damnation) { 00833 object *tmp; 00834 int success = 0; 00835 00836 for (tmp = op->inv; tmp; tmp = tmp->below) { 00837 if (tmp->invisible) 00838 continue; 00839 if (QUERY_FLAG(tmp, FLAG_DAMNED) && !remove_damnation) 00840 continue; 00841 if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 00842 success = 1; 00843 CLEAR_FLAG(tmp, FLAG_DAMNED); 00844 CLEAR_FLAG(tmp, FLAG_CURSED); 00845 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 00846 if (op->type == PLAYER) 00847 esrv_update_item(UPD_FLAGS, op, tmp); 00848 } 00849 } 00850 00851 if (success) 00852 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_PRAY, 00853 "You feel like someone is helping you.", NULL); 00854 return success; 00855 } 00856 00866 static int follower_level_to_enchantments(int level, int difficulty) { 00867 if (difficulty < 1) { 00868 LOG(llevError, "follower_level_to_enchantments(): difficulty %d is invalid\n", difficulty); 00869 return 0; 00870 } 00871 00872 if (level <= 20) 00873 return level/difficulty; 00874 if (level <= 40) 00875 return (20+(level-20)/2)/difficulty; 00876 return (30+(level-40)/4)/difficulty; 00877 } 00878 00897 static int improve_weapon_magic(object *op, object *tr, object *weapon, object *skill) { 00898 int tmp = follower_level_to_enchantments(skill->level, tr->level); 00899 00900 if (weapon->magic < tmp) { 00901 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_CHANGE, 00902 "A phosphorescent glow envelops your weapon!", NULL); 00903 weapon->magic++; 00904 if (op->type == PLAYER) 00905 esrv_update_item(UPD_NAME, op, weapon); 00906 weapon->item_power++; 00907 return 1; 00908 } 00909 00910 return 0; 00911 } 00912 00930 static int god_enchants_weapon(object *op, const object *god, object *tr, object *skill) { 00931 char buf[MAX_BUF]; 00932 object *weapon; 00933 uint32 attacktype; 00934 00935 for (weapon = op->inv; weapon; weapon = weapon->below) 00936 if ((weapon->type == WEAPON || weapon->type == BOW) 00937 && QUERY_FLAG(weapon, FLAG_APPLIED)) 00938 break; 00939 if (weapon == NULL || god_examines_item(god, weapon) <= 0) 00940 return 0; 00941 00942 if (weapon->item_power >= MAX_WEAPON_ITEM_POWER) { 00943 draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_INFO, 00944 "%s considers your %s is not worthy to be enchanted any more.", 00945 "%s considers your %s is not worthy to be enchanted any more.", 00946 god->name, 00947 weapon->name); 00948 return 0; 00949 } 00950 00951 /* If personalized_blessings is activated, then the god's name is 00952 * associated with the weapon, as well as the owner (the one who blesses it), 00953 * and a "weapon willpower", which is equivalent to the owner's experience 00954 * in praying when the weapon is blessed. 00955 * Those values are used later, when another player attempts to wield the 00956 * weapon - nasty things may happen to those who do not deserve to use it ! :) 00957 */ 00958 if (settings.personalized_blessings) { 00959 const char *divine_owner = get_ob_key_value(weapon, "divine_blessing_name"); 00960 const char *owner = get_ob_key_value(weapon, "item_owner"); 00961 object *skillop = NULL; 00962 00963 if (divine_owner != NULL) { 00964 if (!strcmp(divine_owner, god->name)) { 00965 /* It already belongs to this god - do not go further. */ 00966 /* 00967 [DT] (2009-06-10): It is ok if the weapon has already been enchanted 00968 one time, but in that particular case we only give out additional plusses. 00969 No new slays or new attacktypes 00970 */ 00971 return improve_weapon_magic(op, tr, weapon, skill); 00972 } 00973 00974 /* Huho... Another god already blessed this one ! */ 00975 draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_INFO, 00976 "Your %s already belongs to %s !", 00977 "Your %s already belongs to %s !", 00978 weapon->name, divine_owner); 00979 return 0; 00980 } else if ((owner != NULL) && (!strcmp(owner, op->name))) { 00981 /* Maybe the weapon itself will not agree ? */ 00982 draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_INFO, 00983 "The %s is not yours, and is magically protected against such changes !", 00984 "The %s is not yours, and is magically protected against such changes !", 00985 weapon->name); 00986 return 0; 00987 } 00988 skillop = find_skill_by_number(op, SK_PRAYING); 00989 if (skillop == NULL) { 00990 LOG(llevError, "god_enchants_weapon: no praying skill object found ?!\n"); 00991 snprintf(buf, sizeof(buf), "%d", 1); 00992 } else 00993 snprintf(buf, sizeof(buf), "%"FMT64, skillop->stats.exp); 00994 set_ob_key_value(weapon, "divine_blessing_name", god->name, TRUE); 00995 set_ob_key_value(weapon, "item_owner", op->name, TRUE); 00996 set_ob_key_value(weapon, "item_willpower", buf, TRUE); 00997 } 00998 00999 /* First give it a title, so other gods won't touch it */ 01000 if (!weapon->title) { 01001 snprintf(buf, sizeof(buf), "of %s", god->name); 01002 weapon->title = add_string(buf); 01003 if (op->type == PLAYER) 01004 esrv_update_item(UPD_NAME, op, weapon); 01005 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_CHANGE, 01006 "Your weapon quivers as if struck!", NULL); 01007 } 01008 01009 /* Allow the weapon to slay enemies */ 01010 if (!weapon->slaying && god->slaying) { 01011 weapon->slaying = add_string(god->slaying); 01012 draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_CHANGE, 01013 "Your %s now hungers to slay enemies of your god!", 01014 "Your %s now hungers to slay enemies of your god!", 01015 weapon->name); 01016 weapon->item_power++; 01017 return 1; 01018 } 01019 01020 /* Add the gods attacktype */ 01021 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; 01022 if ((attacktype&god->attacktype) != god->attacktype) { 01023 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_CHANGE, 01024 "Your weapon suddenly glows!", NULL); 01025 weapon->attacktype = attacktype|god->attacktype; 01026 weapon->item_power++; 01027 return 1; 01028 } 01029 01030 /* Higher magic value */ 01031 return improve_weapon_magic(op, tr, weapon, skill); 01032 } 01033 01047 static void god_intervention(object *op, const object *god, object *skill) { 01048 treasure *tr; 01049 01050 if (!god || !god->randomitems) { 01051 LOG(llevError, "BUG: god_intervention(): no god or god without randomitems\n"); 01052 return; 01053 } 01054 01055 check_special_prayers(op, god); 01056 01057 /* lets do some checks of whether we are kosher with our god */ 01058 if (god_examines_priest(op, god) < 0) 01059 return; 01060 01061 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_PRAY, 01062 "You feel a holy presence!", NULL); 01063 01064 for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { 01065 object *item; 01066 01067 if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) 01068 continue; 01069 01070 /* Treasurelist - generate some treasure for the follower */ 01071 if (tr->name) { 01072 treasurelist *tl = find_treasurelist(tr->name); 01073 if (tl == NULL) 01074 continue; 01075 01076 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_ADD, 01077 "Something appears before your eyes. You catch it before it falls to the ground.", 01078 NULL); 01079 01080 create_treasure(tl, op, GT_STARTEQUIP|GT_ONLY_GOOD|GT_UPDATE_INV, skill->level, 0); 01081 return; 01082 } 01083 01084 if (!tr->item) { 01085 LOG(llevError, "BUG: empty entry in %s's treasure list\n", god->name); 01086 continue; 01087 } 01088 item = &tr->item->clone; 01089 01090 /* Grace limit */ 01091 if (item->type == BOOK && item->invisible 01092 && strcmp(item->name, "grace limit") == 0) { 01093 if (op->stats.grace < item->stats.grace 01094 || op->stats.grace < op->stats.maxgrace) { 01095 object *tmp; 01096 01097 /* Follower lacks the required grace for the following 01098 * treasure list items. */ 01099 01100 tmp = create_archetype(HOLY_POSSESSION); 01101 cast_change_ability(op, op, tmp, 0, 1); 01102 free_object(tmp); 01103 return; 01104 } 01105 continue; 01106 } 01107 01108 /* Restore grace */ 01109 if (item->type == BOOK && item->invisible 01110 && strcmp(item->name, "restore grace") == 0) { 01111 if (op->stats.grace >= 0) 01112 continue; 01113 op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); 01114 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_PRAY, 01115 "You are returned to a state of grace.", NULL); 01116 return; 01117 } 01118 01119 /* Heal damage */ 01120 if (item->type == BOOK && item->invisible 01121 && strcmp(item->name, "restore hitpoints") == 0) { 01122 if (op->stats.hp >= op->stats.maxhp) 01123 continue; 01124 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_PRAY, 01125 "A white light surrounds and heals you!", NULL); 01126 op->stats.hp = op->stats.maxhp; 01127 return; 01128 } 01129 01130 /* Restore spellpoints */ 01131 if (item->type == BOOK 01132 && item->invisible 01133 && strcmp(item->name, "restore spellpoints") == 0) { 01134 int max = op->stats.maxsp*(item->stats.maxsp/100.0); 01135 /* Restore to 50 .. 100%, if sp < 50% */ 01136 int new_sp = random_roll(1000, 1999, op, PREFER_HIGH)/2000.0*max; 01137 if (op->stats.sp >= max/2) 01138 continue; 01139 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_PRAY, 01140 "A blue lightning strikes your head but doesn't hurt you!", NULL); 01141 op->stats.sp = new_sp; 01142 } 01143 01144 /* Various heal spells */ 01145 if (item->type == BOOK && item->invisible 01146 && strcmp(item->name, "heal spell") == 0) { 01147 object *tmp; 01148 int success; 01149 01150 tmp = create_archetype_by_object_name(item->slaying); 01151 01152 success = cast_heal(op, op, tmp, 0); 01153 free_object(tmp); 01154 if (success) 01155 return; 01156 else 01157 continue; 01158 } 01159 01160 /* Remove curse */ 01161 if (item->type == BOOK && item->invisible 01162 && strcmp(item->name, "remove curse") == 0) { 01163 if (god_removes_curse(op, 0)) 01164 return; 01165 else 01166 continue; 01167 } 01168 01169 /* Remove damnation */ 01170 if (item->type == BOOK && item->invisible 01171 && strcmp(item->name, "remove damnation") == 0) { 01172 if (god_removes_curse(op, 1)) 01173 return; 01174 else 01175 continue; 01176 } 01177 01178 /* Heal depletion */ 01179 if (item->type == BOOK && item->invisible 01180 && strcmp(item->name, "heal depletion") == 0) { 01181 object *depl; 01182 archetype *at; 01183 int i; 01184 01185 if ((at = find_archetype(ARCH_DEPLETION)) == NULL) { 01186 LOG(llevError, "Could not find archetype depletion.\n"); 01187 continue; 01188 } 01189 depl = present_arch_in_ob(at, op); 01190 if (depl == NULL) 01191 continue; 01192 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_PRAY, 01193 "Shimmering light surrounds and restores you!", NULL); 01194 for (i = 0; i < NUM_STATS; i++) 01195 if (get_attr_value(&depl->stats, i)) 01196 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, 01197 MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END, 01198 restore_msg[i], restore_msg[i]); 01199 remove_ob(depl); 01200 free_object(depl); 01201 fix_object(op); 01202 return; 01203 } 01204 01205 /* Voices */ 01206 if (item->type == BOOK && item->invisible 01207 && strcmp(item->name, "voice_behind") == 0) { 01208 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_PRAY, 01209 "You hear a voice from behind you, but you don't dare to " 01210 "turn around:", NULL); 01211 draw_ext_info(NDI_WHITE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_PRAY, 01212 item->msg, item->msg); 01213 return; 01214 } 01215 01216 /* Messages */ 01217 if (item->type == BOOK && item->invisible 01218 && strcmp(item->name, "message") == 0) { 01219 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_PRAY, 01220 item->msg, item->msg); 01221 return; 01222 } 01223 01224 /* Enchant weapon */ 01225 if (item->type == BOOK && item->invisible 01226 && strcmp(item->name, "enchant weapon") == 0) { 01227 if (god_enchants_weapon(op, god, item, skill)) 01228 return; 01229 else 01230 continue; 01231 } 01232 01233 /* Spellbooks - works correctly only for prayers */ 01234 if (item->type == SPELL) { 01235 if (check_spell_known(op, item->name)) 01236 continue; 01237 if (item->level > skill->level) 01238 continue; 01239 01240 draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_PRAY, 01241 "%s grants you use of a special prayer!", 01242 "%s grants you use of a special prayer!", 01243 god->name); 01244 do_learn_spell(op, item, 1); 01245 return; 01246 01247 } 01248 01249 /* Other gifts */ 01250 if (!item->invisible) { 01251 if (god_gives_present(op, god, tr)) 01252 return; 01253 else 01254 continue; 01255 } 01256 /* else ignore it */ 01257 } 01258 01259 draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_PRAY, 01260 "You feel rapture.", NULL); 01261 } 01262 01275 static int god_examines_priest(object *op, const object *god) { 01276 int reaction = 1; 01277 object *item = NULL, *skop; 01278 01279 for (item = op->inv; item; item = item->below) { 01280 if (QUERY_FLAG(item, FLAG_APPLIED)) { 01281 reaction += god_examines_item(god, item)*(item->magic ? abs(item->magic) : 1); 01282 } 01283 } 01284 01285 /* well, well. Looks like we screwed up. Time for god's revenge */ 01286 if (reaction < 0) { 01287 int loss = 10000000; 01288 int angry = abs(reaction); 01289 01290 for (skop = op->inv; skop != NULL; skop = skop->below) 01291 if (skop->type == SKILL && skop->subtype == SK_PRAYING) 01292 break; 01293 01294 if (skop) 01295 loss = 0.05*(float)skop->stats.exp; 01296 change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), skop ? skop->skill : "none", SK_SUBTRACT_SKILL_EXP); 01297 if (random_roll(0, angry, op, PREFER_LOW)) { 01298 object *tmp = create_archetype(LOOSE_MANA); 01299 01300 cast_magic_storm(op, tmp, op->level+(angry*3)); 01301 } 01302 draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 01303 "%s becomes angry and punishes you!", 01304 "%s becomes angry and punishes you!", 01305 god->name); 01306 } 01307 return reaction; 01308 } 01309 01326 static int god_examines_item(const object *god, object *item) { 01327 char buf[MAX_BUF]; 01328 01329 if (!god || !item) 01330 return 0; 01331 01332 if (!item->title) 01333 return 1; /* unclaimed item are ok */ 01334 01335 snprintf(buf, sizeof(buf), "of %s", god->name); 01336 if (!strcmp(item->title, buf)) 01337 return 1; /* belongs to that God */ 01338 01339 if (god->title) { /* check if we have any enemy blessed item*/ 01340 snprintf(buf, sizeof(buf), "of %s", god->title); 01341 if (!strcmp(item->title, buf)) { 01342 if (item->env) { 01343 char name[MAX_BUF]; 01344 01345 query_name(item, name, MAX_BUF); 01346 draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, item->env, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 01347 "Heretic! You are using %s!", 01348 "Heretic! You are using %s!", 01349 name); 01350 } 01351 return -1; 01352 } 01353 } 01354 return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ 01355 } 01356 01367 static const char *get_god_for_race(const char *race) { 01368 godlink *gl = first_god; 01369 const char *godname = NULL; 01370 01371 if (race == NULL) 01372 return NULL; 01373 while (gl) { 01374 if (gl->arch->clone.race && !strcasecmp(gl->arch->clone.race, race)) { 01375 godname = gl->name; 01376 break; 01377 } 01378 gl = gl->next; 01379 } 01380 return godname; 01381 } 01382 01394 int tailor_god_spell(object *spellop, object *caster) { 01395 const object *god = find_god(determine_god(caster)); 01396 int caster_is_spell = 0; 01397 01398 if (caster->type == SPELL_EFFECT || caster->type == SPELL) 01399 caster_is_spell = 1; 01400 01401 /* if caster is a rune or the like, it doesn't worship anything. However, 01402 * if this object is owned by someone, then the god that they worship 01403 * is relevant, so use that. 01404 */ 01405 if (!god && get_owner(caster)) 01406 god = find_god(determine_god(get_owner(caster))); 01407 01408 if (!god || (spellop->attacktype&AT_HOLYWORD && !god->race)) { 01409 if (!caster_is_spell) 01410 draw_ext_info(NDI_UNIQUE, 0, caster, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, 01411 "This prayer is useless unless you worship an appropriate god", NULL); 01412 else 01413 LOG(llevError, "BUG: tailor_god_spell(): no god\n"); 01414 free_object(spellop); 01415 return 0; 01416 } 01417 01418 /* either holy word or godpower attacks will set the slaying field */ 01419 if (spellop->attacktype&AT_HOLYWORD || spellop->attacktype&AT_GODPOWER) { 01420 if (spellop->slaying) { 01421 free_string(spellop->slaying); 01422 spellop->slaying = NULL; 01423 } 01424 if (!caster_is_spell) 01425 spellop->slaying = god->slaying ? add_string(god->slaying) : NULL; 01426 else if (caster->slaying) 01427 spellop->slaying = add_string(caster->slaying); 01428 } 01429 01430 /* only the godpower attacktype adds the god's attack onto the spell */ 01431 if (spellop->attacktype&AT_GODPOWER) 01432 spellop->attacktype = spellop->attacktype|god->attacktype; 01433 01434 /* tack on the god's name to the spell */ 01435 if (spellop->attacktype&AT_HOLYWORD || spellop->attacktype&AT_GODPOWER) { 01436 if (spellop->title) 01437 free_string(spellop->title); 01438 spellop->title = add_string(god->name); 01439 if (spellop->title) { 01440 char buf[MAX_BUF]; 01441 01442 snprintf(buf, sizeof(buf), "%s of %s", spellop->name, spellop->title); 01443 FREE_AND_COPY(spellop->name, buf); 01444 FREE_AND_COPY(spellop->name_pl, buf); 01445 } 01446 } 01447 01448 return 1; 01449 }