1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * This program is free software; you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
18 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
19 | * You should have received a copy of the Affero GNU General Public License |
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20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
23 | */ |
22 | * |
24 | |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
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24 | */ |
25 | |
25 | |
26 | /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
26 | /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
27 | * monster race initialization. b.t. |
27 | * monster race initialization. b.t. |
28 | */ |
28 | */ |
29 | |
29 | |
… | |
… | |
37 | #include <sproto.h> |
37 | #include <sproto.h> |
38 | |
38 | |
39 | /** |
39 | /** |
40 | * Returns the id of specified god. |
40 | * Returns the id of specified god. |
41 | */ |
41 | */ |
42 | int |
42 | static int |
43 | lookup_god_by_name (const char *name) |
43 | lookup_god_by_name (shstr_cmp name) |
44 | { |
44 | { |
45 | int godnr = -1; |
45 | if (name) |
46 | size_t nmlen = strlen (name); |
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47 | |
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48 | if (name && strcmp (name, "none")) |
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49 | { |
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50 | godlink *gl; |
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51 | |
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52 | for (gl = first_god; gl; gl = gl->next) |
46 | for (godlink *gl = first_god; gl; gl = gl->next) |
53 | if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) |
47 | if (gl->name == name) |
54 | break; |
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55 | if (gl) |
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56 | godnr = gl->id; |
48 | return gl->id; |
57 | } |
49 | |
58 | return godnr; |
50 | return -1; |
59 | } |
51 | } |
60 | |
52 | |
61 | /** |
53 | /** |
62 | * Returns pointer to specified god's object through pntr_to_god_obj.. |
54 | * Returns pointer to specified god's object through pntr_to_god_obj.. |
63 | */ |
55 | */ |
64 | object * |
56 | object * |
65 | find_god (const char *name) |
57 | find_god (shstr_cmp name) |
66 | { |
58 | { |
67 | object *god = NULL; |
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68 | |
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69 | if (name) |
59 | if (name) |
70 | { |
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71 | godlink *gl; |
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72 | |
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73 | for (gl = first_god; gl; gl = gl->next) |
60 | for (godlink *gl = first_god; gl; gl = gl->next) |
74 | if (!strcmp (name, gl->name)) |
61 | if (gl->name == name) |
75 | break; |
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76 | if (gl) |
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77 | god = pntr_to_god_obj (gl); |
62 | return pntr_to_god_obj (gl); |
78 | } |
63 | |
79 | return god; |
64 | return 0; |
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65 | } |
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66 | |
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67 | /** |
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68 | * Returns a string that is the name of the god that should be natively worshipped by a |
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69 | * creature of who has race *race |
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70 | * if we can't find a god that is appropriate, we return NULL |
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71 | */ |
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72 | static shstr_tmp |
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73 | get_god_for_race (shstr_cmp race) |
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74 | { |
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75 | if (race) |
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76 | for (godlink *gl = first_god; gl; gl = gl->next) |
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77 | if (gl->arch->race == race) |
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78 | return gl->name; |
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79 | |
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80 | return shstr_tmp (); |
80 | } |
81 | } |
81 | |
82 | |
82 | /** |
83 | /** |
83 | * Determines if op worships a god. |
84 | * Determines if op worships a god. |
84 | * Returns the godname if they do or "none" if they have no god. |
85 | * Returns the godname if they do or "none" if they have no god. |
85 | * In the case of an NPC, if they have no god, we try and guess |
86 | * In the case of an NPC, if they have no god, we try and guess |
86 | * who they should worship based on their race. If that fails we |
87 | * who they should worship based on their race. If that fails we |
87 | * give them a random one. |
88 | * give them a random one. |
88 | */ |
89 | */ |
89 | |
90 | shstr_tmp |
90 | const char * |
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91 | determine_god (object *op) |
91 | determine_god (object *op) |
92 | { |
92 | { |
93 | int godnr = -1; |
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94 | const char *godname; |
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95 | |
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96 | /* spells */ |
93 | /* spells */ |
97 | if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
94 | if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
98 | { |
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99 | if (lookup_god_by_name (op->title) >= 0) |
95 | if (lookup_god_by_name (op->title) >= 0) |
100 | return op->title; |
96 | return op->title; |
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97 | |
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98 | if (!op->is_player () && op->flag [FLAG_ALIVE]) |
101 | } |
99 | { |
102 | |
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103 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE)) |
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104 | { |
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105 | |
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106 | /* find a god based on race */ |
100 | /* find a god based on race */ |
107 | if (!op->title) |
101 | if (!op->title) |
108 | { |
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109 | if (op->race != NULL) |
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110 | { |
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111 | godname = get_god_for_race (op->race); |
102 | op->title = get_god_for_race (op->race); |
112 | if (godname != NULL) |
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113 | { |
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114 | op->title = godname; |
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115 | } |
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116 | } |
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117 | } |
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118 | |
103 | |
119 | /* find a random god */ |
104 | /* find a random god */ |
120 | if (!op->title) |
105 | if (!op->title) |
121 | { |
106 | { |
122 | godlink *gl = first_god; |
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123 | |
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124 | godnr = rndm (1, gl->id); |
107 | int godnr = rndm (1, first_god->id); |
125 | while (gl) |
108 | |
126 | { |
109 | for (godlink *gl = first_god; gl; gl = gl->next) |
127 | if (gl->id == godnr) |
110 | if (gl->id == godnr) |
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111 | { |
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112 | op->title = gl->name; |
128 | break; |
113 | break; |
129 | gl = gl->next; |
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130 | } |
114 | } |
131 | op->title = gl->name; |
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132 | } |
115 | } |
133 | |
116 | |
134 | return op->title; |
117 | return op->title; |
135 | } |
118 | } |
136 | |
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137 | |
119 | |
138 | /* The god the player worships is in the praying skill (native skill |
120 | /* The god the player worships is in the praying skill (native skill |
139 | * not skill tool). Since a player can only have one instance of |
121 | * not skill tool). Since a player can only have one instance of |
140 | * that skill, once we find it, we can return, either with the |
122 | * that skill, once we find it, we can return, either with the |
141 | * title or "none". |
123 | * title or "none". |
142 | */ |
124 | */ |
143 | if (op->type == PLAYER) |
125 | if (op->type == PLAYER) |
144 | { |
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145 | object *tmp; |
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146 | |
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147 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
126 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
148 | if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
127 | if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
149 | { |
128 | { |
150 | if (tmp->title) |
129 | if (tmp->title) |
151 | return (tmp->title); |
130 | return tmp->title; |
152 | else |
131 | |
153 | return ("none"); |
132 | break; |
154 | } |
133 | } |
155 | } |
134 | |
156 | return ("none"); |
135 | return shstr_none; |
157 | } |
136 | } |
158 | |
137 | |
159 | /** |
138 | /** |
160 | * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
139 | * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
161 | */ |
140 | */ |
162 | static int |
141 | static int |
163 | same_string (const char *s1, const char *s2) |
142 | same_string (const char *s1, const char *s2) |
164 | { |
143 | { |
165 | if (s1 == NULL) |
144 | if (s1 == s2) |
166 | if (s2 == NULL) |
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167 | return 1; |
145 | return 1; |
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146 | else if (s1 && s2) |
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147 | return !strcmp (s1, s2); |
168 | else |
148 | else |
169 | return 0; |
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170 | else if (s2 == NULL) |
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171 | return 0; |
149 | return 0; |
172 | else |
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173 | return strcmp (s1, s2) == 0; |
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174 | } |
150 | } |
175 | |
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176 | |
151 | |
177 | /** |
152 | /** |
178 | * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
153 | * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
179 | * Any matching items in the inventory are deleted, and a |
154 | * Any matching items in the inventory are deleted, and a |
180 | * message is displayed to the player. |
155 | * message is displayed to the player. |
… | |
… | |
193 | |
168 | |
194 | if (tmp->type == item->type |
169 | if (tmp->type == item->type |
195 | && same_string (tmp->name, item->name) |
170 | && same_string (tmp->name, item->name) |
196 | && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
171 | && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
197 | { |
172 | { |
198 | |
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199 | /* message */ |
173 | /* message */ |
200 | if (tmp->nrof > 1) |
174 | new_draw_info_format (NDI_UNIQUE, 0, op, |
201 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp)); |
175 | tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!", |
202 | else |
176 | query_short_name (tmp)); |
203 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp)); |
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204 | |
177 | |
205 | tmp->remove (); /* remove obj from players inv. */ |
178 | tmp->destroy (); |
206 | esrv_del_item (op->contr, tmp->count); /* notify client */ |
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207 | tmp->destroy (); /* free object */ |
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208 | } |
179 | } |
209 | |
180 | |
210 | if (tmp->inv) |
181 | if (tmp->inv) |
211 | follower_remove_similar_item (tmp, item); |
182 | follower_remove_similar_item (tmp, item); |
212 | } |
183 | } |
… | |
… | |
238 | * God gives an item to the player. |
209 | * God gives an item to the player. |
239 | */ |
210 | */ |
240 | static int |
211 | static int |
241 | god_gives_present (object *op, object *god, treasure *tr) |
212 | god_gives_present (object *op, object *god, treasure *tr) |
242 | { |
213 | { |
243 | object *tmp; |
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244 | |
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245 | if (!tr->item) |
214 | if (!tr->item) |
246 | return 0; |
215 | return 0; |
247 | |
216 | |
248 | if (follower_has_similar_item (op, &tr->item->clone)) |
217 | if (follower_has_similar_item (op, tr->item)) |
249 | return 0; |
218 | return 0; |
250 | |
219 | |
251 | tmp = arch_to_object (tr->item); |
220 | object *tmp = tr->item->instance (); |
252 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); |
221 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); |
253 | tmp = insert_ob_in_ob (tmp, op); |
222 | op->insert (tmp); |
254 | if (op->type == PLAYER) |
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255 | esrv_send_item (op, tmp); |
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256 | |
223 | |
257 | return 1; |
224 | return 1; |
258 | } |
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259 | |
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260 | /** |
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261 | * Player prays at altar. |
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262 | * Checks for god changing, divine intervention, and so on. |
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263 | */ |
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264 | void |
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265 | pray_at_altar (object *pl, object *altar, object *skill) |
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266 | { |
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267 | object *pl_god = find_god (determine_god (pl)); |
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268 | |
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269 | if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
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270 | return; |
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271 | |
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272 | /* If non consecrate altar, don't do anything */ |
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273 | if (!altar->other_arch) |
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274 | return; |
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275 | |
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276 | /* hmm. what happend depends on pl's current god, level, etc */ |
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277 | if (!pl_god) |
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278 | { /*new convert */ |
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279 | become_follower (pl, &altar->other_arch->clone); |
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280 | return; |
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281 | |
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282 | } |
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283 | else if (!strcmp (&pl_god->name, altar->other_arch->clone.name)) |
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284 | { |
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285 | /* pray at your gods altar */ |
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286 | int bonus = (pl->stats.Wis + skill->level) / 10; |
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287 | |
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288 | /* we can get neg grace up faster */ |
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289 | if (pl->stats.grace < 0) |
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290 | pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
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291 | /* we can super-charge grace to 2x max */ |
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292 | if (pl->stats.grace < (2 * pl->stats.maxgrace)) |
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293 | { |
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294 | pl->stats.grace += bonus / 2; |
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295 | } |
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296 | if (pl->stats.grace > (2 * pl->stats.maxgrace)) |
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297 | { |
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298 | pl->stats.grace = (2 * pl->stats.maxgrace); |
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299 | } |
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300 | |
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301 | /* Every once in a while, the god decides to checkup on their |
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302 | * follower, and may intervene to help them out. |
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303 | */ |
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304 | bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ |
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305 | |
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306 | if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
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307 | god_intervention (pl, pl_god, skill); |
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308 | |
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309 | } |
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310 | else |
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311 | { /* praying to another god! */ |
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312 | uint64 loss = 0; |
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313 | int angry = 1; |
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314 | |
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315 | /* I believe the logic for detecting opposing gods was completely |
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316 | * broken - I think it should work now. altar->other_arch |
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317 | * points to the god of this altar (which we have |
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318 | * already verified is non null). pl_god->other_arch |
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319 | * is the opposing god - we need to verify that exists before |
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320 | * using its values. |
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321 | */ |
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322 | if (pl_god->other_arch && (altar->other_arch->name == pl_god->other_arch->name)) |
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323 | { |
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324 | angry = 2; |
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325 | if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
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326 | { |
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327 | object *tmp; |
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328 | |
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329 | /* you really screwed up */ |
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330 | angry = 3; |
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331 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
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332 | tmp = get_archetype (LOOSE_MANA); |
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333 | cast_magic_storm (pl, tmp, pl_god->level + 20); |
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334 | } |
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335 | else |
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336 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
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337 | } |
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338 | else |
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339 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
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340 | |
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341 | /* whether we will be successfull in defecting or not - |
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342 | * we lose experience from the clerical experience obj |
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343 | */ |
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344 | |
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345 | loss = angry * (skill->stats.exp / 10); |
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346 | if (loss) |
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347 | change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); |
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348 | |
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349 | /* May switch Gods, but its random chance based on our current level |
|
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350 | * note it gets harder to swap gods the higher we get |
|
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351 | */ |
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352 | if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
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353 | { |
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354 | become_follower (pl, &altar->other_arch->clone); |
|
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355 | } |
|
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356 | else |
|
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357 | { |
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358 | /* toss this player off the altar. He can try again. */ |
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359 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
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360 | move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
|
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361 | } |
|
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362 | } |
|
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363 | } |
225 | } |
364 | |
226 | |
365 | /** |
227 | /** |
366 | * Removes special prayers given by a god. |
228 | * Removes special prayers given by a god. |
367 | */ |
229 | */ |
… | |
… | |
381 | next_tmp = tmp->below; |
243 | next_tmp = tmp->below; |
382 | |
244 | |
383 | /* we mark special prayers with the STARTEQUIP flag, so if it isn't |
245 | /* we mark special prayers with the STARTEQUIP flag, so if it isn't |
384 | * in that category, not something we need to worry about. |
246 | * in that category, not something we need to worry about. |
385 | */ |
247 | */ |
386 | if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
248 | if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP]) |
387 | continue; |
249 | continue; |
388 | |
250 | |
389 | if (god->randomitems == NULL) |
251 | if (god->randomitems == NULL) |
390 | { |
252 | { |
391 | LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
253 | LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
… | |
… | |
402 | object *item; |
264 | object *item; |
403 | |
265 | |
404 | if (!tr->item) |
266 | if (!tr->item) |
405 | continue; |
267 | continue; |
406 | |
268 | |
407 | item = &tr->item->clone; |
269 | item = tr->item; |
408 | |
270 | |
409 | /* Basically, see if the matching spell is granted by this god. */ |
271 | /* Basically, see if the matching spell is granted by this god. */ |
410 | |
272 | |
411 | if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) |
273 | if (tr->item->type == SPELL && tr->item->object::name == tmp->name) |
412 | { |
274 | { |
413 | remove = 0; |
275 | remove = 0; |
414 | break; |
276 | break; |
415 | } |
277 | } |
416 | } |
278 | } |
|
|
279 | |
417 | if (remove) |
280 | if (remove) |
|
|
281 | do_forget_spell (op, tmp->name); |
|
|
282 | } |
|
|
283 | } |
|
|
284 | |
|
|
285 | /** |
|
|
286 | * Unapplies up to number worth of items of type |
|
|
287 | */ |
|
|
288 | static void |
|
|
289 | stop_using_item (object *op, int type, int number) |
|
|
290 | { |
|
|
291 | for (object *tmp = op->inv; tmp && number; tmp = tmp->below) |
|
|
292 | if (tmp->type == type && tmp->flag [FLAG_APPLIED]) |
418 | { |
293 | { |
419 | /* just do the work of removing the spell ourselves - we already |
294 | op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
420 | * know that the player knows the spell |
295 | --number; |
421 | */ |
|
|
422 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name); |
|
|
423 | player_unready_range_ob (op->contr, tmp); |
|
|
424 | tmp->destroy (); |
|
|
425 | } |
296 | } |
|
|
297 | } |
426 | |
298 | |
|
|
299 | /** |
|
|
300 | * If the god does/doesnt have this flag, we |
|
|
301 | * give/remove it from the experience object if it doesnt/does |
|
|
302 | * already exist. For players only! |
|
|
303 | */ |
|
|
304 | static inline void |
|
|
305 | update_priest_flag (object *god, object *exp_ob, uint32 flag) |
|
|
306 | { |
|
|
307 | exp_ob->flag [flag] = god->flag [flag]; |
|
|
308 | return; |
|
|
309 | |
|
|
310 | // old code follows for reference... |
|
|
311 | if (god->flag [flag] && !exp_ob->flag [flag]) |
|
|
312 | exp_ob->set_flag (flag); |
|
|
313 | else if (exp_ob->flag [flag] && !god->flag [flag]) |
|
|
314 | { |
|
|
315 | /* When this is called with the exp_ob set to the player, |
|
|
316 | * this check is broken, because most all players arch |
|
|
317 | * allow use of weapons. I'm not actually sure why this |
|
|
318 | * check is here - I guess if you had a case where the |
|
|
319 | * value in the archetype (wisdom) should over ride the restrictions |
|
|
320 | * the god places on it, this may make sense. But I don't think |
|
|
321 | * there is any case like that. |
|
|
322 | */ |
|
|
323 | /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
|
|
324 | exp_ob->clr_flag (flag); |
427 | } |
325 | }; |
|
|
326 | } |
|
|
327 | |
|
|
328 | /** |
|
|
329 | * Forbids or let player use something item type. |
|
|
330 | * op is the player. |
|
|
331 | * exp_obj is the widsom experience. |
|
|
332 | * flag is the flag to check against. |
|
|
333 | * string is the string to print out. |
|
|
334 | */ |
|
|
335 | static int |
|
|
336 | worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
|
|
337 | { |
|
|
338 | if (op->arch->flag [flag]) |
|
|
339 | if (op->flag [flag] != exp_obj->flag [flag]) |
|
|
340 | { |
|
|
341 | update_priest_flag (exp_obj, op, flag); |
|
|
342 | if (op->flag [flag]) |
|
|
343 | new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
|
|
344 | else |
|
|
345 | { |
|
|
346 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
|
|
347 | return 1; |
|
|
348 | } |
|
|
349 | } |
|
|
350 | |
|
|
351 | return 0; |
428 | } |
352 | } |
429 | |
353 | |
430 | /** |
354 | /** |
431 | * This function is called whenever a player has |
355 | * This function is called whenever a player has |
432 | * switched to a new god. It handles basically all the stat changes |
356 | * switched to a new god. It handles basically all the stat changes |
433 | * that happen to the player, including the removal of godgiven |
357 | * that happen to the player, including the removal of godgiven |
434 | * items (from the former cult). |
358 | * items (from the former cult). |
435 | */ |
359 | */ |
436 | void |
360 | void |
437 | become_follower (object *op, object *new_god) |
361 | object::become_follower (object *new_god) |
438 | { |
362 | { |
439 | object *old_god = NULL; /* old god */ |
363 | object *old_god = 0; /* old god */ |
440 | treasure *tr; |
364 | treasure *tr; |
441 | object *item, *skop, *next; |
365 | object *item, *skop, *next; |
442 | int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
366 | int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
443 | |
367 | |
|
|
368 | if (!contr) |
|
|
369 | return; |
444 | |
370 | |
|
|
371 | contr->queue_stats_update (); |
|
|
372 | |
445 | old_god = find_god (determine_god (op)); |
373 | old_god = find_god (determine_god (this)); |
446 | |
374 | |
447 | /* take away any special god-characteristic items. */ |
375 | /* take away any special god-characteristic items. */ |
448 | for (item = op->inv; item != NULL; item = next) |
376 | for (item = inv; item; item = next) |
449 | { |
377 | { |
450 | next = item->below; |
378 | next = item->below; |
|
|
379 | |
451 | // remove all invisible startequip items which are not skill, exp or force |
380 | // remove all invisible startequip items which are not skill, exp or force |
452 | if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && |
381 | if (item->flag [FLAG_STARTEQUIP] && item->invisible |
453 | (item->type != SKILL) && (item->type != FORCE)) |
382 | && item->type != SKILL && item->type != FORCE) |
454 | { |
383 | { |
455 | |
|
|
456 | if (item->type == SPELL) |
384 | if (item->type == SPELL) |
|
|
385 | { |
457 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); |
386 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You lose knowledge of %s.", &item->name); |
|
|
387 | esrv_remove_spell (contr, item); |
|
|
388 | } |
458 | |
389 | |
459 | player_unready_range_ob (op->contr, item); |
|
|
460 | item->destroy (); |
390 | item->destroy (); |
461 | } |
391 | } |
462 | } |
392 | } |
463 | |
393 | |
464 | /* remove any godgiven items from the old god */ |
394 | /* remove any godgiven items from the old god */ |
465 | if (old_god) |
395 | if (old_god) |
466 | for (tr = old_god->randomitems->items; tr; tr = tr->next) |
396 | for (tr = old_god->randomitems->items; tr; tr = tr->next) |
467 | if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) |
397 | if (tr->item && tr->item->flag [FLAG_STARTEQUIP]) |
468 | follower_remove_similar_item (op, &tr->item->clone); |
398 | follower_remove_similar_item (this, tr->item); |
469 | |
399 | |
470 | if (!op || !new_god) |
400 | if (!new_god) |
471 | return; |
401 | return; |
472 | |
402 | |
473 | if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) |
403 | if (new_god->slaying && new_god->slaying.contains (race)) |
474 | { |
404 | { |
475 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); |
405 | failmsgf ("Fool! %s detests your kind! H<This god does not accept followers of your race.>", &new_god->name); |
476 | |
406 | |
477 | if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) |
407 | if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0) |
478 | { |
408 | { |
479 | object *tmp = get_archetype (LOOSE_MANA); |
409 | object *tmp = archetype::get (LOOSE_MANA); |
480 | |
410 | |
481 | cast_magic_storm (op, tmp, new_god->level + 10); |
411 | cast_magic_storm (this, tmp, new_god->level + 10); |
482 | } |
412 | } |
483 | |
413 | |
484 | return; |
414 | return; |
485 | } |
415 | } |
486 | |
|
|
487 | |
416 | |
488 | /* give the player any special god-characteristic-items. */ |
417 | /* give the player any special god-characteristic-items. */ |
489 | for (tr = new_god->randomitems->items; tr; tr = tr->next) |
418 | for (tr = new_god->randomitems->items; tr; tr = tr->next) |
490 | { |
|
|
491 | if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK |
419 | if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK |
492 | && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) |
420 | && tr->item->type != BOOK && tr->item->type != SPELL) |
493 | god_gives_present (op, new_god, tr); |
421 | god_gives_present (this, new_god, tr); |
494 | } |
|
|
495 | |
422 | |
496 | |
|
|
497 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); |
423 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You become a follower of %s!", &new_god->name); |
498 | |
424 | |
499 | for (skop = op->inv; skop != NULL; skop = skop->below) |
425 | for (skop = inv; skop; skop = skop->below) |
500 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
426 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
501 | break; |
427 | break; |
502 | |
428 | |
503 | /* Player has no skill - give them the skill */ |
429 | /* Player has no skill - give them the skill */ |
504 | if (!skop) |
430 | if (!skop) |
505 | { |
|
|
506 | /* The arhetype should always be defined - if we crash here because it doesn't, |
431 | /* The archetype should always be defined - if we crash here because it doesn't, |
507 | * things are really messed up anyways. |
432 | * things are really messed up anyways. |
508 | */ |
433 | */ |
509 | skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); |
434 | skop = give_skill_by_name (this, shstr_praying); |
510 | link_player_skills (op); |
|
|
511 | } |
|
|
512 | |
435 | |
513 | sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ |
436 | sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */ |
514 | |
437 | |
515 | /* Clear the "undead" status. We also need to force a call to change_abil, |
438 | /* Clear the "undead" status. We also need to force a call to change_abil, |
516 | * so I set undeadified for that. |
439 | * so I set undeadified for that. |
517 | * - gros, 21th July 2006. |
440 | * - gros, 21th July 2006. |
518 | */ |
441 | */ |
519 | if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) |
442 | if (old_god && old_god->flag [FLAG_UNDEAD]) |
520 | { |
443 | { |
521 | CLEAR_FLAG (skop, FLAG_UNDEAD); |
444 | skop->clr_flag (FLAG_UNDEAD); |
522 | undeadified = 1; |
445 | undeadified = 1; |
523 | } |
446 | } |
524 | |
447 | |
525 | if (skop->title) |
448 | if (skop->title) |
526 | { /* get rid of old god */ |
449 | { |
|
|
450 | /* get rid of old god */ |
527 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); |
451 | new_draw_info_format (NDI_UNIQUE, 0, this, "%s's blessing is withdrawn from you.", &skop->title); |
|
|
452 | |
528 | /* The point of this is to really show what abilities the player just lost */ |
453 | /* The point of this is to really show what abilities the player just lost */ |
529 | if (sk_applied || undeadified) |
454 | if (sk_applied || undeadified) |
530 | { |
455 | { |
531 | |
456 | skop->clr_flag (FLAG_APPLIED); |
532 | CLEAR_FLAG (skop, FLAG_APPLIED); |
|
|
533 | (void) change_abil (op, skop); |
457 | change_abil (this, skop); |
534 | } |
458 | } |
535 | } |
459 | } |
536 | |
460 | |
537 | /* now change to the new gods attributes to exp_obj */ |
461 | /* now change to the new gods attributes to exp_obj */ |
538 | skop->title = new_god->name; |
462 | skop->title = new_god->name; |
… | |
… | |
541 | skop->path_denied = new_god->path_denied; |
465 | skop->path_denied = new_god->path_denied; |
542 | /* copy god's resistances */ |
466 | /* copy god's resistances */ |
543 | memcpy (skop->resist, new_god->resist, sizeof (new_god->resist)); |
467 | memcpy (skop->resist, new_god->resist, sizeof (new_god->resist)); |
544 | |
468 | |
545 | /* make sure that certain immunities do NOT get passed |
469 | /* make sure that certain immunities do NOT get passed |
546 | * to the follower! |
470 | * to the follower! |
547 | */ |
471 | */ |
548 | for (i = 0; i < NROFATTACKS; i++) |
472 | for (i = 0; i < NROFATTACKS; i++) |
549 | if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON)) |
473 | if (skop->resist[i] > 30 && (i == ATNR_FIRE || i == ATNR_COLD || i == ATNR_ELECTRICITY || i == ATNR_POISON)) |
550 | skop->resist[i] = 30; |
474 | skop->resist[i] = 30; |
551 | |
475 | |
… | |
… | |
562 | update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
486 | update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
563 | update_priest_flag (new_god, skop, FLAG_UNDEAD); |
487 | update_priest_flag (new_god, skop, FLAG_UNDEAD); |
564 | update_priest_flag (new_god, skop, FLAG_BLIND); |
488 | update_priest_flag (new_god, skop, FLAG_BLIND); |
565 | update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ |
489 | update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ |
566 | |
490 | |
567 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); |
491 | new_draw_info_format (NDI_UNIQUE, 0, this, "You are bathed in %s's aura.", &new_god->name); |
568 | |
492 | |
569 | /* Weapon/armour use are special...handle flag toggles here as this can |
493 | /* Weapon/armour use are special...handle flag toggles here as this can |
570 | * only happen when gods are worshipped and if the new priest could |
494 | * only happen when gods are worshipped and if the new priest could |
571 | * have used armour/weapons in the first place. |
495 | * have used armour/weapons in the first place. |
572 | * |
496 | * |
573 | * This also can happen for monks which cannot use weapons. In this case |
497 | * This also can happen for monks which cannot use weapons. In this case |
574 | * do not allow to use weapons even if the god otherwise would allow it. |
498 | * do not allow to use weapons even if the god otherwise would allow it. |
575 | */ |
499 | */ |
576 | if (!present_in_ob_by_name (FORCE, "no weapon force", op)) |
500 | if (!present_in_ob_by_name (FORCE, "no weapon force", this)) |
577 | update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
501 | update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
|
|
502 | |
578 | update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
503 | update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
579 | |
504 | |
580 | if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) |
505 | if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons")) |
581 | stop_using_item (op, WEAPON, 2); |
506 | stop_using_item (this, WEAPON, 2); |
582 | |
507 | |
583 | if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) |
508 | if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour")) |
584 | { |
509 | { |
585 | stop_using_item (op, ARMOUR, 1); |
510 | stop_using_item (this, ARMOUR, 1); |
586 | stop_using_item (op, HELMET, 1); |
511 | stop_using_item (this, HELMET, 1); |
587 | stop_using_item (op, BOOTS, 1); |
512 | stop_using_item (this, BOOTS, 1); |
588 | stop_using_item (op, GLOVES, 1); |
513 | stop_using_item (this, GLOVES, 1); |
589 | stop_using_item (op, SHIELD, 1); |
514 | stop_using_item (this, SHIELD, 1); |
590 | } |
515 | } |
591 | |
516 | |
592 | SET_FLAG (skop, FLAG_APPLIED); |
517 | skop->set_flag (FLAG_APPLIED); |
593 | (void) change_abil (op, skop); |
518 | change_abil (this, skop); |
594 | |
519 | |
595 | /* return to previous skill status */ |
520 | /* return to previous skill status */ |
596 | if (!sk_applied) |
521 | if (!sk_applied) |
597 | CLEAR_FLAG (skop, FLAG_APPLIED); |
522 | { |
|
|
523 | skop->clr_flag (FLAG_APPLIED); |
|
|
524 | contr->queue_stats_update (); |
|
|
525 | } |
598 | |
526 | |
599 | check_special_prayers (op, new_god); |
527 | check_special_prayers (this, new_god); |
600 | } |
528 | } |
601 | |
|
|
602 | /** |
|
|
603 | * Forbids or let player use something item type. |
|
|
604 | * op is the player. |
|
|
605 | * exp_obj is the widsom experience. |
|
|
606 | * flag is the flag to check against. |
|
|
607 | * string is the string to print out. |
|
|
608 | */ |
|
|
609 | |
|
|
610 | int |
|
|
611 | worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
|
|
612 | { |
|
|
613 | |
|
|
614 | if (QUERY_FLAG (&op->arch->clone, flag)) |
|
|
615 | if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) |
|
|
616 | { |
|
|
617 | update_priest_flag (exp_obj, op, flag); |
|
|
618 | if (QUERY_FLAG (op, flag)) |
|
|
619 | new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
|
|
620 | else |
|
|
621 | { |
|
|
622 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
|
|
623 | return 1; |
|
|
624 | } |
|
|
625 | } |
|
|
626 | return 0; |
|
|
627 | } |
|
|
628 | |
|
|
629 | /** |
|
|
630 | * Unapplies up to number worth of items of type |
|
|
631 | */ |
|
|
632 | void |
|
|
633 | stop_using_item (object *op, int type, int number) |
|
|
634 | { |
|
|
635 | object *tmp; |
|
|
636 | |
|
|
637 | for (tmp = op->inv; tmp && number; tmp = tmp->below) |
|
|
638 | if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
639 | { |
|
|
640 | apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
|
|
641 | number--; |
|
|
642 | } |
|
|
643 | } |
|
|
644 | |
|
|
645 | /** |
|
|
646 | * If the god does/doesnt have this flag, we |
|
|
647 | * give/remove it from the experience object if it doesnt/does |
|
|
648 | * already exist. For players only! |
|
|
649 | */ |
|
|
650 | |
|
|
651 | void |
|
|
652 | update_priest_flag (object *god, object *exp_ob, uint32 flag) |
|
|
653 | { |
|
|
654 | if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) |
|
|
655 | SET_FLAG (exp_ob, flag); |
|
|
656 | else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) |
|
|
657 | { |
|
|
658 | /* When this is called with the exp_ob set to the player, |
|
|
659 | * this check is broken, because most all players arch |
|
|
660 | * allow use of weapons. I'm not actually sure why this |
|
|
661 | * check is here - I guess if you had a case where the |
|
|
662 | * value in the archetype (wisdom) should over ride the restrictions |
|
|
663 | * the god places on it, this may make sense. But I don't think |
|
|
664 | * there is any case like that. |
|
|
665 | */ |
|
|
666 | |
|
|
667 | /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
|
|
668 | CLEAR_FLAG (exp_ob, flag); |
|
|
669 | }; |
|
|
670 | } |
|
|
671 | |
|
|
672 | |
|
|
673 | |
529 | |
674 | archetype * |
530 | archetype * |
675 | determine_holy_arch (object *god, const char *type) |
531 | determine_holy_arch (object *god, shstr_cmp type) |
676 | { |
532 | { |
677 | treasure *tr; |
533 | treasure *tr; |
678 | |
534 | |
679 | if (!god || !god->randomitems) |
535 | if (!god || !god->randomitems) |
680 | { |
536 | { |
681 | LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
537 | LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
682 | return NULL; |
538 | return 0; |
683 | } |
539 | } |
684 | |
540 | |
685 | for (tr = god->randomitems->items; tr; tr = tr->next) |
541 | for (tr = god->randomitems->items; tr; tr = tr->next) |
686 | { |
542 | { |
687 | if (!tr->item) |
543 | if (!tr->item) |
688 | continue; |
544 | continue; |
689 | |
545 | |
690 | object *item = &tr->item->clone; |
546 | object *item = tr->item; |
691 | |
547 | |
692 | if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) |
548 | if (item->type == BOOK && item->invisible && item->name == type) |
693 | return item->other_arch; |
549 | return item->other_arch; |
694 | } |
550 | } |
|
|
551 | |
695 | return NULL; |
552 | return 0; |
696 | } |
553 | } |
697 | |
554 | |
698 | /** |
555 | /** |
699 | * God helps player by removing curse and/or damnation. |
556 | * God helps player by removing curse and/or damnation. |
700 | */ |
557 | */ |
701 | static int |
558 | static int |
702 | god_removes_curse (object *op, int remove_damnation) |
559 | god_removes_curse (object *op, int remove_damnation) |
703 | { |
560 | { |
704 | object *tmp; |
|
|
705 | int success = 0; |
561 | int success = 0; |
706 | |
562 | |
707 | for (tmp = op->inv; tmp; tmp = tmp->below) |
563 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
708 | { |
564 | { |
709 | if (tmp->invisible) |
565 | if (tmp->invisible) |
710 | continue; |
566 | continue; |
|
|
567 | |
711 | if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) |
568 | if (tmp->flag [FLAG_DAMNED] && !remove_damnation) |
712 | continue; |
569 | continue; |
713 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
570 | |
|
|
571 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
714 | { |
572 | { |
715 | success = 1; |
573 | success = 1; |
716 | CLEAR_FLAG (tmp, FLAG_DAMNED); |
574 | tmp->clr_flag (FLAG_DAMNED); |
717 | CLEAR_FLAG (tmp, FLAG_CURSED); |
575 | tmp->clr_flag (FLAG_CURSED); |
718 | CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
576 | tmp->clr_flag (FLAG_KNOWN_CURSED); |
719 | if (op->type == PLAYER) |
577 | |
|
|
578 | if (object *pl = tmp->visible_to ()) |
720 | esrv_send_item (op, tmp); |
579 | esrv_update_item (UPD_FLAGS, pl, tmp); |
721 | } |
580 | } |
722 | } |
581 | } |
723 | |
582 | |
724 | if (success) |
583 | if (success) |
725 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
584 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
|
|
585 | |
726 | return success; |
586 | return success; |
727 | } |
587 | } |
728 | |
588 | |
729 | static int |
589 | static int |
730 | follower_level_to_enchantments (int level, int difficulty) |
590 | follower_level_to_enchantments (int level, int difficulty) |
… | |
… | |
735 | return 0; |
595 | return 0; |
736 | } |
596 | } |
737 | |
597 | |
738 | if (level <= 20) |
598 | if (level <= 20) |
739 | return level / difficulty; |
599 | return level / difficulty; |
|
|
600 | |
740 | if (level <= 40) |
601 | if (level <= 40) |
741 | return (20 + (level - 20) / 2) / difficulty; |
602 | return (20 + (level - 20) / 2) / difficulty; |
742 | |
603 | |
743 | return (30 + (level - 40) / 4) / difficulty; |
604 | return (30 + (level - 40) / 4) / difficulty; |
|
|
605 | } |
|
|
606 | |
|
|
607 | /** |
|
|
608 | * God checks item the player is using. |
|
|
609 | * Return either -1 (bad), 0 (neutral) or |
|
|
610 | * 1 (item is ok). If you are using the item of an enemy |
|
|
611 | * god, it can be bad...-b.t. |
|
|
612 | */ |
|
|
613 | static int |
|
|
614 | god_examines_item (object *god, object *item) |
|
|
615 | { |
|
|
616 | char buf[MAX_BUF]; |
|
|
617 | |
|
|
618 | if (!god || !item) |
|
|
619 | return 0; |
|
|
620 | |
|
|
621 | if (!item->title) |
|
|
622 | return 1; /* unclaimed item are ok */ |
|
|
623 | |
|
|
624 | sprintf (buf, "of %s", &god->name); |
|
|
625 | if (!strcmp (&item->title, buf)) |
|
|
626 | return 1; /* belongs to that God */ |
|
|
627 | |
|
|
628 | if (god->title) |
|
|
629 | { /* check if we have any enemy blessed item */ |
|
|
630 | sprintf (buf, "of %s", &god->title); |
|
|
631 | if (!strcmp (&item->title, buf)) |
|
|
632 | { |
|
|
633 | if (item->env) |
|
|
634 | { |
|
|
635 | char buf[MAX_BUF]; |
|
|
636 | |
|
|
637 | sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
|
|
638 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
|
|
639 | } |
|
|
640 | |
|
|
641 | return -1; |
|
|
642 | } |
|
|
643 | } |
|
|
644 | |
|
|
645 | return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
744 | } |
646 | } |
745 | |
647 | |
746 | /** |
648 | /** |
747 | * God wants to enchant weapon. |
649 | * God wants to enchant weapon. |
748 | * Affected weapon is the applied one (weapon or bow). It's checked to make sure |
650 | * Affected weapon is the applied one (weapon or bow). It's checked to make sure |
… | |
… | |
750 | * attacktype, slaying and such. |
652 | * attacktype, slaying and such. |
751 | */ |
653 | */ |
752 | static int |
654 | static int |
753 | god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
655 | god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
754 | { |
656 | { |
755 | char buf[MAX_BUF]; |
657 | if (!op->contr) |
756 | object *weapon; |
658 | return 0; |
757 | uint32 attacktype; |
|
|
758 | int tmp; |
|
|
759 | |
659 | |
760 | for (weapon = op->inv; weapon; weapon = weapon->below) |
660 | object *weapon = op->contr->combat_ob; |
761 | if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) |
|
|
762 | break; |
|
|
763 | |
661 | |
|
|
662 | if (!weapon) |
|
|
663 | return 0; |
|
|
664 | |
|
|
665 | if (weapon->type != WEAPON && weapon->type != BOW) |
|
|
666 | return 0; |
|
|
667 | |
764 | if (weapon == NULL || god_examines_item (god, weapon) <= 0) |
668 | if (god_examines_item (god, weapon) <= 0) |
765 | return 0; |
669 | return 0; |
766 | |
670 | |
767 | /* First give it a title, so other gods won't touch it */ |
671 | /* First give it a title, so other gods won't touch it */ |
768 | if (!weapon->title) |
672 | if (!weapon->title) |
769 | { |
673 | { |
770 | sprintf (buf, "of %s", &god->name); |
674 | weapon->title = format ("of %s", &god->name); |
771 | weapon->title = buf; |
675 | |
772 | if (op->type == PLAYER) |
676 | if (object *pl = weapon->visible_to ()) |
773 | esrv_update_item (UPD_NAME, op, weapon); |
677 | esrv_update_item (UPD_NAME, pl, weapon); |
|
|
678 | |
774 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
679 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
775 | } |
680 | } |
776 | |
681 | |
777 | /* Allow the weapon to slay enemies */ |
682 | /* Allow the weapon to slay enemies */ |
778 | if (!weapon->slaying && god->slaying) |
683 | if (!weapon->slaying && god->slaying) |
… | |
… | |
781 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
686 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
782 | return 1; |
687 | return 1; |
783 | } |
688 | } |
784 | |
689 | |
785 | /* Add the gods attacktype */ |
690 | /* Add the gods attacktype */ |
786 | attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
691 | uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
|
|
692 | |
787 | if ((attacktype & god->attacktype) != god->attacktype) |
693 | if ((attacktype & god->attacktype) != god->attacktype) |
788 | { |
694 | { |
789 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
695 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
790 | weapon->attacktype = attacktype | god->attacktype; |
696 | weapon->attacktype = attacktype | god->attacktype; |
791 | return 1; |
697 | return 1; |
792 | } |
698 | } |
793 | |
699 | |
794 | /* Higher magic value */ |
700 | /* Higher magic value */ |
795 | tmp = follower_level_to_enchantments (skill->level, tr->level); |
701 | if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level)) |
796 | if (weapon->magic < tmp) |
|
|
797 | { |
702 | { |
798 | new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
703 | new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
799 | weapon->magic++; |
704 | weapon->magic++; |
800 | if (op->type == PLAYER) |
705 | |
|
|
706 | if (object *pl = weapon->visible_to ()) |
801 | esrv_update_item (UPD_NAME, op, weapon); |
707 | esrv_update_item (UPD_NAME, pl, weapon); |
|
|
708 | |
802 | return 1; |
709 | return 1; |
803 | } |
710 | } |
804 | |
711 | |
805 | return 0; |
712 | return 0; |
806 | } |
713 | } |
807 | |
714 | |
|
|
715 | /** |
|
|
716 | * Checks and maybe punishes someone praying. |
|
|
717 | * All applied items are examined, if player is using more items of other gods, |
|
|
718 | * s/he loses experience in praying or general experience if no praying. |
|
|
719 | */ |
|
|
720 | static int |
|
|
721 | god_examines_priest (object *op, object *god) |
|
|
722 | { |
|
|
723 | int reaction = 1; |
|
|
724 | object *item = NULL, *skop; |
|
|
725 | |
|
|
726 | for (item = op->inv; item; item = item->below) |
|
|
727 | if (item->flag [FLAG_APPLIED]) |
|
|
728 | reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
|
|
729 | |
|
|
730 | /* well, well. Looks like we screwed up. Time for god's revenge */ |
|
|
731 | if (reaction < 0) |
|
|
732 | { |
|
|
733 | int loss = 10000000; |
|
|
734 | int angry = abs (reaction); |
|
|
735 | |
|
|
736 | for (skop = op->inv; skop; skop = skop->below) |
|
|
737 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
|
|
738 | break; |
|
|
739 | |
|
|
740 | if (skop) |
|
|
741 | loss = 0.05f * skop->stats.exp; |
|
|
742 | |
|
|
743 | change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP); |
|
|
744 | |
|
|
745 | if (random_roll (0, angry, op, PREFER_LOW)) |
|
|
746 | { |
|
|
747 | object *tmp = archetype::get (LOOSE_MANA); |
|
|
748 | |
|
|
749 | cast_magic_storm (op, tmp, op->level + (angry * 3)); |
|
|
750 | } |
|
|
751 | |
|
|
752 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
|
|
753 | } |
|
|
754 | |
|
|
755 | return reaction; |
|
|
756 | } |
808 | |
757 | |
809 | /** |
758 | /** |
810 | * Every once in a while the god will intervene to help the worshiper. |
759 | * Every once in a while the god will intervene to help the worshiper. |
811 | * Later, this fctn can be used to supply quests, etc for the |
760 | * Later, this fctn can be used to supply quests, etc for the |
812 | * priest. -b.t. |
761 | * priest. -b.t. |
813 | * called from pray_at_altar() currently. |
762 | * called from pray_at_altar() currently. |
814 | */ |
763 | */ |
815 | |
764 | static void |
816 | void |
|
|
817 | god_intervention (object *op, object *god, object *skill) |
765 | god_intervention (object *op, object *god, object *skill) |
818 | { |
766 | { |
819 | treasure *tr; |
767 | treasure *tr; |
820 | |
768 | |
821 | if (!god || !god->randomitems) |
769 | if (!god || !god->randomitems) |
… | |
… | |
828 | |
776 | |
829 | /* lets do some checks of whether we are kosher with our god */ |
777 | /* lets do some checks of whether we are kosher with our god */ |
830 | if (god_examines_priest (op, god) < 0) |
778 | if (god_examines_priest (op, god) < 0) |
831 | return; |
779 | return; |
832 | |
780 | |
|
|
781 | op->play_sound (sound_find ("god_intervention")); |
833 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
782 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
834 | |
783 | |
835 | for (tr = god->randomitems->items; tr; tr = tr->next) |
784 | for (tr = god->randomitems->items; tr; tr = tr->next) |
836 | { |
785 | { |
837 | object *item; |
786 | object *item; |
… | |
… | |
845 | treasurelist *tl = treasurelist::find (tr->name); |
794 | treasurelist *tl = treasurelist::find (tr->name); |
846 | |
795 | |
847 | if (tl == NULL) |
796 | if (tl == NULL) |
848 | continue; |
797 | continue; |
849 | |
798 | |
850 | new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); |
799 | new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground."); |
851 | |
800 | |
852 | create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); |
801 | create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0); |
853 | return; |
802 | return; |
854 | } |
803 | } |
855 | |
804 | |
856 | if (!tr->item) |
805 | if (!tr->item) |
857 | continue; |
806 | continue; |
858 | |
807 | |
859 | item = &tr->item->clone; |
808 | item = tr->item; |
860 | |
809 | |
861 | /* Grace limit */ |
810 | /* Grace limit */ |
862 | if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) |
811 | if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit) |
863 | { |
812 | { |
864 | if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
813 | if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
865 | { |
814 | { |
866 | object *tmp; |
|
|
867 | |
|
|
868 | /* Follower lacks the required grace for the following |
815 | /* Follower lacks the required grace for the following |
869 | * treasure list items. */ |
816 | * treasure list items. */ |
870 | |
817 | |
871 | tmp = get_archetype (HOLY_POSSESSION); |
818 | object *tmp = archetype::get (HOLY_POSSESSION); |
872 | cast_change_ability (op, op, tmp, 0, 1); |
819 | cast_change_ability (op, op, tmp, 0, 1); |
873 | tmp->destroy (); |
820 | tmp->destroy (); |
874 | return; |
821 | return; |
875 | } |
822 | } |
|
|
823 | |
876 | continue; |
824 | continue; |
877 | } |
825 | } |
878 | |
826 | |
879 | /* Restore grace */ |
827 | /* Restore grace */ |
880 | if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) |
828 | if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace) |
881 | { |
829 | { |
882 | if (op->stats.grace >= 0) |
830 | if (op->stats.grace >= 0) |
883 | continue; |
831 | continue; |
|
|
832 | |
884 | op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
833 | op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
885 | new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
834 | new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
886 | return; |
835 | return; |
887 | } |
836 | } |
888 | |
837 | |
889 | /* Heal damage */ |
838 | /* Heal damage */ |
890 | if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
839 | if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
891 | { |
840 | { |
892 | if (op->stats.hp >= op->stats.maxhp) |
841 | if (op->stats.hp >= op->stats.maxhp) |
893 | continue; |
842 | continue; |
|
|
843 | |
894 | new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
844 | new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
895 | op->stats.hp = op->stats.maxhp; |
845 | op->stats.hp = op->stats.maxhp; |
896 | return; |
846 | return; |
897 | } |
847 | } |
898 | |
848 | |
… | |
… | |
904 | /* Restore to 50 .. 100%, if sp < 50% */ |
854 | /* Restore to 50 .. 100%, if sp < 50% */ |
905 | int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
855 | int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
906 | |
856 | |
907 | if (op->stats.sp >= max / 2) |
857 | if (op->stats.sp >= max / 2) |
908 | continue; |
858 | continue; |
|
|
859 | |
909 | new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); |
860 | new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!"); |
910 | op->stats.sp = new_sp; |
861 | op->stats.sp = new_sp; |
911 | } |
862 | } |
912 | |
863 | |
913 | /* Various heal spells */ |
864 | /* Various heal spells */ |
914 | if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
865 | if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
915 | { |
866 | { |
916 | object *tmp; |
|
|
917 | int success; |
|
|
918 | |
|
|
919 | tmp = get_archetype_by_object_name (item->slaying); |
867 | object *tmp = archetype::get (item->slaying); |
920 | |
|
|
921 | success = cast_heal (op, op, tmp, 0); |
868 | int success = cast_heal (op, op, tmp, 0); |
922 | tmp->destroy (); |
869 | tmp->destroy (); |
|
|
870 | |
923 | if (success) |
871 | if (success) |
924 | return; |
872 | return; |
925 | else |
873 | else |
926 | continue; |
874 | continue; |
927 | } |
875 | } |
… | |
… | |
949 | { |
897 | { |
950 | object *depl; |
898 | object *depl; |
951 | archetype *at; |
899 | archetype *at; |
952 | int i; |
900 | int i; |
953 | |
901 | |
954 | if ((at = archetype::find (ARCH_DEPLETION)) == NULL) |
902 | if ((at = archetype::find (shstr_depletion)) == NULL) |
955 | { |
903 | { |
956 | LOG (llevError, "Could not find archetype depletion.\n"); |
904 | LOG (llevError, "Could not find archetype depletion.\n"); |
957 | continue; |
905 | continue; |
958 | } |
906 | } |
|
|
907 | |
959 | depl = present_arch_in_ob (at, op); |
908 | depl = present_arch_in_ob (at, op); |
960 | |
909 | |
961 | if (depl == NULL) |
910 | if (depl == NULL) |
962 | continue; |
911 | continue; |
963 | |
912 | |
… | |
… | |
973 | } |
922 | } |
974 | |
923 | |
975 | /* Voices */ |
924 | /* Voices */ |
976 | if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) |
925 | if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) |
977 | { |
926 | { |
978 | new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); |
927 | new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:"); |
979 | new_draw_info (NDI_WHITE, 0, op, item->msg); |
928 | new_draw_info (NDI_WHITE, 0, op, item->msg); |
980 | return; |
929 | return; |
981 | } |
930 | } |
982 | |
931 | |
983 | /* Messages */ |
932 | /* Messages */ |
… | |
… | |
1023 | |
972 | |
1024 | new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
973 | new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
1025 | } |
974 | } |
1026 | |
975 | |
1027 | /** |
976 | /** |
1028 | * Checks and maybe punishes someone praying. |
977 | * Player prays at altar. |
1029 | * All applied items are examined, if player is using more items of other gods, |
978 | * Checks for god changing, divine intervention, and so on. |
1030 | * s/he loses experience in praying or general experience if no praying. |
|
|
1031 | */ |
979 | */ |
1032 | int |
980 | void |
1033 | god_examines_priest (object *op, object *god) |
981 | pray_at_altar (object *pl, object *altar, object *skill) |
1034 | { |
982 | { |
1035 | int reaction = 1; |
983 | object *pl_god = find_god (determine_god (pl)); |
1036 | object *item = NULL, *skop; |
|
|
1037 | |
984 | |
1038 | for (item = op->inv; item; item = item->below) |
985 | if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
1039 | { |
|
|
1040 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
|
|
1041 | { |
|
|
1042 | reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
|
|
1043 | } |
|
|
1044 | } |
|
|
1045 | |
|
|
1046 | /* well, well. Looks like we screwed up. Time for god's revenge */ |
|
|
1047 | if (reaction < 0) |
|
|
1048 | { |
|
|
1049 | int loss = 10000000; |
|
|
1050 | int angry = abs (reaction); |
|
|
1051 | |
|
|
1052 | for (skop = op->inv; skop != NULL; skop = skop->below) |
|
|
1053 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
|
|
1054 | break; |
|
|
1055 | |
|
|
1056 | if (skop) |
|
|
1057 | loss = (int) (0.05 * (float) skop->stats.exp); |
|
|
1058 | change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); |
|
|
1059 | if (random_roll (0, angry, op, PREFER_LOW)) |
|
|
1060 | { |
|
|
1061 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
1062 | |
|
|
1063 | cast_magic_storm (op, tmp, op->level + (angry * 3)); |
|
|
1064 | } |
|
|
1065 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
|
|
1066 | } |
|
|
1067 | return reaction; |
|
|
1068 | } |
|
|
1069 | |
|
|
1070 | /** |
|
|
1071 | * God checks item the player is using. |
|
|
1072 | * Return either -1 (bad), 0 (neutral) or |
|
|
1073 | * 1 (item is ok). If you are using the item of an enemy |
|
|
1074 | * god, it can be bad...-b.t. |
|
|
1075 | */ |
|
|
1076 | |
|
|
1077 | int |
|
|
1078 | god_examines_item (object *god, object *item) |
|
|
1079 | { |
|
|
1080 | char buf[MAX_BUF]; |
|
|
1081 | |
|
|
1082 | if (!god || !item) |
|
|
1083 | return 0; |
986 | return; |
1084 | |
987 | |
1085 | if (!item->title) |
988 | /* If non consecrate altar, don't do anything */ |
1086 | return 1; /* unclaimed item are ok */ |
989 | if (!altar->other_arch) |
|
|
990 | return; |
1087 | |
991 | |
1088 | sprintf (buf, "of %s", &god->name); |
992 | /* hmm. what happend depends on pl's current god, level, etc */ |
1089 | if (!strcmp (item->title, buf)) |
993 | if (!pl_god) |
1090 | return 1; /* belongs to that God */ |
994 | { /*new convert */ |
|
|
995 | pl->become_follower (altar->other_arch); |
|
|
996 | return; |
|
|
997 | } |
|
|
998 | else if (pl_god->name == altar->other_arch->object::name) |
|
|
999 | { |
|
|
1000 | /* pray at your gods altar */ |
|
|
1001 | /* this leads to very low levels of wis and pray to result in no doubling! */ |
|
|
1002 | int bonus = (pl->stats.Wis + skill->level) / 10; |
1091 | |
1003 | |
1092 | if (god->title) |
1004 | /* we can get neg grace up faster */ |
1093 | { /* check if we have any enemy blessed item */ |
1005 | if (pl->stats.grace < 0) |
1094 | sprintf (buf, "of %s", &god->title); |
1006 | pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
1095 | if (!strcmp (item->title, buf)) |
1007 | |
|
|
1008 | /* we can super-charge grace to 2x max */ |
|
|
1009 | if (pl->stats.grace < 2 * pl->stats.maxgrace) |
|
|
1010 | pl->stats.grace += bonus / 2; |
|
|
1011 | else |
|
|
1012 | pl->stats.grace = 2 * pl->stats.maxgrace; |
|
|
1013 | |
|
|
1014 | /* Every once in a while, the god decides to checkup on their |
|
|
1015 | * follower, and may intervene to help them out. |
1096 | { |
1016 | */ |
1097 | if (item->env) |
1017 | bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */ |
|
|
1018 | |
|
|
1019 | if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
|
|
1020 | god_intervention (pl, pl_god, skill); |
|
|
1021 | } |
|
|
1022 | else |
|
|
1023 | { /* praying to another god! */ |
|
|
1024 | uint64 loss = 0; |
|
|
1025 | int angry = 1; |
|
|
1026 | |
|
|
1027 | /* I believe the logic for detecting opposing gods was completely |
|
|
1028 | * broken - I think it should work now. altar->other_arch |
|
|
1029 | * points to the god of this altar (which we have |
|
|
1030 | * already verified is non null). pl_god->other_arch |
|
|
1031 | * is the opposing god - we need to verify that exists before |
|
|
1032 | * using its values. |
|
|
1033 | */ |
|
|
1034 | if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname)) |
|
|
1035 | { |
|
|
1036 | angry = 2; |
|
|
1037 | if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
1098 | { |
1038 | { |
1099 | char buf[MAX_BUF]; |
1039 | object *tmp; |
1100 | |
1040 | |
1101 | sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
1041 | /* you really screwed up */ |
1102 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
1042 | angry = 3; |
|
|
1043 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
|
|
1044 | tmp = archetype::get (LOOSE_MANA); |
|
|
1045 | cast_magic_storm (pl, tmp, pl_god->level + 20); |
1103 | } |
1046 | } |
1104 | return -1; |
1047 | else |
1105 | } |
1048 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
1106 | } |
|
|
1107 | |
|
|
1108 | return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
|
|
1109 | } |
|
|
1110 | |
|
|
1111 | /** |
|
|
1112 | * Returns priest's god's id. |
|
|
1113 | * Straight calls lookup_god_by_name |
|
|
1114 | */ |
|
|
1115 | |
|
|
1116 | int |
|
|
1117 | get_god (object *priest) |
|
|
1118 | { |
|
|
1119 | int godnr = lookup_god_by_name (determine_god (priest)); |
|
|
1120 | |
|
|
1121 | return godnr; |
|
|
1122 | } |
|
|
1123 | |
|
|
1124 | /** |
|
|
1125 | * Returns a string that is the name of the god that should be natively worshipped by a |
|
|
1126 | * creature of who has race *race |
|
|
1127 | * if we can't find a god that is appropriate, we return NULL |
|
|
1128 | */ |
|
|
1129 | const char * |
|
|
1130 | get_god_for_race (const char *race) |
|
|
1131 | { |
|
|
1132 | godlink *gl = first_god; |
|
|
1133 | const char *godname = NULL; |
|
|
1134 | |
|
|
1135 | if (race == NULL) |
|
|
1136 | return NULL; |
|
|
1137 | while (gl) |
|
|
1138 | { |
|
|
1139 | if (!strcasecmp (gl->arch->clone.race, race)) |
|
|
1140 | { |
1049 | } |
1141 | godname = gl->name; |
1050 | else |
1142 | break; |
1051 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
|
|
1052 | |
|
|
1053 | /* whether we will be successfull in defecting or not - |
|
|
1054 | * we lose experience from the clerical experience obj |
|
|
1055 | */ |
|
|
1056 | |
|
|
1057 | loss = angry * (skill->stats.exp / 10); |
|
|
1058 | if (loss) |
|
|
1059 | change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP); |
|
|
1060 | |
|
|
1061 | /* May switch Gods, but its random chance based on our current level |
|
|
1062 | * note it gets harder to swap gods the higher we get |
|
|
1063 | */ |
|
|
1064 | if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
|
|
1065 | pl->become_follower (altar->other_arch); |
|
|
1066 | else |
1143 | } |
1067 | { |
1144 | gl = gl->next; |
1068 | /* toss this player off the altar. He can try again. */ |
|
|
1069 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
|
|
1070 | pl->contr->fire_on = 0; |
|
|
1071 | pl->speed_left = 1.f; |
|
|
1072 | move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
|
|
1073 | } |
1145 | } |
1074 | } |
1146 | return godname; |
|
|
1147 | } |
1075 | } |
1148 | |
1076 | |
1149 | /** |
1077 | /** |
1150 | * Changes the attributes of cone, smite, and ball spells as needed by the code. |
1078 | * Changes the attributes of cone, smite, and ball spells as needed by the code. |
1151 | * Returns false if there was no race to assign to the slaying field of the spell, but |
1079 | * Returns false if there was no race to assign to the slaying field of the spell, but |