1 |
elmex |
1.1 |
/* |
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* static char *rcsid_gods_c = |
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root |
1.3 |
* "$Id: gods.C,v 1.2 2006-08-25 17:11:53 root Exp $"; |
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elmex |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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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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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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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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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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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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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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34 |
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/* Sept 1996 - moved code over to object -oriented gods -b.t. */ |
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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> |
40 |
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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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45 |
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/** |
46 |
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* Returns the id of specified god. |
47 |
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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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52 |
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if(name && strcmp(name,"none")) { |
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root |
1.3 |
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; |
58 |
elmex |
1.1 |
} |
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return godnr; |
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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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if(name) { |
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root |
1.3 |
godlink *gl; |
70 |
elmex |
1.1 |
|
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root |
1.3 |
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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elmex |
1.1 |
} |
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return god; |
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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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const char *determine_god(object *op) { |
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int godnr = -1; |
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const char *godname; |
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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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root |
1.3 |
if (lookup_god_by_name(op->title)>=0) return op->title; |
95 |
elmex |
1.1 |
} |
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if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { |
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root |
1.3 |
|
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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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} |
107 |
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} |
108 |
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109 |
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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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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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} |
120 |
elmex |
1.1 |
|
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root |
1.3 |
return op->title; |
122 |
elmex |
1.1 |
} |
123 |
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/* The god the player worships is in the praying skill (native skill |
126 |
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* not skill tool). Since a player can only have one instance of |
127 |
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* that skill, once we find it, we can return, either with the |
128 |
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* title or "none". |
129 |
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*/ |
130 |
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if(op->type==PLAYER) { |
131 |
root |
1.3 |
object *tmp; |
132 |
elmex |
1.1 |
for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) |
133 |
root |
1.3 |
if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { |
134 |
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if (tmp->title) return (tmp->title); |
135 |
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else return("none"); |
136 |
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} |
137 |
elmex |
1.1 |
} |
138 |
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return ("none"); |
139 |
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} |
140 |
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141 |
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/** |
142 |
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* Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
143 |
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*/ |
144 |
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static int same_string (const char *s1, const char *s2) |
145 |
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{ |
146 |
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if (s1 == NULL) |
147 |
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if (s2 == NULL) |
148 |
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return 1; |
149 |
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else |
150 |
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return 0; |
151 |
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else |
152 |
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if (s2 == NULL) |
153 |
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return 0; |
154 |
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else |
155 |
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return strcmp (s1, s2) == 0; |
156 |
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} |
157 |
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158 |
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159 |
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/** |
160 |
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* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
161 |
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* Any matching items in the inventory are deleted, and a |
162 |
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* message is displayed to the player. |
163 |
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*/ |
164 |
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static void follower_remove_similar_item (object *op, object *item) |
165 |
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{ |
166 |
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object *tmp, *next; |
167 |
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168 |
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if (op && op->type == PLAYER && op->contr) { |
169 |
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/* search the inventory */ |
170 |
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for (tmp = op->inv; tmp != NULL; tmp = next) { |
171 |
root |
1.3 |
next = tmp->below; /* backup in case we remove tmp */ |
172 |
elmex |
1.1 |
|
173 |
root |
1.3 |
if (tmp->type == item->type |
174 |
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&& same_string (tmp->name, item->name) |
175 |
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&& same_string (tmp->title, item->title) |
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&& same_string (tmp->msg, item->msg) |
177 |
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&& same_string (tmp->slaying, item->slaying)) { |
178 |
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179 |
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/* message */ |
180 |
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if (tmp->nrof > 1) |
181 |
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new_draw_info_format(NDI_UNIQUE,0,op, |
182 |
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"The %s crumble to dust!", query_short_name(tmp)); |
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else |
184 |
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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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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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} |
191 |
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if (tmp->inv) |
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follower_remove_similar_item(tmp, item); |
193 |
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} |
194 |
elmex |
1.1 |
} |
195 |
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} |
196 |
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197 |
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/** |
198 |
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* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
199 |
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* Returns 1 if found, else 0. |
200 |
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*/ |
201 |
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static int follower_has_similar_item (object *op, object *item) |
202 |
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{ |
203 |
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object *tmp; |
204 |
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205 |
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for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { |
206 |
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if (tmp->type == item->type |
207 |
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&& same_string (tmp->name, item->name) |
208 |
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&& same_string (tmp->title, item->title) |
209 |
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&& same_string (tmp->msg, item->msg) |
210 |
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&& same_string (tmp->slaying, item->slaying)) |
211 |
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return 1; |
212 |
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if (tmp->inv && follower_has_similar_item (tmp, item)) |
213 |
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return 1; |
214 |
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} |
215 |
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return 0; |
216 |
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} |
217 |
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218 |
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/** |
219 |
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* God gives an item to the player. |
220 |
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*/ |
221 |
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static int god_gives_present (object *op, object *god, treasure *tr) |
222 |
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{ |
223 |
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object *tmp; |
224 |
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225 |
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if (follower_has_similar_item (op, &tr->item->clone)) |
226 |
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return 0; |
227 |
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228 |
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tmp = arch_to_object (tr->item); |
229 |
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new_draw_info_format (NDI_UNIQUE, 0, op, |
230 |
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"%s lets %s appear in your hands.", god->name, query_short_name (tmp)); |
231 |
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tmp = insert_ob_in_ob (tmp, op); |
232 |
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if (op->type == PLAYER) |
233 |
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esrv_send_item (op, tmp); |
234 |
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return 1; |
235 |
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} |
236 |
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237 |
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/** |
238 |
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* Player prays at altar. |
239 |
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* Checks for god changing, divine intervention, and so on. |
240 |
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*/ |
241 |
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void pray_at_altar(object *pl, object *altar, object *skill) { |
242 |
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object *pl_god=find_god(determine_god(pl)); |
243 |
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244 |
root |
1.2 |
if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
245 |
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return; |
246 |
elmex |
1.1 |
|
247 |
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/* If non consecrate altar, don't do anything */ |
248 |
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if (!altar->other_arch) return; |
249 |
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250 |
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/* hmm. what happend depends on pl's current god, level, etc */ |
251 |
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if(!pl_god) { /*new convert */ |
252 |
root |
1.3 |
become_follower(pl,&altar->other_arch->clone); |
253 |
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return; |
254 |
elmex |
1.1 |
|
255 |
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} else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) { |
256 |
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/* pray at your gods altar */ |
257 |
root |
1.3 |
int bonus = (pl->stats.Wis+skill->level)/10; |
258 |
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259 |
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/* we can get neg grace up faster */ |
260 |
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if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? |
261 |
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bonus : -1*(pl->stats.grace/10)); |
262 |
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/* we can super-charge grace to 2x max */ |
263 |
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if(pl->stats.grace<(2*pl->stats.maxgrace)) { |
264 |
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pl->stats.grace+=bonus/2; |
265 |
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} |
266 |
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if(pl->stats.grace>(2*pl->stats.maxgrace)) { |
267 |
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pl->stats.grace=(2*pl->stats.maxgrace); |
268 |
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} |
269 |
elmex |
1.1 |
|
270 |
root |
1.3 |
/* Every once in a while, the god decides to checkup on their |
271 |
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* follower, and may intervene to help them out. |
272 |
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*/ |
273 |
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bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ |
274 |
elmex |
1.1 |
|
275 |
root |
1.3 |
if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) |
276 |
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god_intervention(pl,pl_god, skill); |
277 |
elmex |
1.1 |
|
278 |
|
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} else { /* praying to another god! */ |
279 |
root |
1.3 |
uint64 loss = 0; |
280 |
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int angry=1; |
281 |
elmex |
1.1 |
|
282 |
root |
1.3 |
/* I believe the logic for detecting opposing gods was completely |
283 |
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* broken - I think it should work now. altar->other_arch |
284 |
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* points to the god of this altar (which we have |
285 |
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* already verified is non null). pl_god->other_arch |
286 |
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* is the opposing god - we need to verify that exists before |
287 |
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* using its values. |
288 |
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*/ |
289 |
elmex |
1.1 |
if(pl_god->other_arch && |
290 |
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(altar->other_arch->name==pl_god->other_arch->name)) { |
291 |
root |
1.3 |
angry=2; |
292 |
|
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if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { |
293 |
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object *tmp; |
294 |
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|
295 |
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/* you really screwed up */ |
296 |
|
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angry=3; |
297 |
|
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new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, |
298 |
elmex |
1.1 |
"Foul Priest! %s punishes you!",pl_god->name); |
299 |
root |
1.3 |
tmp=get_archetype(LOOSE_MANA); |
300 |
|
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cast_magic_storm(pl,tmp, pl_god->level+20); |
301 |
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} else |
302 |
|
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new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, |
303 |
elmex |
1.1 |
"Foolish heretic! %s is livid!",pl_god->name); |
304 |
root |
1.3 |
} else |
305 |
|
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new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, |
306 |
elmex |
1.1 |
"Heretic! %s is angered!",pl_god->name); |
307 |
|
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|
308 |
root |
1.3 |
/* whether we will be successfull in defecting or not - |
309 |
|
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* we lose experience from the clerical experience obj |
310 |
|
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*/ |
311 |
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|
312 |
|
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loss = angry * (skill->stats.exp / 10); |
313 |
|
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if(loss) |
314 |
|
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change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), |
315 |
|
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skill?skill->skill:"none", SK_SUBTRACT_SKILL_EXP); |
316 |
|
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|
317 |
|
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/* May switch Gods, but its random chance based on our current level |
318 |
|
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* note it gets harder to swap gods the higher we get |
319 |
|
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*/ |
320 |
|
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if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { |
321 |
|
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become_follower(pl,&altar->other_arch->clone); |
322 |
|
|
} else { |
323 |
|
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/* toss this player off the altar. He can try again. */ |
324 |
|
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new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, |
325 |
elmex |
1.1 |
"A divine force pushes you off the altar."); |
326 |
root |
1.3 |
move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ |
327 |
|
|
} |
328 |
elmex |
1.1 |
} |
329 |
|
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} |
330 |
|
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|
331 |
|
|
/** |
332 |
|
|
* Removes special prayers given by a god. |
333 |
|
|
*/ |
334 |
|
|
static void check_special_prayers (object *op, object *god) |
335 |
|
|
{ |
336 |
|
|
/* Ensure that 'op' doesn't know any special prayers that are not granted |
337 |
|
|
* by 'god'. |
338 |
|
|
*/ |
339 |
|
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treasure *tr; |
340 |
|
|
object *tmp, *next_tmp; |
341 |
|
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int remove=0; |
342 |
|
|
|
343 |
|
|
/* Outer loop iterates over all special prayer marks */ |
344 |
|
|
for (tmp = op->inv; tmp; tmp = next_tmp) { |
345 |
|
|
next_tmp = tmp->below; |
346 |
|
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|
347 |
root |
1.3 |
/* we mark special prayers with the STARTEQUIP flag, so if it isn't |
348 |
|
|
* in that category, not something we need to worry about. |
349 |
|
|
*/ |
350 |
elmex |
1.1 |
if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) |
351 |
|
|
continue; |
352 |
|
|
|
353 |
|
|
if (god->randomitems == NULL) { |
354 |
|
|
LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name); |
355 |
|
|
do_forget_spell (op, tmp->name); |
356 |
|
|
continue; |
357 |
root |
1.3 |
} |
358 |
elmex |
1.1 |
|
359 |
|
|
/* Inner loop tries to find the special prayer in the god's treasure |
360 |
|
|
* list. We default that the spell should be removed. |
361 |
root |
1.3 |
*/ |
362 |
|
|
remove=1; |
363 |
elmex |
1.1 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
364 |
|
|
{ |
365 |
|
|
object *item; |
366 |
|
|
|
367 |
|
|
if (tr->item == NULL) |
368 |
|
|
continue; |
369 |
|
|
item = &tr->item->clone; |
370 |
|
|
|
371 |
root |
1.3 |
/* Basically, see if the matching spell is granted by this god. */ |
372 |
elmex |
1.1 |
|
373 |
|
|
if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { |
374 |
root |
1.3 |
remove=0; |
375 |
|
|
break; |
376 |
|
|
} |
377 |
|
|
} |
378 |
|
|
if (remove) { |
379 |
|
|
/* just do the work of removing the spell ourselves - we already |
380 |
|
|
* know that the player knows the spell |
381 |
|
|
*/ |
382 |
|
|
new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, |
383 |
elmex |
1.1 |
"You lose knowledge of %s.", tmp->name); |
384 |
root |
1.3 |
player_unready_range_ob(op->contr, tmp); |
385 |
|
|
remove_ob(tmp); |
386 |
|
|
free_object(tmp); |
387 |
|
|
} |
388 |
elmex |
1.1 |
|
389 |
|
|
} |
390 |
|
|
} |
391 |
|
|
|
392 |
|
|
/** |
393 |
|
|
* This function is called whenever a player has |
394 |
|
|
* switched to a new god. It handles basically all the stat changes |
395 |
|
|
* that happen to the player, including the removal of godgiven |
396 |
|
|
* items (from the former cult). |
397 |
|
|
*/ |
398 |
|
|
void become_follower (object *op, object *new_god) { |
399 |
|
|
object *old_god = NULL; /* old god */ |
400 |
|
|
treasure *tr; |
401 |
|
|
object *item, *skop, *next; |
402 |
|
|
int i,sk_applied, |
403 |
|
|
undeadified = 0; /* Turns to true if changing god can changes the undead status of the player.*/ |
404 |
|
|
|
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 |
root |
1.3 |
next = item->below; |
411 |
|
|
/* remove all invisible startequip items which are |
412 |
|
|
* not skill, exp or force |
413 |
elmex |
1.1 |
*/ |
414 |
|
|
if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && |
415 |
root |
1.3 |
(item->type != SKILL) && (item->type != EXPERIENCE) && |
416 |
|
|
(item->type != FORCE)) { |
417 |
elmex |
1.1 |
|
418 |
root |
1.3 |
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 |
elmex |
1.1 |
} |
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 |
root |
1.3 |
if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) |
431 |
|
|
follower_remove_similar_item(op, &tr->item->clone); |
432 |
|
|
} |
433 |
elmex |
1.1 |
} |
434 |
|
|
|
435 |
|
|
if(!op||!new_god) return; |
436 |
|
|
|
437 |
|
|
if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { |
438 |
root |
1.3 |
new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", |
439 |
|
|
new_god->name); |
440 |
elmex |
1.1 |
if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { |
441 |
root |
1.3 |
object *tmp = get_archetype(LOOSE_MANA); |
442 |
|
|
cast_magic_storm(op,tmp, new_god->level+10); |
443 |
|
|
} |
444 |
|
|
return; |
445 |
elmex |
1.1 |
} |
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 |
root |
1.3 |
"You become a follower of %s!",new_god->name); |
457 |
elmex |
1.1 |
|
458 |
|
|
for (skop = op->inv; skop != NULL; skop=skop->below) |
459 |
root |
1.3 |
if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; |
460 |
elmex |
1.1 |
|
461 |
|
|
/* Player has no skill - give them the skill */ |
462 |
|
|
if (!skop) { |
463 |
root |
1.3 |
/* 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 |
elmex |
1.1 |
} |
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 |
|
|
|
488 |
|
|
CLEAR_FLAG(skop,FLAG_APPLIED); |
489 |
|
|
(void) change_abil(op,skop); |
490 |
|
|
} |
491 |
|
|
free_string(skop->title); |
492 |
|
|
} |
493 |
|
|
|
494 |
|
|
/* now change to the new gods attributes to exp_obj */ |
495 |
|
|
skop->title = add_string(new_god->name); |
496 |
|
|
skop->path_attuned=new_god->path_attuned; |
497 |
|
|
skop->path_repelled=new_god->path_repelled; |
498 |
|
|
skop->path_denied=new_god->path_denied; |
499 |
|
|
/* copy god's resistances */ |
500 |
|
|
memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); |
501 |
|
|
|
502 |
|
|
/* make sure that certain immunities do NOT get passed |
503 |
|
|
* to the follower! |
504 |
|
|
*/ |
505 |
|
|
for (i=0; i<NROFATTACKS; i++) |
506 |
|
|
if (skop->resist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || |
507 |
root |
1.3 |
i==ATNR_ELECTRICITY || i==ATNR_POISON)) |
508 |
|
|
skop->resist[i] = 30; |
509 |
elmex |
1.1 |
|
510 |
|
|
skop->stats.hp= (sint16) new_god->last_heal; |
511 |
|
|
skop->stats.sp= (sint16) new_god->last_sp; |
512 |
|
|
skop->stats.grace= (sint16) new_god->last_grace; |
513 |
|
|
skop->stats.food= (sint16) new_god->last_eat; |
514 |
|
|
skop->stats.luck= (sint8) new_god->stats.luck; |
515 |
|
|
/* gods may pass on certain flag properties */ |
516 |
|
|
update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); |
517 |
|
|
update_priest_flag(new_god,skop,FLAG_REFL_SPELL); |
518 |
|
|
update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); |
519 |
|
|
update_priest_flag(new_god,skop,FLAG_STEALTH); |
520 |
|
|
update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); |
521 |
|
|
update_priest_flag(new_god,skop,FLAG_UNDEAD); |
522 |
|
|
update_priest_flag(new_god,skop,FLAG_BLIND); |
523 |
|
|
update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ |
524 |
|
|
|
525 |
|
|
new_draw_info_format(NDI_UNIQUE,0,op, |
526 |
root |
1.3 |
"You are bathed in %s's aura.",new_god->name); |
527 |
elmex |
1.1 |
|
528 |
|
|
/* Weapon/armour use are special...handle flag toggles here as this can |
529 |
|
|
* only happen when gods are worshipped and if the new priest could |
530 |
|
|
* have used armour/weapons in the first place. |
531 |
|
|
* |
532 |
|
|
* This also can happen for monks which cannot use weapons. In this case |
533 |
|
|
* do not allow to use weapons even if the god otherwise would allow it. |
534 |
|
|
*/ |
535 |
|
|
if (!present_in_ob_by_name(FORCE, "no weapon force", op)) |
536 |
root |
1.3 |
update_priest_flag(new_god,skop,FLAG_USE_WEAPON); |
537 |
elmex |
1.1 |
update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); |
538 |
|
|
|
539 |
|
|
if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) |
540 |
root |
1.3 |
stop_using_item(op,WEAPON,2); |
541 |
elmex |
1.1 |
|
542 |
|
|
if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { |
543 |
root |
1.3 |
stop_using_item(op,ARMOUR,1); |
544 |
|
|
stop_using_item(op,HELMET,1); |
545 |
|
|
stop_using_item(op,BOOTS,1); |
546 |
|
|
stop_using_item(op,GLOVES,1); |
547 |
|
|
stop_using_item(op,SHIELD,1); |
548 |
elmex |
1.1 |
} |
549 |
|
|
|
550 |
|
|
SET_FLAG(skop,FLAG_APPLIED); |
551 |
|
|
(void) change_abil(op,skop); |
552 |
|
|
|
553 |
|
|
/* return to previous skill status */ |
554 |
|
|
if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); |
555 |
|
|
|
556 |
|
|
check_special_prayers (op, new_god); |
557 |
|
|
} |
558 |
|
|
|
559 |
|
|
/** |
560 |
|
|
* Forbids or let player use something item type. |
561 |
|
|
* op is the player. |
562 |
|
|
* exp_obj is the widsom experience. |
563 |
|
|
* flag is the flag to check against. |
564 |
|
|
* string is the string to print out. |
565 |
|
|
*/ |
566 |
|
|
|
567 |
|
|
int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { |
568 |
|
|
|
569 |
|
|
if(QUERY_FLAG(&op->arch->clone,flag)) |
570 |
|
|
if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { |
571 |
|
|
update_priest_flag(exp_obj,op,flag); |
572 |
|
|
if(QUERY_FLAG(op,flag)) |
573 |
|
|
new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); |
574 |
|
|
else { |
575 |
|
|
new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); |
576 |
root |
1.3 |
return 1; |
577 |
elmex |
1.1 |
} |
578 |
|
|
} |
579 |
|
|
return 0; |
580 |
|
|
} |
581 |
|
|
|
582 |
|
|
/** |
583 |
|
|
* Unapplies up to number worth of items of type |
584 |
|
|
*/ |
585 |
|
|
void stop_using_item ( object *op, int type, int number ) { |
586 |
|
|
object *tmp; |
587 |
|
|
|
588 |
|
|
for(tmp=op->inv;tmp&&number;tmp=tmp->below) |
589 |
|
|
if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { |
590 |
|
|
apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
591 |
root |
1.3 |
number--; |
592 |
elmex |
1.1 |
} |
593 |
|
|
} |
594 |
|
|
|
595 |
|
|
/** |
596 |
|
|
* If the god does/doesnt have this flag, we |
597 |
|
|
* give/remove it from the experience object if it doesnt/does |
598 |
|
|
* already exist. For players only! |
599 |
|
|
*/ |
600 |
|
|
|
601 |
|
|
void update_priest_flag (object *god, object *exp_ob, uint32 flag) { |
602 |
|
|
if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) |
603 |
|
|
SET_FLAG(exp_ob,flag); |
604 |
|
|
else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) |
605 |
|
|
{ |
606 |
root |
1.3 |
/* When this is called with the exp_ob set to the player, |
607 |
|
|
* this check is broken, because most all players arch |
608 |
|
|
* allow use of weapons. I'm not actually sure why this |
609 |
|
|
* check is here - I guess if you had a case where the |
610 |
|
|
* value in the archetype (wisdom) should over ride the restrictions |
611 |
|
|
* the god places on it, this may make sense. But I don't think |
612 |
|
|
* there is any case like that. |
613 |
|
|
*/ |
614 |
|
|
|
615 |
elmex |
1.1 |
/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
616 |
root |
1.3 |
CLEAR_FLAG(exp_ob,flag); |
617 |
elmex |
1.1 |
}; |
618 |
|
|
} |
619 |
|
|
|
620 |
|
|
|
621 |
|
|
|
622 |
|
|
archetype *determine_holy_arch (object *god, const char *type) |
623 |
|
|
{ |
624 |
|
|
treasure *tr; |
625 |
|
|
|
626 |
|
|
if ( ! god || ! god->randomitems) { |
627 |
|
|
LOG (llevError, "BUG: determine_holy_arch(): no god or god without " |
628 |
|
|
"randomitems\n"); |
629 |
|
|
return NULL; |
630 |
|
|
} |
631 |
|
|
|
632 |
|
|
for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { |
633 |
|
|
object *item; |
634 |
|
|
|
635 |
|
|
if ( ! tr->item) |
636 |
|
|
continue; |
637 |
|
|
item = &tr->item->clone; |
638 |
|
|
|
639 |
|
|
if (item->type == BOOK && item->invisible |
640 |
|
|
&& strcmp (item->name, type) == 0) |
641 |
|
|
return item->other_arch; |
642 |
|
|
} |
643 |
|
|
return NULL; |
644 |
|
|
} |
645 |
|
|
|
646 |
|
|
/** |
647 |
|
|
* God helps player by removing curse and/or damnation. |
648 |
|
|
*/ |
649 |
|
|
static int god_removes_curse (object *op, int remove_damnation) |
650 |
|
|
{ |
651 |
|
|
object *tmp; |
652 |
|
|
int success = 0; |
653 |
|
|
|
654 |
|
|
for (tmp = op->inv; tmp; tmp = tmp->below) { |
655 |
root |
1.3 |
if (tmp->invisible) |
656 |
|
|
continue; |
657 |
elmex |
1.1 |
if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) |
658 |
|
|
continue; |
659 |
|
|
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { |
660 |
|
|
success = 1; |
661 |
|
|
CLEAR_FLAG (tmp, FLAG_DAMNED); |
662 |
|
|
CLEAR_FLAG (tmp, FLAG_CURSED); |
663 |
|
|
CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
664 |
|
|
if (op->type == PLAYER) |
665 |
|
|
esrv_send_item (op, tmp); |
666 |
|
|
} |
667 |
|
|
} |
668 |
|
|
|
669 |
|
|
if (success) |
670 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, |
671 |
|
|
"You feel like someone is helping you."); |
672 |
|
|
return success; |
673 |
|
|
} |
674 |
|
|
|
675 |
|
|
static int follower_level_to_enchantments (int level, int difficulty) |
676 |
|
|
{ |
677 |
|
|
if (difficulty < 1) { |
678 |
|
|
LOG (llevError, "follower_level_to_enchantments(): " |
679 |
|
|
"difficulty %d is invalid\n", difficulty); |
680 |
|
|
return 0; |
681 |
|
|
} |
682 |
|
|
|
683 |
|
|
if (level <= 20) |
684 |
|
|
return level / difficulty; |
685 |
|
|
if (level <= 40) |
686 |
|
|
return (20 + (level - 20) / 2) / difficulty; |
687 |
|
|
return (30 + (level - 40) / 4) / difficulty; |
688 |
|
|
} |
689 |
|
|
|
690 |
|
|
/** |
691 |
|
|
* God wants to enchant weapon. |
692 |
|
|
* Affected weapon is the applied one (weapon or bow). It's checked to make sure |
693 |
|
|
* it isn't a weapon for another god. If all is all right, update weapon with |
694 |
|
|
* attacktype, slaying and such. |
695 |
|
|
*/ |
696 |
|
|
static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
697 |
|
|
{ |
698 |
|
|
char buf[MAX_BUF]; |
699 |
|
|
object *weapon; |
700 |
|
|
uint32 attacktype; |
701 |
|
|
int tmp; |
702 |
|
|
|
703 |
|
|
for (weapon = op->inv; weapon; weapon = weapon->below) |
704 |
|
|
if ((weapon->type == WEAPON || weapon->type == BOW) |
705 |
root |
1.3 |
&& QUERY_FLAG (weapon, FLAG_APPLIED)) |
706 |
elmex |
1.1 |
break; |
707 |
|
|
if (weapon == NULL || god_examines_item (god, weapon) <= 0) |
708 |
|
|
return 0; |
709 |
|
|
|
710 |
|
|
/* First give it a title, so other gods won't touch it */ |
711 |
|
|
if ( ! weapon->title) { |
712 |
|
|
sprintf (buf, "of %s", god->name); |
713 |
|
|
weapon->title = add_string (buf); |
714 |
|
|
if (op->type == PLAYER) |
715 |
root |
1.3 |
esrv_update_item (UPD_NAME, op, weapon); |
716 |
elmex |
1.1 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
717 |
|
|
} |
718 |
|
|
|
719 |
|
|
/* Allow the weapon to slay enemies */ |
720 |
|
|
if ( ! weapon->slaying && god->slaying) { |
721 |
|
|
weapon->slaying = add_string (god->slaying); |
722 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, |
723 |
|
|
"Your %s now hungers to slay enemies of your god!", |
724 |
|
|
weapon->name); |
725 |
|
|
return 1; |
726 |
|
|
} |
727 |
|
|
|
728 |
|
|
/* Add the gods attacktype */ |
729 |
|
|
attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
730 |
|
|
if ((attacktype & god->attacktype) != god->attacktype) { |
731 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
732 |
|
|
weapon->attacktype = attacktype | god->attacktype; |
733 |
|
|
return 1; |
734 |
|
|
} |
735 |
|
|
|
736 |
|
|
/* Higher magic value */ |
737 |
|
|
tmp = follower_level_to_enchantments (skill->level, tr->level); |
738 |
|
|
if (weapon->magic < tmp) { |
739 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, |
740 |
|
|
"A phosphorescent glow envelops your weapon!"); |
741 |
|
|
weapon->magic++; |
742 |
|
|
if (op->type == PLAYER) |
743 |
|
|
esrv_update_item (UPD_NAME, op, weapon); |
744 |
|
|
return 1; |
745 |
|
|
} |
746 |
|
|
|
747 |
|
|
return 0; |
748 |
|
|
} |
749 |
|
|
|
750 |
|
|
|
751 |
|
|
/** |
752 |
|
|
* Every once in a while the god will intervene to help the worshiper. |
753 |
|
|
* Later, this fctn can be used to supply quests, etc for the |
754 |
|
|
* priest. -b.t. |
755 |
|
|
* called from pray_at_altar() currently. |
756 |
|
|
*/ |
757 |
|
|
|
758 |
|
|
void god_intervention (object *op, object *god, object *skill) |
759 |
|
|
{ |
760 |
|
|
treasure *tr; |
761 |
|
|
|
762 |
|
|
if ( ! god || ! god->randomitems) { |
763 |
|
|
LOG (llevError, |
764 |
root |
1.3 |
"BUG: god_intervention(): no god or god without randomitems\n"); |
765 |
elmex |
1.1 |
return; |
766 |
|
|
} |
767 |
|
|
|
768 |
|
|
check_special_prayers (op, god); |
769 |
|
|
|
770 |
|
|
/* lets do some checks of whether we are kosher with our god */ |
771 |
|
|
if (god_examines_priest (op, god) < 0) |
772 |
|
|
return; |
773 |
|
|
|
774 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
775 |
|
|
|
776 |
|
|
for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { |
777 |
|
|
object *item; |
778 |
|
|
|
779 |
|
|
if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) |
780 |
|
|
continue; |
781 |
|
|
|
782 |
|
|
/* Treasurelist - generate some treasure for the follower */ |
783 |
|
|
if (tr->name) { |
784 |
|
|
treasurelist *tl = find_treasurelist (tr->name); |
785 |
|
|
if (tl == NULL) |
786 |
|
|
continue; |
787 |
|
|
|
788 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " |
789 |
|
|
"eyes. You catch it before it falls to the ground."); |
790 |
|
|
|
791 |
|
|
create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD |
792 |
|
|
| GT_UPDATE_INV, skill->level, 0); |
793 |
|
|
return; |
794 |
|
|
} |
795 |
|
|
|
796 |
|
|
if ( ! tr->item) { |
797 |
|
|
LOG (llevError, "BUG: empty entry in %s's treasure list\n", |
798 |
|
|
god->name); |
799 |
|
|
continue; |
800 |
|
|
} |
801 |
|
|
item = &tr->item->clone; |
802 |
|
|
|
803 |
|
|
/* Grace limit */ |
804 |
|
|
if (item->type == BOOK && item->invisible |
805 |
|
|
&& strcmp (item->name, "grace limit") == 0) { |
806 |
|
|
if (op->stats.grace < item->stats.grace |
807 |
|
|
|| op->stats.grace < op->stats.maxgrace) { |
808 |
root |
1.3 |
object *tmp; |
809 |
elmex |
1.1 |
|
810 |
|
|
/* Follower lacks the required grace for the following |
811 |
|
|
* treasure list items. */ |
812 |
|
|
|
813 |
root |
1.3 |
tmp = get_archetype(HOLY_POSSESSION); |
814 |
elmex |
1.1 |
cast_change_ability(op, op, tmp, 0, 1); |
815 |
root |
1.3 |
free_object(tmp); |
816 |
elmex |
1.1 |
return; |
817 |
|
|
} |
818 |
|
|
continue; |
819 |
|
|
} |
820 |
|
|
|
821 |
|
|
/* Restore grace */ |
822 |
|
|
if (item->type == BOOK && item->invisible |
823 |
|
|
&& strcmp (item->name, "restore grace") == 0) |
824 |
|
|
{ |
825 |
|
|
if (op->stats.grace >= 0) |
826 |
|
|
continue; |
827 |
|
|
op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); |
828 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, |
829 |
|
|
"You are returned to a state of grace."); |
830 |
|
|
return; |
831 |
|
|
} |
832 |
|
|
|
833 |
|
|
/* Heal damage */ |
834 |
|
|
if (item->type == BOOK && item->invisible |
835 |
|
|
&& strcmp (item->name, "restore hitpoints") == 0) |
836 |
|
|
{ |
837 |
|
|
if (op->stats.hp >= op->stats.maxhp) |
838 |
|
|
continue; |
839 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, |
840 |
|
|
"A white light surrounds and heals you!"); |
841 |
|
|
op->stats.hp = op->stats.maxhp; |
842 |
|
|
return; |
843 |
|
|
} |
844 |
|
|
|
845 |
|
|
/* Restore spellpoints */ |
846 |
|
|
if (item->type == BOOK && item->invisible |
847 |
|
|
&& strcmp (item->name, "restore spellpoints") == 0) |
848 |
|
|
{ |
849 |
|
|
int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0)); |
850 |
|
|
/* Restore to 50 .. 100%, if sp < 50% */ |
851 |
|
|
int new_sp = (int) (random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
852 |
|
|
if (op->stats.sp >= max / 2) |
853 |
|
|
continue; |
854 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " |
855 |
|
|
"your head but doesn't hurt you!"); |
856 |
|
|
op->stats.sp = new_sp; |
857 |
|
|
} |
858 |
|
|
|
859 |
|
|
/* Various heal spells */ |
860 |
|
|
if (item->type == BOOK && item->invisible |
861 |
|
|
&& strcmp (item->name, "heal spell") == 0) |
862 |
|
|
{ |
863 |
root |
1.3 |
object *tmp; |
864 |
|
|
int success; |
865 |
elmex |
1.1 |
|
866 |
root |
1.3 |
tmp = get_archetype_by_object_name(item->slaying); |
867 |
elmex |
1.1 |
|
868 |
root |
1.3 |
success = cast_heal (op, op, tmp, 0); |
869 |
|
|
free_object(tmp); |
870 |
|
|
if (success) return; |
871 |
|
|
else continue; |
872 |
elmex |
1.1 |
} |
873 |
|
|
|
874 |
|
|
/* Remove curse */ |
875 |
|
|
if (item->type == BOOK && item->invisible |
876 |
|
|
&& strcmp (item->name, "remove curse") == 0) |
877 |
|
|
{ |
878 |
|
|
if (god_removes_curse (op, 0)) |
879 |
|
|
return; |
880 |
|
|
else |
881 |
|
|
continue; |
882 |
|
|
} |
883 |
|
|
|
884 |
|
|
/* Remove damnation */ |
885 |
|
|
if (item->type == BOOK && item->invisible |
886 |
|
|
&& strcmp (item->name, "remove damnation") == 0) |
887 |
|
|
{ |
888 |
|
|
if (god_removes_curse (op, 1)) |
889 |
|
|
return; |
890 |
|
|
else |
891 |
|
|
continue; |
892 |
|
|
} |
893 |
|
|
|
894 |
|
|
/* Heal depletion */ |
895 |
|
|
if (item->type == BOOK && item->invisible |
896 |
|
|
&& strcmp (item->name, "heal depletion") == 0) |
897 |
|
|
{ |
898 |
|
|
object *depl; |
899 |
|
|
archetype *at; |
900 |
|
|
int i; |
901 |
|
|
|
902 |
|
|
if ((at = find_archetype(ARCH_DEPLETION)) == NULL) { |
903 |
|
|
LOG (llevError, "Could not find archetype depletion.\n"); |
904 |
|
|
continue; |
905 |
|
|
} |
906 |
|
|
depl = present_arch_in_ob (at, op); |
907 |
|
|
if (depl == NULL) |
908 |
|
|
continue; |
909 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, |
910 |
|
|
"Shimmering light surrounds and restores you!"); |
911 |
|
|
for (i = 0; i < NUM_STATS; i++) |
912 |
|
|
if (get_attr_value (&depl->stats, i)) |
913 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
914 |
|
|
remove_ob (depl); |
915 |
|
|
free_object (depl); |
916 |
|
|
fix_player (op); |
917 |
|
|
return; |
918 |
|
|
} |
919 |
|
|
|
920 |
|
|
/* Voices */ |
921 |
|
|
if (item->type == BOOK && item->invisible |
922 |
|
|
&& strcmp (item->name, "voice_behind") == 0) |
923 |
|
|
{ |
924 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, |
925 |
|
|
"You hear a voice from behind you, but you don't dare to " |
926 |
|
|
"turn around:"); |
927 |
|
|
new_draw_info (NDI_WHITE, 0, op, item->msg); |
928 |
|
|
return; |
929 |
|
|
} |
930 |
|
|
|
931 |
|
|
/* Messages */ |
932 |
|
|
if (item->type == BOOK && item->invisible |
933 |
|
|
&& strcmp (item->name, "message") == 0) |
934 |
|
|
{ |
935 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, item->msg); |
936 |
|
|
return; |
937 |
|
|
} |
938 |
|
|
|
939 |
|
|
/* Enchant weapon */ |
940 |
|
|
if (item->type == BOOK && item->invisible |
941 |
|
|
&& strcmp (item->name, "enchant weapon") == 0) |
942 |
|
|
{ |
943 |
|
|
if (god_enchants_weapon (op, god, item, skill)) |
944 |
|
|
return; |
945 |
|
|
else |
946 |
|
|
continue; |
947 |
|
|
} |
948 |
|
|
|
949 |
|
|
/* Spellbooks - works correctly only for prayers */ |
950 |
|
|
if (item->type == SPELL) |
951 |
|
|
{ |
952 |
|
|
if (check_spell_known (op, item->name)) |
953 |
|
|
continue; |
954 |
|
|
if (item->level > skill->level) |
955 |
|
|
continue; |
956 |
|
|
|
957 |
root |
1.3 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
958 |
|
|
"%s grants you use of a special prayer!", god->name); |
959 |
|
|
do_learn_spell (op, item, 1); |
960 |
|
|
return; |
961 |
elmex |
1.1 |
|
962 |
root |
1.3 |
} |
963 |
elmex |
1.1 |
|
964 |
|
|
/* Other gifts */ |
965 |
|
|
if ( ! item->invisible) { |
966 |
|
|
if (god_gives_present (op, god, tr)) |
967 |
|
|
return; |
968 |
|
|
else |
969 |
|
|
continue; |
970 |
|
|
} |
971 |
|
|
/* else ignore it */ |
972 |
|
|
} |
973 |
|
|
|
974 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
975 |
|
|
} |
976 |
|
|
|
977 |
|
|
/** |
978 |
|
|
* Checks and maybe punishes someone praying. |
979 |
|
|
* All applied items are examined, if player is using more items of other gods, |
980 |
|
|
* s/he loses experience in praying or general experience if no praying. |
981 |
|
|
*/ |
982 |
|
|
int god_examines_priest (object *op, object *god) { |
983 |
|
|
int reaction=1; |
984 |
|
|
object *item=NULL, *skop; |
985 |
|
|
|
986 |
|
|
for(item=op->inv;item;item=item->below) { |
987 |
root |
1.3 |
if(QUERY_FLAG(item,FLAG_APPLIED)) { |
988 |
|
|
reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); |
989 |
|
|
} |
990 |
elmex |
1.1 |
} |
991 |
|
|
|
992 |
|
|
/* well, well. Looks like we screwed up. Time for god's revenge */ |
993 |
|
|
if(reaction<0) { |
994 |
root |
1.3 |
int loss = 10000000; |
995 |
|
|
int angry = abs(reaction); |
996 |
elmex |
1.1 |
|
997 |
root |
1.3 |
for (skop = op->inv; skop != NULL; skop=skop->below) |
998 |
|
|
if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; |
999 |
elmex |
1.1 |
|
1000 |
root |
1.3 |
if (skop) |
1001 |
|
|
loss = (int) (0.05 * (float) skop->stats.exp); |
1002 |
|
|
change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), |
1003 |
|
|
skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP); |
1004 |
|
|
if(random_roll(0, angry, op, PREFER_LOW)) { |
1005 |
|
|
object *tmp = get_archetype(LOOSE_MANA); |
1006 |
|
|
cast_magic_storm(op,tmp,op->level+(angry*3)); |
1007 |
|
|
} |
1008 |
|
|
new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, |
1009 |
|
|
"%s becomes angry and punishes you!",god->name); |
1010 |
elmex |
1.1 |
} |
1011 |
|
|
return reaction; |
1012 |
|
|
} |
1013 |
|
|
|
1014 |
|
|
/** |
1015 |
|
|
* God checks item the player is using. |
1016 |
|
|
* Return either -1 (bad), 0 (neutral) or |
1017 |
|
|
* 1 (item is ok). If you are using the item of an enemy |
1018 |
|
|
* god, it can be bad...-b.t. |
1019 |
|
|
*/ |
1020 |
|
|
|
1021 |
|
|
int god_examines_item(object *god, object *item) { |
1022 |
|
|
char buf[MAX_BUF]; |
1023 |
|
|
|
1024 |
|
|
if(!god||!item) return 0; |
1025 |
|
|
|
1026 |
|
|
if(!item->title) return 1; /* unclaimed item are ok */ |
1027 |
|
|
|
1028 |
|
|
sprintf(buf,"of %s",god->name); |
1029 |
|
|
if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ |
1030 |
|
|
|
1031 |
|
|
if(god->title) { /* check if we have any enemy blessed item*/ |
1032 |
|
|
sprintf(buf,"of %s",god->title); |
1033 |
|
|
if(!strcmp(item->title,buf)) { |
1034 |
|
|
if(item->env) { |
1035 |
|
|
char buf[MAX_BUF]; |
1036 |
|
|
sprintf(buf,"Heretic! You are using %s!",query_name(item)); |
1037 |
|
|
new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); |
1038 |
|
|
} |
1039 |
|
|
return -1; |
1040 |
|
|
} |
1041 |
|
|
} |
1042 |
|
|
|
1043 |
|
|
return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
1044 |
|
|
} |
1045 |
|
|
|
1046 |
|
|
/** |
1047 |
|
|
* Returns priest's god's id. |
1048 |
|
|
* Straight calls lookup_god_by_name |
1049 |
|
|
*/ |
1050 |
|
|
|
1051 |
|
|
int get_god(object *priest) { |
1052 |
|
|
int godnr=lookup_god_by_name(determine_god(priest)); |
1053 |
|
|
|
1054 |
|
|
return godnr; |
1055 |
|
|
} |
1056 |
|
|
|
1057 |
|
|
/** |
1058 |
|
|
* Returns a string that is the name of the god that should be natively worshipped by a |
1059 |
|
|
* creature of who has race *race |
1060 |
|
|
* if we can't find a god that is appropriate, we return NULL |
1061 |
|
|
*/ |
1062 |
|
|
const char *get_god_for_race(const char *race) { |
1063 |
|
|
godlink *gl=first_god; |
1064 |
|
|
const char *godname=NULL; |
1065 |
|
|
|
1066 |
|
|
if (race == NULL) return NULL; |
1067 |
|
|
while(gl) { |
1068 |
root |
1.3 |
if (!strcasecmp(gl->arch->clone.race, race)) { |
1069 |
|
|
godname=gl->name; |
1070 |
|
|
break; |
1071 |
|
|
} |
1072 |
|
|
gl=gl->next; |
1073 |
elmex |
1.1 |
} |
1074 |
|
|
return godname; |
1075 |
|
|
} |
1076 |
|
|
/** |
1077 |
|
|
* Changes the attributes of cone, smite, and ball spells as needed by the code. |
1078 |
|
|
* Returns false if there was no race to assign to the slaying field of the spell, but |
1079 |
|
|
* the spell attacktype contains AT_HOLYWORD. -b.t. |
1080 |
|
|
*/ |
1081 |
|
|
|
1082 |
|
|
int tailor_god_spell(object *spellop, object *caster) { |
1083 |
|
|
object *god=find_god(determine_god(caster)); |
1084 |
|
|
int caster_is_spell=0; |
1085 |
|
|
|
1086 |
|
|
if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; |
1087 |
|
|
|
1088 |
|
|
/* if caster is a rune or the like, it doesn't worship anything. However, |
1089 |
|
|
* if this object is owned by someone, then the god that they worship |
1090 |
|
|
* is relevant, so use that. |
1091 |
|
|
*/ |
1092 |
|
|
if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); |
1093 |
|
|
|
1094 |
|
|
if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { |
1095 |
|
|
if ( ! caster_is_spell) |
1096 |
|
|
new_draw_info(NDI_UNIQUE, 0, caster, |
1097 |
|
|
"This prayer is useless unless you worship an appropriate god"); |
1098 |
|
|
else |
1099 |
|
|
LOG (llevError, "BUG: tailor_god_spell(): no god\n"); |
1100 |
|
|
free_object(spellop); |
1101 |
|
|
return 0; |
1102 |
|
|
} |
1103 |
|
|
|
1104 |
|
|
/* either holy word or godpower attacks will set the slaying field */ |
1105 |
|
|
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { |
1106 |
|
|
if (spellop->slaying) { |
1107 |
|
|
free_string(spellop->slaying); |
1108 |
|
|
spellop->slaying = NULL; |
1109 |
|
|
} |
1110 |
|
|
if(!caster_is_spell) |
1111 |
|
|
spellop->slaying = add_string(god->slaying); |
1112 |
root |
1.3 |
else if(caster->slaying) |
1113 |
|
|
spellop->slaying = add_string(caster->slaying); |
1114 |
elmex |
1.1 |
} |
1115 |
|
|
|
1116 |
|
|
/* only the godpower attacktype adds the god's attack onto the spell */ |
1117 |
|
|
if(spellop->attacktype & AT_GODPOWER) |
1118 |
|
|
spellop->attacktype=spellop->attacktype|god->attacktype; |
1119 |
|
|
|
1120 |
|
|
/* tack on the god's name to the spell */ |
1121 |
|
|
if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { |
1122 |
|
|
if(spellop->title) |
1123 |
root |
1.3 |
free_string(spellop->title); |
1124 |
elmex |
1.1 |
spellop->title=add_string(god->name); |
1125 |
|
|
if(spellop->title){ |
1126 |
root |
1.3 |
char buf[MAX_BUF]; |
1127 |
|
|
sprintf(buf,"%s of %s",spellop->name,spellop->title); |
1128 |
|
|
FREE_AND_COPY(spellop->name, buf); |
1129 |
|
|
FREE_AND_COPY(spellop->name_pl, buf); |
1130 |
|
|
} |
1131 |
elmex |
1.1 |
} |
1132 |
|
|
|
1133 |
|
|
return 1; |
1134 |
|
|
} |
1135 |
|
|
|