1 |
elmex |
1.1 |
/* |
2 |
root |
1.31 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
pippijn |
1.18 |
* |
4 |
root |
1.32 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
root |
1.24 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 |
|
|
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
pippijn |
1.18 |
* |
8 |
root |
1.31 |
* Deliantra is free software: you can redistribute it and/or modify |
9 |
root |
1.28 |
* it under the terms of the GNU General Public License as published by |
10 |
|
|
* the Free Software Foundation, either version 3 of the License, or |
11 |
|
|
* (at your option) any later version. |
12 |
pippijn |
1.18 |
* |
13 |
root |
1.28 |
* This program is distributed in the hope that it will be useful, |
14 |
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
|
|
* GNU General Public License for more details. |
17 |
pippijn |
1.18 |
* |
18 |
root |
1.28 |
* You should have received a copy of the GNU General Public License |
19 |
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 |
root |
1.24 |
* |
21 |
root |
1.31 |
* The authors can be reached via e-mail to <support@deliantra.net> |
22 |
pippijn |
1.18 |
*/ |
23 |
elmex |
1.1 |
|
24 |
|
|
/* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
25 |
|
|
* monster race initialization. b.t. |
26 |
|
|
*/ |
27 |
|
|
|
28 |
|
|
/* Sept 1996 - moved code over to object -oriented gods -b.t. */ |
29 |
|
|
|
30 |
|
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#include <global.h> |
31 |
|
|
#include <living.h> |
32 |
|
|
#include <object.h> |
33 |
|
|
#include <spells.h> |
34 |
|
|
#include <sounds.h> |
35 |
root |
1.14 |
#include <sproto.h> |
36 |
elmex |
1.1 |
|
37 |
|
|
/** |
38 |
|
|
* Returns the id of specified god. |
39 |
|
|
*/ |
40 |
root |
1.6 |
int |
41 |
|
|
lookup_god_by_name (const char *name) |
42 |
|
|
{ |
43 |
|
|
int godnr = -1; |
44 |
|
|
size_t nmlen = strlen (name); |
45 |
|
|
|
46 |
|
|
if (name && strcmp (name, "none")) |
47 |
|
|
{ |
48 |
|
|
godlink *gl; |
49 |
|
|
|
50 |
|
|
for (gl = first_god; gl; gl = gl->next) |
51 |
|
|
if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) |
52 |
|
|
break; |
53 |
root |
1.27 |
|
54 |
root |
1.6 |
if (gl) |
55 |
|
|
godnr = gl->id; |
56 |
elmex |
1.1 |
} |
57 |
root |
1.27 |
|
58 |
root |
1.6 |
return godnr; |
59 |
elmex |
1.1 |
} |
60 |
|
|
|
61 |
|
|
/** |
62 |
|
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* Returns pointer to specified god's object through pntr_to_god_obj.. |
63 |
|
|
*/ |
64 |
root |
1.6 |
object * |
65 |
|
|
find_god (const char *name) |
66 |
|
|
{ |
67 |
|
|
object *god = NULL; |
68 |
elmex |
1.1 |
|
69 |
root |
1.6 |
if (name) |
70 |
|
|
{ |
71 |
|
|
godlink *gl; |
72 |
elmex |
1.1 |
|
73 |
root |
1.6 |
for (gl = first_god; gl; gl = gl->next) |
74 |
|
|
if (!strcmp (name, gl->name)) |
75 |
|
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break; |
76 |
|
|
if (gl) |
77 |
|
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god = pntr_to_god_obj (gl); |
78 |
elmex |
1.1 |
} |
79 |
root |
1.6 |
return god; |
80 |
elmex |
1.1 |
} |
81 |
|
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|
82 |
|
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/** |
83 |
|
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* Determines if op worships a god. |
84 |
|
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* Returns the godname if they do or "none" if they have no god. |
85 |
|
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* In the case of an NPC, if they have no god, we try and guess |
86 |
|
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* who they should worship based on their race. If that fails we |
87 |
|
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* give them a random one. |
88 |
|
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*/ |
89 |
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|
90 |
root |
1.6 |
const char * |
91 |
|
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determine_god (object *op) |
92 |
|
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{ |
93 |
|
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int godnr = -1; |
94 |
|
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const char *godname; |
95 |
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|
96 |
|
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/* spells */ |
97 |
|
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if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
98 |
|
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{ |
99 |
|
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if (lookup_god_by_name (op->title) >= 0) |
100 |
|
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return op->title; |
101 |
|
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} |
102 |
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|
103 |
|
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if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE)) |
104 |
|
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{ |
105 |
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|
106 |
|
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/* find a god based on race */ |
107 |
|
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if (!op->title) |
108 |
|
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{ |
109 |
root |
1.29 |
if (op->race) |
110 |
root |
1.6 |
{ |
111 |
|
|
godname = get_god_for_race (op->race); |
112 |
root |
1.29 |
|
113 |
|
|
if (godname) |
114 |
|
|
op->title = godname; |
115 |
root |
1.3 |
} |
116 |
|
|
} |
117 |
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|
118 |
root |
1.6 |
/* find a random god */ |
119 |
|
|
if (!op->title) |
120 |
|
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{ |
121 |
|
|
godlink *gl = first_god; |
122 |
|
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|
123 |
|
|
godnr = rndm (1, gl->id); |
124 |
|
|
while (gl) |
125 |
|
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{ |
126 |
|
|
if (gl->id == godnr) |
127 |
|
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break; |
128 |
root |
1.27 |
|
129 |
root |
1.6 |
gl = gl->next; |
130 |
root |
1.3 |
} |
131 |
root |
1.27 |
|
132 |
root |
1.6 |
op->title = gl->name; |
133 |
root |
1.3 |
} |
134 |
elmex |
1.1 |
|
135 |
root |
1.6 |
return op->title; |
136 |
elmex |
1.1 |
} |
137 |
|
|
|
138 |
|
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|
139 |
root |
1.6 |
/* The god the player worships is in the praying skill (native skill |
140 |
|
|
* not skill tool). Since a player can only have one instance of |
141 |
|
|
* that skill, once we find it, we can return, either with the |
142 |
|
|
* title or "none". |
143 |
|
|
*/ |
144 |
|
|
if (op->type == PLAYER) |
145 |
|
|
{ |
146 |
root |
1.29 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
147 |
root |
1.6 |
if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
148 |
|
|
{ |
149 |
|
|
if (tmp->title) |
150 |
root |
1.29 |
return tmp->title; |
151 |
root |
1.6 |
else |
152 |
root |
1.29 |
return "none"; |
153 |
root |
1.6 |
} |
154 |
elmex |
1.1 |
} |
155 |
root |
1.29 |
|
156 |
|
|
return "none"; |
157 |
elmex |
1.1 |
} |
158 |
|
|
|
159 |
|
|
/** |
160 |
|
|
* Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
161 |
|
|
*/ |
162 |
root |
1.6 |
static int |
163 |
|
|
same_string (const char *s1, const char *s2) |
164 |
elmex |
1.1 |
{ |
165 |
root |
1.6 |
if (s1 == NULL) |
166 |
|
|
if (s2 == NULL) |
167 |
|
|
return 1; |
168 |
elmex |
1.1 |
else |
169 |
root |
1.6 |
return 0; |
170 |
|
|
else if (s2 == NULL) |
171 |
|
|
return 0; |
172 |
|
|
else |
173 |
|
|
return strcmp (s1, s2) == 0; |
174 |
elmex |
1.1 |
} |
175 |
|
|
|
176 |
|
|
/** |
177 |
|
|
* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
178 |
|
|
* Any matching items in the inventory are deleted, and a |
179 |
|
|
* message is displayed to the player. |
180 |
|
|
*/ |
181 |
root |
1.6 |
static void |
182 |
|
|
follower_remove_similar_item (object *op, object *item) |
183 |
elmex |
1.1 |
{ |
184 |
root |
1.6 |
object *tmp, *next; |
185 |
|
|
|
186 |
|
|
if (op && op->type == PLAYER && op->contr) |
187 |
|
|
{ |
188 |
|
|
/* search the inventory */ |
189 |
|
|
for (tmp = op->inv; tmp != NULL; tmp = next) |
190 |
|
|
{ |
191 |
|
|
next = tmp->below; /* backup in case we remove tmp */ |
192 |
|
|
|
193 |
|
|
if (tmp->type == item->type |
194 |
|
|
&& same_string (tmp->name, item->name) |
195 |
|
|
&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
196 |
|
|
{ |
197 |
|
|
|
198 |
|
|
/* message */ |
199 |
|
|
if (tmp->nrof > 1) |
200 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp)); |
201 |
|
|
else |
202 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp)); |
203 |
|
|
|
204 |
root |
1.32 |
tmp->destroy (); |
205 |
root |
1.3 |
} |
206 |
root |
1.10 |
|
207 |
root |
1.6 |
if (tmp->inv) |
208 |
|
|
follower_remove_similar_item (tmp, item); |
209 |
root |
1.3 |
} |
210 |
elmex |
1.1 |
} |
211 |
|
|
} |
212 |
|
|
|
213 |
|
|
/** |
214 |
|
|
* Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
215 |
|
|
* Returns 1 if found, else 0. |
216 |
|
|
*/ |
217 |
root |
1.6 |
static int |
218 |
|
|
follower_has_similar_item (object *op, object *item) |
219 |
elmex |
1.1 |
{ |
220 |
root |
1.6 |
object *tmp; |
221 |
elmex |
1.1 |
|
222 |
root |
1.6 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
223 |
|
|
{ |
224 |
|
|
if (tmp->type == item->type |
225 |
|
|
&& same_string (tmp->name, item->name) |
226 |
|
|
&& same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
227 |
|
|
return 1; |
228 |
|
|
if (tmp->inv && follower_has_similar_item (tmp, item)) |
229 |
|
|
return 1; |
230 |
elmex |
1.1 |
} |
231 |
root |
1.6 |
return 0; |
232 |
elmex |
1.1 |
} |
233 |
|
|
|
234 |
|
|
/** |
235 |
|
|
* God gives an item to the player. |
236 |
|
|
*/ |
237 |
root |
1.6 |
static int |
238 |
|
|
god_gives_present (object *op, object *god, treasure *tr) |
239 |
elmex |
1.1 |
{ |
240 |
elmex |
1.16 |
if (!tr->item) |
241 |
|
|
return 0; |
242 |
|
|
|
243 |
root |
1.26 |
if (follower_has_similar_item (op, tr->item)) |
244 |
root |
1.6 |
return 0; |
245 |
elmex |
1.1 |
|
246 |
root |
1.33 |
object *tmp = arch_to_object (tr->item); |
247 |
root |
1.6 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); |
248 |
root |
1.33 |
op->insert (tmp); |
249 |
elmex |
1.16 |
|
250 |
root |
1.6 |
return 1; |
251 |
elmex |
1.1 |
} |
252 |
|
|
|
253 |
|
|
/** |
254 |
|
|
* Player prays at altar. |
255 |
|
|
* Checks for god changing, divine intervention, and so on. |
256 |
|
|
*/ |
257 |
root |
1.6 |
void |
258 |
|
|
pray_at_altar (object *pl, object *altar, object *skill) |
259 |
|
|
{ |
260 |
|
|
object *pl_god = find_god (determine_god (pl)); |
261 |
|
|
|
262 |
|
|
if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
263 |
|
|
return; |
264 |
elmex |
1.1 |
|
265 |
root |
1.6 |
/* If non consecrate altar, don't do anything */ |
266 |
|
|
if (!altar->other_arch) |
267 |
|
|
return; |
268 |
|
|
|
269 |
|
|
/* hmm. what happend depends on pl's current god, level, etc */ |
270 |
|
|
if (!pl_god) |
271 |
|
|
{ /*new convert */ |
272 |
root |
1.26 |
become_follower (pl, altar->other_arch); |
273 |
root |
1.2 |
return; |
274 |
root |
1.6 |
} |
275 |
root |
1.26 |
else if (!strcmp (&pl_god->name, altar->other_arch->object::name)) |
276 |
root |
1.6 |
{ |
277 |
|
|
/* pray at your gods altar */ |
278 |
|
|
int bonus = (pl->stats.Wis + skill->level) / 10; |
279 |
|
|
|
280 |
|
|
/* we can get neg grace up faster */ |
281 |
|
|
if (pl->stats.grace < 0) |
282 |
|
|
pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
283 |
root |
1.30 |
|
284 |
root |
1.6 |
/* we can super-charge grace to 2x max */ |
285 |
root |
1.30 |
if (pl->stats.grace < 2 * pl->stats.maxgrace) |
286 |
|
|
pl->stats.grace += bonus / 2; |
287 |
|
|
else |
288 |
|
|
pl->stats.grace = 2 * pl->stats.maxgrace; |
289 |
root |
1.6 |
|
290 |
|
|
/* Every once in a while, the god decides to checkup on their |
291 |
|
|
* follower, and may intervene to help them out. |
292 |
|
|
*/ |
293 |
|
|
bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ |
294 |
|
|
|
295 |
|
|
if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
296 |
|
|
god_intervention (pl, pl_god, skill); |
297 |
|
|
} |
298 |
|
|
else |
299 |
|
|
{ /* praying to another god! */ |
300 |
|
|
uint64 loss = 0; |
301 |
|
|
int angry = 1; |
302 |
|
|
|
303 |
|
|
/* I believe the logic for detecting opposing gods was completely |
304 |
|
|
* broken - I think it should work now. altar->other_arch |
305 |
|
|
* points to the god of this altar (which we have |
306 |
|
|
* already verified is non null). pl_god->other_arch |
307 |
|
|
* is the opposing god - we need to verify that exists before |
308 |
|
|
* using its values. |
309 |
|
|
*/ |
310 |
root |
1.25 |
if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname)) |
311 |
root |
1.6 |
{ |
312 |
|
|
angry = 2; |
313 |
|
|
if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
314 |
|
|
{ |
315 |
|
|
object *tmp; |
316 |
|
|
|
317 |
|
|
/* you really screwed up */ |
318 |
|
|
angry = 3; |
319 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
320 |
|
|
tmp = get_archetype (LOOSE_MANA); |
321 |
|
|
cast_magic_storm (pl, tmp, pl_god->level + 20); |
322 |
|
|
} |
323 |
|
|
else |
324 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
325 |
|
|
} |
326 |
|
|
else |
327 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
328 |
elmex |
1.1 |
|
329 |
root |
1.6 |
/* whether we will be successfull in defecting or not - |
330 |
|
|
* we lose experience from the clerical experience obj |
331 |
|
|
*/ |
332 |
|
|
|
333 |
|
|
loss = angry * (skill->stats.exp / 10); |
334 |
|
|
if (loss) |
335 |
|
|
change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); |
336 |
|
|
|
337 |
|
|
/* May switch Gods, but its random chance based on our current level |
338 |
|
|
* note it gets harder to swap gods the higher we get |
339 |
|
|
*/ |
340 |
|
|
if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
341 |
root |
1.26 |
become_follower (pl, altar->other_arch); |
342 |
root |
1.6 |
else |
343 |
|
|
{ |
344 |
|
|
/* toss this player off the altar. He can try again. */ |
345 |
|
|
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
346 |
root |
1.23 |
pl->contr->fire_on = 0; |
347 |
|
|
pl->speed_left = 1.f; |
348 |
root |
1.6 |
move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
349 |
|
|
} |
350 |
elmex |
1.1 |
} |
351 |
|
|
} |
352 |
|
|
|
353 |
|
|
/** |
354 |
|
|
* Removes special prayers given by a god. |
355 |
|
|
*/ |
356 |
root |
1.6 |
static void |
357 |
|
|
check_special_prayers (object *op, object *god) |
358 |
elmex |
1.1 |
{ |
359 |
root |
1.6 |
/* Ensure that 'op' doesn't know any special prayers that are not granted |
360 |
|
|
* by 'god'. |
361 |
|
|
*/ |
362 |
|
|
treasure *tr; |
363 |
|
|
object *tmp, *next_tmp; |
364 |
|
|
int remove = 0; |
365 |
|
|
|
366 |
|
|
/* Outer loop iterates over all special prayer marks */ |
367 |
|
|
for (tmp = op->inv; tmp; tmp = next_tmp) |
368 |
|
|
{ |
369 |
|
|
next_tmp = tmp->below; |
370 |
|
|
|
371 |
|
|
/* we mark special prayers with the STARTEQUIP flag, so if it isn't |
372 |
|
|
* in that category, not something we need to worry about. |
373 |
|
|
*/ |
374 |
|
|
if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
375 |
|
|
continue; |
376 |
elmex |
1.1 |
|
377 |
root |
1.6 |
if (god->randomitems == NULL) |
378 |
|
|
{ |
379 |
|
|
LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
380 |
|
|
do_forget_spell (op, tmp->name); |
381 |
|
|
continue; |
382 |
root |
1.3 |
} |
383 |
elmex |
1.1 |
|
384 |
root |
1.6 |
/* Inner loop tries to find the special prayer in the god's treasure |
385 |
|
|
* list. We default that the spell should be removed. |
386 |
|
|
*/ |
387 |
|
|
remove = 1; |
388 |
|
|
for (tr = god->randomitems->items; tr; tr = tr->next) |
389 |
|
|
{ |
390 |
|
|
object *item; |
391 |
|
|
|
392 |
elmex |
1.16 |
if (!tr->item) |
393 |
root |
1.6 |
continue; |
394 |
root |
1.19 |
|
395 |
root |
1.26 |
item = tr->item; |
396 |
elmex |
1.1 |
|
397 |
root |
1.6 |
/* Basically, see if the matching spell is granted by this god. */ |
398 |
elmex |
1.1 |
|
399 |
root |
1.26 |
if (tr->item->type == SPELL && tr->item->object::name == tmp->name) |
400 |
root |
1.6 |
{ |
401 |
|
|
remove = 0; |
402 |
|
|
break; |
403 |
root |
1.3 |
} |
404 |
|
|
} |
405 |
root |
1.6 |
if (remove) |
406 |
|
|
{ |
407 |
|
|
/* just do the work of removing the spell ourselves - we already |
408 |
|
|
* know that the player knows the spell |
409 |
|
|
*/ |
410 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name); |
411 |
|
|
player_unready_range_ob (op->contr, tmp); |
412 |
root |
1.10 |
tmp->destroy (); |
413 |
root |
1.3 |
} |
414 |
elmex |
1.1 |
|
415 |
|
|
} |
416 |
|
|
} |
417 |
|
|
|
418 |
|
|
/** |
419 |
|
|
* This function is called whenever a player has |
420 |
|
|
* switched to a new god. It handles basically all the stat changes |
421 |
|
|
* that happen to the player, including the removal of godgiven |
422 |
|
|
* items (from the former cult). |
423 |
|
|
*/ |
424 |
root |
1.6 |
void |
425 |
|
|
become_follower (object *op, object *new_god) |
426 |
|
|
{ |
427 |
|
|
object *old_god = NULL; /* old god */ |
428 |
|
|
treasure *tr; |
429 |
|
|
object *item, *skop, *next; |
430 |
|
|
int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
431 |
|
|
|
432 |
|
|
|
433 |
|
|
old_god = find_god (determine_god (op)); |
434 |
|
|
|
435 |
|
|
/* take away any special god-characteristic items. */ |
436 |
|
|
for (item = op->inv; item != NULL; item = next) |
437 |
|
|
{ |
438 |
|
|
next = item->below; |
439 |
elmex |
1.12 |
// remove all invisible startequip items which are not skill, exp or force |
440 |
root |
1.6 |
if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && |
441 |
elmex |
1.12 |
(item->type != SKILL) && (item->type != FORCE)) |
442 |
root |
1.6 |
{ |
443 |
|
|
|
444 |
|
|
if (item->type == SPELL) |
445 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); |
446 |
root |
1.10 |
|
447 |
root |
1.6 |
player_unready_range_ob (op->contr, item); |
448 |
root |
1.10 |
item->destroy (); |
449 |
root |
1.6 |
} |
450 |
|
|
} |
451 |
|
|
|
452 |
|
|
/* remove any godgiven items from the old god */ |
453 |
|
|
if (old_god) |
454 |
root |
1.19 |
for (tr = old_god->randomitems->items; tr; tr = tr->next) |
455 |
root |
1.26 |
if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) |
456 |
|
|
follower_remove_similar_item (op, tr->item); |
457 |
root |
1.6 |
|
458 |
|
|
if (!op || !new_god) |
459 |
|
|
return; |
460 |
|
|
|
461 |
|
|
if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) |
462 |
|
|
{ |
463 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); |
464 |
root |
1.19 |
|
465 |
root |
1.6 |
if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) |
466 |
|
|
{ |
467 |
|
|
object *tmp = get_archetype (LOOSE_MANA); |
468 |
|
|
|
469 |
|
|
cast_magic_storm (op, tmp, new_god->level + 10); |
470 |
|
|
} |
471 |
root |
1.19 |
|
472 |
root |
1.6 |
return; |
473 |
|
|
} |
474 |
|
|
|
475 |
|
|
|
476 |
|
|
/* give the player any special god-characteristic-items. */ |
477 |
root |
1.19 |
for (tr = new_god->randomitems->items; tr; tr = tr->next) |
478 |
root |
1.6 |
{ |
479 |
root |
1.26 |
if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK |
480 |
|
|
&& tr->item->type != BOOK && tr->item->type != SPELL) |
481 |
root |
1.6 |
god_gives_present (op, new_god, tr); |
482 |
|
|
} |
483 |
|
|
|
484 |
|
|
|
485 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); |
486 |
|
|
|
487 |
|
|
for (skop = op->inv; skop != NULL; skop = skop->below) |
488 |
|
|
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
489 |
|
|
break; |
490 |
|
|
|
491 |
|
|
/* Player has no skill - give them the skill */ |
492 |
|
|
if (!skop) |
493 |
|
|
{ |
494 |
|
|
/* The arhetype should always be defined - if we crash here because it doesn't, |
495 |
|
|
* things are really messed up anyways. |
496 |
|
|
*/ |
497 |
root |
1.26 |
skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); |
498 |
root |
1.6 |
link_player_skills (op); |
499 |
|
|
} |
500 |
|
|
|
501 |
|
|
sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ |
502 |
|
|
|
503 |
|
|
/* Clear the "undead" status. We also need to force a call to change_abil, |
504 |
|
|
* so I set undeadified for that. |
505 |
|
|
* - gros, 21th July 2006. |
506 |
|
|
*/ |
507 |
|
|
if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) |
508 |
|
|
{ |
509 |
|
|
CLEAR_FLAG (skop, FLAG_UNDEAD); |
510 |
|
|
undeadified = 1; |
511 |
|
|
} |
512 |
|
|
|
513 |
|
|
if (skop->title) |
514 |
|
|
{ /* get rid of old god */ |
515 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); |
516 |
|
|
/* The point of this is to really show what abilities the player just lost */ |
517 |
|
|
if (sk_applied || undeadified) |
518 |
|
|
{ |
519 |
elmex |
1.1 |
|
520 |
root |
1.6 |
CLEAR_FLAG (skop, FLAG_APPLIED); |
521 |
|
|
(void) change_abil (op, skop); |
522 |
|
|
} |
523 |
elmex |
1.1 |
} |
524 |
|
|
|
525 |
root |
1.6 |
/* now change to the new gods attributes to exp_obj */ |
526 |
|
|
skop->title = new_god->name; |
527 |
|
|
skop->path_attuned = new_god->path_attuned; |
528 |
|
|
skop->path_repelled = new_god->path_repelled; |
529 |
|
|
skop->path_denied = new_god->path_denied; |
530 |
|
|
/* copy god's resistances */ |
531 |
|
|
memcpy (skop->resist, new_god->resist, sizeof (new_god->resist)); |
532 |
|
|
|
533 |
|
|
/* make sure that certain immunities do NOT get passed |
534 |
|
|
* to the follower! |
535 |
|
|
*/ |
536 |
|
|
for (i = 0; i < NROFATTACKS; i++) |
537 |
|
|
if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON)) |
538 |
|
|
skop->resist[i] = 30; |
539 |
|
|
|
540 |
|
|
skop->stats.hp = (sint16) new_god->last_heal; |
541 |
|
|
skop->stats.sp = (sint16) new_god->last_sp; |
542 |
|
|
skop->stats.grace = (sint16) new_god->last_grace; |
543 |
|
|
skop->stats.food = (sint16) new_god->last_eat; |
544 |
|
|
skop->stats.luck = (sint8) new_god->stats.luck; |
545 |
|
|
/* gods may pass on certain flag properties */ |
546 |
|
|
update_priest_flag (new_god, skop, FLAG_SEE_IN_DARK); |
547 |
|
|
update_priest_flag (new_god, skop, FLAG_REFL_SPELL); |
548 |
|
|
update_priest_flag (new_god, skop, FLAG_REFL_MISSILE); |
549 |
|
|
update_priest_flag (new_god, skop, FLAG_STEALTH); |
550 |
|
|
update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
551 |
|
|
update_priest_flag (new_god, skop, FLAG_UNDEAD); |
552 |
|
|
update_priest_flag (new_god, skop, FLAG_BLIND); |
553 |
|
|
update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ |
554 |
|
|
|
555 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); |
556 |
|
|
|
557 |
|
|
/* Weapon/armour use are special...handle flag toggles here as this can |
558 |
|
|
* only happen when gods are worshipped and if the new priest could |
559 |
|
|
* have used armour/weapons in the first place. |
560 |
|
|
* |
561 |
|
|
* This also can happen for monks which cannot use weapons. In this case |
562 |
|
|
* do not allow to use weapons even if the god otherwise would allow it. |
563 |
|
|
*/ |
564 |
|
|
if (!present_in_ob_by_name (FORCE, "no weapon force", op)) |
565 |
|
|
update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
566 |
|
|
update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
567 |
|
|
|
568 |
|
|
if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) |
569 |
|
|
stop_using_item (op, WEAPON, 2); |
570 |
|
|
|
571 |
|
|
if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) |
572 |
|
|
{ |
573 |
|
|
stop_using_item (op, ARMOUR, 1); |
574 |
|
|
stop_using_item (op, HELMET, 1); |
575 |
|
|
stop_using_item (op, BOOTS, 1); |
576 |
|
|
stop_using_item (op, GLOVES, 1); |
577 |
|
|
stop_using_item (op, SHIELD, 1); |
578 |
|
|
} |
579 |
elmex |
1.1 |
|
580 |
root |
1.6 |
SET_FLAG (skop, FLAG_APPLIED); |
581 |
|
|
(void) change_abil (op, skop); |
582 |
elmex |
1.1 |
|
583 |
root |
1.6 |
/* return to previous skill status */ |
584 |
|
|
if (!sk_applied) |
585 |
|
|
CLEAR_FLAG (skop, FLAG_APPLIED); |
586 |
|
|
|
587 |
|
|
check_special_prayers (op, new_god); |
588 |
elmex |
1.1 |
} |
589 |
|
|
|
590 |
|
|
/** |
591 |
|
|
* Forbids or let player use something item type. |
592 |
|
|
* op is the player. |
593 |
|
|
* exp_obj is the widsom experience. |
594 |
|
|
* flag is the flag to check against. |
595 |
|
|
* string is the string to print out. |
596 |
|
|
*/ |
597 |
|
|
|
598 |
root |
1.6 |
int |
599 |
|
|
worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
600 |
|
|
{ |
601 |
elmex |
1.1 |
|
602 |
root |
1.26 |
if (QUERY_FLAG (op->arch, flag)) |
603 |
root |
1.6 |
if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) |
604 |
|
|
{ |
605 |
|
|
update_priest_flag (exp_obj, op, flag); |
606 |
|
|
if (QUERY_FLAG (op, flag)) |
607 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
608 |
|
|
else |
609 |
|
|
{ |
610 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
611 |
|
|
return 1; |
612 |
|
|
} |
613 |
elmex |
1.1 |
} |
614 |
|
|
return 0; |
615 |
|
|
} |
616 |
|
|
|
617 |
|
|
/** |
618 |
|
|
* Unapplies up to number worth of items of type |
619 |
|
|
*/ |
620 |
root |
1.6 |
void |
621 |
|
|
stop_using_item (object *op, int type, int number) |
622 |
|
|
{ |
623 |
elmex |
1.1 |
object *tmp; |
624 |
|
|
|
625 |
root |
1.6 |
for (tmp = op->inv; tmp && number; tmp = tmp->below) |
626 |
|
|
if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED)) |
627 |
|
|
{ |
628 |
elmex |
1.1 |
apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
629 |
root |
1.3 |
number--; |
630 |
root |
1.6 |
} |
631 |
elmex |
1.1 |
} |
632 |
|
|
|
633 |
|
|
/** |
634 |
|
|
* If the god does/doesnt have this flag, we |
635 |
|
|
* give/remove it from the experience object if it doesnt/does |
636 |
|
|
* already exist. For players only! |
637 |
|
|
*/ |
638 |
|
|
|
639 |
root |
1.6 |
void |
640 |
|
|
update_priest_flag (object *god, object *exp_ob, uint32 flag) |
641 |
|
|
{ |
642 |
|
|
if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) |
643 |
|
|
SET_FLAG (exp_ob, flag); |
644 |
|
|
else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) |
645 |
|
|
{ |
646 |
|
|
/* When this is called with the exp_ob set to the player, |
647 |
|
|
* this check is broken, because most all players arch |
648 |
|
|
* allow use of weapons. I'm not actually sure why this |
649 |
|
|
* check is here - I guess if you had a case where the |
650 |
|
|
* value in the archetype (wisdom) should over ride the restrictions |
651 |
|
|
* the god places on it, this may make sense. But I don't think |
652 |
|
|
* there is any case like that. |
653 |
|
|
*/ |
654 |
|
|
|
655 |
elmex |
1.1 |
/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
656 |
root |
1.6 |
CLEAR_FLAG (exp_ob, flag); |
657 |
|
|
}; |
658 |
elmex |
1.1 |
} |
659 |
|
|
|
660 |
|
|
|
661 |
|
|
|
662 |
root |
1.6 |
archetype * |
663 |
|
|
determine_holy_arch (object *god, const char *type) |
664 |
elmex |
1.1 |
{ |
665 |
root |
1.6 |
treasure *tr; |
666 |
elmex |
1.1 |
|
667 |
root |
1.6 |
if (!god || !god->randomitems) |
668 |
|
|
{ |
669 |
|
|
LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
670 |
|
|
return NULL; |
671 |
elmex |
1.1 |
} |
672 |
|
|
|
673 |
root |
1.19 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
674 |
root |
1.6 |
{ |
675 |
|
|
if (!tr->item) |
676 |
|
|
continue; |
677 |
elmex |
1.16 |
|
678 |
root |
1.26 |
object *item = tr->item; |
679 |
elmex |
1.1 |
|
680 |
root |
1.6 |
if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) |
681 |
|
|
return item->other_arch; |
682 |
elmex |
1.1 |
} |
683 |
root |
1.6 |
return NULL; |
684 |
elmex |
1.1 |
} |
685 |
|
|
|
686 |
|
|
/** |
687 |
|
|
* God helps player by removing curse and/or damnation. |
688 |
|
|
*/ |
689 |
root |
1.6 |
static int |
690 |
|
|
god_removes_curse (object *op, int remove_damnation) |
691 |
elmex |
1.1 |
{ |
692 |
root |
1.6 |
int success = 0; |
693 |
elmex |
1.1 |
|
694 |
root |
1.33 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
695 |
root |
1.6 |
{ |
696 |
|
|
if (tmp->invisible) |
697 |
|
|
continue; |
698 |
root |
1.33 |
|
699 |
root |
1.6 |
if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) |
700 |
|
|
continue; |
701 |
root |
1.33 |
|
702 |
root |
1.6 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
703 |
|
|
{ |
704 |
|
|
success = 1; |
705 |
|
|
CLEAR_FLAG (tmp, FLAG_DAMNED); |
706 |
|
|
CLEAR_FLAG (tmp, FLAG_CURSED); |
707 |
|
|
CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
708 |
root |
1.33 |
|
709 |
|
|
if (object *pl = tmp->visible_to ()) |
710 |
|
|
esrv_update_item (UPD_FLAGS, pl, tmp); |
711 |
elmex |
1.1 |
} |
712 |
|
|
} |
713 |
|
|
|
714 |
root |
1.6 |
if (success) |
715 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
716 |
root |
1.33 |
|
717 |
root |
1.6 |
return success; |
718 |
elmex |
1.1 |
} |
719 |
|
|
|
720 |
root |
1.6 |
static int |
721 |
|
|
follower_level_to_enchantments (int level, int difficulty) |
722 |
elmex |
1.1 |
{ |
723 |
root |
1.6 |
if (difficulty < 1) |
724 |
|
|
{ |
725 |
|
|
LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty); |
726 |
|
|
return 0; |
727 |
elmex |
1.1 |
} |
728 |
|
|
|
729 |
root |
1.6 |
if (level <= 20) |
730 |
|
|
return level / difficulty; |
731 |
|
|
if (level <= 40) |
732 |
|
|
return (20 + (level - 20) / 2) / difficulty; |
733 |
root |
1.20 |
|
734 |
root |
1.6 |
return (30 + (level - 40) / 4) / difficulty; |
735 |
elmex |
1.1 |
} |
736 |
|
|
|
737 |
|
|
/** |
738 |
|
|
* God wants to enchant weapon. |
739 |
|
|
* Affected weapon is the applied one (weapon or bow). It's checked to make sure |
740 |
|
|
* it isn't a weapon for another god. If all is all right, update weapon with |
741 |
|
|
* attacktype, slaying and such. |
742 |
|
|
*/ |
743 |
root |
1.6 |
static int |
744 |
|
|
god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
745 |
elmex |
1.1 |
{ |
746 |
root |
1.6 |
char buf[MAX_BUF]; |
747 |
|
|
object *weapon; |
748 |
|
|
uint32 attacktype; |
749 |
|
|
int tmp; |
750 |
|
|
|
751 |
|
|
for (weapon = op->inv; weapon; weapon = weapon->below) |
752 |
|
|
if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) |
753 |
|
|
break; |
754 |
root |
1.20 |
|
755 |
root |
1.6 |
if (weapon == NULL || god_examines_item (god, weapon) <= 0) |
756 |
|
|
return 0; |
757 |
|
|
|
758 |
|
|
/* First give it a title, so other gods won't touch it */ |
759 |
|
|
if (!weapon->title) |
760 |
|
|
{ |
761 |
|
|
sprintf (buf, "of %s", &god->name); |
762 |
|
|
weapon->title = buf; |
763 |
root |
1.33 |
|
764 |
|
|
if (object *pl = weapon->visible_to ()) |
765 |
|
|
esrv_update_item (UPD_NAME, pl, weapon); |
766 |
|
|
|
767 |
root |
1.6 |
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
768 |
|
|
} |
769 |
|
|
|
770 |
|
|
/* Allow the weapon to slay enemies */ |
771 |
|
|
if (!weapon->slaying && god->slaying) |
772 |
|
|
{ |
773 |
|
|
weapon->slaying = god->slaying; |
774 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
775 |
|
|
return 1; |
776 |
elmex |
1.1 |
} |
777 |
|
|
|
778 |
root |
1.6 |
/* Add the gods attacktype */ |
779 |
|
|
attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
780 |
|
|
if ((attacktype & god->attacktype) != god->attacktype) |
781 |
|
|
{ |
782 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
783 |
|
|
weapon->attacktype = attacktype | god->attacktype; |
784 |
|
|
return 1; |
785 |
elmex |
1.1 |
} |
786 |
|
|
|
787 |
root |
1.6 |
/* Higher magic value */ |
788 |
|
|
tmp = follower_level_to_enchantments (skill->level, tr->level); |
789 |
|
|
if (weapon->magic < tmp) |
790 |
|
|
{ |
791 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
792 |
|
|
weapon->magic++; |
793 |
root |
1.33 |
|
794 |
|
|
if (object *pl = weapon->visible_to ()) |
795 |
|
|
esrv_update_item (UPD_NAME, pl, weapon); |
796 |
|
|
|
797 |
root |
1.6 |
return 1; |
798 |
elmex |
1.1 |
} |
799 |
|
|
|
800 |
root |
1.6 |
return 0; |
801 |
elmex |
1.1 |
} |
802 |
|
|
|
803 |
|
|
/** |
804 |
|
|
* Every once in a while the god will intervene to help the worshiper. |
805 |
|
|
* Later, this fctn can be used to supply quests, etc for the |
806 |
|
|
* priest. -b.t. |
807 |
|
|
* called from pray_at_altar() currently. |
808 |
|
|
*/ |
809 |
root |
1.6 |
void |
810 |
|
|
god_intervention (object *op, object *god, object *skill) |
811 |
elmex |
1.1 |
{ |
812 |
root |
1.6 |
treasure *tr; |
813 |
elmex |
1.1 |
|
814 |
root |
1.6 |
if (!god || !god->randomitems) |
815 |
|
|
{ |
816 |
|
|
LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n"); |
817 |
|
|
return; |
818 |
elmex |
1.1 |
} |
819 |
|
|
|
820 |
root |
1.6 |
check_special_prayers (op, god); |
821 |
elmex |
1.1 |
|
822 |
root |
1.6 |
/* lets do some checks of whether we are kosher with our god */ |
823 |
|
|
if (god_examines_priest (op, god) < 0) |
824 |
|
|
return; |
825 |
elmex |
1.1 |
|
826 |
root |
1.29 |
op->play_sound (sound_find ("god_intervention")); |
827 |
root |
1.6 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
828 |
elmex |
1.1 |
|
829 |
root |
1.19 |
for (tr = god->randomitems->items; tr; tr = tr->next) |
830 |
root |
1.6 |
{ |
831 |
|
|
object *item; |
832 |
|
|
|
833 |
|
|
if (tr->chance <= random_roll (0, 99, op, PREFER_HIGH)) |
834 |
|
|
continue; |
835 |
elmex |
1.1 |
|
836 |
root |
1.6 |
/* Treasurelist - generate some treasure for the follower */ |
837 |
|
|
if (tr->name) |
838 |
|
|
{ |
839 |
root |
1.19 |
treasurelist *tl = treasurelist::find (tr->name); |
840 |
root |
1.6 |
|
841 |
|
|
if (tl == NULL) |
842 |
elmex |
1.1 |
continue; |
843 |
|
|
|
844 |
root |
1.29 |
new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground."); |
845 |
elmex |
1.1 |
|
846 |
root |
1.33 |
create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0); |
847 |
root |
1.6 |
return; |
848 |
elmex |
1.1 |
} |
849 |
|
|
|
850 |
root |
1.6 |
if (!tr->item) |
851 |
elmex |
1.16 |
continue; |
852 |
|
|
|
853 |
root |
1.26 |
item = tr->item; |
854 |
elmex |
1.1 |
|
855 |
root |
1.6 |
/* Grace limit */ |
856 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) |
857 |
|
|
{ |
858 |
|
|
if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
859 |
|
|
{ |
860 |
|
|
object *tmp; |
861 |
|
|
|
862 |
|
|
/* Follower lacks the required grace for the following |
863 |
|
|
* treasure list items. */ |
864 |
|
|
|
865 |
|
|
tmp = get_archetype (HOLY_POSSESSION); |
866 |
|
|
cast_change_ability (op, op, tmp, 0, 1); |
867 |
root |
1.10 |
tmp->destroy (); |
868 |
root |
1.6 |
return; |
869 |
elmex |
1.1 |
} |
870 |
root |
1.29 |
|
871 |
root |
1.6 |
continue; |
872 |
elmex |
1.1 |
} |
873 |
|
|
|
874 |
root |
1.6 |
/* Restore grace */ |
875 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) |
876 |
|
|
{ |
877 |
|
|
if (op->stats.grace >= 0) |
878 |
|
|
continue; |
879 |
|
|
op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
880 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
881 |
|
|
return; |
882 |
elmex |
1.1 |
} |
883 |
|
|
|
884 |
root |
1.6 |
/* Heal damage */ |
885 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
886 |
|
|
{ |
887 |
|
|
if (op->stats.hp >= op->stats.maxhp) |
888 |
|
|
continue; |
889 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
890 |
|
|
op->stats.hp = op->stats.maxhp; |
891 |
|
|
return; |
892 |
elmex |
1.1 |
} |
893 |
|
|
|
894 |
root |
1.6 |
/* Restore spellpoints */ |
895 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0) |
896 |
elmex |
1.1 |
{ |
897 |
root |
1.6 |
int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0)); |
898 |
|
|
|
899 |
|
|
/* Restore to 50 .. 100%, if sp < 50% */ |
900 |
|
|
int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
901 |
|
|
|
902 |
|
|
if (op->stats.sp >= max / 2) |
903 |
|
|
continue; |
904 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); |
905 |
|
|
op->stats.sp = new_sp; |
906 |
elmex |
1.1 |
} |
907 |
|
|
|
908 |
root |
1.6 |
/* Various heal spells */ |
909 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
910 |
elmex |
1.1 |
{ |
911 |
root |
1.6 |
object *tmp; |
912 |
|
|
int success; |
913 |
elmex |
1.1 |
|
914 |
root |
1.6 |
tmp = get_archetype_by_object_name (item->slaying); |
915 |
elmex |
1.1 |
|
916 |
root |
1.6 |
success = cast_heal (op, op, tmp, 0); |
917 |
root |
1.10 |
tmp->destroy (); |
918 |
root |
1.6 |
if (success) |
919 |
|
|
return; |
920 |
|
|
else |
921 |
|
|
continue; |
922 |
elmex |
1.1 |
} |
923 |
|
|
|
924 |
root |
1.6 |
/* Remove curse */ |
925 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0) |
926 |
elmex |
1.1 |
{ |
927 |
root |
1.6 |
if (god_removes_curse (op, 0)) |
928 |
|
|
return; |
929 |
|
|
else |
930 |
|
|
continue; |
931 |
elmex |
1.1 |
} |
932 |
|
|
|
933 |
root |
1.6 |
/* Remove damnation */ |
934 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0) |
935 |
elmex |
1.1 |
{ |
936 |
root |
1.6 |
if (god_removes_curse (op, 1)) |
937 |
|
|
return; |
938 |
|
|
else |
939 |
|
|
continue; |
940 |
elmex |
1.1 |
} |
941 |
|
|
|
942 |
root |
1.6 |
/* Heal depletion */ |
943 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0) |
944 |
elmex |
1.1 |
{ |
945 |
root |
1.6 |
object *depl; |
946 |
|
|
archetype *at; |
947 |
|
|
int i; |
948 |
|
|
|
949 |
root |
1.7 |
if ((at = archetype::find (ARCH_DEPLETION)) == NULL) |
950 |
root |
1.6 |
{ |
951 |
|
|
LOG (llevError, "Could not find archetype depletion.\n"); |
952 |
|
|
continue; |
953 |
elmex |
1.1 |
} |
954 |
root |
1.6 |
depl = present_arch_in_ob (at, op); |
955 |
root |
1.10 |
|
956 |
root |
1.6 |
if (depl == NULL) |
957 |
|
|
continue; |
958 |
root |
1.10 |
|
959 |
root |
1.6 |
new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); |
960 |
root |
1.10 |
|
961 |
root |
1.6 |
for (i = 0; i < NUM_STATS; i++) |
962 |
root |
1.21 |
if (depl->stats.stat (i)) |
963 |
root |
1.6 |
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
964 |
root |
1.10 |
|
965 |
|
|
depl->destroy (); |
966 |
root |
1.13 |
op->update_stats (); |
967 |
root |
1.6 |
return; |
968 |
elmex |
1.1 |
} |
969 |
root |
1.6 |
|
970 |
|
|
/* Voices */ |
971 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) |
972 |
|
|
{ |
973 |
root |
1.29 |
new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:"); |
974 |
root |
1.6 |
new_draw_info (NDI_WHITE, 0, op, item->msg); |
975 |
|
|
return; |
976 |
elmex |
1.1 |
} |
977 |
|
|
|
978 |
root |
1.6 |
/* Messages */ |
979 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0) |
980 |
elmex |
1.1 |
{ |
981 |
root |
1.6 |
new_draw_info (NDI_UNIQUE, 0, op, item->msg); |
982 |
|
|
return; |
983 |
elmex |
1.1 |
} |
984 |
|
|
|
985 |
root |
1.6 |
/* Enchant weapon */ |
986 |
|
|
if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0) |
987 |
elmex |
1.1 |
{ |
988 |
root |
1.6 |
if (god_enchants_weapon (op, god, item, skill)) |
989 |
|
|
return; |
990 |
|
|
else |
991 |
|
|
continue; |
992 |
elmex |
1.1 |
} |
993 |
|
|
|
994 |
root |
1.6 |
/* Spellbooks - works correctly only for prayers */ |
995 |
|
|
if (item->type == SPELL) |
996 |
elmex |
1.1 |
{ |
997 |
root |
1.6 |
if (check_spell_known (op, item->name)) |
998 |
|
|
continue; |
999 |
|
|
if (item->level > skill->level) |
1000 |
|
|
continue; |
1001 |
elmex |
1.1 |
|
1002 |
root |
1.6 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", &god->name); |
1003 |
|
|
do_learn_spell (op, item, 1); |
1004 |
|
|
return; |
1005 |
elmex |
1.1 |
|
1006 |
root |
1.3 |
} |
1007 |
elmex |
1.1 |
|
1008 |
root |
1.6 |
/* Other gifts */ |
1009 |
|
|
if (!item->invisible) |
1010 |
|
|
{ |
1011 |
|
|
if (god_gives_present (op, god, tr)) |
1012 |
|
|
return; |
1013 |
|
|
else |
1014 |
|
|
continue; |
1015 |
elmex |
1.1 |
} |
1016 |
root |
1.6 |
/* else ignore it */ |
1017 |
elmex |
1.1 |
} |
1018 |
|
|
|
1019 |
root |
1.6 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
1020 |
elmex |
1.1 |
} |
1021 |
|
|
|
1022 |
|
|
/** |
1023 |
|
|
* Checks and maybe punishes someone praying. |
1024 |
|
|
* All applied items are examined, if player is using more items of other gods, |
1025 |
|
|
* s/he loses experience in praying or general experience if no praying. |
1026 |
|
|
*/ |
1027 |
root |
1.6 |
int |
1028 |
|
|
god_examines_priest (object *op, object *god) |
1029 |
|
|
{ |
1030 |
|
|
int reaction = 1; |
1031 |
|
|
object *item = NULL, *skop; |
1032 |
elmex |
1.1 |
|
1033 |
root |
1.6 |
for (item = op->inv; item; item = item->below) |
1034 |
|
|
{ |
1035 |
|
|
if (QUERY_FLAG (item, FLAG_APPLIED)) |
1036 |
|
|
{ |
1037 |
|
|
reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
1038 |
root |
1.3 |
} |
1039 |
elmex |
1.1 |
} |
1040 |
|
|
|
1041 |
root |
1.6 |
/* well, well. Looks like we screwed up. Time for god's revenge */ |
1042 |
|
|
if (reaction < 0) |
1043 |
|
|
{ |
1044 |
|
|
int loss = 10000000; |
1045 |
|
|
int angry = abs (reaction); |
1046 |
elmex |
1.1 |
|
1047 |
root |
1.6 |
for (skop = op->inv; skop != NULL; skop = skop->below) |
1048 |
|
|
if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
1049 |
|
|
break; |
1050 |
|
|
|
1051 |
|
|
if (skop) |
1052 |
|
|
loss = (int) (0.05 * (float) skop->stats.exp); |
1053 |
|
|
change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); |
1054 |
|
|
if (random_roll (0, angry, op, PREFER_LOW)) |
1055 |
|
|
{ |
1056 |
|
|
object *tmp = get_archetype (LOOSE_MANA); |
1057 |
elmex |
1.1 |
|
1058 |
root |
1.6 |
cast_magic_storm (op, tmp, op->level + (angry * 3)); |
1059 |
root |
1.3 |
} |
1060 |
root |
1.6 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
1061 |
elmex |
1.1 |
} |
1062 |
root |
1.6 |
return reaction; |
1063 |
elmex |
1.1 |
} |
1064 |
|
|
|
1065 |
|
|
/** |
1066 |
|
|
* God checks item the player is using. |
1067 |
|
|
* Return either -1 (bad), 0 (neutral) or |
1068 |
|
|
* 1 (item is ok). If you are using the item of an enemy |
1069 |
|
|
* god, it can be bad...-b.t. |
1070 |
|
|
*/ |
1071 |
|
|
|
1072 |
root |
1.6 |
int |
1073 |
|
|
god_examines_item (object *god, object *item) |
1074 |
|
|
{ |
1075 |
elmex |
1.1 |
char buf[MAX_BUF]; |
1076 |
|
|
|
1077 |
root |
1.6 |
if (!god || !item) |
1078 |
|
|
return 0; |
1079 |
elmex |
1.1 |
|
1080 |
root |
1.6 |
if (!item->title) |
1081 |
|
|
return 1; /* unclaimed item are ok */ |
1082 |
elmex |
1.1 |
|
1083 |
root |
1.6 |
sprintf (buf, "of %s", &god->name); |
1084 |
|
|
if (!strcmp (item->title, buf)) |
1085 |
|
|
return 1; /* belongs to that God */ |
1086 |
|
|
|
1087 |
|
|
if (god->title) |
1088 |
|
|
{ /* check if we have any enemy blessed item */ |
1089 |
|
|
sprintf (buf, "of %s", &god->title); |
1090 |
|
|
if (!strcmp (item->title, buf)) |
1091 |
|
|
{ |
1092 |
|
|
if (item->env) |
1093 |
|
|
{ |
1094 |
|
|
char buf[MAX_BUF]; |
1095 |
elmex |
1.1 |
|
1096 |
root |
1.6 |
sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
1097 |
|
|
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
1098 |
|
|
} |
1099 |
|
|
return -1; |
1100 |
|
|
} |
1101 |
elmex |
1.1 |
} |
1102 |
|
|
|
1103 |
root |
1.6 |
return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
1104 |
elmex |
1.1 |
} |
1105 |
|
|
|
1106 |
|
|
/** |
1107 |
|
|
* Returns priest's god's id. |
1108 |
|
|
* Straight calls lookup_god_by_name |
1109 |
|
|
*/ |
1110 |
|
|
|
1111 |
root |
1.6 |
int |
1112 |
|
|
get_god (object *priest) |
1113 |
|
|
{ |
1114 |
|
|
int godnr = lookup_god_by_name (determine_god (priest)); |
1115 |
elmex |
1.1 |
|
1116 |
|
|
return godnr; |
1117 |
|
|
} |
1118 |
|
|
|
1119 |
|
|
/** |
1120 |
|
|
* Returns a string that is the name of the god that should be natively worshipped by a |
1121 |
|
|
* creature of who has race *race |
1122 |
|
|
* if we can't find a god that is appropriate, we return NULL |
1123 |
|
|
*/ |
1124 |
root |
1.6 |
const char * |
1125 |
|
|
get_god_for_race (const char *race) |
1126 |
|
|
{ |
1127 |
|
|
godlink *gl = first_god; |
1128 |
|
|
const char *godname = NULL; |
1129 |
|
|
|
1130 |
|
|
if (race == NULL) |
1131 |
|
|
return NULL; |
1132 |
|
|
while (gl) |
1133 |
|
|
{ |
1134 |
root |
1.26 |
if (!strcasecmp (gl->arch->race, race)) |
1135 |
root |
1.6 |
{ |
1136 |
|
|
godname = gl->name; |
1137 |
|
|
break; |
1138 |
root |
1.3 |
} |
1139 |
root |
1.6 |
gl = gl->next; |
1140 |
elmex |
1.1 |
} |
1141 |
root |
1.6 |
return godname; |
1142 |
elmex |
1.1 |
} |
1143 |
root |
1.6 |
|
1144 |
elmex |
1.1 |
/** |
1145 |
|
|
* Changes the attributes of cone, smite, and ball spells as needed by the code. |
1146 |
|
|
* Returns false if there was no race to assign to the slaying field of the spell, but |
1147 |
|
|
* the spell attacktype contains AT_HOLYWORD. -b.t. |
1148 |
|
|
*/ |
1149 |
root |
1.6 |
int |
1150 |
|
|
tailor_god_spell (object *spellop, object *caster) |
1151 |
|
|
{ |
1152 |
|
|
object *god = find_god (determine_god (caster)); |
1153 |
|
|
int caster_is_spell = 0; |
1154 |
|
|
|
1155 |
|
|
if (caster->type == SPELL_EFFECT || caster->type == SPELL) |
1156 |
|
|
caster_is_spell = 1; |
1157 |
|
|
|
1158 |
|
|
/* if caster is a rune or the like, it doesn't worship anything. However, |
1159 |
|
|
* if this object is owned by someone, then the god that they worship |
1160 |
|
|
* is relevant, so use that. |
1161 |
|
|
*/ |
1162 |
root |
1.11 |
if (!god && caster->owner) |
1163 |
|
|
god = find_god (determine_god (caster->owner)); |
1164 |
root |
1.6 |
|
1165 |
|
|
if (!god || (spellop->attacktype & AT_HOLYWORD && !god->race)) |
1166 |
|
|
{ |
1167 |
|
|
if (!caster_is_spell) |
1168 |
|
|
new_draw_info (NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god"); |
1169 |
|
|
else |
1170 |
|
|
LOG (llevError, "BUG: tailor_god_spell(): no god\n"); |
1171 |
root |
1.10 |
|
1172 |
|
|
spellop->destroy (); |
1173 |
root |
1.6 |
return 0; |
1174 |
elmex |
1.1 |
} |
1175 |
|
|
|
1176 |
root |
1.6 |
/* either holy word or godpower attacks will set the slaying field */ |
1177 |
|
|
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1178 |
|
|
{ |
1179 |
|
|
if (spellop->slaying) |
1180 |
|
|
spellop->slaying = NULL; |
1181 |
root |
1.4 |
|
1182 |
root |
1.6 |
if (!caster_is_spell) |
1183 |
|
|
spellop->slaying = god->slaying; |
1184 |
|
|
else if (caster->slaying) |
1185 |
|
|
spellop->slaying = caster->slaying; |
1186 |
elmex |
1.1 |
} |
1187 |
|
|
|
1188 |
root |
1.6 |
/* only the godpower attacktype adds the god's attack onto the spell */ |
1189 |
|
|
if (spellop->attacktype & AT_GODPOWER) |
1190 |
|
|
spellop->attacktype = spellop->attacktype | god->attacktype; |
1191 |
elmex |
1.1 |
|
1192 |
root |
1.6 |
/* tack on the god's name to the spell */ |
1193 |
|
|
if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) |
1194 |
|
|
{ |
1195 |
|
|
spellop->title = god->name; |
1196 |
|
|
if (spellop->title) |
1197 |
|
|
{ |
1198 |
|
|
char buf[MAX_BUF]; |
1199 |
|
|
|
1200 |
|
|
sprintf (buf, "%s of %s", &spellop->name, &spellop->title); |
1201 |
|
|
spellop->name = spellop->name_pl = buf; |
1202 |
root |
1.3 |
} |
1203 |
root |
1.6 |
} |
1204 |
elmex |
1.1 |
|
1205 |
root |
1.6 |
return 1; |
1206 |
elmex |
1.1 |
} |