1 |
elmex |
1.1 |
/* |
2 |
root |
1.24 |
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 |
pippijn |
1.18 |
* |
4 |
root |
1.24 |
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 |
|
|
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 |
|
|
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
pippijn |
1.18 |
* |
8 |
root |
1.24 |
* Crossfire TRT is free software; you can redistribute it and/or modify it |
9 |
|
|
* under the terms of the GNU General Public License as published by the Free |
10 |
|
|
* Software Foundation; either version 2 of the License, or (at your option) |
11 |
|
|
* any later version. |
12 |
pippijn |
1.18 |
* |
13 |
root |
1.24 |
* This program is distributed in the hope that it will be useful, but |
14 |
|
|
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 |
|
|
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 |
|
|
* for more details. |
17 |
pippijn |
1.18 |
* |
18 |
root |
1.24 |
* You should have received a copy of the GNU General Public License along |
19 |
|
|
* with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 |
|
|
* Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 |
|
|
* |
22 |
|
|
* The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 |
pippijn |
1.18 |
*/ |
24 |
elmex |
1.1 |
|
25 |
|
|
/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
26 |
|
|
* monster race initialization. b.t. |
27 |
|
|
*/ |
28 |
|
|
|
29 |
|
|
/* Sept 1996 - moved code over to object -oriented gods -b.t. */ |
30 |
|
|
|
31 |
|
|
#include <global.h> |
32 |
|
|
#include <living.h> |
33 |
|
|
#include <object.h> |
34 |
|
|
#include <spells.h> |
35 |
|
|
#include <sounds.h> |
36 |
root |
1.14 |
#include <sproto.h> |
37 |
elmex |
1.1 |
|
38 |
|
|
/** |
39 |
|
|
* Returns the id of specified god. |
40 |
|
|
*/ |
41 |
root |
1.6 |
int |
42 |
|
|
lookup_god_by_name (const char *name) |
43 |
|
|
{ |
44 |
|
|
int godnr = -1; |
45 |
|
|
size_t nmlen = strlen (name); |
46 |
|
|
|
47 |
|
|
if (name && strcmp (name, "none")) |
48 |
|
|
{ |
49 |
|
|
godlink *gl; |
50 |
|
|
|
51 |
|
|
for (gl = first_god; gl; gl = gl->next) |
52 |
|
|
if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) |
53 |
|
|
break; |
54 |
root |
1.27 |
|
55 |
root |
1.6 |
if (gl) |
56 |
|
|
godnr = gl->id; |
57 |
elmex |
1.1 |
} |
58 |
root |
1.27 |
|
59 |
root |
1.6 |
return godnr; |
60 |
elmex |
1.1 |
} |
61 |
|
|
|
62 |
|
|
/** |
63 |
|
|
* Returns pointer to specified god's object through pntr_to_god_obj.. |
64 |
|
|
*/ |
65 |
root |
1.6 |
object * |
66 |
|
|
find_god (const char *name) |
67 |
|
|
{ |
68 |
|
|
object *god = NULL; |
69 |
elmex |
1.1 |
|
70 |
root |
1.6 |
if (name) |
71 |
|
|
{ |
72 |
|
|
godlink *gl; |
73 |
elmex |
1.1 |
|
74 |
root |
1.6 |
for (gl = first_god; gl; gl = gl->next) |
75 |
|
|
if (!strcmp (name, gl->name)) |
76 |
|
|
break; |
77 |
|
|
if (gl) |
78 |
|
|
god = pntr_to_god_obj (gl); |
79 |
elmex |
1.1 |
} |
80 |
root |
1.6 |
return god; |
81 |
elmex |
1.1 |
} |
82 |
|
|
|
83 |
|
|
/** |
84 |
|
|
* Determines if op worships a god. |
85 |
|
|
* Returns the godname if they do or "none" if they have no god. |
86 |
|
|
* In the case of an NPC, if they have no god, we try and guess |
87 |
|
|
* who they should worship based on their race. If that fails we |
88 |
|
|
* give them a random one. |
89 |
|
|
*/ |
90 |
|
|
|
91 |
root |
1.6 |
const char * |
92 |
|
|
determine_god (object *op) |
93 |
|
|
{ |
94 |
|
|
int godnr = -1; |
95 |
|
|
const char *godname; |
96 |
|
|
|
97 |
|
|
/* spells */ |
98 |
|
|
if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
99 |
|
|
{ |
100 |
|
|
if (lookup_god_by_name (op->title) >= 0) |
101 |
|
|
return op->title; |
102 |
|
|
} |
103 |
|
|
|
104 |
|
|
if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE)) |
105 |
|
|
{ |
106 |
|
|
|
107 |
|
|
/* find a god based on race */ |
108 |
|
|
if (!op->title) |
109 |
|
|
{ |
110 |
|
|
if (op->race != NULL) |
111 |
|
|
{ |
112 |
|
|
godname = get_god_for_race (op->race); |
113 |
|
|
if (godname != NULL) |
114 |
|
|
{ |
115 |
|
|
op->title = godname; |
116 |
root |
1.3 |
} |
117 |
|
|
} |
118 |
|
|
} |
119 |
|
|
|
120 |
root |
1.6 |
/* find a random god */ |
121 |
|
|
if (!op->title) |
122 |
|
|
{ |
123 |
|
|
godlink *gl = first_god; |
124 |
|
|
|
125 |
|
|
godnr = rndm (1, gl->id); |
126 |
|
|
while (gl) |
127 |
|
|
{ |
128 |
|
|
if (gl->id == godnr) |
129 |
|
|
break; |
130 |
root |
1.27 |
|
131 |
root |
1.6 |
gl = gl->next; |
132 |
root |
1.3 |
} |
133 |
root |
1.27 |
|
134 |
root |
1.6 |
op->title = gl->name; |
135 |
root |
1.3 |
} |
136 |
elmex |
1.1 |
|
137 |
root |
1.6 |
return op->title; |
138 |
elmex |
1.1 |
} |
139 |
|
|
|
140 |
|
|
|
141 |
root |
1.6 |
/* The god the player worships is in the praying skill (native skill |
142 |
|
|
* not skill tool). Since a player can only have one instance of |
143 |
|
|
* that skill, once we find it, we can return, either with the |
144 |
|
|
* title or "none". |
145 |
|
|
*/ |
146 |
|
|
if (op->type == PLAYER) |
147 |
|
|
{ |
148 |
|
|
object *tmp; |
149 |
|
|
|
150 |
|
|
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
151 |
|
|
if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
152 |
|
|
{ |
153 |
|
|
if (tmp->title) |
154 |
|
|
return (tmp->title); |
155 |
|
|
else |
156 |
|
|
return ("none"); |
157 |
|
|
} |
158 |
elmex |
1.1 |
} |
159 |
root |
1.6 |
return ("none"); |
160 |
elmex |
1.1 |
} |
161 |
|
|
|
162 |
|
|
/** |
163 |
|
|
* Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
164 |
|
|
*/ |
165 |
root |
1.6 |
static int |
166 |
|
|
same_string (const char *s1, const char *s2) |
167 |
elmex |
1.1 |
{ |
168 |
root |
1.6 |
if (s1 == NULL) |
169 |
|
|
if (s2 == NULL) |
170 |
|
|
return 1; |
171 |
elmex |
1.1 |
else |
172 |
root |
1.6 |
return 0; |
173 |
|
|
else if (s2 == NULL) |
174 |
|
|
return 0; |
175 |
|
|
else |
176 |
|
|
return strcmp (s1, s2) == 0; |
177 |
elmex |
1.1 |
} |
178 |
|
|
|
179 |
|
|
/** |
180 |
|
|
* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
181 |
|
|
* Any matching items in the inventory are deleted, and a |
182 |
|
|
* message is displayed to the player. |
183 |
|
|
*/ |
184 |
root |
1.6 |
static void |
185 |
|
|
follower_remove_similar_item (object *op, object *item) |
186 |
elmex |
1.1 |
{ |
187 |
root |
1.6 |
object *tmp, *next; |
188 |
|
|
|
189 |
|
|
if (op && op->type == PLAYER && op->contr) |
190 |
|
|
{ |
191 |
|
|
/* search the inventory */ |
192 |
|
|
for (tmp = op->inv; tmp != NULL; tmp = next) |
193 |
|
|
{ |
194 |
|
|
next = tmp->below; /* backup in case we remove tmp */ |
195 |
|
|
|
196 |
|
|
if (tmp->type == item->type |
197 |
|
|
&& same_string (tmp->name, item->name) |
198 |
|
|
&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
199 |
|
|
{ |
200 |
|
|
|
201 |
|
|
/* message */ |
202 |
|
|
if (tmp->nrof > 1) |
203 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp)); |
204 |
|
|
else |
205 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp)); |
206 |
|
|
|
207 |
root |
1.9 |
tmp->remove (); /* remove obj from players inv. */ |
208 |
root |
1.6 |
esrv_del_item (op->contr, tmp->count); /* notify client */ |
209 |
root |
1.10 |
tmp->destroy (); /* free object */ |
210 |
root |
1.3 |
} |
211 |
root |
1.10 |
|
212 |
root |
1.6 |
if (tmp->inv) |
213 |
|
|
follower_remove_similar_item (tmp, item); |
214 |
root |
1.3 |
} |
215 |
elmex |
1.1 |
} |
216 |
|
|
} |
217 |
|
|
|
218 |
|
|
/** |
219 |
|
|
* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
220 |
|
|
* Returns 1 if found, else 0. |
221 |
|
|
*/ |
222 |
root |
1.6 |
static int |
223 |
|
|
follower_has_similar_item (object *op, object *item) |
224 |
elmex |
1.1 |
{ |
225 |
root |
1.6 |
object *tmp; |
226 |
elmex |
1.1 |
|
227 |
root |
1.6 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
228 |
|
|
{ |
229 |
|
|
if (tmp->type == item->type |
230 |
|
|
&& same_string (tmp->name, item->name) |
231 |
|
|
&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
232 |
|
|
return 1; |
233 |
|
|
if (tmp->inv && follower_has_similar_item (tmp, item)) |
234 |
|
|
return 1; |
235 |
elmex |
1.1 |
} |
236 |
root |
1.6 |
return 0; |
237 |
elmex |
1.1 |
} |
238 |
|
|
|
239 |
|
|
/** |
240 |
|
|
* God gives an item to the player. |
241 |
|
|
*/ |
242 |
root |
1.6 |
static int |
243 |
|
|
god_gives_present (object *op, object *god, treasure *tr) |
244 |
elmex |
1.1 |
{ |
245 |
root |
1.6 |
object *tmp; |
246 |
elmex |
1.1 |
|
247 |
elmex |
1.16 |
if (!tr->item) |
248 |
|
|
return 0; |
249 |
|
|
|
250 |
root |
1.26 |
if (follower_has_similar_item (op, tr->item)) |
251 |
root |
1.6 |
return 0; |
252 |
elmex |
1.1 |
|
253 |
root |
1.6 |
tmp = arch_to_object (tr->item); |
254 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); |
255 |
|
|
tmp = insert_ob_in_ob (tmp, op); |
256 |
|
|
if (op->type == PLAYER) |
257 |
|
|
esrv_send_item (op, tmp); |
258 |
elmex |
1.16 |
|
259 |
root |
1.6 |
return 1; |
260 |
elmex |
1.1 |
} |
261 |
|
|
|
262 |
|
|
/** |
263 |
|
|
* Player prays at altar. |
264 |
|
|
* Checks for god changing, divine intervention, and so on. |
265 |
|
|
*/ |
266 |
root |
1.6 |
void |
267 |
|
|
pray_at_altar (object *pl, object *altar, object *skill) |
268 |
|
|
{ |
269 |
|
|
object *pl_god = find_god (determine_god (pl)); |
270 |
|
|
|
271 |
|
|
if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
272 |
|
|
return; |
273 |
elmex |
1.1 |
|
274 |
root |
1.6 |
/* If non consecrate altar, don't do anything */ |
275 |
|
|
if (!altar->other_arch) |
276 |
|
|
return; |
277 |
|
|
|
278 |
|
|
/* hmm. what happend depends on pl's current god, level, etc */ |
279 |
|
|
if (!pl_god) |
280 |
|
|
{ /*new convert */ |
281 |
root |
1.26 |
become_follower (pl, altar->other_arch); |
282 |
root |
1.2 |
return; |
283 |
elmex |
1.1 |
|
284 |
root |
1.6 |
} |
285 |
root |
1.26 |
else if (!strcmp (&pl_god->name, altar->other_arch->object::name)) |
286 |
root |
1.6 |
{ |
287 |
|
|
/* pray at your gods altar */ |
288 |
|
|
int bonus = (pl->stats.Wis + skill->level) / 10; |
289 |
|
|
|
290 |
|
|
/* we can get neg grace up faster */ |
291 |
|
|
if (pl->stats.grace < 0) |
292 |
|
|
pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
293 |
|
|
/* we can super-charge grace to 2x max */ |
294 |
|
|
if (pl->stats.grace < (2 * pl->stats.maxgrace)) |
295 |
|
|
{ |
296 |
|
|
pl->stats.grace += bonus / 2; |
297 |
|
|
} |
298 |
|
|
if (pl->stats.grace > (2 * pl->stats.maxgrace)) |
299 |
|
|
{ |
300 |
|
|
pl->stats.grace = (2 * pl->stats.maxgrace); |
301 |
|
|
} |
302 |
|
|
|
303 |
|
|
/* Every once in a while, the god decides to checkup on their |
304 |
|
|
* follower, and may intervene to help them out. |
305 |
|
|
*/ |
306 |
|
|
bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ |
307 |
|
|
|
308 |
|
|
if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
309 |
|
|
god_intervention (pl, pl_god, skill); |
310 |
|
|
|
311 |
|
|
} |
312 |
|
|
else |
313 |
|
|
{ /* praying to another god! */ |
314 |
|
|
uint64 loss = 0; |
315 |
|
|
int angry = 1; |
316 |
|
|
|
317 |
|
|
/* I believe the logic for detecting opposing gods was completely |
318 |
|
|
* broken - I think it should work now. altar->other_arch |
319 |
|
|
* points to the god of this altar (which we have |
320 |
|
|
* already verified is non null). pl_god->other_arch |
321 |
|
|
* is the opposing god - we need to verify that exists before |
322 |
|
|
* using its values. |
323 |
|
|
*/ |
324 |
root |
1.25 |
if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname)) |
325 |
root |
1.6 |
{ |
326 |
|
|
angry = 2; |
327 |
|
|
if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
328 |
|
|
{ |
329 |
|
|
object *tmp; |
330 |
|
|
|
331 |
|
|
/* you really screwed up */ |
332 |
|
|
angry = 3; |
333 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
334 |
|
|
tmp = get_archetype (LOOSE_MANA); |
335 |
|
|
cast_magic_storm (pl, tmp, pl_god->level + 20); |
336 |
|
|
} |
337 |
|
|
else |
338 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
339 |
|
|
} |
340 |
|
|
else |
341 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
342 |
elmex |
1.1 |
|
343 |
root |
1.6 |
/* whether we will be successfull in defecting or not - |
344 |
|
|
* we lose experience from the clerical experience obj |
345 |
|
|
*/ |
346 |
|
|
|
347 |
|
|
loss = angry * (skill->stats.exp / 10); |
348 |
|
|
if (loss) |
349 |
|
|
change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); |
350 |
|
|
|
351 |
|
|
/* May switch Gods, but its random chance based on our current level |
352 |
|
|
* note it gets harder to swap gods the higher we get |
353 |
|
|
*/ |
354 |
|
|
if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
355 |
root |
1.26 |
become_follower (pl, altar->other_arch); |
356 |
root |
1.6 |
else |
357 |
|
|
{ |
358 |
|
|
/* toss this player off the altar. He can try again. */ |
359 |
|
|
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
360 |
root |
1.23 |
pl->contr->fire_on = 0; |
361 |
|
|
pl->speed_left = 1.f; |
362 |
root |
1.6 |
move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
363 |
|
|
} |
364 |
elmex |
1.1 |
} |
365 |
|
|
} |
366 |
|
|
|
367 |
|
|
/** |
368 |
|
|
* Removes special prayers given by a god. |
369 |
|
|
*/ |
370 |
root |
1.6 |
static void |
371 |
|
|
check_special_prayers (object *op, object *god) |
372 |
elmex |
1.1 |
{ |
373 |
root |
1.6 |
/* Ensure that 'op' doesn't know any special prayers that are not granted |
374 |
|
|
* by 'god'. |
375 |
|
|
*/ |
376 |
|
|
treasure *tr; |
377 |
|
|
object *tmp, *next_tmp; |
378 |
|
|
int remove = 0; |
379 |
|
|
|
380 |
|
|
/* Outer loop iterates over all special prayer marks */ |
381 |
|
|
for (tmp = op->inv; tmp; tmp = next_tmp) |
382 |
|
|
{ |
383 |
|
|
next_tmp = tmp->below; |
384 |
|
|
|
385 |
|
|
/* we mark special prayers with the STARTEQUIP flag, so if it isn't |
386 |
|
|
* in that category, not something we need to worry about. |
387 |
|
|
*/ |
388 |
|
|
if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
389 |
|
|
continue; |
390 |
elmex |
1.1 |
|
391 |
root |
1.6 |
if (god->randomitems == NULL) |
392 |
|
|
{ |
393 |
|
|
LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
394 |
|
|
do_forget_spell (op, tmp->name); |
395 |
|
|
continue; |
396 |
root |
1.3 |
} |
397 |
elmex |
1.1 |
|
398 |
root |
1.6 |
/* Inner loop tries to find the special prayer in the god's treasure |
399 |
|
|
* list. We default that the spell should be removed. |
400 |
|
|
*/ |
401 |
|
|
remove = 1; |
402 |
|
|
for (tr = god->randomitems->items; tr; tr = tr->next) |
403 |
|
|
{ |
404 |
|
|
object *item; |
405 |
|
|
|
406 |
elmex |
1.16 |
if (!tr->item) |
407 |
root |
1.6 |
continue; |
408 |
root |
1.19 |
|
409 |
root |
1.26 |
item = tr->item; |
410 |
elmex |
1.1 |
|
411 |
root |
1.6 |
/* Basically, see if the matching spell is granted by this god. */ |
412 |
elmex |
1.1 |
|
413 |
root |
1.26 |
if (tr->item->type == SPELL && tr->item->object::name == tmp->name) |
414 |
root |
1.6 |
{ |
415 |
|
|
remove = 0; |
416 |
|
|
break; |
417 |
root |
1.3 |
} |
418 |
|
|
} |
419 |
root |
1.6 |
if (remove) |
420 |
|
|
{ |
421 |
|
|
/* just do the work of removing the spell ourselves - we already |
422 |
|
|
* know that the player knows the spell |
423 |
|
|
*/ |
424 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name); |
425 |
|
|
player_unready_range_ob (op->contr, tmp); |
426 |
root |
1.10 |
tmp->destroy (); |
427 |
root |
1.3 |
} |
428 |
elmex |
1.1 |
|
429 |
|
|
} |
430 |
|
|
} |
431 |
|
|
|
432 |
|
|
/** |
433 |
|
|
* This function is called whenever a player has |
434 |
|
|
* switched to a new god. It handles basically all the stat changes |
435 |
|
|
* that happen to the player, including the removal of godgiven |
436 |
|
|
* items (from the former cult). |
437 |
|
|
*/ |
438 |
root |
1.6 |
void |
439 |
|
|
become_follower (object *op, object *new_god) |
440 |
|
|
{ |
441 |
|
|
object *old_god = NULL; /* old god */ |
442 |
|
|
treasure *tr; |
443 |
|
|
object *item, *skop, *next; |
444 |
|
|
int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
445 |
|
|
|
446 |
|
|
|
447 |
|
|
old_god = find_god (determine_god (op)); |
448 |
|
|
|
449 |
|
|
/* take away any special god-characteristic items. */ |
450 |
|
|
for (item = op->inv; item != NULL; item = next) |
451 |
|
|
{ |
452 |
|
|
next = item->below; |
453 |
elmex |
1.12 |
// remove all invisible startequip items which are not skill, exp or force |
454 |
root |
1.6 |
if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && |
455 |
elmex |
1.12 |
(item->type != SKILL) && (item->type != FORCE)) |
456 |
root |
1.6 |
{ |
457 |
|
|
|
458 |
|
|
if (item->type == SPELL) |
459 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); |
460 |
root |
1.10 |
|
461 |
root |
1.6 |
player_unready_range_ob (op->contr, item); |
462 |
root |
1.10 |
item->destroy (); |
463 |
root |
1.6 |
} |
464 |
|
|
} |
465 |
|
|
|
466 |
|
|
/* remove any godgiven items from the old god */ |
467 |
|
|
if (old_god) |
468 |
root |
1.19 |
for (tr = old_god->randomitems->items; tr; tr = tr->next) |
469 |
root |
1.26 |
if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) |
470 |
|
|
follower_remove_similar_item (op, tr->item); |
471 |
root |
1.6 |
|
472 |
|
|
if (!op || !new_god) |
473 |
|
|
return; |
474 |
|
|
|
475 |
|
|
if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) |
476 |
|
|
{ |
477 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); |
478 |
root |
1.19 |
|
479 |
root |
1.6 |
if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) |
480 |
|
|
{ |
481 |
|
|
object *tmp = get_archetype (LOOSE_MANA); |
482 |
|
|
|
483 |
|
|
cast_magic_storm (op, tmp, new_god->level + 10); |
484 |
|
|
} |
485 |
root |
1.19 |
|
486 |
root |
1.6 |
return; |
487 |
|
|
} |
488 |
|
|
|
489 |
|
|
|
490 |
|
|
/* give the player any special god-characteristic-items. */ |
491 |
root |
1.19 |
for (tr = new_god->randomitems->items; tr; tr = tr->next) |
492 |
root |
1.6 |
{ |
493 |
root |
1.26 |
if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK |
494 |
|
|
&& tr->item->type != BOOK && tr->item->type != SPELL) |
495 |
root |
1.6 |
god_gives_present (op, new_god, tr); |
496 |
|
|
} |
497 |
|
|
|
498 |
|
|
|
499 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); |
500 |
|
|
|
501 |
|
|
for (skop = op->inv; skop != NULL; skop = skop->below) |
502 |
|
|
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
503 |
|
|
break; |
504 |
|
|
|
505 |
|
|
/* Player has no skill - give them the skill */ |
506 |
|
|
if (!skop) |
507 |
|
|
{ |
508 |
|
|
/* The arhetype should always be defined - if we crash here because it doesn't, |
509 |
|
|
* things are really messed up anyways. |
510 |
|
|
*/ |
511 |
root |
1.26 |
skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); |
512 |
root |
1.6 |
link_player_skills (op); |
513 |
|
|
} |
514 |
|
|
|
515 |
|
|
sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ |
516 |
|
|
|
517 |
|
|
/* Clear the "undead" status. We also need to force a call to change_abil, |
518 |
|
|
* so I set undeadified for that. |
519 |
|
|
* - gros, 21th July 2006. |
520 |
|
|
*/ |
521 |
|
|
if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) |
522 |
|
|
{ |
523 |
|
|
CLEAR_FLAG (skop, FLAG_UNDEAD); |
524 |
|
|
undeadified = 1; |
525 |
|
|
} |
526 |
|
|
|
527 |
|
|
if (skop->title) |
528 |
|
|
{ /* get rid of old god */ |
529 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); |
530 |
|
|
/* The point of this is to really show what abilities the player just lost */ |
531 |
|
|
if (sk_applied || undeadified) |
532 |
|
|
{ |
533 |
elmex |
1.1 |
|
534 |
root |
1.6 |
CLEAR_FLAG (skop, FLAG_APPLIED); |
535 |
|
|
(void) change_abil (op, skop); |
536 |
|
|
} |
537 |
elmex |
1.1 |
} |
538 |
|
|
|
539 |
root |
1.6 |
/* now change to the new gods attributes to exp_obj */ |
540 |
|
|
skop->title = new_god->name; |
541 |
|
|
skop->path_attuned = new_god->path_attuned; |
542 |
|
|
skop->path_repelled = new_god->path_repelled; |
543 |
|
|
skop->path_denied = new_god->path_denied; |
544 |
|
|
/* copy god's resistances */ |
545 |
|
|
memcpy (skop->resist, new_god->resist, sizeof (new_god->resist)); |
546 |
|
|
|
547 |
|
|
/* make sure that certain immunities do NOT get passed |
548 |
|
|
* to the follower! |
549 |
|
|
*/ |
550 |
|
|
for (i = 0; i < NROFATTACKS; i++) |
551 |
|
|
if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON)) |
552 |
|
|
skop->resist[i] = 30; |
553 |
|
|
|
554 |
|
|
skop->stats.hp = (sint16) new_god->last_heal; |
555 |
|
|
skop->stats.sp = (sint16) new_god->last_sp; |
556 |
|
|
skop->stats.grace = (sint16) new_god->last_grace; |
557 |
|
|
skop->stats.food = (sint16) new_god->last_eat; |
558 |
|
|
skop->stats.luck = (sint8) new_god->stats.luck; |
559 |
|
|
/* gods may pass on certain flag properties */ |
560 |
|
|
update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK); |
561 |
|
|
update_priest_flag (new_god, skop, FLAG_REFL_SPELL); |
562 |
|
|
update_priest_flag (new_god, skop, FLAG_REFL_MISSILE); |
563 |
|
|
update_priest_flag (new_god, skop, FLAG_STEALTH); |
564 |
|
|
update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
565 |
|
|
update_priest_flag (new_god, skop, FLAG_UNDEAD); |
566 |
|
|
update_priest_flag (new_god, skop, FLAG_BLIND); |
567 |
|
|
update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ |
568 |
|
|
|
569 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); |
570 |
|
|
|
571 |
|
|
/* Weapon/armour use are special...handle flag toggles here as this can |
572 |
|
|
* only happen when gods are worshipped and if the new priest could |
573 |
|
|
* have used armour/weapons in the first place. |
574 |
|
|
* |
575 |
|
|
* This also can happen for monks which cannot use weapons. In this case |
576 |
|
|
* do not allow to use weapons even if the god otherwise would allow it. |
577 |
|
|
*/ |
578 |
|
|
if (!present_in_ob_by_name (FORCE, "no weapon force", op)) |
579 |
|
|
update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
580 |
|
|
update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
581 |
|
|
|
582 |
|
|
if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) |
583 |
|
|
stop_using_item (op, WEAPON, 2); |
584 |
|
|
|
585 |
|
|
if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) |
586 |
|
|
{ |
587 |
|
|
stop_using_item (op, ARMOUR, 1); |
588 |
|
|
stop_using_item (op, HELMET, 1); |
589 |
|
|
stop_using_item (op, BOOTS, 1); |
590 |
|
|
stop_using_item (op, GLOVES, 1); |
591 |
|
|
stop_using_item (op, SHIELD, 1); |
592 |
|
|
} |
593 |
elmex |
1.1 |
|
594 |
root |
1.6 |
SET_FLAG (skop, FLAG_APPLIED); |
595 |
|
|
(void) change_abil (op, skop); |
596 |
elmex |
1.1 |
|
597 |
root |
1.6 |
/* return to previous skill status */ |
598 |
|
|
if (!sk_applied) |
599 |
|
|
CLEAR_FLAG (skop, FLAG_APPLIED); |
600 |
|
|
|
601 |
|
|
check_special_prayers (op, new_god); |
602 |
elmex |
1.1 |
} |
603 |
|
|
|
604 |
|
|
/** |
605 |
|
|
* Forbids or let player use something item type. |
606 |
|
|
* op is the player. |
607 |
|
|
* exp_obj is the widsom experience. |
608 |
|
|
* flag is the flag to check against. |
609 |
|
|
* string is the string to print out. |
610 |
|
|
*/ |
611 |
|
|
|
612 |
root |
1.6 |
int |
613 |
|
|
worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
614 |
|
|
{ |
615 |
elmex |
1.1 |
|
616 |
root |
1.26 |
if (QUERY_FLAG (op->arch, flag)) |
617 |
root |
1.6 |
if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) |
618 |
|
|
{ |
619 |
|
|
update_priest_flag (exp_obj, op, flag); |
620 |
|
|
if (QUERY_FLAG (op, flag)) |
621 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
622 |
|
|
else |
623 |
|
|
{ |
624 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
625 |
|
|
return 1; |
626 |
|
|
} |
627 |
elmex |
1.1 |
} |
628 |
|
|
return 0; |
629 |
|
|
} |
630 |
|
|
|
631 |
|
|
/** |
632 |
|
|
* Unapplies up to number worth of items of type |
633 |
|
|
*/ |
634 |
root |
1.6 |
void |
635 |
|
|
stop_using_item (object *op, int type, int number) |
636 |
|
|
{ |
637 |
elmex |
1.1 |
object *tmp; |
638 |
|
|
|
639 |
root |
1.6 |
for (tmp = op->inv; tmp && number; tmp = tmp->below) |
640 |
|
|
if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED)) |
641 |
|
|
{ |
642 |
elmex |
1.1 |
apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
643 |
root |
1.3 |
number--; |
644 |
root |
1.6 |
} |
645 |
elmex |
1.1 |
} |
646 |
|
|
|
647 |
|
|
/** |
648 |
|
|
* If the god does/doesnt have this flag, we |
649 |
|
|
* give/remove it from the experience object if it doesnt/does |
650 |
|
|
* already exist. For players only! |
651 |
|
|
*/ |
652 |
|
|
|
653 |
root |
1.6 |
void |
654 |
|
|
update_priest_flag (object *god, object *exp_ob, uint32 flag) |
655 |
|
|
{ |
656 |
|
|
if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) |
657 |
|
|
SET_FLAG (exp_ob, flag); |
658 |
|
|
else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) |
659 |
|
|
{ |
660 |
|
|
/* When this is called with the exp_ob set to the player, |
661 |
|
|
* this check is broken, because most all players arch |
662 |
|
|
* allow use of weapons. I'm not actually sure why this |
663 |
|
|
* check is here - I guess if you had a case where the |
664 |
|
|
* value in the archetype (wisdom) should over ride the restrictions |
665 |
|
|
* the god places on it, this may make sense. But I don't think |
666 |
|
|
* there is any case like that. |
667 |
|
|
*/ |
668 |
|
|
|
669 |
elmex |
1.1 |
/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
670 |
root |
1.6 |
CLEAR_FLAG (exp_ob, flag); |
671 |
|
|
}; |
672 |
elmex |
1.1 |
} |
673 |
|
|
|
674 |
|
|
|
675 |
|
|
|
676 |
root |
1.6 |
archetype * |
677 |
|
|
determine_holy_arch (object *god, const char *type) |
678 |
elmex |
1.1 |
{ |
679 |
root |
1.6 |
treasure *tr; |
680 |
elmex |
1.1 |
|
681 |
root |
1.6 |
if (!god || !god->randomitems) |
682 |
|
|
{ |
683 |
|
|
LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
684 |
|
|
return NULL; |
685 |
elmex |
1.1 |
} |
686 |
|
|
|
687 |
root |
1.19 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
688 |
root |
1.6 |
{ |
689 |
|
|
if (!tr->item) |
690 |
|
|
continue; |
691 |
elmex |
1.16 |
|
692 |
root |
1.26 |
object *item = tr->item; |
693 |
elmex |
1.1 |
|
694 |
root |
1.6 |
if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) |
695 |
|
|
return item->other_arch; |
696 |
elmex |
1.1 |
} |
697 |
root |
1.6 |
return NULL; |
698 |
elmex |
1.1 |
} |
699 |
|
|
|
700 |
|
|
/** |
701 |
|
|
* God helps player by removing curse and/or damnation. |
702 |
|
|
*/ |
703 |
root |
1.6 |
static int |
704 |
|
|
god_removes_curse (object *op, int remove_damnation) |
705 |
elmex |
1.1 |
{ |
706 |
root |
1.6 |
object *tmp; |
707 |
|
|
int success = 0; |
708 |
elmex |
1.1 |
|
709 |
root |
1.6 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
710 |
|
|
{ |
711 |
|
|
if (tmp->invisible) |
712 |
|
|
continue; |
713 |
|
|
if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) |
714 |
|
|
continue; |
715 |
|
|
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
716 |
|
|
{ |
717 |
|
|
success = 1; |
718 |
|
|
CLEAR_FLAG (tmp, FLAG_DAMNED); |
719 |
|
|
CLEAR_FLAG (tmp, FLAG_CURSED); |
720 |
|
|
CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
721 |
|
|
if (op->type == PLAYER) |
722 |
|
|
esrv_send_item (op, tmp); |
723 |
elmex |
1.1 |
} |
724 |
|
|
} |
725 |
|
|
|
726 |
root |
1.6 |
if (success) |
727 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
728 |
|
|
return success; |
729 |
elmex |
1.1 |
} |
730 |
|
|
|
731 |
root |
1.6 |
static int |
732 |
|
|
follower_level_to_enchantments (int level, int difficulty) |
733 |
elmex |
1.1 |
{ |
734 |
root |
1.6 |
if (difficulty < 1) |
735 |
|
|
{ |
736 |
|
|
LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty); |
737 |
|
|
return 0; |
738 |
elmex |
1.1 |
} |
739 |
|
|
|
740 |
root |
1.6 |
if (level <= 20) |
741 |
|
|
return level / difficulty; |
742 |
|
|
if (level <= 40) |
743 |
|
|
return (20 + (level - 20) / 2) / difficulty; |
744 |
root |
1.20 |
|
745 |
root |
1.6 |
return (30 + (level - 40) / 4) / difficulty; |
746 |
elmex |
1.1 |
} |
747 |
|
|
|
748 |
|
|
/** |
749 |
|
|
* God wants to enchant weapon. |
750 |
|
|
* Affected weapon is the applied one (weapon or bow). It's checked to make sure |
751 |
|
|
* it isn't a weapon for another god. If all is all right, update weapon with |
752 |
|
|
* attacktype, slaying and such. |
753 |
|
|
*/ |
754 |
root |
1.6 |
static int |
755 |
|
|
god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
756 |
elmex |
1.1 |
{ |
757 |
root |
1.6 |
char buf[MAX_BUF]; |
758 |
|
|
object *weapon; |
759 |
|
|
uint32 attacktype; |
760 |
|
|
int tmp; |
761 |
|
|
|
762 |
|
|
for (weapon = op->inv; weapon; weapon = weapon->below) |
763 |
|
|
if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) |
764 |
|
|
break; |
765 |
root |
1.20 |
|
766 |
root |
1.6 |
if (weapon == NULL || god_examines_item (god, weapon) <= 0) |
767 |
|
|
return 0; |
768 |
|
|
|
769 |
|
|
/* First give it a title, so other gods won't touch it */ |
770 |
|
|
if (!weapon->title) |
771 |
|
|
{ |
772 |
|
|
sprintf (buf, "of %s", &god->name); |
773 |
|
|
weapon->title = buf; |
774 |
|
|
if (op->type == PLAYER) |
775 |
|
|
esrv_update_item (UPD_NAME, op, weapon); |
776 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
777 |
|
|
} |
778 |
|
|
|
779 |
|
|
/* Allow the weapon to slay enemies */ |
780 |
|
|
if (!weapon->slaying && god->slaying) |
781 |
|
|
{ |
782 |
|
|
weapon->slaying = god->slaying; |
783 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
784 |
|
|
return 1; |
785 |
elmex |
1.1 |
} |
786 |
|
|
|
787 |
root |
1.6 |
/* Add the gods attacktype */ |
788 |
|
|
attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
789 |
|
|
if ((attacktype & god->attacktype) != god->attacktype) |
790 |
|
|
{ |
791 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
792 |
|
|
weapon->attacktype = attacktype | god->attacktype; |
793 |
|
|
return 1; |
794 |
elmex |
1.1 |
} |
795 |
|
|
|
796 |
root |
1.6 |
/* Higher magic value */ |
797 |
|
|
tmp = follower_level_to_enchantments (skill->level, tr->level); |
798 |
|
|
if (weapon->magic < tmp) |
799 |
|
|
{ |
800 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
801 |
|
|
weapon->magic++; |
802 |
|
|
if (op->type == PLAYER) |
803 |
|
|
esrv_update_item (UPD_NAME, op, weapon); |
804 |
|
|
return 1; |
805 |
elmex |
1.1 |
} |
806 |
|
|
|
807 |
root |
1.6 |
return 0; |
808 |
elmex |
1.1 |
} |
809 |
|
|
|
810 |
|
|
|
811 |
|
|
/** |
812 |
|
|
* Every once in a while the god will intervene to help the worshiper. |
813 |
|
|
* Later, this fctn can be used to supply quests, etc for the |
814 |
|
|
* priest. -b.t. |
815 |
|
|
* called from pray_at_altar() currently. |
816 |
|
|
*/ |
817 |
|
|
|
818 |
root |
1.6 |
void |
819 |
|
|
god_intervention (object *op, object *god, object *skill) |
820 |
elmex |
1.1 |
{ |
821 |
root |
1.6 |
treasure *tr; |
822 |
elmex |
1.1 |
|
823 |
root |
1.6 |
if (!god || !god->randomitems) |
824 |
|
|
{ |
825 |
|
|
LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n"); |
826 |
|
|
return; |
827 |
elmex |
1.1 |
} |
828 |
|
|
|
829 |
root |
1.6 |
check_special_prayers (op, god); |
830 |
elmex |
1.1 |
|
831 |
root |
1.6 |
/* lets do some checks of whether we are kosher with our god */ |
832 |
|
|
if (god_examines_priest (op, god) < 0) |
833 |
|
|
return; |
834 |
elmex |
1.1 |
|
835 |
root |
1.6 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
836 |
elmex |
1.1 |
|
837 |
root |
1.19 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
838 |
root |
1.6 |
{ |
839 |
|
|
object *item; |
840 |
|
|
|
841 |
|
|
if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) |
842 |
|
|
continue; |
843 |
elmex |
1.1 |
|
844 |
root |
1.6 |
/* Treasurelist - generate some treasure for the follower */ |
845 |
|
|
if (tr->name) |
846 |
|
|
{ |
847 |
root |
1.19 |
treasurelist *tl = treasurelist::find (tr->name); |
848 |
root |
1.6 |
|
849 |
|
|
if (tl == NULL) |
850 |
elmex |
1.1 |
continue; |
851 |
|
|
|
852 |
root |
1.6 |
new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); |
853 |
elmex |
1.1 |
|
854 |
root |
1.6 |
create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); |
855 |
|
|
return; |
856 |
elmex |
1.1 |
} |
857 |
|
|
|
858 |
root |
1.6 |
if (!tr->item) |
859 |
elmex |
1.16 |
continue; |
860 |
|
|
|
861 |
root |
1.26 |
item = tr->item; |
862 |
elmex |
1.1 |
|
863 |
root |
1.6 |
/* Grace limit */ |
864 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) |
865 |
|
|
{ |
866 |
|
|
if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
867 |
|
|
{ |
868 |
|
|
object *tmp; |
869 |
|
|
|
870 |
|
|
/* Follower lacks the required grace for the following |
871 |
|
|
* treasure list items. */ |
872 |
|
|
|
873 |
|
|
tmp = get_archetype (HOLY_POSSESSION); |
874 |
|
|
cast_change_ability (op, op, tmp, 0, 1); |
875 |
root |
1.10 |
tmp->destroy (); |
876 |
root |
1.6 |
return; |
877 |
elmex |
1.1 |
} |
878 |
root |
1.6 |
continue; |
879 |
elmex |
1.1 |
} |
880 |
|
|
|
881 |
root |
1.6 |
/* Restore grace */ |
882 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) |
883 |
|
|
{ |
884 |
|
|
if (op->stats.grace >= 0) |
885 |
|
|
continue; |
886 |
|
|
op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
887 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
888 |
|
|
return; |
889 |
elmex |
1.1 |
} |
890 |
|
|
|
891 |
root |
1.6 |
/* Heal damage */ |
892 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
893 |
|
|
{ |
894 |
|
|
if (op->stats.hp >= op->stats.maxhp) |
895 |
|
|
continue; |
896 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
897 |
|
|
op->stats.hp = op->stats.maxhp; |
898 |
|
|
return; |
899 |
elmex |
1.1 |
} |
900 |
|
|
|
901 |
root |
1.6 |
/* Restore spellpoints */ |
902 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0) |
903 |
elmex |
1.1 |
{ |
904 |
root |
1.6 |
int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0)); |
905 |
|
|
|
906 |
|
|
/* Restore to 50 .. 100%, if sp < 50% */ |
907 |
|
|
int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
908 |
|
|
|
909 |
|
|
if (op->stats.sp >= max / 2) |
910 |
|
|
continue; |
911 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); |
912 |
|
|
op->stats.sp = new_sp; |
913 |
elmex |
1.1 |
} |
914 |
|
|
|
915 |
root |
1.6 |
/* Various heal spells */ |
916 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
917 |
elmex |
1.1 |
{ |
918 |
root |
1.6 |
object *tmp; |
919 |
|
|
int success; |
920 |
elmex |
1.1 |
|
921 |
root |
1.6 |
tmp = get_archetype_by_object_name (item->slaying); |
922 |
elmex |
1.1 |
|
923 |
root |
1.6 |
success = cast_heal (op, op, tmp, 0); |
924 |
root |
1.10 |
tmp->destroy (); |
925 |
root |
1.6 |
if (success) |
926 |
|
|
return; |
927 |
|
|
else |
928 |
|
|
continue; |
929 |
elmex |
1.1 |
} |
930 |
|
|
|
931 |
root |
1.6 |
/* Remove curse */ |
932 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0) |
933 |
elmex |
1.1 |
{ |
934 |
root |
1.6 |
if (god_removes_curse (op, 0)) |
935 |
|
|
return; |
936 |
|
|
else |
937 |
|
|
continue; |
938 |
elmex |
1.1 |
} |
939 |
|
|
|
940 |
root |
1.6 |
/* Remove damnation */ |
941 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0) |
942 |
elmex |
1.1 |
{ |
943 |
root |
1.6 |
if (god_removes_curse (op, 1)) |
944 |
|
|
return; |
945 |
|
|
else |
946 |
|
|
continue; |
947 |
elmex |
1.1 |
} |
948 |
|
|
|
949 |
root |
1.6 |
/* Heal depletion */ |
950 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0) |
951 |
elmex |
1.1 |
{ |
952 |
root |
1.6 |
object *depl; |
953 |
|
|
archetype *at; |
954 |
|
|
int i; |
955 |
|
|
|
956 |
root |
1.7 |
if ((at = archetype::find (ARCH_DEPLETION)) == NULL) |
957 |
root |
1.6 |
{ |
958 |
|
|
LOG (llevError, "Could not find archetype depletion.\n"); |
959 |
|
|
continue; |
960 |
elmex |
1.1 |
} |
961 |
root |
1.6 |
depl = present_arch_in_ob (at, op); |
962 |
root |
1.10 |
|
963 |
root |
1.6 |
if (depl == NULL) |
964 |
|
|
continue; |
965 |
root |
1.10 |
|
966 |
root |
1.6 |
new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); |
967 |
root |
1.10 |
|
968 |
root |
1.6 |
for (i = 0; i < NUM_STATS; i++) |
969 |
root |
1.21 |
if (depl->stats.stat (i)) |
970 |
root |
1.6 |
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
971 |
root |
1.10 |
|
972 |
|
|
depl->destroy (); |
973 |
root |
1.13 |
op->update_stats (); |
974 |
root |
1.6 |
return; |
975 |
elmex |
1.1 |
} |
976 |
root |
1.6 |
|
977 |
|
|
/* Voices */ |
978 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) |
979 |
|
|
{ |
980 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); |
981 |
|
|
new_draw_info (NDI_WHITE, 0, op, item->msg); |
982 |
|
|
return; |
983 |
elmex |
1.1 |
} |
984 |
|
|
|
985 |
root |
1.6 |
/* Messages */ |
986 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0) |
987 |
elmex |
1.1 |
{ |
988 |
root |
1.6 |
new_draw_info (NDI_UNIQUE, 0, op, item->msg); |
989 |
|
|
return; |
990 |
elmex |
1.1 |
} |
991 |
|
|
|
992 |
root |
1.6 |
/* Enchant weapon */ |
993 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0) |
994 |
elmex |
1.1 |
{ |
995 |
root |
1.6 |
if (god_enchants_weapon (op, god, item, skill)) |
996 |
|
|
return; |
997 |
|
|
else |
998 |
|
|
continue; |
999 |
elmex |
1.1 |
} |
1000 |
|
|
|
1001 |
root |
1.6 |
/* Spellbooks - works correctly only for prayers */ |
1002 |
|
|
if (item->type == SPELL) |
1003 |
elmex |
1.1 |
{ |
1004 |
root |
1.6 |
if (check_spell_known (op, item->name)) |
1005 |
|
|
continue; |
1006 |
|
|
if (item->level > skill->level) |
1007 |
|
|
continue; |
1008 |
elmex |
1.1 |
|
1009 |
root |
1.6 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name); |
1010 |
|
|
do_learn_spell (op, item, 1); |
1011 |
|
|
return; |
1012 |
elmex |
1.1 |
|
1013 |
root |
1.3 |
} |
1014 |
elmex |
1.1 |
|
1015 |
root |
1.6 |
/* Other gifts */ |
1016 |
|
|
if (!item->invisible) |
1017 |
|
|
{ |
1018 |
|
|
if (god_gives_present (op, god, tr)) |
1019 |
|
|
return; |
1020 |
|
|
else |
1021 |
|
|
continue; |
1022 |
elmex |
1.1 |
} |
1023 |
root |
1.6 |
/* else ignore it */ |
1024 |
elmex |
1.1 |
} |
1025 |
|
|
|
1026 |
root |
1.6 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
1027 |
elmex |
1.1 |
} |
1028 |
|
|
|
1029 |
|
|
/** |
1030 |
|
|
* Checks and maybe punishes someone praying. |
1031 |
|
|
* All applied items are examined, if player is using more items of other gods, |
1032 |
|
|
* s/he loses experience in praying or general experience if no praying. |
1033 |
|
|
*/ |
1034 |
root |
1.6 |
int |
1035 |
|
|
god_examines_priest (object *op, object *god) |
1036 |
|
|
{ |
1037 |
|
|
int reaction = 1; |
1038 |
|
|
object *item = NULL, *skop; |
1039 |
elmex |
1.1 |
|
1040 |
root |
1.6 |
for (item = op->inv; item; item = item->below) |
1041 |
|
|
{ |
1042 |
|
|
if (QUERY_FLAG (item, FLAG_APPLIED)) |
1043 |
|
|
{ |
1044 |
|
|
reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
1045 |
root |
1.3 |
} |
1046 |
elmex |
1.1 |
} |
1047 |
|
|
|
1048 |
root |
1.6 |
/* well, well. Looks like we screwed up. Time for god's revenge */ |
1049 |
|
|
if (reaction < 0) |
1050 |
|
|
{ |
1051 |
|
|
int loss = 10000000; |
1052 |
|
|
int angry = abs (reaction); |
1053 |
elmex |
1.1 |
|
1054 |
root |
1.6 |
for (skop = op->inv; skop != NULL; skop = skop->below) |
1055 |
|
|
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
1056 |
|
|
break; |
1057 |
|
|
|
1058 |
|
|
if (skop) |
1059 |
|
|
loss = (int) (0.05 * (float) skop->stats.exp); |
1060 |
|
|
change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); |
1061 |
|
|
if (random_roll (0, angry, op, PREFER_LOW)) |
1062 |
|
|
{ |
1063 |
|
|
object *tmp = get_archetype (LOOSE_MANA); |
1064 |
elmex |
1.1 |
|
1065 |
root |
1.6 |
cast_magic_storm (op, tmp, op->level + (angry * 3)); |
1066 |
root |
1.3 |
} |
1067 |
root |
1.6 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
1068 |
elmex |
1.1 |
} |
1069 |
root |
1.6 |
return reaction; |
1070 |
elmex |
1.1 |
} |
1071 |
|
|
|
1072 |
|
|
/** |
1073 |
|
|
* God checks item the player is using. |
1074 |
|
|
* Return either -1 (bad), 0 (neutral) or |
1075 |
|
|
* 1 (item is ok). If you are using the item of an enemy |
1076 |
|
|
* god, it can be bad...-b.t. |
1077 |
|
|
*/ |
1078 |
|
|
|
1079 |
root |
1.6 |
int |
1080 |
|
|
god_examines_item (object *god, object *item) |
1081 |
|
|
{ |
1082 |
elmex |
1.1 |
char buf[MAX_BUF]; |
1083 |
|
|
|
1084 |
root |
1.6 |
if (!god || !item) |
1085 |
|
|
return 0; |
1086 |
elmex |
1.1 |
|
1087 |
root |
1.6 |
if (!item->title) |
1088 |
|
|
return 1; /* unclaimed item are ok */ |
1089 |
elmex |
1.1 |
|
1090 |
root |
1.6 |
sprintf (buf, "of %s", &god->name); |
1091 |
|
|
if (!strcmp (item->title, buf)) |
1092 |
|
|
return 1; /* belongs to that God */ |
1093 |
|
|
|
1094 |
|
|
if (god->title) |
1095 |
|
|
{ /* check if we have any enemy blessed item */ |
1096 |
|
|
sprintf (buf, "of %s", &god->title); |
1097 |
|
|
if (!strcmp (item->title, buf)) |
1098 |
|
|
{ |
1099 |
|
|
if (item->env) |
1100 |
|
|
{ |
1101 |
|
|
char buf[MAX_BUF]; |
1102 |
elmex |
1.1 |
|
1103 |
root |
1.6 |
sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
1104 |
|
|
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
1105 |
|
|
} |
1106 |
|
|
return -1; |
1107 |
|
|
} |
1108 |
elmex |
1.1 |
} |
1109 |
|
|
|
1110 |
root |
1.6 |
return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
1111 |
elmex |
1.1 |
} |
1112 |
|
|
|
1113 |
|
|
/** |
1114 |
|
|
* Returns priest's god's id. |
1115 |
|
|
* Straight calls lookup_god_by_name |
1116 |
|
|
*/ |
1117 |
|
|
|
1118 |
root |
1.6 |
int |
1119 |
|
|
get_god (object *priest) |
1120 |
|
|
{ |
1121 |
|
|
int godnr = lookup_god_by_name (determine_god (priest)); |
1122 |
elmex |
1.1 |
|
1123 |
|
|
return godnr; |
1124 |
|
|
} |
1125 |
|
|
|
1126 |
|
|
/** |
1127 |
|
|
* Returns a string that is the name of the god that should be natively worshipped by a |
1128 |
|
|
* creature of who has race *race |
1129 |
|
|
* if we can't find a god that is appropriate, we return NULL |
1130 |
|
|
*/ |
1131 |
root |
1.6 |
const char * |
1132 |
|
|
get_god_for_race (const char *race) |
1133 |
|
|
{ |
1134 |
|
|
godlink *gl = first_god; |
1135 |
|
|
const char *godname = NULL; |
1136 |
|
|
|
1137 |
|
|
if (race == NULL) |
1138 |
|
|
return NULL; |
1139 |
|
|
while (gl) |
1140 |
|
|
{ |
1141 |
root |
1.26 |
if (!strcasecmp (gl->arch->race, race)) |
1142 |
root |
1.6 |
{ |
1143 |
|
|
godname = gl->name; |
1144 |
|
|
break; |
1145 |
root |
1.3 |
} |
1146 |
root |
1.6 |
gl = gl->next; |
1147 |
elmex |
1.1 |
} |
1148 |
root |
1.6 |
return godname; |
1149 |
elmex |
1.1 |
} |
1150 |
root |
1.6 |
|
1151 |
elmex |
1.1 |
/** |
1152 |
|
|
* Changes the attributes of cone, smite, and ball spells as needed by the code. |
1153 |
|
|
* Returns false if there was no race to assign to the slaying field of the spell, but |
1154 |
|
|
* the spell attacktype contains AT_HOLYWORD. -b.t. |
1155 |
|
|
*/ |
1156 |
root |
1.6 |
int |
1157 |
|
|
tailor_god_spell (object *spellop, object *caster) |
1158 |
|
|
{ |
1159 |
|
|
object *god = find_god (determine_god (caster)); |
1160 |
|
|
int caster_is_spell = 0; |
1161 |
|
|
|
1162 |
|
|
if (caster->type == SPELL_EFFECT || caster->type == SPELL) |
1163 |
|
|
caster_is_spell = 1; |
1164 |
|
|
|
1165 |
|
|
/* if caster is a rune or the like, it doesn't worship anything. However, |
1166 |
|
|
* if this object is owned by someone, then the god that they worship |
1167 |
|
|
* is relevant, so use that. |
1168 |
|
|
*/ |
1169 |
root |
1.11 |
if (!god && caster->owner) |
1170 |
|
|
god = find_god (determine_god (caster->owner)); |
1171 |
root |
1.6 |
|
1172 |
|
|
if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race)) |
1173 |
|
|
{ |
1174 |
|
|
if (!caster_is_spell) |
1175 |
|
|
new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god"); |
1176 |
|
|
else |
1177 |
|
|
LOG (llevError, "BUG: tailor_god_spell(): no god\n"); |
1178 |
root |
1.10 |
|
1179 |
|
|
spellop->destroy (); |
1180 |
root |
1.6 |
return 0; |
1181 |
elmex |
1.1 |
} |
1182 |
|
|
|
1183 |
root |
1.6 |
/* either holy word or godpower attacks will set the slaying field */ |
1184 |
|
|
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1185 |
|
|
{ |
1186 |
|
|
if (spellop->slaying) |
1187 |
|
|
spellop->slaying = NULL; |
1188 |
root |
1.4 |
|
1189 |
root |
1.6 |
if (!caster_is_spell) |
1190 |
|
|
spellop->slaying = god->slaying; |
1191 |
|
|
else if (caster->slaying) |
1192 |
|
|
spellop->slaying = caster->slaying; |
1193 |
elmex |
1.1 |
} |
1194 |
|
|
|
1195 |
root |
1.6 |
/* only the godpower attacktype adds the god's attack onto the spell */ |
1196 |
|
|
if (spellop->attacktype & AT_GODPOWER) |
1197 |
|
|
spellop->attacktype = spellop->attacktype | god->attacktype; |
1198 |
elmex |
1.1 |
|
1199 |
root |
1.6 |
/* tack on the god's name to the spell */ |
1200 |
|
|
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1201 |
|
|
{ |
1202 |
|
|
spellop->title = god->name; |
1203 |
|
|
if (spellop->title) |
1204 |
|
|
{ |
1205 |
|
|
char buf[MAX_BUF]; |
1206 |
|
|
|
1207 |
|
|
sprintf (buf, "%s of %s", &spellop->name, &spellop->title); |
1208 |
|
|
spellop->name = spellop->name_pl = buf; |
1209 |
root |
1.3 |
} |
1210 |
root |
1.6 |
} |
1211 |
elmex |
1.1 |
|
1212 |
root |
1.6 |
return 1; |
1213 |
elmex |
1.1 |
} |