/* * static char *rcsid_gods_c = * "$Id: gods.C,v 1.3 2006/08/29 08:01:37 root Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and * monster race initialization. b.t. */ /* Sept 1996 - moved code over to object -oriented gods -b.t. */ #include #include #include #include #include #ifndef __CEXTRACT__ #include #endif /** * Returns the id of specified god. */ int lookup_god_by_name(const char *name) { int godnr=-1; size_t nmlen = strlen(name); if(name && strcmp(name,"none")) { godlink *gl; for(gl=first_god;gl;gl=gl->next) if(!strncmp(name,gl->name,MIN(strlen(gl->name),nmlen))) break; if(gl) godnr=gl->id; } return godnr; } /** * Returns pointer to specified god's object through pntr_to_god_obj.. */ object *find_god(const char *name) { object *god=NULL; if(name) { godlink *gl; for(gl=first_god;gl;gl=gl->next) if(!strcmp(name,gl->name)) break; if(gl) god=pntr_to_god_obj(gl); } return god; } /** * Determines if op worships a god. * Returns the godname if they do or "none" if they have no god. * In the case of an NPC, if they have no god, we try and guess * who they should worship based on their race. If that fails we * give them a random one. */ const char *determine_god(object *op) { int godnr = -1; const char *godname; /* spells */ if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) { if (lookup_god_by_name(op->title)>=0) return op->title; } if(op->type!= PLAYER && QUERY_FLAG(op,FLAG_ALIVE)) { /* find a god based on race */ if(!op->title) { if (op->race !=NULL) { godname=get_god_for_race(op->race); if (godname!=NULL) { op->title = add_string(godname); } } } /* find a random god */ if(!op->title) { godlink *gl = first_god; godnr = rndm(1, gl->id); while(gl) { if(gl->id == godnr) break; gl=gl->next; } op->title = add_string(gl->name); } return op->title; } /* The god the player worships is in the praying skill (native skill * not skill tool). Since a player can only have one instance of * that skill, once we find it, we can return, either with the * title or "none". */ if(op->type==PLAYER) { object *tmp; for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) { if (tmp->title) return (tmp->title); else return("none"); } } return ("none"); } /** * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 */ static int same_string (const char *s1, const char *s2) { if (s1 == NULL) if (s2 == NULL) return 1; else return 0; else if (s2 == NULL) return 0; else return strcmp (s1, s2) == 0; } /** * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). * Any matching items in the inventory are deleted, and a * message is displayed to the player. */ static void follower_remove_similar_item (object *op, object *item) { object *tmp, *next; if (op && op->type == PLAYER && op->contr) { /* search the inventory */ for (tmp = op->inv; tmp != NULL; tmp = next) { next = tmp->below; /* backup in case we remove tmp */ if (tmp->type == item->type && same_string (tmp->name, item->name) && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) { /* message */ if (tmp->nrof > 1) new_draw_info_format(NDI_UNIQUE,0,op, "The %s crumble to dust!", query_short_name(tmp)); else new_draw_info_format(NDI_UNIQUE,0,op, "The %s crumbles to dust!", query_short_name(tmp)); remove_ob(tmp); /* remove obj from players inv. */ esrv_del_item(op->contr, tmp->count); /* notify client */ free_object(tmp); /* free object */ } if (tmp->inv) follower_remove_similar_item(tmp, item); } } } /** * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). * Returns 1 if found, else 0. */ static int follower_has_similar_item (object *op, object *item) { object *tmp; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { if (tmp->type == item->type && same_string (tmp->name, item->name) && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) return 1; if (tmp->inv && follower_has_similar_item (tmp, item)) return 1; } return 0; } /** * God gives an item to the player. */ static int god_gives_present (object *op, object *god, treasure *tr) { object *tmp; if (follower_has_similar_item (op, &tr->item->clone)) return 0; tmp = arch_to_object (tr->item); new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", god->name, query_short_name (tmp)); tmp = insert_ob_in_ob (tmp, op); if (op->type == PLAYER) esrv_send_item (op, tmp); return 1; } /** * Player prays at altar. * Checks for god changing, divine intervention, and so on. */ void pray_at_altar(object *pl, object *altar, object *skill) { object *pl_god=find_god(determine_god(pl)); if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) return; /* If non consecrate altar, don't do anything */ if (!altar->other_arch) return; /* hmm. what happend depends on pl's current god, level, etc */ if(!pl_god) { /*new convert */ become_follower(pl,&altar->other_arch->clone); return; } else if(!strcmp(pl_god->name,altar->other_arch->clone.name)) { /* pray at your gods altar */ int bonus = (pl->stats.Wis+skill->level)/10; /* we can get neg grace up faster */ if(pl->stats.grace<0) pl->stats.grace+=(bonus>-1*(pl->stats.grace/10) ? bonus : -1*(pl->stats.grace/10)); /* we can super-charge grace to 2x max */ if(pl->stats.grace<(2*pl->stats.maxgrace)) { pl->stats.grace+=bonus/2; } if(pl->stats.grace>(2*pl->stats.maxgrace)) { pl->stats.grace=(2*pl->stats.maxgrace); } /* Every once in a while, the god decides to checkup on their * follower, and may intervene to help them out. */ bonus = MAX(1, bonus + MAX(pl->stats.luck, -3)); /* -- DAMN -- */ if(((random_roll(0, 399, pl, PREFER_LOW))-bonus)<0) god_intervention(pl,pl_god, skill); } else { /* praying to another god! */ uint64 loss = 0; int angry=1; /* I believe the logic for detecting opposing gods was completely * broken - I think it should work now. altar->other_arch * points to the god of this altar (which we have * already verified is non null). pl_god->other_arch * is the opposing god - we need to verify that exists before * using its values. */ if(pl_god->other_arch && (altar->other_arch->name==pl_god->other_arch->name)) { angry=2; if(random_roll(0, skill->level+2, pl, PREFER_LOW)-5 > 0) { object *tmp; /* you really screwed up */ angry=3; new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, "Foul Priest! %s punishes you!",pl_god->name); tmp=get_archetype(LOOSE_MANA); cast_magic_storm(pl,tmp, pl_god->level+20); } else new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, "Foolish heretic! %s is livid!",pl_god->name); } else new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,pl, "Heretic! %s is angered!",pl_god->name); /* whether we will be successfull in defecting or not - * we lose experience from the clerical experience obj */ loss = angry * (skill->stats.exp / 10); if(loss) change_exp(pl, -random_roll64(0, loss, pl, PREFER_LOW), skill?skill->skill:"none", SK_SUBTRACT_SKILL_EXP); /* May switch Gods, but its random chance based on our current level * note it gets harder to swap gods the higher we get */ if((angry==1) && !(random_roll(0, skill->level, pl, PREFER_LOW))) { become_follower(pl,&altar->other_arch->clone); } else { /* toss this player off the altar. He can try again. */ new_draw_info(NDI_UNIQUE|NDI_NAVY,0,pl, "A divine force pushes you off the altar."); move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came. */ } } } /** * Removes special prayers given by a god. */ static void check_special_prayers (object *op, object *god) { /* Ensure that 'op' doesn't know any special prayers that are not granted * by 'god'. */ treasure *tr; object *tmp, *next_tmp; int remove=0; /* Outer loop iterates over all special prayer marks */ for (tmp = op->inv; tmp; tmp = next_tmp) { next_tmp = tmp->below; /* we mark special prayers with the STARTEQUIP flag, so if it isn't * in that category, not something we need to worry about. */ if (tmp->type != SPELL || !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) continue; if (god->randomitems == NULL) { LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", god->name); do_forget_spell (op, tmp->name); continue; } /* Inner loop tries to find the special prayer in the god's treasure * list. We default that the spell should be removed. */ remove=1; for (tr = god->randomitems->items; tr; tr = tr->next) { object *item; if (tr->item == NULL) continue; item = &tr->item->clone; /* Basically, see if the matching spell is granted by this god. */ if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) { remove=0; break; } } if (remove) { /* just do the work of removing the spell ourselves - we already * know that the player knows the spell */ new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, "You lose knowledge of %s.", tmp->name); player_unready_range_ob(op->contr, tmp); remove_ob(tmp); free_object(tmp); } } } /** * This function is called whenever a player has * switched to a new god. It handles basically all the stat changes * that happen to the player, including the removal of godgiven * items (from the former cult). */ void become_follower (object *op, object *new_god) { object *old_god = NULL; /* old god */ treasure *tr; object *item, *skop, *next; int i,sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player.*/ old_god = find_god(determine_god(op)); /* take away any special god-characteristic items. */ for(item=op->inv;item!=NULL;item=next) { next = item->below; /* remove all invisible startequip items which are * not skill, exp or force */ if(QUERY_FLAG(item,FLAG_STARTEQUIP) && item->invisible && (item->type != SKILL) && (item->type != EXPERIENCE) && (item->type != FORCE)) { if (item->type == SPELL) new_draw_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, "You lose knowledge of %s.", item->name); player_unready_range_ob(op->contr, item); remove_ob(item); free_object(item); } } /* remove any godgiven items from the old god */ if (old_god) { for(tr=old_god->randomitems->items; tr!=NULL; tr = tr->next) { if (tr->item && QUERY_FLAG(&tr->item->clone, FLAG_STARTEQUIP)) follower_remove_similar_item(op, &tr->item->clone); } } if(!op||!new_god) return; if(op->race && new_god->slaying && strstr(op->race,new_god->slaying)) { new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op,"Fool! %s detests your kind!", new_god->name); if(random_roll(0, op->level-1, op, PREFER_LOW)-5>0) { object *tmp = get_archetype(LOOSE_MANA); cast_magic_storm(op,tmp, new_god->level+10); } return; } /* give the player any special god-characteristic-items. */ for(tr=new_god->randomitems->items; tr!=NULL; tr = tr->next) { if(tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) god_gives_present(op,new_god,tr); } new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, "You become a follower of %s!",new_god->name); for (skop = op->inv; skop != NULL; skop=skop->below) if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; /* Player has no skill - give them the skill */ if (!skop) { /* The arhetype should always be defined - if we crash here because it doesn't, * things are really messed up anyways. */ skop = give_skill_by_name(op, get_archetype_by_type_subtype(SKILL, SK_PRAYING)->clone.skill); link_player_skills(op); } sk_applied=QUERY_FLAG(skop,FLAG_APPLIED); /* save skill status */ /* Clear the "undead" status. We also need to force a call to change_abil, * so I set undeadified for that. * - gros, 21th July 2006. */ if ((old_god)&&(QUERY_FLAG(old_god,FLAG_UNDEAD))) { CLEAR_FLAG(skop,FLAG_UNDEAD); undeadified=1; } if(skop->title) { /* get rid of old god */ new_draw_info_format(NDI_UNIQUE,0,op, "%s's blessing is withdrawn from you.",skop->title); /* The point of this is to really show what abilities the player just lost */ if (sk_applied || undeadified) { CLEAR_FLAG(skop,FLAG_APPLIED); (void) change_abil(op,skop); } free_string(skop->title); } /* now change to the new gods attributes to exp_obj */ skop->title = add_string(new_god->name); skop->path_attuned=new_god->path_attuned; skop->path_repelled=new_god->path_repelled; skop->path_denied=new_god->path_denied; /* copy god's resistances */ memcpy(skop->resist, new_god->resist, sizeof(new_god->resist)); /* make sure that certain immunities do NOT get passed * to the follower! */ for (i=0; iresist[i] > 30 && (i==ATNR_FIRE || i==ATNR_COLD || i==ATNR_ELECTRICITY || i==ATNR_POISON)) skop->resist[i] = 30; skop->stats.hp= (sint16) new_god->last_heal; skop->stats.sp= (sint16) new_god->last_sp; skop->stats.grace= (sint16) new_god->last_grace; skop->stats.food= (sint16) new_god->last_eat; skop->stats.luck= (sint8) new_god->stats.luck; /* gods may pass on certain flag properties */ update_priest_flag(new_god,skop,FLAG_SEE_IN_DARK); update_priest_flag(new_god,skop,FLAG_REFL_SPELL); update_priest_flag(new_god,skop,FLAG_REFL_MISSILE); update_priest_flag(new_god,skop,FLAG_STEALTH); update_priest_flag(new_god,skop,FLAG_MAKE_INVIS); update_priest_flag(new_god,skop,FLAG_UNDEAD); update_priest_flag(new_god,skop,FLAG_BLIND); update_priest_flag(new_god,skop,FLAG_XRAYS); /* better have this if blind! */ new_draw_info_format(NDI_UNIQUE,0,op, "You are bathed in %s's aura.",new_god->name); /* Weapon/armour use are special...handle flag toggles here as this can * only happen when gods are worshipped and if the new priest could * have used armour/weapons in the first place. * * This also can happen for monks which cannot use weapons. In this case * do not allow to use weapons even if the god otherwise would allow it. */ if (!present_in_ob_by_name(FORCE, "no weapon force", op)) update_priest_flag(new_god,skop,FLAG_USE_WEAPON); update_priest_flag(new_god,skop,FLAG_USE_ARMOUR); if(worship_forbids_use(op,skop,FLAG_USE_WEAPON,"weapons")) stop_using_item(op,WEAPON,2); if(worship_forbids_use(op,skop,FLAG_USE_ARMOUR,"armour")) { stop_using_item(op,ARMOUR,1); stop_using_item(op,HELMET,1); stop_using_item(op,BOOTS,1); stop_using_item(op,GLOVES,1); stop_using_item(op,SHIELD,1); } SET_FLAG(skop,FLAG_APPLIED); (void) change_abil(op,skop); /* return to previous skill status */ if (!sk_applied) CLEAR_FLAG(skop,FLAG_APPLIED); check_special_prayers (op, new_god); } /** * Forbids or let player use something item type. * op is the player. * exp_obj is the widsom experience. * flag is the flag to check against. * string is the string to print out. */ int worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) { if(QUERY_FLAG(&op->arch->clone,flag)) if(QUERY_FLAG(op,flag)!=QUERY_FLAG(exp_obj,flag)) { update_priest_flag(exp_obj,op,flag); if(QUERY_FLAG(op,flag)) new_draw_info_format(NDI_UNIQUE,0,op,"You may use %s again.",string); else { new_draw_info_format(NDI_UNIQUE,0,op,"You are forbidden to use %s.",string); return 1; } } return 0; } /** * Unapplies up to number worth of items of type */ void stop_using_item ( object *op, int type, int number ) { object *tmp; for(tmp=op->inv;tmp&&number;tmp=tmp->below) if(tmp->type==type&&QUERY_FLAG(tmp,FLAG_APPLIED)) { apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); number--; } } /** * If the god does/doesnt have this flag, we * give/remove it from the experience object if it doesnt/does * already exist. For players only! */ void update_priest_flag (object *god, object *exp_ob, uint32 flag) { if(QUERY_FLAG(god,flag)&&!QUERY_FLAG(exp_ob,flag)) SET_FLAG(exp_ob,flag); else if(QUERY_FLAG(exp_ob,flag)&&!QUERY_FLAG(god,flag)) { /* When this is called with the exp_ob set to the player, * this check is broken, because most all players arch * allow use of weapons. I'm not actually sure why this * check is here - I guess if you had a case where the * value in the archetype (wisdom) should over ride the restrictions * the god places on it, this may make sense. But I don't think * there is any case like that. */ /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ CLEAR_FLAG(exp_ob,flag); }; } archetype *determine_holy_arch (object *god, const char *type) { treasure *tr; if ( ! god || ! god->randomitems) { LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); return NULL; } for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { object *item; if ( ! tr->item) continue; item = &tr->item->clone; if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) return item->other_arch; } return NULL; } /** * God helps player by removing curse and/or damnation. */ static int god_removes_curse (object *op, int remove_damnation) { object *tmp; int success = 0; for (tmp = op->inv; tmp; tmp = tmp->below) { if (tmp->invisible) continue; if (QUERY_FLAG (tmp, FLAG_DAMNED) && ! remove_damnation) continue; if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { success = 1; CLEAR_FLAG (tmp, FLAG_DAMNED); CLEAR_FLAG (tmp, FLAG_CURSED); CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); if (op->type == PLAYER) esrv_send_item (op, tmp); } } if (success) new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); return success; } static int follower_level_to_enchantments (int level, int difficulty) { if (difficulty < 1) { LOG (llevError, "follower_level_to_enchantments(): " "difficulty %d is invalid\n", difficulty); return 0; } if (level <= 20) return level / difficulty; if (level <= 40) return (20 + (level - 20) / 2) / difficulty; return (30 + (level - 40) / 4) / difficulty; } /** * God wants to enchant weapon. * Affected weapon is the applied one (weapon or bow). It's checked to make sure * it isn't a weapon for another god. If all is all right, update weapon with * attacktype, slaying and such. */ static int god_enchants_weapon (object *op, object *god, object *tr, object *skill) { char buf[MAX_BUF]; object *weapon; uint32 attacktype; int tmp; for (weapon = op->inv; weapon; weapon = weapon->below) if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) break; if (weapon == NULL || god_examines_item (god, weapon) <= 0) return 0; /* First give it a title, so other gods won't touch it */ if ( ! weapon->title) { sprintf (buf, "of %s", god->name); weapon->title = add_string (buf); if (op->type == PLAYER) esrv_update_item (UPD_NAME, op, weapon); new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); } /* Allow the weapon to slay enemies */ if ( ! weapon->slaying && god->slaying) { weapon->slaying = add_string (god->slaying); new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", weapon->name); return 1; } /* Add the gods attacktype */ attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; if ((attacktype & god->attacktype) != god->attacktype) { new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); weapon->attacktype = attacktype | god->attacktype; return 1; } /* Higher magic value */ tmp = follower_level_to_enchantments (skill->level, tr->level); if (weapon->magic < tmp) { new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); weapon->magic++; if (op->type == PLAYER) esrv_update_item (UPD_NAME, op, weapon); return 1; } return 0; } /** * Every once in a while the god will intervene to help the worshiper. * Later, this fctn can be used to supply quests, etc for the * priest. -b.t. * called from pray_at_altar() currently. */ void god_intervention (object *op, object *god, object *skill) { treasure *tr; if ( ! god || ! god->randomitems) { LOG (llevError, "BUG: god_intervention(): no god or god without randomitems\n"); return; } check_special_prayers (op, god); /* lets do some checks of whether we are kosher with our god */ if (god_examines_priest (op, god) < 0) return; new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); for (tr = god->randomitems->items; tr != NULL; tr = tr->next) { object *item; if (tr->chance <= random_roll(0, 99, op, PREFER_HIGH)) continue; /* Treasurelist - generate some treasure for the follower */ if (tr->name) { treasurelist *tl = find_treasurelist (tr->name); if (tl == NULL) continue; new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); return; } if ( ! tr->item) { LOG (llevError, "BUG: empty entry in %s's treasure list\n", god->name); continue; } item = &tr->item->clone; /* Grace limit */ if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) { if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) { object *tmp; /* Follower lacks the required grace for the following * treasure list items. */ tmp = get_archetype(HOLY_POSSESSION); cast_change_ability(op, op, tmp, 0, 1); free_object(tmp); return; } continue; } /* Restore grace */ if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) { if (op->stats.grace >= 0) continue; op->stats.grace = random_roll(0, 9, op, PREFER_HIGH); new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); return; } /* Heal damage */ if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) { if (op->stats.hp >= op->stats.maxhp) continue; new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); op->stats.hp = op->stats.maxhp; return; } /* Restore spellpoints */ if (item->type == BOOK && item->invisible && strcmp (item->name, "restore spellpoints") == 0) { int max = (int) (op->stats.maxsp * (item->stats.maxsp / 100.0)); /* Restore to 50 .. 100%, if sp < 50% */ int new_sp = (int) (random_roll(1000, 1999, op, PREFER_HIGH) / 2000.0 * max); if (op->stats.sp >= max / 2) continue; new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); op->stats.sp = new_sp; } /* Various heal spells */ if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) { object *tmp; int success; tmp = get_archetype_by_object_name(item->slaying); success = cast_heal (op, op, tmp, 0); free_object(tmp); if (success) return; else continue; } /* Remove curse */ if (item->type == BOOK && item->invisible && strcmp (item->name, "remove curse") == 0) { if (god_removes_curse (op, 0)) return; else continue; } /* Remove damnation */ if (item->type == BOOK && item->invisible && strcmp (item->name, "remove damnation") == 0) { if (god_removes_curse (op, 1)) return; else continue; } /* Heal depletion */ if (item->type == BOOK && item->invisible && strcmp (item->name, "heal depletion") == 0) { object *depl; archetype *at; int i; if ((at = find_archetype(ARCH_DEPLETION)) == NULL) { LOG (llevError, "Could not find archetype depletion.\n"); continue; } depl = present_arch_in_ob (at, op); if (depl == NULL) continue; new_draw_info (NDI_UNIQUE, 0, op, "Shimmering light surrounds and restores you!"); for (i = 0; i < NUM_STATS; i++) if (get_attr_value (&depl->stats, i)) new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); remove_ob (depl); free_object (depl); fix_player (op); return; } /* Voices */ if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) { new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); new_draw_info (NDI_WHITE, 0, op, item->msg); return; } /* Messages */ if (item->type == BOOK && item->invisible && strcmp (item->name, "message") == 0) { new_draw_info (NDI_UNIQUE, 0, op, item->msg); return; } /* Enchant weapon */ if (item->type == BOOK && item->invisible && strcmp (item->name, "enchant weapon") == 0) { if (god_enchants_weapon (op, god, item, skill)) return; else continue; } /* Spellbooks - works correctly only for prayers */ if (item->type == SPELL) { if (check_spell_known (op, item->name)) continue; if (item->level > skill->level) continue; new_draw_info_format(NDI_UNIQUE, 0, op, "%s grants you use of a special prayer!", god->name); do_learn_spell (op, item, 1); return; } /* Other gifts */ if ( ! item->invisible) { if (god_gives_present (op, god, tr)) return; else continue; } /* else ignore it */ } new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); } /** * Checks and maybe punishes someone praying. * All applied items are examined, if player is using more items of other gods, * s/he loses experience in praying or general experience if no praying. */ int god_examines_priest (object *op, object *god) { int reaction=1; object *item=NULL, *skop; for(item=op->inv;item;item=item->below) { if(QUERY_FLAG(item,FLAG_APPLIED)) { reaction+=god_examines_item(god,item)*(item->magic?abs(item->magic):1); } } /* well, well. Looks like we screwed up. Time for god's revenge */ if(reaction<0) { int loss = 10000000; int angry = abs(reaction); for (skop = op->inv; skop != NULL; skop=skop->below) if (skop->type == SKILL && skop->subtype == SK_PRAYING) break; if (skop) loss = (int) (0.05 * (float) skop->stats.exp); change_exp(op, -random_roll(0, loss*angry-1, op, PREFER_LOW), skop?skop->skill:"none", SK_SUBTRACT_SKILL_EXP); if(random_roll(0, angry, op, PREFER_LOW)) { object *tmp = get_archetype(LOOSE_MANA); cast_magic_storm(op,tmp,op->level+(angry*3)); } new_draw_info_format(NDI_UNIQUE|NDI_NAVY,0,op, "%s becomes angry and punishes you!",god->name); } return reaction; } /** * God checks item the player is using. * Return either -1 (bad), 0 (neutral) or * 1 (item is ok). If you are using the item of an enemy * god, it can be bad...-b.t. */ int god_examines_item(object *god, object *item) { char buf[MAX_BUF]; if(!god||!item) return 0; if(!item->title) return 1; /* unclaimed item are ok */ sprintf(buf,"of %s",god->name); if(!strcmp(item->title,buf)) return 1; /* belongs to that God */ if(god->title) { /* check if we have any enemy blessed item*/ sprintf(buf,"of %s",god->title); if(!strcmp(item->title,buf)) { if(item->env) { char buf[MAX_BUF]; sprintf(buf,"Heretic! You are using %s!",query_name(item)); new_draw_info(NDI_UNIQUE|NDI_NAVY,0,item->env,buf); } return -1; } } return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ } /** * Returns priest's god's id. * Straight calls lookup_god_by_name */ int get_god(object *priest) { int godnr=lookup_god_by_name(determine_god(priest)); return godnr; } /** * Returns a string that is the name of the god that should be natively worshipped by a * creature of who has race *race * if we can't find a god that is appropriate, we return NULL */ const char *get_god_for_race(const char *race) { godlink *gl=first_god; const char *godname=NULL; if (race == NULL) return NULL; while(gl) { if (!strcasecmp(gl->arch->clone.race, race)) { godname=gl->name; break; } gl=gl->next; } return godname; } /** * Changes the attributes of cone, smite, and ball spells as needed by the code. * Returns false if there was no race to assign to the slaying field of the spell, but * the spell attacktype contains AT_HOLYWORD. -b.t. */ int tailor_god_spell(object *spellop, object *caster) { object *god=find_god(determine_god(caster)); int caster_is_spell=0; if (caster->type==SPELL_EFFECT || caster->type == SPELL) caster_is_spell=1; /* if caster is a rune or the like, it doesn't worship anything. However, * if this object is owned by someone, then the god that they worship * is relevant, so use that. */ if (!god && get_owner(caster)) god=find_god(determine_god(get_owner(caster))); if ( ! god || (spellop->attacktype & AT_HOLYWORD && !god->race)) { if ( ! caster_is_spell) new_draw_info(NDI_UNIQUE, 0, caster, "This prayer is useless unless you worship an appropriate god"); else LOG (llevError, "BUG: tailor_god_spell(): no god\n"); free_object(spellop); return 0; } /* either holy word or godpower attacks will set the slaying field */ if (spellop->attacktype & AT_HOLYWORD || spellop->attacktype & AT_GODPOWER) { if (spellop->slaying) { free_string(spellop->slaying); spellop->slaying = NULL; } if(!caster_is_spell) spellop->slaying = add_string(god->slaying); else if(caster->slaying) spellop->slaying = add_string(caster->slaying); } /* only the godpower attacktype adds the god's attack onto the spell */ if(spellop->attacktype & AT_GODPOWER) spellop->attacktype=spellop->attacktype|god->attacktype; /* tack on the god's name to the spell */ if(spellop->attacktype&AT_HOLYWORD||spellop->attacktype&AT_GODPOWER) { if(spellop->title) free_string(spellop->title); spellop->title=add_string(god->name); if(spellop->title){ char buf[MAX_BUF]; sprintf(buf,"%s of %s",spellop->name,spellop->title); FREE_AND_COPY(spellop->name, buf); FREE_AND_COPY(spellop->name_pl, buf); } } return 1; }