1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * 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 |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
25 | /* Oct 3, 1995 - Code laid down for initial gods, priest alignment, and |
… | |
… | |
35 | #include <sproto.h> |
36 | #include <sproto.h> |
36 | |
37 | |
37 | /** |
38 | /** |
38 | * Returns the id of specified god. |
39 | * Returns the id of specified god. |
39 | */ |
40 | */ |
40 | int |
41 | static int |
41 | lookup_god_by_name (const char *name) |
42 | lookup_god_by_name (shstr_cmp name) |
42 | { |
43 | { |
43 | int godnr = -1; |
44 | if (name) |
44 | size_t nmlen = strlen (name); |
|
|
45 | |
|
|
46 | if (name && strcmp (name, "none")) |
|
|
47 | { |
|
|
48 | godlink *gl; |
|
|
49 | |
|
|
50 | for (gl = first_god; gl; gl = gl->next) |
45 | for (godlink *gl = first_god; gl; gl = gl->next) |
51 | if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) |
46 | if (gl->name == name) |
52 | break; |
|
|
53 | |
|
|
54 | if (gl) |
|
|
55 | godnr = gl->id; |
47 | return gl->id; |
56 | } |
|
|
57 | |
48 | |
58 | return godnr; |
49 | return -1; |
59 | } |
50 | } |
60 | |
51 | |
61 | /** |
52 | /** |
62 | * Returns pointer to specified god's object through pntr_to_god_obj.. |
53 | * Returns pointer to specified god's object through pntr_to_god_obj.. |
63 | */ |
54 | */ |
64 | object * |
55 | object * |
65 | find_god (const char *name) |
56 | find_god (shstr_cmp name) |
66 | { |
57 | { |
67 | object *god = NULL; |
|
|
68 | |
|
|
69 | if (name) |
58 | if (name) |
70 | { |
|
|
71 | godlink *gl; |
|
|
72 | |
|
|
73 | for (gl = first_god; gl; gl = gl->next) |
59 | for (godlink *gl = first_god; gl; gl = gl->next) |
74 | if (!strcmp (name, gl->name)) |
60 | if (gl->name == name) |
75 | break; |
|
|
76 | if (gl) |
|
|
77 | god = pntr_to_god_obj (gl); |
61 | return pntr_to_god_obj (gl); |
78 | } |
62 | |
79 | return god; |
63 | return 0; |
|
|
64 | } |
|
|
65 | |
|
|
66 | /** |
|
|
67 | * Returns a string that is the name of the god that should be natively worshipped by a |
|
|
68 | * creature of who has race *race |
|
|
69 | * if we can't find a god that is appropriate, we return NULL |
|
|
70 | */ |
|
|
71 | static shstr_tmp |
|
|
72 | get_god_for_race (shstr_cmp race) |
|
|
73 | { |
|
|
74 | if (race) |
|
|
75 | for (godlink *gl = first_god; gl; gl = gl->next) |
|
|
76 | if (gl->arch->race == race) |
|
|
77 | return gl->name; |
|
|
78 | |
|
|
79 | return shstr_tmp (); |
80 | } |
80 | } |
81 | |
81 | |
82 | /** |
82 | /** |
83 | * Determines if op worships a god. |
83 | * Determines if op worships a god. |
84 | * Returns the godname if they do or "none" if they have no god. |
84 | * 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 |
85 | * 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 |
86 | * who they should worship based on their race. If that fails we |
87 | * give them a random one. |
87 | * give them a random one. |
88 | */ |
88 | */ |
89 | |
89 | shstr_tmp |
90 | const char * |
|
|
91 | determine_god (object *op) |
90 | determine_god (object *op) |
92 | { |
91 | { |
93 | int godnr = -1; |
|
|
94 | const char *godname; |
|
|
95 | |
|
|
96 | /* spells */ |
92 | /* spells */ |
97 | if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
93 | if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
98 | { |
|
|
99 | if (lookup_god_by_name (op->title) >= 0) |
94 | if (lookup_god_by_name (op->title) >= 0) |
100 | return op->title; |
95 | return op->title; |
|
|
96 | |
|
|
97 | if (!op->is_player () && op->flag [FLAG_ALIVE]) |
101 | } |
98 | { |
102 | |
|
|
103 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
104 | { |
|
|
105 | |
|
|
106 | /* find a god based on race */ |
99 | /* find a god based on race */ |
107 | if (!op->title) |
100 | if (!op->title) |
108 | { |
|
|
109 | if (op->race) |
|
|
110 | { |
|
|
111 | godname = get_god_for_race (op->race); |
101 | op->title = get_god_for_race (op->race); |
112 | |
|
|
113 | if (godname) |
|
|
114 | op->title = godname; |
|
|
115 | } |
|
|
116 | } |
|
|
117 | |
102 | |
118 | /* find a random god */ |
103 | /* find a random god */ |
119 | if (!op->title) |
104 | if (!op->title) |
120 | { |
105 | { |
121 | godlink *gl = first_god; |
|
|
122 | |
|
|
123 | godnr = rndm (1, gl->id); |
106 | int godnr = rndm (1, first_god->id); |
124 | while (gl) |
107 | |
125 | { |
108 | for (godlink *gl = first_god; gl; gl = gl->next) |
126 | if (gl->id == godnr) |
109 | if (gl->id == godnr) |
|
|
110 | { |
|
|
111 | op->title = gl->name; |
127 | break; |
112 | break; |
128 | |
|
|
129 | gl = gl->next; |
|
|
130 | } |
113 | } |
131 | |
|
|
132 | op->title = gl->name; |
|
|
133 | } |
114 | } |
134 | |
115 | |
135 | return op->title; |
116 | return op->title; |
136 | } |
117 | } |
137 | |
|
|
138 | |
118 | |
139 | /* The god the player worships is in the praying skill (native skill |
119 | /* The god the player worships is in the praying skill (native skill |
140 | * not skill tool). Since a player can only have one instance of |
120 | * not skill tool). Since a player can only have one instance of |
141 | * that skill, once we find it, we can return, either with the |
121 | * that skill, once we find it, we can return, either with the |
142 | * title or "none". |
122 | * title or "none". |
143 | */ |
123 | */ |
144 | if (op->type == PLAYER) |
124 | if (op->type == PLAYER) |
145 | { |
|
|
146 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
125 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
147 | if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
126 | if (tmp->type == SKILL && tmp->subtype == SK_PRAYING) |
148 | { |
127 | { |
149 | if (tmp->title) |
128 | if (tmp->title) |
150 | return tmp->title; |
129 | return tmp->title; |
151 | else |
130 | |
152 | return "none"; |
131 | break; |
153 | } |
132 | } |
154 | } |
|
|
155 | |
133 | |
156 | return "none"; |
134 | return shstr_none; |
157 | } |
135 | } |
158 | |
136 | |
159 | /** |
137 | /** |
160 | * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
138 | * Returns 1 if s1 and s2 are the same - either both NULL, or strcmp( ) == 0 |
161 | */ |
139 | */ |
162 | static int |
140 | static int |
163 | same_string (const char *s1, const char *s2) |
141 | same_string (const char *s1, const char *s2) |
164 | { |
142 | { |
165 | if (s1 == NULL) |
143 | if (s1 == s2) |
166 | if (s2 == NULL) |
|
|
167 | return 1; |
144 | return 1; |
|
|
145 | else if (s1 && s2) |
|
|
146 | return !strcmp (s1, s2); |
168 | else |
147 | else |
169 | return 0; |
|
|
170 | else if (s2 == NULL) |
|
|
171 | return 0; |
148 | return 0; |
172 | else |
|
|
173 | return strcmp (s1, s2) == 0; |
|
|
174 | } |
149 | } |
175 | |
150 | |
176 | /** |
151 | /** |
177 | * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
152 | * Checks for any occurrence of the given 'item' in the inventory of 'op' (recursively). |
178 | * Any matching items in the inventory are deleted, and a |
153 | * Any matching items in the inventory are deleted, and a |
… | |
… | |
192 | |
167 | |
193 | if (tmp->type == item->type |
168 | if (tmp->type == item->type |
194 | && same_string (tmp->name, item->name) |
169 | && same_string (tmp->name, item->name) |
195 | && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
170 | && same_string (tmp->title, item->title) && same_string (tmp->msg, item->msg) && same_string (tmp->slaying, item->slaying)) |
196 | { |
171 | { |
197 | |
|
|
198 | /* message */ |
172 | /* message */ |
199 | if (tmp->nrof > 1) |
173 | new_draw_info_format (NDI_UNIQUE, 0, op, |
200 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumble to dust!", query_short_name (tmp)); |
174 | tmp->nrof > 1 ? "The %s crumble to dust!" : "The %s crumbles to dust!", |
201 | else |
175 | query_short_name (tmp)); |
202 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s crumbles to dust!", query_short_name (tmp)); |
|
|
203 | |
176 | |
204 | tmp->destroy (); |
177 | tmp->destroy (); |
205 | } |
178 | } |
206 | |
179 | |
207 | if (tmp->inv) |
180 | if (tmp->inv) |
… | |
… | |
235 | * God gives an item to the player. |
208 | * God gives an item to the player. |
236 | */ |
209 | */ |
237 | static int |
210 | static int |
238 | god_gives_present (object *op, object *god, treasure *tr) |
211 | god_gives_present (object *op, object *god, treasure *tr) |
239 | { |
212 | { |
240 | object *tmp; |
|
|
241 | |
|
|
242 | if (!tr->item) |
213 | if (!tr->item) |
243 | return 0; |
214 | return 0; |
244 | |
215 | |
245 | if (follower_has_similar_item (op, tr->item)) |
216 | if (follower_has_similar_item (op, tr->item)) |
246 | return 0; |
217 | return 0; |
247 | |
218 | |
248 | tmp = arch_to_object (tr->item); |
219 | object *tmp = tr->item->instance (); |
249 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); |
220 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s lets %s appear in your hands.", &god->name, query_short_name (tmp)); |
250 | tmp = insert_ob_in_ob (tmp, op); |
221 | op->insert (tmp); |
251 | if (op->type == PLAYER) |
|
|
252 | esrv_send_item (op, tmp); |
|
|
253 | |
222 | |
254 | return 1; |
223 | return 1; |
255 | } |
|
|
256 | |
|
|
257 | /** |
|
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258 | * Player prays at altar. |
|
|
259 | * Checks for god changing, divine intervention, and so on. |
|
|
260 | */ |
|
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261 | void |
|
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262 | pray_at_altar (object *pl, object *altar, object *skill) |
|
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263 | { |
|
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264 | object *pl_god = find_god (determine_god (pl)); |
|
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265 | |
|
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266 | if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
|
|
267 | return; |
|
|
268 | |
|
|
269 | /* If non consecrate altar, don't do anything */ |
|
|
270 | if (!altar->other_arch) |
|
|
271 | return; |
|
|
272 | |
|
|
273 | /* hmm. what happend depends on pl's current god, level, etc */ |
|
|
274 | if (!pl_god) |
|
|
275 | { /*new convert */ |
|
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276 | become_follower (pl, altar->other_arch); |
|
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277 | return; |
|
|
278 | } |
|
|
279 | else if (!strcmp (&pl_god->name, altar->other_arch->object::name)) |
|
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280 | { |
|
|
281 | /* pray at your gods altar */ |
|
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282 | int bonus = (pl->stats.Wis + skill->level) / 10; |
|
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283 | |
|
|
284 | /* we can get neg grace up faster */ |
|
|
285 | if (pl->stats.grace < 0) |
|
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286 | pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
|
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287 | |
|
|
288 | /* we can super-charge grace to 2x max */ |
|
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289 | if (pl->stats.grace < 2 * pl->stats.maxgrace) |
|
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290 | pl->stats.grace += bonus / 2; |
|
|
291 | else |
|
|
292 | pl->stats.grace = 2 * pl->stats.maxgrace; |
|
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293 | |
|
|
294 | /* Every once in a while, the god decides to checkup on their |
|
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295 | * follower, and may intervene to help them out. |
|
|
296 | */ |
|
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297 | bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ |
|
|
298 | |
|
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299 | if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
|
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300 | god_intervention (pl, pl_god, skill); |
|
|
301 | } |
|
|
302 | else |
|
|
303 | { /* praying to another god! */ |
|
|
304 | uint64 loss = 0; |
|
|
305 | int angry = 1; |
|
|
306 | |
|
|
307 | /* I believe the logic for detecting opposing gods was completely |
|
|
308 | * broken - I think it should work now. altar->other_arch |
|
|
309 | * points to the god of this altar (which we have |
|
|
310 | * already verified is non null). pl_god->other_arch |
|
|
311 | * is the opposing god - we need to verify that exists before |
|
|
312 | * using its values. |
|
|
313 | */ |
|
|
314 | if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname)) |
|
|
315 | { |
|
|
316 | angry = 2; |
|
|
317 | if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
|
|
318 | { |
|
|
319 | object *tmp; |
|
|
320 | |
|
|
321 | /* you really screwed up */ |
|
|
322 | angry = 3; |
|
|
323 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
|
|
324 | tmp = get_archetype (LOOSE_MANA); |
|
|
325 | cast_magic_storm (pl, tmp, pl_god->level + 20); |
|
|
326 | } |
|
|
327 | else |
|
|
328 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
|
|
329 | } |
|
|
330 | else |
|
|
331 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
|
|
332 | |
|
|
333 | /* whether we will be successfull in defecting or not - |
|
|
334 | * we lose experience from the clerical experience obj |
|
|
335 | */ |
|
|
336 | |
|
|
337 | loss = angry * (skill->stats.exp / 10); |
|
|
338 | if (loss) |
|
|
339 | change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); |
|
|
340 | |
|
|
341 | /* May switch Gods, but its random chance based on our current level |
|
|
342 | * note it gets harder to swap gods the higher we get |
|
|
343 | */ |
|
|
344 | if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
|
|
345 | become_follower (pl, altar->other_arch); |
|
|
346 | else |
|
|
347 | { |
|
|
348 | /* toss this player off the altar. He can try again. */ |
|
|
349 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
|
|
350 | pl->contr->fire_on = 0; |
|
|
351 | pl->speed_left = 1.f; |
|
|
352 | move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
|
|
353 | } |
|
|
354 | } |
|
|
355 | } |
224 | } |
356 | |
225 | |
357 | /** |
226 | /** |
358 | * Removes special prayers given by a god. |
227 | * Removes special prayers given by a god. |
359 | */ |
228 | */ |
… | |
… | |
373 | next_tmp = tmp->below; |
242 | next_tmp = tmp->below; |
374 | |
243 | |
375 | /* we mark special prayers with the STARTEQUIP flag, so if it isn't |
244 | /* we mark special prayers with the STARTEQUIP flag, so if it isn't |
376 | * in that category, not something we need to worry about. |
245 | * in that category, not something we need to worry about. |
377 | */ |
246 | */ |
378 | if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
247 | if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP]) |
379 | continue; |
248 | continue; |
380 | |
249 | |
381 | if (god->randomitems == NULL) |
250 | if (god->randomitems == NULL) |
382 | { |
251 | { |
383 | LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
252 | LOG (llevError, "BUG: check_special_prayers(): god %s without randomitems\n", &god->name); |
… | |
… | |
404 | { |
273 | { |
405 | remove = 0; |
274 | remove = 0; |
406 | break; |
275 | break; |
407 | } |
276 | } |
408 | } |
277 | } |
|
|
278 | |
409 | if (remove) |
279 | if (remove) |
|
|
280 | do_forget_spell (op, tmp->name); |
|
|
281 | } |
|
|
282 | } |
|
|
283 | |
|
|
284 | /** |
|
|
285 | * Unapplies up to number worth of items of type |
|
|
286 | */ |
|
|
287 | static void |
|
|
288 | stop_using_item (object *op, int type, int number) |
|
|
289 | { |
|
|
290 | for (object *tmp = op->inv; tmp && number; tmp = tmp->below) |
|
|
291 | if (tmp->type == type && tmp->flag [FLAG_APPLIED]) |
410 | { |
292 | { |
411 | /* just do the work of removing the spell ourselves - we already |
293 | op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
412 | * know that the player knows the spell |
294 | --number; |
413 | */ |
|
|
414 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name); |
|
|
415 | player_unready_range_ob (op->contr, tmp); |
|
|
416 | tmp->destroy (); |
|
|
417 | } |
295 | } |
|
|
296 | } |
418 | |
297 | |
|
|
298 | /** |
|
|
299 | * If the god does/doesnt have this flag, we |
|
|
300 | * give/remove it from the experience object if it doesnt/does |
|
|
301 | * already exist. For players only! |
|
|
302 | */ |
|
|
303 | static inline void |
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304 | update_priest_flag (object *god, object *exp_ob, uint32 flag) |
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305 | { |
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306 | exp_ob->flag [flag] = god->flag [flag]; |
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307 | return; |
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308 | |
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309 | // old code follows for reference... |
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310 | if (god->flag [flag] && !exp_ob->flag [flag]) |
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311 | exp_ob->set_flag (flag); |
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312 | else if (exp_ob->flag [flag] && !god->flag [flag]) |
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313 | { |
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314 | /* When this is called with the exp_ob set to the player, |
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315 | * this check is broken, because most all players arch |
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316 | * allow use of weapons. I'm not actually sure why this |
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317 | * check is here - I guess if you had a case where the |
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318 | * value in the archetype (wisdom) should over ride the restrictions |
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319 | * the god places on it, this may make sense. But I don't think |
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320 | * there is any case like that. |
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321 | */ |
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322 | /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
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323 | exp_ob->clr_flag (flag); |
419 | } |
324 | }; |
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325 | } |
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326 | |
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327 | /** |
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328 | * Forbids or let player use something item type. |
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329 | * op is the player. |
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330 | * exp_obj is the widsom experience. |
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331 | * flag is the flag to check against. |
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332 | * string is the string to print out. |
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333 | */ |
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334 | static int |
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335 | worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
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336 | { |
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337 | if (op->arch->flag [flag]) |
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338 | if (op->flag [flag] != exp_obj->flag [flag]) |
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339 | { |
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340 | update_priest_flag (exp_obj, op, flag); |
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341 | if (op->flag [flag]) |
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342 | new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
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343 | else |
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344 | { |
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345 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
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346 | return 1; |
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347 | } |
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348 | } |
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349 | |
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350 | return 0; |
420 | } |
351 | } |
421 | |
352 | |
422 | /** |
353 | /** |
423 | * This function is called whenever a player has |
354 | * This function is called whenever a player has |
424 | * switched to a new god. It handles basically all the stat changes |
355 | * switched to a new god. It handles basically all the stat changes |
425 | * that happen to the player, including the removal of godgiven |
356 | * that happen to the player, including the removal of godgiven |
426 | * items (from the former cult). |
357 | * items (from the former cult). |
427 | */ |
358 | */ |
428 | void |
359 | void |
429 | become_follower (object *op, object *new_god) |
360 | object::become_follower (object *new_god) |
430 | { |
361 | { |
431 | object *old_god = NULL; /* old god */ |
362 | object *old_god = 0; /* old god */ |
432 | treasure *tr; |
363 | treasure *tr; |
433 | object *item, *skop, *next; |
364 | object *item, *skop, *next; |
434 | int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
365 | int i, sk_applied, undeadified = 0; /* Turns to true if changing god can changes the undead status of the player. */ |
435 | |
366 | |
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367 | if (!contr) |
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368 | return; |
436 | |
369 | |
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370 | contr->queue_stats_update (); |
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371 | |
437 | old_god = find_god (determine_god (op)); |
372 | old_god = find_god (determine_god (this)); |
438 | |
373 | |
439 | /* take away any special god-characteristic items. */ |
374 | /* take away any special god-characteristic items. */ |
440 | for (item = op->inv; item != NULL; item = next) |
375 | for (item = inv; item; item = next) |
441 | { |
376 | { |
442 | next = item->below; |
377 | next = item->below; |
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378 | |
443 | // remove all invisible startequip items which are not skill, exp or force |
379 | // remove all invisible startequip items which are not skill, exp or force |
444 | if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && |
380 | if (item->flag [FLAG_STARTEQUIP] && item->invisible |
445 | (item->type != SKILL) && (item->type != FORCE)) |
381 | && item->type != SKILL && item->type != FORCE) |
446 | { |
382 | { |
447 | |
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448 | if (item->type == SPELL) |
383 | if (item->type == SPELL) |
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384 | { |
449 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); |
385 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You lose knowledge of %s.", &item->name); |
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386 | esrv_remove_spell (contr, item); |
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387 | } |
450 | |
388 | |
451 | player_unready_range_ob (op->contr, item); |
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452 | item->destroy (); |
389 | item->destroy (); |
453 | } |
390 | } |
454 | } |
391 | } |
455 | |
392 | |
456 | /* remove any godgiven items from the old god */ |
393 | /* remove any godgiven items from the old god */ |
457 | if (old_god) |
394 | if (old_god) |
458 | for (tr = old_god->randomitems->items; tr; tr = tr->next) |
395 | for (tr = old_god->randomitems->items; tr; tr = tr->next) |
459 | if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) |
396 | if (tr->item && tr->item->flag [FLAG_STARTEQUIP]) |
460 | follower_remove_similar_item (op, tr->item); |
397 | follower_remove_similar_item (this, tr->item); |
461 | |
398 | |
462 | if (!op || !new_god) |
399 | if (!new_god) |
463 | return; |
400 | return; |
464 | |
401 | |
465 | if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) |
402 | if (new_god->slaying && race.contains (new_god->slaying)) |
466 | { |
403 | { |
467 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "Fool! %s detests your kind!", &new_god->name); |
404 | failmsgf ("Fool! %s detests your kind! H<This god does not accept followers of your race.>", &new_god->name); |
468 | |
405 | |
469 | if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) |
406 | if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0) |
470 | { |
407 | { |
471 | object *tmp = get_archetype (LOOSE_MANA); |
408 | object *tmp = get_archetype (LOOSE_MANA); |
472 | |
409 | |
473 | cast_magic_storm (op, tmp, new_god->level + 10); |
410 | cast_magic_storm (this, tmp, new_god->level + 10); |
474 | } |
411 | } |
475 | |
412 | |
476 | return; |
413 | return; |
477 | } |
414 | } |
478 | |
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479 | |
415 | |
480 | /* give the player any special god-characteristic-items. */ |
416 | /* give the player any special god-characteristic-items. */ |
481 | for (tr = new_god->randomitems->items; tr; tr = tr->next) |
417 | for (tr = new_god->randomitems->items; tr; tr = tr->next) |
482 | { |
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483 | if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK |
418 | if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK |
484 | && tr->item->type != BOOK && tr->item->type != SPELL) |
419 | && tr->item->type != BOOK && tr->item->type != SPELL) |
485 | god_gives_present (op, new_god, tr); |
420 | god_gives_present (this, new_god, tr); |
486 | } |
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487 | |
421 | |
488 | |
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489 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You become a follower of %s!", &new_god->name); |
422 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, this, "You become a follower of %s!", &new_god->name); |
490 | |
423 | |
491 | for (skop = op->inv; skop != NULL; skop = skop->below) |
424 | for (skop = inv; skop; skop = skop->below) |
492 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
425 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
493 | break; |
426 | break; |
494 | |
427 | |
495 | /* Player has no skill - give them the skill */ |
428 | /* Player has no skill - give them the skill */ |
496 | if (!skop) |
429 | if (!skop) |
497 | { |
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498 | /* The arhetype should always be defined - if we crash here because it doesn't, |
430 | /* The archetype should always be defined - if we crash here because it doesn't, |
499 | * things are really messed up anyways. |
431 | * things are really messed up anyways. |
500 | */ |
432 | */ |
501 | skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); |
433 | skop = give_skill_by_name (this, shstr_praying); |
502 | link_player_skills (op); |
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503 | } |
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504 | |
434 | |
505 | sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ |
435 | sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */ |
506 | |
436 | |
507 | /* Clear the "undead" status. We also need to force a call to change_abil, |
437 | /* Clear the "undead" status. We also need to force a call to change_abil, |
508 | * so I set undeadified for that. |
438 | * so I set undeadified for that. |
509 | * - gros, 21th July 2006. |
439 | * - gros, 21th July 2006. |
510 | */ |
440 | */ |
511 | if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) |
441 | if (old_god && old_god->flag [FLAG_UNDEAD]) |
512 | { |
442 | { |
513 | CLEAR_FLAG (skop, FLAG_UNDEAD); |
443 | skop->clr_flag (FLAG_UNDEAD); |
514 | undeadified = 1; |
444 | undeadified = 1; |
515 | } |
445 | } |
516 | |
446 | |
517 | if (skop->title) |
447 | if (skop->title) |
518 | { /* get rid of old god */ |
448 | { |
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449 | /* get rid of old god */ |
519 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); |
450 | new_draw_info_format (NDI_UNIQUE, 0, this, "%s's blessing is withdrawn from you.", &skop->title); |
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451 | |
520 | /* The point of this is to really show what abilities the player just lost */ |
452 | /* The point of this is to really show what abilities the player just lost */ |
521 | if (sk_applied || undeadified) |
453 | if (sk_applied || undeadified) |
522 | { |
454 | { |
523 | |
455 | skop->clr_flag (FLAG_APPLIED); |
524 | CLEAR_FLAG (skop, FLAG_APPLIED); |
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525 | (void) change_abil (op, skop); |
456 | change_abil (this, skop); |
526 | } |
457 | } |
527 | } |
458 | } |
528 | |
459 | |
529 | /* now change to the new gods attributes to exp_obj */ |
460 | /* now change to the new gods attributes to exp_obj */ |
530 | skop->title = new_god->name; |
461 | skop->title = new_god->name; |
… | |
… | |
554 | update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
485 | update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
555 | update_priest_flag (new_god, skop, FLAG_UNDEAD); |
486 | update_priest_flag (new_god, skop, FLAG_UNDEAD); |
556 | update_priest_flag (new_god, skop, FLAG_BLIND); |
487 | update_priest_flag (new_god, skop, FLAG_BLIND); |
557 | update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ |
488 | update_priest_flag (new_god, skop, FLAG_XRAYS); /* better have this if blind! */ |
558 | |
489 | |
559 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are bathed in %s's aura.", &new_god->name); |
490 | new_draw_info_format (NDI_UNIQUE, 0, this, "You are bathed in %s's aura.", &new_god->name); |
560 | |
491 | |
561 | /* Weapon/armour use are special...handle flag toggles here as this can |
492 | /* Weapon/armour use are special...handle flag toggles here as this can |
562 | * only happen when gods are worshipped and if the new priest could |
493 | * only happen when gods are worshipped and if the new priest could |
563 | * have used armour/weapons in the first place. |
494 | * have used armour/weapons in the first place. |
564 | * |
495 | * |
565 | * This also can happen for monks which cannot use weapons. In this case |
496 | * This also can happen for monks which cannot use weapons. In this case |
566 | * do not allow to use weapons even if the god otherwise would allow it. |
497 | * do not allow to use weapons even if the god otherwise would allow it. |
567 | */ |
498 | */ |
568 | if (!present_in_ob_by_name (FORCE, "no weapon force", op)) |
499 | if (!present_in_ob_by_name (FORCE, "no weapon force", this)) |
569 | update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
500 | update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
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501 | |
570 | update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
502 | update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
571 | |
503 | |
572 | if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) |
504 | if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons")) |
573 | stop_using_item (op, WEAPON, 2); |
505 | stop_using_item (this, WEAPON, 2); |
574 | |
506 | |
575 | if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) |
507 | if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour")) |
576 | { |
508 | { |
577 | stop_using_item (op, ARMOUR, 1); |
509 | stop_using_item (this, ARMOUR, 1); |
578 | stop_using_item (op, HELMET, 1); |
510 | stop_using_item (this, HELMET, 1); |
579 | stop_using_item (op, BOOTS, 1); |
511 | stop_using_item (this, BOOTS, 1); |
580 | stop_using_item (op, GLOVES, 1); |
512 | stop_using_item (this, GLOVES, 1); |
581 | stop_using_item (op, SHIELD, 1); |
513 | stop_using_item (this, SHIELD, 1); |
582 | } |
514 | } |
583 | |
515 | |
584 | SET_FLAG (skop, FLAG_APPLIED); |
516 | skop->set_flag (FLAG_APPLIED); |
585 | (void) change_abil (op, skop); |
517 | change_abil (this, skop); |
586 | |
518 | |
587 | /* return to previous skill status */ |
519 | /* return to previous skill status */ |
588 | if (!sk_applied) |
520 | if (!sk_applied) |
589 | CLEAR_FLAG (skop, FLAG_APPLIED); |
521 | { |
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522 | skop->clr_flag (FLAG_APPLIED); |
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523 | contr->queue_stats_update (); |
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524 | } |
590 | |
525 | |
591 | check_special_prayers (op, new_god); |
526 | check_special_prayers (this, new_god); |
592 | } |
527 | } |
593 | |
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594 | /** |
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595 | * Forbids or let player use something item type. |
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596 | * op is the player. |
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597 | * exp_obj is the widsom experience. |
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598 | * flag is the flag to check against. |
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599 | * string is the string to print out. |
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600 | */ |
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601 | |
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602 | int |
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603 | worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
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604 | { |
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605 | |
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606 | if (QUERY_FLAG (op->arch, flag)) |
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607 | if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) |
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608 | { |
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609 | update_priest_flag (exp_obj, op, flag); |
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610 | if (QUERY_FLAG (op, flag)) |
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611 | new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
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612 | else |
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613 | { |
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614 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
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615 | return 1; |
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616 | } |
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617 | } |
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618 | return 0; |
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619 | } |
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620 | |
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621 | /** |
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622 | * Unapplies up to number worth of items of type |
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623 | */ |
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624 | void |
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625 | stop_using_item (object *op, int type, int number) |
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626 | { |
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627 | object *tmp; |
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628 | |
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629 | for (tmp = op->inv; tmp && number; tmp = tmp->below) |
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630 | if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED)) |
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631 | { |
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632 | apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
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633 | number--; |
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634 | } |
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635 | } |
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636 | |
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637 | /** |
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638 | * If the god does/doesnt have this flag, we |
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639 | * give/remove it from the experience object if it doesnt/does |
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640 | * already exist. For players only! |
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641 | */ |
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642 | |
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643 | void |
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644 | update_priest_flag (object *god, object *exp_ob, uint32 flag) |
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645 | { |
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646 | if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) |
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647 | SET_FLAG (exp_ob, flag); |
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648 | else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) |
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649 | { |
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650 | /* When this is called with the exp_ob set to the player, |
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651 | * this check is broken, because most all players arch |
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652 | * allow use of weapons. I'm not actually sure why this |
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653 | * check is here - I guess if you had a case where the |
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654 | * value in the archetype (wisdom) should over ride the restrictions |
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655 | * the god places on it, this may make sense. But I don't think |
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656 | * there is any case like that. |
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657 | */ |
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658 | |
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659 | /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
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660 | CLEAR_FLAG (exp_ob, flag); |
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661 | }; |
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662 | } |
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663 | |
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664 | |
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665 | |
528 | |
666 | archetype * |
529 | archetype * |
667 | determine_holy_arch (object *god, const char *type) |
530 | determine_holy_arch (object *god, shstr_cmp type) |
668 | { |
531 | { |
669 | treasure *tr; |
532 | treasure *tr; |
670 | |
533 | |
671 | if (!god || !god->randomitems) |
534 | if (!god || !god->randomitems) |
672 | { |
535 | { |
673 | LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
536 | LOG (llevError, "BUG: determine_holy_arch(): no god or god without " "randomitems\n"); |
674 | return NULL; |
537 | return 0; |
675 | } |
538 | } |
676 | |
539 | |
677 | for (tr = god->randomitems->items; tr; tr = tr->next) |
540 | for (tr = god->randomitems->items; tr; tr = tr->next) |
678 | { |
541 | { |
679 | if (!tr->item) |
542 | if (!tr->item) |
680 | continue; |
543 | continue; |
681 | |
544 | |
682 | object *item = tr->item; |
545 | object *item = tr->item; |
683 | |
546 | |
684 | if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) |
547 | if (item->type == BOOK && item->invisible && item->name == type) |
685 | return item->other_arch; |
548 | return item->other_arch; |
686 | } |
549 | } |
|
|
550 | |
687 | return NULL; |
551 | return 0; |
688 | } |
552 | } |
689 | |
553 | |
690 | /** |
554 | /** |
691 | * God helps player by removing curse and/or damnation. |
555 | * God helps player by removing curse and/or damnation. |
692 | */ |
556 | */ |
693 | static int |
557 | static int |
694 | god_removes_curse (object *op, int remove_damnation) |
558 | god_removes_curse (object *op, int remove_damnation) |
695 | { |
559 | { |
696 | object *tmp; |
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|
697 | int success = 0; |
560 | int success = 0; |
698 | |
561 | |
699 | for (tmp = op->inv; tmp; tmp = tmp->below) |
562 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
700 | { |
563 | { |
701 | if (tmp->invisible) |
564 | if (tmp->invisible) |
702 | continue; |
565 | continue; |
|
|
566 | |
703 | if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) |
567 | if (tmp->flag [FLAG_DAMNED] && !remove_damnation) |
704 | continue; |
568 | continue; |
705 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
569 | |
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|
570 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
706 | { |
571 | { |
707 | success = 1; |
572 | success = 1; |
708 | CLEAR_FLAG (tmp, FLAG_DAMNED); |
573 | tmp->clr_flag (FLAG_DAMNED); |
709 | CLEAR_FLAG (tmp, FLAG_CURSED); |
574 | tmp->clr_flag (FLAG_CURSED); |
710 | CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
575 | tmp->clr_flag (FLAG_KNOWN_CURSED); |
711 | if (op->type == PLAYER) |
576 | |
|
|
577 | if (object *pl = tmp->visible_to ()) |
712 | esrv_send_item (op, tmp); |
578 | esrv_update_item (UPD_FLAGS, pl, tmp); |
713 | } |
579 | } |
714 | } |
580 | } |
715 | |
581 | |
716 | if (success) |
582 | if (success) |
717 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
583 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like someone is helping you."); |
|
|
584 | |
718 | return success; |
585 | return success; |
719 | } |
586 | } |
720 | |
587 | |
721 | static int |
588 | static int |
722 | follower_level_to_enchantments (int level, int difficulty) |
589 | follower_level_to_enchantments (int level, int difficulty) |
… | |
… | |
727 | return 0; |
594 | return 0; |
728 | } |
595 | } |
729 | |
596 | |
730 | if (level <= 20) |
597 | if (level <= 20) |
731 | return level / difficulty; |
598 | return level / difficulty; |
|
|
599 | |
732 | if (level <= 40) |
600 | if (level <= 40) |
733 | return (20 + (level - 20) / 2) / difficulty; |
601 | return (20 + (level - 20) / 2) / difficulty; |
734 | |
602 | |
735 | return (30 + (level - 40) / 4) / difficulty; |
603 | return (30 + (level - 40) / 4) / difficulty; |
|
|
604 | } |
|
|
605 | |
|
|
606 | /** |
|
|
607 | * God checks item the player is using. |
|
|
608 | * Return either -1 (bad), 0 (neutral) or |
|
|
609 | * 1 (item is ok). If you are using the item of an enemy |
|
|
610 | * god, it can be bad...-b.t. |
|
|
611 | */ |
|
|
612 | static int |
|
|
613 | god_examines_item (object *god, object *item) |
|
|
614 | { |
|
|
615 | char buf[MAX_BUF]; |
|
|
616 | |
|
|
617 | if (!god || !item) |
|
|
618 | return 0; |
|
|
619 | |
|
|
620 | if (!item->title) |
|
|
621 | return 1; /* unclaimed item are ok */ |
|
|
622 | |
|
|
623 | sprintf (buf, "of %s", &god->name); |
|
|
624 | if (!strcmp (&item->title, buf)) |
|
|
625 | return 1; /* belongs to that God */ |
|
|
626 | |
|
|
627 | if (god->title) |
|
|
628 | { /* check if we have any enemy blessed item */ |
|
|
629 | sprintf (buf, "of %s", &god->title); |
|
|
630 | if (!strcmp (&item->title, buf)) |
|
|
631 | { |
|
|
632 | if (item->env) |
|
|
633 | { |
|
|
634 | char buf[MAX_BUF]; |
|
|
635 | |
|
|
636 | sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
|
|
637 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
|
|
638 | } |
|
|
639 | |
|
|
640 | return -1; |
|
|
641 | } |
|
|
642 | } |
|
|
643 | |
|
|
644 | return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
736 | } |
645 | } |
737 | |
646 | |
738 | /** |
647 | /** |
739 | * God wants to enchant weapon. |
648 | * God wants to enchant weapon. |
740 | * Affected weapon is the applied one (weapon or bow). It's checked to make sure |
649 | * Affected weapon is the applied one (weapon or bow). It's checked to make sure |
… | |
… | |
742 | * attacktype, slaying and such. |
651 | * attacktype, slaying and such. |
743 | */ |
652 | */ |
744 | static int |
653 | static int |
745 | god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
654 | god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
746 | { |
655 | { |
747 | char buf[MAX_BUF]; |
656 | if (!op->contr) |
748 | object *weapon; |
657 | return 0; |
749 | uint32 attacktype; |
|
|
750 | int tmp; |
|
|
751 | |
658 | |
752 | for (weapon = op->inv; weapon; weapon = weapon->below) |
659 | object *weapon = op->contr->combat_ob; |
753 | if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) |
|
|
754 | break; |
|
|
755 | |
660 | |
|
|
661 | if (weapon->type != WEAPON && weapon->type != BOW) |
|
|
662 | return 0; |
|
|
663 | |
756 | if (weapon == NULL || god_examines_item (god, weapon) <= 0) |
664 | if (god_examines_item (god, weapon) <= 0) |
757 | return 0; |
665 | return 0; |
758 | |
666 | |
759 | /* First give it a title, so other gods won't touch it */ |
667 | /* First give it a title, so other gods won't touch it */ |
760 | if (!weapon->title) |
668 | if (!weapon->title) |
761 | { |
669 | { |
762 | sprintf (buf, "of %s", &god->name); |
670 | weapon->title = format ("of %s", &god->name); |
763 | weapon->title = buf; |
671 | |
764 | if (op->type == PLAYER) |
672 | if (object *pl = weapon->visible_to ()) |
765 | esrv_update_item (UPD_NAME, op, weapon); |
673 | esrv_update_item (UPD_NAME, pl, weapon); |
|
|
674 | |
766 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
675 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
767 | } |
676 | } |
768 | |
677 | |
769 | /* Allow the weapon to slay enemies */ |
678 | /* Allow the weapon to slay enemies */ |
770 | if (!weapon->slaying && god->slaying) |
679 | if (!weapon->slaying && god->slaying) |
… | |
… | |
773 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
682 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
774 | return 1; |
683 | return 1; |
775 | } |
684 | } |
776 | |
685 | |
777 | /* Add the gods attacktype */ |
686 | /* Add the gods attacktype */ |
778 | attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
687 | uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
|
|
688 | |
779 | if ((attacktype & god->attacktype) != god->attacktype) |
689 | if ((attacktype & god->attacktype) != god->attacktype) |
780 | { |
690 | { |
781 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
691 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
782 | weapon->attacktype = attacktype | god->attacktype; |
692 | weapon->attacktype = attacktype | god->attacktype; |
783 | return 1; |
693 | return 1; |
784 | } |
694 | } |
785 | |
695 | |
786 | /* Higher magic value */ |
696 | /* Higher magic value */ |
787 | tmp = follower_level_to_enchantments (skill->level, tr->level); |
697 | if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level)) |
788 | if (weapon->magic < tmp) |
|
|
789 | { |
698 | { |
790 | new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
699 | new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
791 | weapon->magic++; |
700 | weapon->magic++; |
792 | if (op->type == PLAYER) |
701 | |
|
|
702 | if (object *pl = weapon->visible_to ()) |
793 | esrv_update_item (UPD_NAME, op, weapon); |
703 | esrv_update_item (UPD_NAME, pl, weapon); |
|
|
704 | |
794 | return 1; |
705 | return 1; |
795 | } |
706 | } |
796 | |
707 | |
797 | return 0; |
708 | return 0; |
|
|
709 | } |
|
|
710 | |
|
|
711 | /** |
|
|
712 | * Checks and maybe punishes someone praying. |
|
|
713 | * All applied items are examined, if player is using more items of other gods, |
|
|
714 | * s/he loses experience in praying or general experience if no praying. |
|
|
715 | */ |
|
|
716 | static int |
|
|
717 | god_examines_priest (object *op, object *god) |
|
|
718 | { |
|
|
719 | int reaction = 1; |
|
|
720 | object *item = NULL, *skop; |
|
|
721 | |
|
|
722 | for (item = op->inv; item; item = item->below) |
|
|
723 | if (item->flag [FLAG_APPLIED]) |
|
|
724 | reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
|
|
725 | |
|
|
726 | /* well, well. Looks like we screwed up. Time for god's revenge */ |
|
|
727 | if (reaction < 0) |
|
|
728 | { |
|
|
729 | int loss = 10000000; |
|
|
730 | int angry = abs (reaction); |
|
|
731 | |
|
|
732 | for (skop = op->inv; skop; skop = skop->below) |
|
|
733 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
|
|
734 | break; |
|
|
735 | |
|
|
736 | if (skop) |
|
|
737 | loss = 0.05f * skop->stats.exp; |
|
|
738 | |
|
|
739 | change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP); |
|
|
740 | |
|
|
741 | if (random_roll (0, angry, op, PREFER_LOW)) |
|
|
742 | { |
|
|
743 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
744 | |
|
|
745 | cast_magic_storm (op, tmp, op->level + (angry * 3)); |
|
|
746 | } |
|
|
747 | |
|
|
748 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
|
|
749 | } |
|
|
750 | |
|
|
751 | return reaction; |
798 | } |
752 | } |
799 | |
753 | |
800 | /** |
754 | /** |
801 | * Every once in a while the god will intervene to help the worshiper. |
755 | * Every once in a while the god will intervene to help the worshiper. |
802 | * Later, this fctn can be used to supply quests, etc for the |
756 | * Later, this fctn can be used to supply quests, etc for the |
803 | * priest. -b.t. |
757 | * priest. -b.t. |
804 | * called from pray_at_altar() currently. |
758 | * called from pray_at_altar() currently. |
805 | */ |
759 | */ |
806 | void |
760 | static void |
807 | god_intervention (object *op, object *god, object *skill) |
761 | god_intervention (object *op, object *god, object *skill) |
808 | { |
762 | { |
809 | treasure *tr; |
763 | treasure *tr; |
810 | |
764 | |
811 | if (!god || !god->randomitems) |
765 | if (!god || !god->randomitems) |
… | |
… | |
838 | if (tl == NULL) |
792 | if (tl == NULL) |
839 | continue; |
793 | continue; |
840 | |
794 | |
841 | new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground."); |
795 | new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground."); |
842 | |
796 | |
843 | create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); |
797 | create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0); |
844 | return; |
798 | return; |
845 | } |
799 | } |
846 | |
800 | |
847 | if (!tr->item) |
801 | if (!tr->item) |
848 | continue; |
802 | continue; |
849 | |
803 | |
850 | item = tr->item; |
804 | item = tr->item; |
851 | |
805 | |
852 | /* Grace limit */ |
806 | /* Grace limit */ |
853 | if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) |
807 | if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit) |
854 | { |
808 | { |
855 | if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
809 | if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
856 | { |
810 | { |
857 | object *tmp; |
|
|
858 | |
|
|
859 | /* Follower lacks the required grace for the following |
811 | /* Follower lacks the required grace for the following |
860 | * treasure list items. */ |
812 | * treasure list items. */ |
861 | |
813 | |
862 | tmp = get_archetype (HOLY_POSSESSION); |
814 | object *tmp = get_archetype (HOLY_POSSESSION); |
863 | cast_change_ability (op, op, tmp, 0, 1); |
815 | cast_change_ability (op, op, tmp, 0, 1); |
864 | tmp->destroy (); |
816 | tmp->destroy (); |
865 | return; |
817 | return; |
866 | } |
818 | } |
867 | |
819 | |
868 | continue; |
820 | continue; |
869 | } |
821 | } |
870 | |
822 | |
871 | /* Restore grace */ |
823 | /* Restore grace */ |
872 | if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) |
824 | if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace) |
873 | { |
825 | { |
874 | if (op->stats.grace >= 0) |
826 | if (op->stats.grace >= 0) |
875 | continue; |
827 | continue; |
|
|
828 | |
876 | op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
829 | op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
877 | new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
830 | new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
878 | return; |
831 | return; |
879 | } |
832 | } |
880 | |
833 | |
881 | /* Heal damage */ |
834 | /* Heal damage */ |
882 | if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
835 | if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
883 | { |
836 | { |
884 | if (op->stats.hp >= op->stats.maxhp) |
837 | if (op->stats.hp >= op->stats.maxhp) |
885 | continue; |
838 | continue; |
|
|
839 | |
886 | new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
840 | new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
887 | op->stats.hp = op->stats.maxhp; |
841 | op->stats.hp = op->stats.maxhp; |
888 | return; |
842 | return; |
889 | } |
843 | } |
890 | |
844 | |
… | |
… | |
896 | /* Restore to 50 .. 100%, if sp < 50% */ |
850 | /* Restore to 50 .. 100%, if sp < 50% */ |
897 | int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
851 | int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
898 | |
852 | |
899 | if (op->stats.sp >= max / 2) |
853 | if (op->stats.sp >= max / 2) |
900 | continue; |
854 | continue; |
|
|
855 | |
901 | new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); |
856 | new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!"); |
902 | op->stats.sp = new_sp; |
857 | op->stats.sp = new_sp; |
903 | } |
858 | } |
904 | |
859 | |
905 | /* Various heal spells */ |
860 | /* Various heal spells */ |
906 | if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
861 | if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
907 | { |
862 | { |
908 | object *tmp; |
|
|
909 | int success; |
|
|
910 | |
|
|
911 | tmp = get_archetype_by_object_name (item->slaying); |
863 | object *tmp = archetype::get (item->slaying); |
912 | |
|
|
913 | success = cast_heal (op, op, tmp, 0); |
864 | int success = cast_heal (op, op, tmp, 0); |
914 | tmp->destroy (); |
865 | tmp->destroy (); |
|
|
866 | |
915 | if (success) |
867 | if (success) |
916 | return; |
868 | return; |
917 | else |
869 | else |
918 | continue; |
870 | continue; |
919 | } |
871 | } |
… | |
… | |
941 | { |
893 | { |
942 | object *depl; |
894 | object *depl; |
943 | archetype *at; |
895 | archetype *at; |
944 | int i; |
896 | int i; |
945 | |
897 | |
946 | if ((at = archetype::find (ARCH_DEPLETION)) == NULL) |
898 | if ((at = archetype::find (shstr_depletion)) == NULL) |
947 | { |
899 | { |
948 | LOG (llevError, "Could not find archetype depletion.\n"); |
900 | LOG (llevError, "Could not find archetype depletion.\n"); |
949 | continue; |
901 | continue; |
950 | } |
902 | } |
|
|
903 | |
951 | depl = present_arch_in_ob (at, op); |
904 | depl = present_arch_in_ob (at, op); |
952 | |
905 | |
953 | if (depl == NULL) |
906 | if (depl == NULL) |
954 | continue; |
907 | continue; |
955 | |
908 | |
… | |
… | |
1015 | |
968 | |
1016 | new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
969 | new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
1017 | } |
970 | } |
1018 | |
971 | |
1019 | /** |
972 | /** |
1020 | * Checks and maybe punishes someone praying. |
973 | * Player prays at altar. |
1021 | * All applied items are examined, if player is using more items of other gods, |
974 | * Checks for god changing, divine intervention, and so on. |
1022 | * s/he loses experience in praying or general experience if no praying. |
|
|
1023 | */ |
975 | */ |
1024 | int |
976 | void |
1025 | god_examines_priest (object *op, object *god) |
977 | pray_at_altar (object *pl, object *altar, object *skill) |
1026 | { |
978 | { |
1027 | int reaction = 1; |
979 | object *pl_god = find_god (determine_god (pl)); |
1028 | object *item = NULL, *skop; |
|
|
1029 | |
980 | |
1030 | for (item = op->inv; item; item = item->below) |
981 | if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
1031 | { |
|
|
1032 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
|
|
1033 | { |
|
|
1034 | reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
|
|
1035 | } |
|
|
1036 | } |
|
|
1037 | |
|
|
1038 | /* well, well. Looks like we screwed up. Time for god's revenge */ |
|
|
1039 | if (reaction < 0) |
|
|
1040 | { |
|
|
1041 | int loss = 10000000; |
|
|
1042 | int angry = abs (reaction); |
|
|
1043 | |
|
|
1044 | for (skop = op->inv; skop != NULL; skop = skop->below) |
|
|
1045 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
|
|
1046 | break; |
|
|
1047 | |
|
|
1048 | if (skop) |
|
|
1049 | loss = (int) (0.05 * (float) skop->stats.exp); |
|
|
1050 | change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); |
|
|
1051 | if (random_roll (0, angry, op, PREFER_LOW)) |
|
|
1052 | { |
|
|
1053 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
1054 | |
|
|
1055 | cast_magic_storm (op, tmp, op->level + (angry * 3)); |
|
|
1056 | } |
|
|
1057 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
|
|
1058 | } |
|
|
1059 | return reaction; |
|
|
1060 | } |
|
|
1061 | |
|
|
1062 | /** |
|
|
1063 | * God checks item the player is using. |
|
|
1064 | * Return either -1 (bad), 0 (neutral) or |
|
|
1065 | * 1 (item is ok). If you are using the item of an enemy |
|
|
1066 | * god, it can be bad...-b.t. |
|
|
1067 | */ |
|
|
1068 | |
|
|
1069 | int |
|
|
1070 | god_examines_item (object *god, object *item) |
|
|
1071 | { |
|
|
1072 | char buf[MAX_BUF]; |
|
|
1073 | |
|
|
1074 | if (!god || !item) |
|
|
1075 | return 0; |
982 | return; |
1076 | |
983 | |
1077 | if (!item->title) |
984 | /* If non consecrate altar, don't do anything */ |
1078 | return 1; /* unclaimed item are ok */ |
985 | if (!altar->other_arch) |
|
|
986 | return; |
1079 | |
987 | |
1080 | sprintf (buf, "of %s", &god->name); |
988 | /* hmm. what happend depends on pl's current god, level, etc */ |
1081 | if (!strcmp (item->title, buf)) |
989 | if (!pl_god) |
1082 | return 1; /* belongs to that God */ |
990 | { /*new convert */ |
|
|
991 | pl->become_follower (altar->other_arch); |
|
|
992 | return; |
|
|
993 | } |
|
|
994 | else if (pl_god->name == altar->other_arch->object::name) |
|
|
995 | { |
|
|
996 | /* pray at your gods altar */ |
|
|
997 | /* this leads to very low levels of wis and pray to result in no doubling! */ |
|
|
998 | int bonus = (pl->stats.Wis + skill->level) / 10; |
1083 | |
999 | |
1084 | if (god->title) |
1000 | /* we can get neg grace up faster */ |
1085 | { /* check if we have any enemy blessed item */ |
1001 | if (pl->stats.grace < 0) |
1086 | sprintf (buf, "of %s", &god->title); |
1002 | pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
1087 | if (!strcmp (item->title, buf)) |
1003 | |
|
|
1004 | /* we can super-charge grace to 2x max */ |
|
|
1005 | if (pl->stats.grace < 2 * pl->stats.maxgrace) |
|
|
1006 | pl->stats.grace += bonus / 2; |
|
|
1007 | else |
|
|
1008 | pl->stats.grace = 2 * pl->stats.maxgrace; |
|
|
1009 | |
|
|
1010 | /* Every once in a while, the god decides to checkup on their |
|
|
1011 | * follower, and may intervene to help them out. |
1088 | { |
1012 | */ |
1089 | if (item->env) |
1013 | bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */ |
|
|
1014 | |
|
|
1015 | if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
|
|
1016 | god_intervention (pl, pl_god, skill); |
|
|
1017 | } |
|
|
1018 | else |
|
|
1019 | { /* praying to another god! */ |
|
|
1020 | uint64 loss = 0; |
|
|
1021 | int angry = 1; |
|
|
1022 | |
|
|
1023 | /* I believe the logic for detecting opposing gods was completely |
|
|
1024 | * broken - I think it should work now. altar->other_arch |
|
|
1025 | * points to the god of this altar (which we have |
|
|
1026 | * already verified is non null). pl_god->other_arch |
|
|
1027 | * is the opposing god - we need to verify that exists before |
|
|
1028 | * using its values. |
|
|
1029 | */ |
|
|
1030 | if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname)) |
|
|
1031 | { |
|
|
1032 | angry = 2; |
|
|
1033 | if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
1090 | { |
1034 | { |
1091 | char buf[MAX_BUF]; |
1035 | object *tmp; |
1092 | |
1036 | |
1093 | sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
1037 | /* you really screwed up */ |
1094 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
1038 | angry = 3; |
|
|
1039 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
|
|
1040 | tmp = get_archetype (LOOSE_MANA); |
|
|
1041 | cast_magic_storm (pl, tmp, pl_god->level + 20); |
1095 | } |
1042 | } |
1096 | return -1; |
1043 | else |
1097 | } |
1044 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
1098 | } |
|
|
1099 | |
|
|
1100 | return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
|
|
1101 | } |
|
|
1102 | |
|
|
1103 | /** |
|
|
1104 | * Returns priest's god's id. |
|
|
1105 | * Straight calls lookup_god_by_name |
|
|
1106 | */ |
|
|
1107 | |
|
|
1108 | int |
|
|
1109 | get_god (object *priest) |
|
|
1110 | { |
|
|
1111 | int godnr = lookup_god_by_name (determine_god (priest)); |
|
|
1112 | |
|
|
1113 | return godnr; |
|
|
1114 | } |
|
|
1115 | |
|
|
1116 | /** |
|
|
1117 | * Returns a string that is the name of the god that should be natively worshipped by a |
|
|
1118 | * creature of who has race *race |
|
|
1119 | * if we can't find a god that is appropriate, we return NULL |
|
|
1120 | */ |
|
|
1121 | const char * |
|
|
1122 | get_god_for_race (const char *race) |
|
|
1123 | { |
|
|
1124 | godlink *gl = first_god; |
|
|
1125 | const char *godname = NULL; |
|
|
1126 | |
|
|
1127 | if (race == NULL) |
|
|
1128 | return NULL; |
|
|
1129 | while (gl) |
|
|
1130 | { |
|
|
1131 | if (!strcasecmp (gl->arch->race, race)) |
|
|
1132 | { |
1045 | } |
1133 | godname = gl->name; |
1046 | else |
1134 | break; |
1047 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
|
|
1048 | |
|
|
1049 | /* whether we will be successfull in defecting or not - |
|
|
1050 | * we lose experience from the clerical experience obj |
|
|
1051 | */ |
|
|
1052 | |
|
|
1053 | loss = angry * (skill->stats.exp / 10); |
|
|
1054 | if (loss) |
|
|
1055 | change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP); |
|
|
1056 | |
|
|
1057 | /* May switch Gods, but its random chance based on our current level |
|
|
1058 | * note it gets harder to swap gods the higher we get |
|
|
1059 | */ |
|
|
1060 | if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
|
|
1061 | pl->become_follower (altar->other_arch); |
|
|
1062 | else |
1135 | } |
1063 | { |
1136 | gl = gl->next; |
1064 | /* toss this player off the altar. He can try again. */ |
|
|
1065 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
|
|
1066 | pl->contr->fire_on = 0; |
|
|
1067 | pl->speed_left = 1.f; |
|
|
1068 | move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
|
|
1069 | } |
1137 | } |
1070 | } |
1138 | return godname; |
|
|
1139 | } |
1071 | } |
1140 | |
1072 | |
1141 | /** |
1073 | /** |
1142 | * Changes the attributes of cone, smite, and ball spells as needed by the code. |
1074 | * Changes the attributes of cone, smite, and ball spells as needed by the code. |
1143 | * Returns false if there was no race to assign to the slaying field of the spell, but |
1075 | * Returns false if there was no race to assign to the slaying field of the spell, but |