1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * 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 along |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* 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 |
26 | * monster race initialization. b.t. |
26 | * monster race initialization. b.t. |
27 | */ |
27 | */ |
… | |
… | |
36 | #include <sproto.h> |
36 | #include <sproto.h> |
37 | |
37 | |
38 | /** |
38 | /** |
39 | * Returns the id of specified god. |
39 | * Returns the id of specified god. |
40 | */ |
40 | */ |
41 | int |
41 | static int |
42 | lookup_god_by_name (const char *name) |
42 | lookup_god_by_name (shstr_cmp name) |
43 | { |
43 | { |
44 | int godnr = -1; |
44 | if (name) |
45 | size_t nmlen = strlen (name); |
|
|
46 | |
|
|
47 | if (name && strcmp (name, "none")) |
|
|
48 | { |
|
|
49 | godlink *gl; |
|
|
50 | |
|
|
51 | for (gl = first_god; gl; gl = gl->next) |
45 | for (godlink *gl = first_god; gl; gl = gl->next) |
52 | if (!strncmp (name, gl->name, MIN ((size_t) strlen (gl->name), nmlen))) |
46 | if (gl->name == name) |
53 | break; |
|
|
54 | if (gl) |
|
|
55 | godnr = gl->id; |
47 | return gl->id; |
56 | } |
48 | |
57 | return godnr; |
49 | return -1; |
58 | } |
50 | } |
59 | |
51 | |
60 | /** |
52 | /** |
61 | * 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.. |
62 | */ |
54 | */ |
63 | object * |
55 | object * |
64 | find_god (const char *name) |
56 | find_god (shstr_cmp name) |
65 | { |
57 | { |
66 | object *god = NULL; |
|
|
67 | |
|
|
68 | if (name) |
58 | if (name) |
69 | { |
|
|
70 | godlink *gl; |
|
|
71 | |
|
|
72 | for (gl = first_god; gl; gl = gl->next) |
59 | for (godlink *gl = first_god; gl; gl = gl->next) |
73 | if (!strcmp (name, gl->name)) |
60 | if (gl->name == name) |
74 | break; |
|
|
75 | if (gl) |
|
|
76 | god = pntr_to_god_obj (gl); |
61 | return pntr_to_god_obj (gl); |
77 | } |
62 | |
78 | 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 (); |
79 | } |
80 | } |
80 | |
81 | |
81 | /** |
82 | /** |
82 | * Determines if op worships a god. |
83 | * Determines if op worships a god. |
83 | * 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. |
84 | * 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 |
85 | * 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 |
86 | * give them a random one. |
87 | * give them a random one. |
87 | */ |
88 | */ |
88 | |
89 | shstr_tmp |
89 | const char * |
|
|
90 | determine_god (object *op) |
90 | determine_god (object *op) |
91 | { |
91 | { |
92 | int godnr = -1; |
|
|
93 | const char *godname; |
|
|
94 | |
|
|
95 | /* spells */ |
92 | /* spells */ |
96 | if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
93 | if ((op->type == SPELL || op->type == SPELL_EFFECT) && op->title) |
97 | { |
|
|
98 | if (lookup_god_by_name (op->title) >= 0) |
94 | if (lookup_god_by_name (op->title) >= 0) |
99 | return op->title; |
95 | return op->title; |
|
|
96 | |
|
|
97 | if (!op->is_player () && op->flag [FLAG_ALIVE]) |
100 | } |
98 | { |
101 | |
|
|
102 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
103 | { |
|
|
104 | |
|
|
105 | /* find a god based on race */ |
99 | /* find a god based on race */ |
106 | if (!op->title) |
100 | if (!op->title) |
107 | { |
|
|
108 | if (op->race != NULL) |
|
|
109 | { |
|
|
110 | godname = get_god_for_race (op->race); |
101 | op->title = get_god_for_race (op->race); |
111 | if (godname != NULL) |
|
|
112 | { |
|
|
113 | op->title = godname; |
|
|
114 | } |
|
|
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 | gl = gl->next; |
|
|
129 | } |
113 | } |
130 | op->title = gl->name; |
|
|
131 | } |
114 | } |
132 | |
115 | |
133 | return op->title; |
116 | return op->title; |
134 | } |
117 | } |
135 | |
|
|
136 | |
118 | |
137 | /* 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 |
138 | * 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 |
139 | * 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 |
140 | * title or "none". |
122 | * title or "none". |
141 | */ |
123 | */ |
142 | if (op->type == PLAYER) |
124 | if (op->type == PLAYER) |
143 | { |
|
|
144 | object *tmp; |
|
|
145 | |
|
|
146 | for (tmp = op->inv; tmp != NULL; 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 | } |
133 | |
155 | return ("none"); |
134 | return shstr_none; |
156 | } |
135 | } |
157 | |
136 | |
158 | /** |
137 | /** |
159 | * 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 |
160 | */ |
139 | */ |
161 | static int |
140 | static int |
162 | same_string (const char *s1, const char *s2) |
141 | same_string (const char *s1, const char *s2) |
163 | { |
142 | { |
164 | if (s1 == NULL) |
143 | if (s1 == s2) |
165 | if (s2 == NULL) |
|
|
166 | return 1; |
144 | return 1; |
|
|
145 | else if (s1 && s2) |
|
|
146 | return !strcmp (s1, s2); |
167 | else |
147 | else |
168 | return 0; |
|
|
169 | else if (s2 == NULL) |
|
|
170 | return 0; |
148 | return 0; |
171 | else |
|
|
172 | return strcmp (s1, s2) == 0; |
|
|
173 | } |
149 | } |
174 | |
|
|
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 |
179 | * message is displayed to the player. |
154 | * message is displayed to the player. |
… | |
… | |
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->remove (); /* remove obj from players inv. */ |
177 | tmp->destroy (); |
205 | esrv_del_item (op->contr, tmp->count); /* notify client */ |
|
|
206 | tmp->destroy (); /* free object */ |
|
|
207 | } |
178 | } |
208 | |
179 | |
209 | if (tmp->inv) |
180 | if (tmp->inv) |
210 | follower_remove_similar_item (tmp, item); |
181 | follower_remove_similar_item (tmp, item); |
211 | } |
182 | } |
… | |
… | |
237 | * God gives an item to the player. |
208 | * God gives an item to the player. |
238 | */ |
209 | */ |
239 | static int |
210 | static int |
240 | god_gives_present (object *op, object *god, treasure *tr) |
211 | god_gives_present (object *op, object *god, treasure *tr) |
241 | { |
212 | { |
242 | object *tmp; |
|
|
243 | |
|
|
244 | if (!tr->item) |
213 | if (!tr->item) |
245 | return 0; |
214 | return 0; |
246 | |
215 | |
247 | if (follower_has_similar_item (op, &tr->item->clone)) |
216 | if (follower_has_similar_item (op, tr->item)) |
248 | return 0; |
217 | return 0; |
249 | |
218 | |
250 | tmp = arch_to_object (tr->item); |
219 | object *tmp = tr->item->instance (); |
251 | 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)); |
252 | tmp = insert_ob_in_ob (tmp, op); |
221 | op->insert (tmp); |
253 | if (op->type == PLAYER) |
|
|
254 | esrv_send_item (op, tmp); |
|
|
255 | |
222 | |
256 | return 1; |
223 | return 1; |
257 | } |
|
|
258 | |
|
|
259 | /** |
|
|
260 | * Player prays at altar. |
|
|
261 | * Checks for god changing, divine intervention, and so on. |
|
|
262 | */ |
|
|
263 | void |
|
|
264 | pray_at_altar (object *pl, object *altar, object *skill) |
|
|
265 | { |
|
|
266 | object *pl_god = find_god (determine_god (pl)); |
|
|
267 | |
|
|
268 | if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
|
|
269 | return; |
|
|
270 | |
|
|
271 | /* If non consecrate altar, don't do anything */ |
|
|
272 | if (!altar->other_arch) |
|
|
273 | return; |
|
|
274 | |
|
|
275 | /* hmm. what happend depends on pl's current god, level, etc */ |
|
|
276 | if (!pl_god) |
|
|
277 | { /*new convert */ |
|
|
278 | become_follower (pl, &altar->other_arch->clone); |
|
|
279 | return; |
|
|
280 | |
|
|
281 | } |
|
|
282 | else if (!strcmp (&pl_god->name, altar->other_arch->clone.name)) |
|
|
283 | { |
|
|
284 | /* pray at your gods altar */ |
|
|
285 | int bonus = (pl->stats.Wis + skill->level) / 10; |
|
|
286 | |
|
|
287 | /* we can get neg grace up faster */ |
|
|
288 | if (pl->stats.grace < 0) |
|
|
289 | pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
|
|
290 | /* we can super-charge grace to 2x max */ |
|
|
291 | if (pl->stats.grace < (2 * pl->stats.maxgrace)) |
|
|
292 | { |
|
|
293 | pl->stats.grace += bonus / 2; |
|
|
294 | } |
|
|
295 | if (pl->stats.grace > (2 * pl->stats.maxgrace)) |
|
|
296 | { |
|
|
297 | pl->stats.grace = (2 * pl->stats.maxgrace); |
|
|
298 | } |
|
|
299 | |
|
|
300 | /* Every once in a while, the god decides to checkup on their |
|
|
301 | * follower, and may intervene to help them out. |
|
|
302 | */ |
|
|
303 | bonus = MAX (1, bonus + MAX (pl->stats.luck, -3)); /* -- DAMN -- */ |
|
|
304 | |
|
|
305 | if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
|
|
306 | god_intervention (pl, pl_god, skill); |
|
|
307 | |
|
|
308 | } |
|
|
309 | else |
|
|
310 | { /* praying to another god! */ |
|
|
311 | uint64 loss = 0; |
|
|
312 | int angry = 1; |
|
|
313 | |
|
|
314 | /* I believe the logic for detecting opposing gods was completely |
|
|
315 | * broken - I think it should work now. altar->other_arch |
|
|
316 | * points to the god of this altar (which we have |
|
|
317 | * already verified is non null). pl_god->other_arch |
|
|
318 | * is the opposing god - we need to verify that exists before |
|
|
319 | * using its values. |
|
|
320 | */ |
|
|
321 | if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname)) |
|
|
322 | { |
|
|
323 | angry = 2; |
|
|
324 | if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
|
|
325 | { |
|
|
326 | object *tmp; |
|
|
327 | |
|
|
328 | /* you really screwed up */ |
|
|
329 | angry = 3; |
|
|
330 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
|
|
331 | tmp = get_archetype (LOOSE_MANA); |
|
|
332 | cast_magic_storm (pl, tmp, pl_god->level + 20); |
|
|
333 | } |
|
|
334 | else |
|
|
335 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
|
|
336 | } |
|
|
337 | else |
|
|
338 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
|
|
339 | |
|
|
340 | /* whether we will be successfull in defecting or not - |
|
|
341 | * we lose experience from the clerical experience obj |
|
|
342 | */ |
|
|
343 | |
|
|
344 | loss = angry * (skill->stats.exp / 10); |
|
|
345 | if (loss) |
|
|
346 | change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? &skill->skill : "none", SK_SUBTRACT_SKILL_EXP); |
|
|
347 | |
|
|
348 | /* May switch Gods, but its random chance based on our current level |
|
|
349 | * note it gets harder to swap gods the higher we get |
|
|
350 | */ |
|
|
351 | if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
|
|
352 | become_follower (pl, &altar->other_arch->clone); |
|
|
353 | else |
|
|
354 | { |
|
|
355 | /* toss this player off the altar. He can try again. */ |
|
|
356 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
|
|
357 | pl->contr->fire_on = 0; |
|
|
358 | pl->speed_left = 1.f; |
|
|
359 | move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
|
|
360 | } |
|
|
361 | } |
|
|
362 | } |
224 | } |
363 | |
225 | |
364 | /** |
226 | /** |
365 | * Removes special prayers given by a god. |
227 | * Removes special prayers given by a god. |
366 | */ |
228 | */ |
… | |
… | |
380 | next_tmp = tmp->below; |
242 | next_tmp = tmp->below; |
381 | |
243 | |
382 | /* 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 |
383 | * in that category, not something we need to worry about. |
245 | * in that category, not something we need to worry about. |
384 | */ |
246 | */ |
385 | if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
247 | if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP]) |
386 | continue; |
248 | continue; |
387 | |
249 | |
388 | if (god->randomitems == NULL) |
250 | if (god->randomitems == NULL) |
389 | { |
251 | { |
390 | 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); |
… | |
… | |
401 | object *item; |
263 | object *item; |
402 | |
264 | |
403 | if (!tr->item) |
265 | if (!tr->item) |
404 | continue; |
266 | continue; |
405 | |
267 | |
406 | item = &tr->item->clone; |
268 | item = tr->item; |
407 | |
269 | |
408 | /* Basically, see if the matching spell is granted by this god. */ |
270 | /* Basically, see if the matching spell is granted by this god. */ |
409 | |
271 | |
410 | if (tr->item->clone.type == SPELL && tr->item->clone.name == tmp->name) |
272 | if (tr->item->type == SPELL && tr->item->object::name == tmp->name) |
411 | { |
273 | { |
412 | remove = 0; |
274 | remove = 0; |
413 | break; |
275 | break; |
414 | } |
276 | } |
415 | } |
277 | } |
|
|
278 | |
416 | 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]) |
417 | { |
292 | { |
418 | /* just do the work of removing the spell ourselves - we already |
293 | op->apply (tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
419 | * know that the player knows the spell |
294 | --number; |
420 | */ |
|
|
421 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &tmp->name); |
|
|
422 | player_unready_range_ob (op->contr, tmp); |
|
|
423 | tmp->destroy (); |
|
|
424 | } |
295 | } |
|
|
296 | } |
425 | |
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 |
|
|
304 | update_priest_flag (object *god, object *exp_ob, uint32 flag) |
|
|
305 | { |
|
|
306 | exp_ob->flag [flag] = god->flag [flag]; |
|
|
307 | return; |
|
|
308 | |
|
|
309 | // old code follows for reference... |
|
|
310 | if (god->flag [flag] && !exp_ob->flag [flag]) |
|
|
311 | exp_ob->set_flag (flag); |
|
|
312 | else if (exp_ob->flag [flag] && !god->flag [flag]) |
|
|
313 | { |
|
|
314 | /* When this is called with the exp_ob set to the player, |
|
|
315 | * this check is broken, because most all players arch |
|
|
316 | * allow use of weapons. I'm not actually sure why this |
|
|
317 | * check is here - I guess if you had a case where the |
|
|
318 | * value in the archetype (wisdom) should over ride the restrictions |
|
|
319 | * the god places on it, this may make sense. But I don't think |
|
|
320 | * there is any case like that. |
|
|
321 | */ |
|
|
322 | /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
|
|
323 | exp_ob->clr_flag (flag); |
426 | } |
324 | }; |
|
|
325 | } |
|
|
326 | |
|
|
327 | /** |
|
|
328 | * Forbids or let player use something item type. |
|
|
329 | * op is the player. |
|
|
330 | * exp_obj is the widsom experience. |
|
|
331 | * flag is the flag to check against. |
|
|
332 | * string is the string to print out. |
|
|
333 | */ |
|
|
334 | static int |
|
|
335 | worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
|
|
336 | { |
|
|
337 | if (op->arch->flag [flag]) |
|
|
338 | if (op->flag [flag] != exp_obj->flag [flag]) |
|
|
339 | { |
|
|
340 | update_priest_flag (exp_obj, op, flag); |
|
|
341 | if (op->flag [flag]) |
|
|
342 | new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
|
|
343 | else |
|
|
344 | { |
|
|
345 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
|
|
346 | return 1; |
|
|
347 | } |
|
|
348 | } |
|
|
349 | |
|
|
350 | return 0; |
427 | } |
351 | } |
428 | |
352 | |
429 | /** |
353 | /** |
430 | * This function is called whenever a player has |
354 | * This function is called whenever a player has |
431 | * 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 |
432 | * that happen to the player, including the removal of godgiven |
356 | * that happen to the player, including the removal of godgiven |
433 | * items (from the former cult). |
357 | * items (from the former cult). |
434 | */ |
358 | */ |
435 | void |
359 | void |
436 | become_follower (object *op, object *new_god) |
360 | object::become_follower (object *new_god) |
437 | { |
361 | { |
438 | object *old_god = NULL; /* old god */ |
362 | object *old_god = 0; /* old god */ |
439 | treasure *tr; |
363 | treasure *tr; |
440 | object *item, *skop, *next; |
364 | object *item, *skop, *next; |
441 | 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. */ |
442 | |
366 | |
|
|
367 | if (!contr) |
|
|
368 | return; |
443 | |
369 | |
|
|
370 | contr->queue_stats_update (); |
|
|
371 | |
444 | old_god = find_god (determine_god (op)); |
372 | old_god = find_god (determine_god (this)); |
445 | |
373 | |
446 | /* take away any special god-characteristic items. */ |
374 | /* take away any special god-characteristic items. */ |
447 | for (item = op->inv; item != NULL; item = next) |
375 | for (item = inv; item; item = next) |
448 | { |
376 | { |
449 | next = item->below; |
377 | next = item->below; |
|
|
378 | |
450 | // 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 |
451 | if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && |
380 | if (item->flag [FLAG_STARTEQUIP] && item->invisible |
452 | (item->type != SKILL) && (item->type != FORCE)) |
381 | && item->type != SKILL && item->type != FORCE) |
453 | { |
382 | { |
454 | |
|
|
455 | if (item->type == SPELL) |
383 | if (item->type == SPELL) |
|
|
384 | { |
456 | 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); |
|
|
386 | esrv_remove_spell (contr, item); |
|
|
387 | } |
457 | |
388 | |
458 | player_unready_range_ob (op->contr, item); |
|
|
459 | item->destroy (); |
389 | item->destroy (); |
460 | } |
390 | } |
461 | } |
391 | } |
462 | |
392 | |
463 | /* remove any godgiven items from the old god */ |
393 | /* remove any godgiven items from the old god */ |
464 | if (old_god) |
394 | if (old_god) |
465 | for (tr = old_god->randomitems->items; tr; tr = tr->next) |
395 | for (tr = old_god->randomitems->items; tr; tr = tr->next) |
466 | if (tr->item && QUERY_FLAG (&tr->item->clone, FLAG_STARTEQUIP)) |
396 | if (tr->item && tr->item->flag [FLAG_STARTEQUIP]) |
467 | follower_remove_similar_item (op, &tr->item->clone); |
397 | follower_remove_similar_item (this, tr->item); |
468 | |
398 | |
469 | if (!op || !new_god) |
399 | if (!new_god) |
470 | return; |
400 | return; |
471 | |
401 | |
472 | if (op->race && new_god->slaying && strstr (op->race, new_god->slaying)) |
402 | if (new_god->slaying && new_god->slaying.contains (race)) |
473 | { |
403 | { |
474 | 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); |
475 | |
405 | |
476 | if (random_roll (0, op->level - 1, op, PREFER_LOW) - 5 > 0) |
406 | if (random_roll (0, level - 1, this, PREFER_LOW) - 5 > 0) |
477 | { |
407 | { |
478 | object *tmp = get_archetype (LOOSE_MANA); |
408 | object *tmp = get_archetype (LOOSE_MANA); |
479 | |
409 | |
480 | cast_magic_storm (op, tmp, new_god->level + 10); |
410 | cast_magic_storm (this, tmp, new_god->level + 10); |
481 | } |
411 | } |
482 | |
412 | |
483 | return; |
413 | return; |
484 | } |
414 | } |
485 | |
|
|
486 | |
415 | |
487 | /* give the player any special god-characteristic-items. */ |
416 | /* give the player any special god-characteristic-items. */ |
488 | for (tr = new_god->randomitems->items; tr; tr = tr->next) |
417 | for (tr = new_god->randomitems->items; tr; tr = tr->next) |
489 | { |
|
|
490 | if (tr->item && tr->item->clone.invisible && tr->item->clone.type != SPELLBOOK |
418 | if (tr->item && tr->item->invisible && tr->item->type != SPELLBOOK |
491 | && tr->item->clone.type != BOOK && tr->item->clone.type != SPELL) |
419 | && tr->item->type != BOOK && tr->item->type != SPELL) |
492 | god_gives_present (op, new_god, tr); |
420 | god_gives_present (this, new_god, tr); |
493 | } |
|
|
494 | |
421 | |
495 | |
|
|
496 | 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); |
497 | |
423 | |
498 | for (skop = op->inv; skop != NULL; skop = skop->below) |
424 | for (skop = inv; skop; skop = skop->below) |
499 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
425 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
500 | break; |
426 | break; |
501 | |
427 | |
502 | /* Player has no skill - give them the skill */ |
428 | /* Player has no skill - give them the skill */ |
503 | if (!skop) |
429 | if (!skop) |
504 | { |
|
|
505 | /* 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, |
506 | * things are really messed up anyways. |
431 | * things are really messed up anyways. |
507 | */ |
432 | */ |
508 | skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->clone.skill); |
433 | skop = give_skill_by_name (this, shstr_praying); |
509 | link_player_skills (op); |
|
|
510 | } |
|
|
511 | |
434 | |
512 | sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ |
435 | sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */ |
513 | |
436 | |
514 | /* 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, |
515 | * so I set undeadified for that. |
438 | * so I set undeadified for that. |
516 | * - gros, 21th July 2006. |
439 | * - gros, 21th July 2006. |
517 | */ |
440 | */ |
518 | if ((old_god) && (QUERY_FLAG (old_god, FLAG_UNDEAD))) |
441 | if (old_god && old_god->flag [FLAG_UNDEAD]) |
519 | { |
442 | { |
520 | CLEAR_FLAG (skop, FLAG_UNDEAD); |
443 | skop->clr_flag (FLAG_UNDEAD); |
521 | undeadified = 1; |
444 | undeadified = 1; |
522 | } |
445 | } |
523 | |
446 | |
524 | if (skop->title) |
447 | if (skop->title) |
525 | { /* get rid of old god */ |
448 | { |
|
|
449 | /* get rid of old god */ |
526 | 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); |
|
|
451 | |
527 | /* 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 */ |
528 | if (sk_applied || undeadified) |
453 | if (sk_applied || undeadified) |
529 | { |
454 | { |
530 | |
455 | skop->clr_flag (FLAG_APPLIED); |
531 | CLEAR_FLAG (skop, FLAG_APPLIED); |
|
|
532 | (void) change_abil (op, skop); |
456 | change_abil (this, skop); |
533 | } |
457 | } |
534 | } |
458 | } |
535 | |
459 | |
536 | /* now change to the new gods attributes to exp_obj */ |
460 | /* now change to the new gods attributes to exp_obj */ |
537 | skop->title = new_god->name; |
461 | skop->title = new_god->name; |
… | |
… | |
561 | update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
485 | update_priest_flag (new_god, skop, FLAG_MAKE_INVIS); |
562 | update_priest_flag (new_god, skop, FLAG_UNDEAD); |
486 | update_priest_flag (new_god, skop, FLAG_UNDEAD); |
563 | update_priest_flag (new_god, skop, FLAG_BLIND); |
487 | update_priest_flag (new_god, skop, FLAG_BLIND); |
564 | 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! */ |
565 | |
489 | |
566 | 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); |
567 | |
491 | |
568 | /* 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 |
569 | * 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 |
570 | * have used armour/weapons in the first place. |
494 | * have used armour/weapons in the first place. |
571 | * |
495 | * |
572 | * 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 |
573 | * 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. |
574 | */ |
498 | */ |
575 | if (!present_in_ob_by_name (FORCE, "no weapon force", op)) |
499 | if (!present_in_ob_by_name (FORCE, "no weapon force", this)) |
576 | update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
500 | update_priest_flag (new_god, skop, FLAG_USE_WEAPON); |
|
|
501 | |
577 | update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
502 | update_priest_flag (new_god, skop, FLAG_USE_ARMOUR); |
578 | |
503 | |
579 | if (worship_forbids_use (op, skop, FLAG_USE_WEAPON, "weapons")) |
504 | if (worship_forbids_use (this, skop, FLAG_USE_WEAPON, "weapons")) |
580 | stop_using_item (op, WEAPON, 2); |
505 | stop_using_item (this, WEAPON, 2); |
581 | |
506 | |
582 | if (worship_forbids_use (op, skop, FLAG_USE_ARMOUR, "armour")) |
507 | if (worship_forbids_use (this, skop, FLAG_USE_ARMOUR, "armour")) |
583 | { |
508 | { |
584 | stop_using_item (op, ARMOUR, 1); |
509 | stop_using_item (this, ARMOUR, 1); |
585 | stop_using_item (op, HELMET, 1); |
510 | stop_using_item (this, HELMET, 1); |
586 | stop_using_item (op, BOOTS, 1); |
511 | stop_using_item (this, BOOTS, 1); |
587 | stop_using_item (op, GLOVES, 1); |
512 | stop_using_item (this, GLOVES, 1); |
588 | stop_using_item (op, SHIELD, 1); |
513 | stop_using_item (this, SHIELD, 1); |
589 | } |
514 | } |
590 | |
515 | |
591 | SET_FLAG (skop, FLAG_APPLIED); |
516 | skop->set_flag (FLAG_APPLIED); |
592 | (void) change_abil (op, skop); |
517 | change_abil (this, skop); |
593 | |
518 | |
594 | /* return to previous skill status */ |
519 | /* return to previous skill status */ |
595 | if (!sk_applied) |
520 | if (!sk_applied) |
596 | CLEAR_FLAG (skop, FLAG_APPLIED); |
521 | { |
|
|
522 | skop->clr_flag (FLAG_APPLIED); |
|
|
523 | contr->queue_stats_update (); |
|
|
524 | } |
597 | |
525 | |
598 | check_special_prayers (op, new_god); |
526 | check_special_prayers (this, new_god); |
599 | } |
527 | } |
600 | |
|
|
601 | /** |
|
|
602 | * Forbids or let player use something item type. |
|
|
603 | * op is the player. |
|
|
604 | * exp_obj is the widsom experience. |
|
|
605 | * flag is the flag to check against. |
|
|
606 | * string is the string to print out. |
|
|
607 | */ |
|
|
608 | |
|
|
609 | int |
|
|
610 | worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) |
|
|
611 | { |
|
|
612 | |
|
|
613 | if (QUERY_FLAG (&op->arch->clone, flag)) |
|
|
614 | if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) |
|
|
615 | { |
|
|
616 | update_priest_flag (exp_obj, op, flag); |
|
|
617 | if (QUERY_FLAG (op, flag)) |
|
|
618 | new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); |
|
|
619 | else |
|
|
620 | { |
|
|
621 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); |
|
|
622 | return 1; |
|
|
623 | } |
|
|
624 | } |
|
|
625 | return 0; |
|
|
626 | } |
|
|
627 | |
|
|
628 | /** |
|
|
629 | * Unapplies up to number worth of items of type |
|
|
630 | */ |
|
|
631 | void |
|
|
632 | stop_using_item (object *op, int type, int number) |
|
|
633 | { |
|
|
634 | object *tmp; |
|
|
635 | |
|
|
636 | for (tmp = op->inv; tmp && number; tmp = tmp->below) |
|
|
637 | if (tmp->type == type && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
638 | { |
|
|
639 | apply_special (op, tmp, AP_UNAPPLY | AP_IGNORE_CURSE); |
|
|
640 | number--; |
|
|
641 | } |
|
|
642 | } |
|
|
643 | |
|
|
644 | /** |
|
|
645 | * If the god does/doesnt have this flag, we |
|
|
646 | * give/remove it from the experience object if it doesnt/does |
|
|
647 | * already exist. For players only! |
|
|
648 | */ |
|
|
649 | |
|
|
650 | void |
|
|
651 | update_priest_flag (object *god, object *exp_ob, uint32 flag) |
|
|
652 | { |
|
|
653 | if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) |
|
|
654 | SET_FLAG (exp_ob, flag); |
|
|
655 | else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) |
|
|
656 | { |
|
|
657 | /* When this is called with the exp_ob set to the player, |
|
|
658 | * this check is broken, because most all players arch |
|
|
659 | * allow use of weapons. I'm not actually sure why this |
|
|
660 | * check is here - I guess if you had a case where the |
|
|
661 | * value in the archetype (wisdom) should over ride the restrictions |
|
|
662 | * the god places on it, this may make sense. But I don't think |
|
|
663 | * there is any case like that. |
|
|
664 | */ |
|
|
665 | |
|
|
666 | /* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ |
|
|
667 | CLEAR_FLAG (exp_ob, flag); |
|
|
668 | }; |
|
|
669 | } |
|
|
670 | |
|
|
671 | |
|
|
672 | |
528 | |
673 | archetype * |
529 | archetype * |
674 | determine_holy_arch (object *god, const char *type) |
530 | determine_holy_arch (object *god, shstr_cmp type) |
675 | { |
531 | { |
676 | treasure *tr; |
532 | treasure *tr; |
677 | |
533 | |
678 | if (!god || !god->randomitems) |
534 | if (!god || !god->randomitems) |
679 | { |
535 | { |
680 | 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"); |
681 | return NULL; |
537 | return 0; |
682 | } |
538 | } |
683 | |
539 | |
684 | for (tr = god->randomitems->items; tr; tr = tr->next) |
540 | for (tr = god->randomitems->items; tr; tr = tr->next) |
685 | { |
541 | { |
686 | if (!tr->item) |
542 | if (!tr->item) |
687 | continue; |
543 | continue; |
688 | |
544 | |
689 | object *item = &tr->item->clone; |
545 | object *item = tr->item; |
690 | |
546 | |
691 | if (item->type == BOOK && item->invisible && strcmp (item->name, type) == 0) |
547 | if (item->type == BOOK && item->invisible && item->name == type) |
692 | return item->other_arch; |
548 | return item->other_arch; |
693 | } |
549 | } |
|
|
550 | |
694 | return NULL; |
551 | return 0; |
695 | } |
552 | } |
696 | |
553 | |
697 | /** |
554 | /** |
698 | * God helps player by removing curse and/or damnation. |
555 | * God helps player by removing curse and/or damnation. |
699 | */ |
556 | */ |
700 | static int |
557 | static int |
701 | god_removes_curse (object *op, int remove_damnation) |
558 | god_removes_curse (object *op, int remove_damnation) |
702 | { |
559 | { |
703 | object *tmp; |
|
|
704 | int success = 0; |
560 | int success = 0; |
705 | |
561 | |
706 | for (tmp = op->inv; tmp; tmp = tmp->below) |
562 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
707 | { |
563 | { |
708 | if (tmp->invisible) |
564 | if (tmp->invisible) |
709 | continue; |
565 | continue; |
|
|
566 | |
710 | if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) |
567 | if (tmp->flag [FLAG_DAMNED] && !remove_damnation) |
711 | continue; |
568 | continue; |
712 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
569 | |
|
|
570 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
713 | { |
571 | { |
714 | success = 1; |
572 | success = 1; |
715 | CLEAR_FLAG (tmp, FLAG_DAMNED); |
573 | tmp->clr_flag (FLAG_DAMNED); |
716 | CLEAR_FLAG (tmp, FLAG_CURSED); |
574 | tmp->clr_flag (FLAG_CURSED); |
717 | CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
575 | tmp->clr_flag (FLAG_KNOWN_CURSED); |
718 | if (op->type == PLAYER) |
576 | |
|
|
577 | if (object *pl = tmp->visible_to ()) |
719 | esrv_send_item (op, tmp); |
578 | esrv_update_item (UPD_FLAGS, pl, tmp); |
720 | } |
579 | } |
721 | } |
580 | } |
722 | |
581 | |
723 | if (success) |
582 | if (success) |
724 | 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 | |
725 | return success; |
585 | return success; |
726 | } |
586 | } |
727 | |
587 | |
728 | static int |
588 | static int |
729 | follower_level_to_enchantments (int level, int difficulty) |
589 | follower_level_to_enchantments (int level, int difficulty) |
… | |
… | |
734 | return 0; |
594 | return 0; |
735 | } |
595 | } |
736 | |
596 | |
737 | if (level <= 20) |
597 | if (level <= 20) |
738 | return level / difficulty; |
598 | return level / difficulty; |
|
|
599 | |
739 | if (level <= 40) |
600 | if (level <= 40) |
740 | return (20 + (level - 20) / 2) / difficulty; |
601 | return (20 + (level - 20) / 2) / difficulty; |
741 | |
602 | |
742 | 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 */ |
743 | } |
645 | } |
744 | |
646 | |
745 | /** |
647 | /** |
746 | * God wants to enchant weapon. |
648 | * God wants to enchant weapon. |
747 | * 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 |
… | |
… | |
749 | * attacktype, slaying and such. |
651 | * attacktype, slaying and such. |
750 | */ |
652 | */ |
751 | static int |
653 | static int |
752 | god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
654 | god_enchants_weapon (object *op, object *god, object *tr, object *skill) |
753 | { |
655 | { |
754 | char buf[MAX_BUF]; |
656 | if (!op->contr) |
755 | object *weapon; |
657 | return 0; |
756 | uint32 attacktype; |
|
|
757 | int tmp; |
|
|
758 | |
658 | |
759 | for (weapon = op->inv; weapon; weapon = weapon->below) |
659 | object *weapon = op->contr->combat_ob; |
760 | if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) |
|
|
761 | break; |
|
|
762 | |
660 | |
|
|
661 | if (!weapon) |
|
|
662 | return 0; |
|
|
663 | |
|
|
664 | if (weapon->type != WEAPON && weapon->type != BOW) |
|
|
665 | return 0; |
|
|
666 | |
763 | if (weapon == NULL || god_examines_item (god, weapon) <= 0) |
667 | if (god_examines_item (god, weapon) <= 0) |
764 | return 0; |
668 | return 0; |
765 | |
669 | |
766 | /* First give it a title, so other gods won't touch it */ |
670 | /* First give it a title, so other gods won't touch it */ |
767 | if (!weapon->title) |
671 | if (!weapon->title) |
768 | { |
672 | { |
769 | sprintf (buf, "of %s", &god->name); |
673 | weapon->title = format ("of %s", &god->name); |
770 | weapon->title = buf; |
674 | |
771 | if (op->type == PLAYER) |
675 | if (object *pl = weapon->visible_to ()) |
772 | esrv_update_item (UPD_NAME, op, weapon); |
676 | esrv_update_item (UPD_NAME, pl, weapon); |
|
|
677 | |
773 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
678 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon quivers as if struck!"); |
774 | } |
679 | } |
775 | |
680 | |
776 | /* Allow the weapon to slay enemies */ |
681 | /* Allow the weapon to slay enemies */ |
777 | if (!weapon->slaying && god->slaying) |
682 | if (!weapon->slaying && god->slaying) |
… | |
… | |
780 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
685 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s now hungers to slay enemies of your god!", &weapon->name); |
781 | return 1; |
686 | return 1; |
782 | } |
687 | } |
783 | |
688 | |
784 | /* Add the gods attacktype */ |
689 | /* Add the gods attacktype */ |
785 | attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
690 | uint32 attacktype = (weapon->attacktype == 0) ? AT_PHYSICAL : weapon->attacktype; |
|
|
691 | |
786 | if ((attacktype & god->attacktype) != god->attacktype) |
692 | if ((attacktype & god->attacktype) != god->attacktype) |
787 | { |
693 | { |
788 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
694 | new_draw_info (NDI_UNIQUE, 0, op, "Your weapon suddenly glows!"); |
789 | weapon->attacktype = attacktype | god->attacktype; |
695 | weapon->attacktype = attacktype | god->attacktype; |
790 | return 1; |
696 | return 1; |
791 | } |
697 | } |
792 | |
698 | |
793 | /* Higher magic value */ |
699 | /* Higher magic value */ |
794 | tmp = follower_level_to_enchantments (skill->level, tr->level); |
700 | if (weapon->magic < follower_level_to_enchantments (skill->level, tr->level)) |
795 | if (weapon->magic < tmp) |
|
|
796 | { |
701 | { |
797 | new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
702 | new_draw_info (NDI_UNIQUE, 0, op, "A phosphorescent glow envelops your weapon!"); |
798 | weapon->magic++; |
703 | weapon->magic++; |
799 | if (op->type == PLAYER) |
704 | |
|
|
705 | if (object *pl = weapon->visible_to ()) |
800 | esrv_update_item (UPD_NAME, op, weapon); |
706 | esrv_update_item (UPD_NAME, pl, weapon); |
|
|
707 | |
801 | return 1; |
708 | return 1; |
802 | } |
709 | } |
803 | |
710 | |
804 | return 0; |
711 | return 0; |
805 | } |
712 | } |
806 | |
713 | |
|
|
714 | /** |
|
|
715 | * Checks and maybe punishes someone praying. |
|
|
716 | * All applied items are examined, if player is using more items of other gods, |
|
|
717 | * s/he loses experience in praying or general experience if no praying. |
|
|
718 | */ |
|
|
719 | static int |
|
|
720 | god_examines_priest (object *op, object *god) |
|
|
721 | { |
|
|
722 | int reaction = 1; |
|
|
723 | object *item = NULL, *skop; |
|
|
724 | |
|
|
725 | for (item = op->inv; item; item = item->below) |
|
|
726 | if (item->flag [FLAG_APPLIED]) |
|
|
727 | reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
|
|
728 | |
|
|
729 | /* well, well. Looks like we screwed up. Time for god's revenge */ |
|
|
730 | if (reaction < 0) |
|
|
731 | { |
|
|
732 | int loss = 10000000; |
|
|
733 | int angry = abs (reaction); |
|
|
734 | |
|
|
735 | for (skop = op->inv; skop; skop = skop->below) |
|
|
736 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
|
|
737 | break; |
|
|
738 | |
|
|
739 | if (skop) |
|
|
740 | loss = 0.05f * skop->stats.exp; |
|
|
741 | |
|
|
742 | change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? skop->skill : shstr_none, SK_SUBTRACT_SKILL_EXP); |
|
|
743 | |
|
|
744 | if (random_roll (0, angry, op, PREFER_LOW)) |
|
|
745 | { |
|
|
746 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
747 | |
|
|
748 | cast_magic_storm (op, tmp, op->level + (angry * 3)); |
|
|
749 | } |
|
|
750 | |
|
|
751 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
|
|
752 | } |
|
|
753 | |
|
|
754 | return reaction; |
|
|
755 | } |
807 | |
756 | |
808 | /** |
757 | /** |
809 | * Every once in a while the god will intervene to help the worshiper. |
758 | * Every once in a while the god will intervene to help the worshiper. |
810 | * Later, this fctn can be used to supply quests, etc for the |
759 | * Later, this fctn can be used to supply quests, etc for the |
811 | * priest. -b.t. |
760 | * priest. -b.t. |
812 | * called from pray_at_altar() currently. |
761 | * called from pray_at_altar() currently. |
813 | */ |
762 | */ |
814 | |
763 | static void |
815 | void |
|
|
816 | god_intervention (object *op, object *god, object *skill) |
764 | god_intervention (object *op, object *god, object *skill) |
817 | { |
765 | { |
818 | treasure *tr; |
766 | treasure *tr; |
819 | |
767 | |
820 | if (!god || !god->randomitems) |
768 | if (!god || !god->randomitems) |
… | |
… | |
827 | |
775 | |
828 | /* lets do some checks of whether we are kosher with our god */ |
776 | /* lets do some checks of whether we are kosher with our god */ |
829 | if (god_examines_priest (op, god) < 0) |
777 | if (god_examines_priest (op, god) < 0) |
830 | return; |
778 | return; |
831 | |
779 | |
|
|
780 | op->play_sound (sound_find ("god_intervention")); |
832 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
781 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a holy presence!"); |
833 | |
782 | |
834 | for (tr = god->randomitems->items; tr; tr = tr->next) |
783 | for (tr = god->randomitems->items; tr; tr = tr->next) |
835 | { |
784 | { |
836 | object *item; |
785 | object *item; |
… | |
… | |
844 | treasurelist *tl = treasurelist::find (tr->name); |
793 | treasurelist *tl = treasurelist::find (tr->name); |
845 | |
794 | |
846 | if (tl == NULL) |
795 | if (tl == NULL) |
847 | continue; |
796 | continue; |
848 | |
797 | |
849 | new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your " "eyes. You catch it before it falls to the ground."); |
798 | new_draw_info (NDI_UNIQUE, 0, op, "Something appears before your eyes. You catch it before it falls to the ground."); |
850 | |
799 | |
851 | create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD | GT_UPDATE_INV, skill->level, 0); |
800 | create_treasure (tl, op, GT_STARTEQUIP | GT_ONLY_GOOD, skill->level, 0); |
852 | return; |
801 | return; |
853 | } |
802 | } |
854 | |
803 | |
855 | if (!tr->item) |
804 | if (!tr->item) |
856 | continue; |
805 | continue; |
857 | |
806 | |
858 | item = &tr->item->clone; |
807 | item = tr->item; |
859 | |
808 | |
860 | /* Grace limit */ |
809 | /* Grace limit */ |
861 | if (item->type == BOOK && item->invisible && strcmp (item->name, "grace limit") == 0) |
810 | if (item->type == BOOK && item->invisible && item->name == shstr_grace_limit) |
862 | { |
811 | { |
863 | if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
812 | if (op->stats.grace < item->stats.grace || op->stats.grace < op->stats.maxgrace) |
864 | { |
813 | { |
865 | object *tmp; |
|
|
866 | |
|
|
867 | /* Follower lacks the required grace for the following |
814 | /* Follower lacks the required grace for the following |
868 | * treasure list items. */ |
815 | * treasure list items. */ |
869 | |
816 | |
870 | tmp = get_archetype (HOLY_POSSESSION); |
817 | object *tmp = get_archetype (HOLY_POSSESSION); |
871 | cast_change_ability (op, op, tmp, 0, 1); |
818 | cast_change_ability (op, op, tmp, 0, 1); |
872 | tmp->destroy (); |
819 | tmp->destroy (); |
873 | return; |
820 | return; |
874 | } |
821 | } |
|
|
822 | |
875 | continue; |
823 | continue; |
876 | } |
824 | } |
877 | |
825 | |
878 | /* Restore grace */ |
826 | /* Restore grace */ |
879 | if (item->type == BOOK && item->invisible && strcmp (item->name, "restore grace") == 0) |
827 | if (item->type == BOOK && item->invisible && item->name == shstr_restore_grace) |
880 | { |
828 | { |
881 | if (op->stats.grace >= 0) |
829 | if (op->stats.grace >= 0) |
882 | continue; |
830 | continue; |
|
|
831 | |
883 | op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
832 | op->stats.grace = random_roll (0, 9, op, PREFER_HIGH); |
884 | new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
833 | new_draw_info (NDI_UNIQUE, 0, op, "You are returned to a state of grace."); |
885 | return; |
834 | return; |
886 | } |
835 | } |
887 | |
836 | |
888 | /* Heal damage */ |
837 | /* Heal damage */ |
889 | if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
838 | if (item->type == BOOK && item->invisible && strcmp (item->name, "restore hitpoints") == 0) |
890 | { |
839 | { |
891 | if (op->stats.hp >= op->stats.maxhp) |
840 | if (op->stats.hp >= op->stats.maxhp) |
892 | continue; |
841 | continue; |
|
|
842 | |
893 | new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
843 | new_draw_info (NDI_UNIQUE, 0, op, "A white light surrounds and heals you!"); |
894 | op->stats.hp = op->stats.maxhp; |
844 | op->stats.hp = op->stats.maxhp; |
895 | return; |
845 | return; |
896 | } |
846 | } |
897 | |
847 | |
… | |
… | |
903 | /* Restore to 50 .. 100%, if sp < 50% */ |
853 | /* Restore to 50 .. 100%, if sp < 50% */ |
904 | int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
854 | int new_sp = (int) (random_roll (1000, 1999, op, PREFER_HIGH) / 2000.0 * max); |
905 | |
855 | |
906 | if (op->stats.sp >= max / 2) |
856 | if (op->stats.sp >= max / 2) |
907 | continue; |
857 | continue; |
|
|
858 | |
908 | new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes " "your head but doesn't hurt you!"); |
859 | new_draw_info (NDI_UNIQUE, 0, op, "A blue lightning strikes your head but doesn't hurt you!"); |
909 | op->stats.sp = new_sp; |
860 | op->stats.sp = new_sp; |
910 | } |
861 | } |
911 | |
862 | |
912 | /* Various heal spells */ |
863 | /* Various heal spells */ |
913 | if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
864 | if (item->type == BOOK && item->invisible && strcmp (item->name, "heal spell") == 0) |
914 | { |
865 | { |
915 | object *tmp; |
|
|
916 | int success; |
|
|
917 | |
|
|
918 | tmp = get_archetype_by_object_name (item->slaying); |
866 | object *tmp = archetype::get (item->slaying); |
919 | |
|
|
920 | success = cast_heal (op, op, tmp, 0); |
867 | int success = cast_heal (op, op, tmp, 0); |
921 | tmp->destroy (); |
868 | tmp->destroy (); |
|
|
869 | |
922 | if (success) |
870 | if (success) |
923 | return; |
871 | return; |
924 | else |
872 | else |
925 | continue; |
873 | continue; |
926 | } |
874 | } |
… | |
… | |
948 | { |
896 | { |
949 | object *depl; |
897 | object *depl; |
950 | archetype *at; |
898 | archetype *at; |
951 | int i; |
899 | int i; |
952 | |
900 | |
953 | if ((at = archetype::find (ARCH_DEPLETION)) == NULL) |
901 | if ((at = archetype::find (shstr_depletion)) == NULL) |
954 | { |
902 | { |
955 | LOG (llevError, "Could not find archetype depletion.\n"); |
903 | LOG (llevError, "Could not find archetype depletion.\n"); |
956 | continue; |
904 | continue; |
957 | } |
905 | } |
|
|
906 | |
958 | depl = present_arch_in_ob (at, op); |
907 | depl = present_arch_in_ob (at, op); |
959 | |
908 | |
960 | if (depl == NULL) |
909 | if (depl == NULL) |
961 | continue; |
910 | continue; |
962 | |
911 | |
… | |
… | |
972 | } |
921 | } |
973 | |
922 | |
974 | /* Voices */ |
923 | /* Voices */ |
975 | if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) |
924 | if (item->type == BOOK && item->invisible && strcmp (item->name, "voice_behind") == 0) |
976 | { |
925 | { |
977 | new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to " "turn around:"); |
926 | new_draw_info (NDI_UNIQUE, 0, op, "You hear a voice from behind you, but you don't dare to turn around:"); |
978 | new_draw_info (NDI_WHITE, 0, op, item->msg); |
927 | new_draw_info (NDI_WHITE, 0, op, item->msg); |
979 | return; |
928 | return; |
980 | } |
929 | } |
981 | |
930 | |
982 | /* Messages */ |
931 | /* Messages */ |
… | |
… | |
1022 | |
971 | |
1023 | new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
972 | new_draw_info (NDI_UNIQUE, 0, op, "You feel rapture."); |
1024 | } |
973 | } |
1025 | |
974 | |
1026 | /** |
975 | /** |
1027 | * Checks and maybe punishes someone praying. |
976 | * Player prays at altar. |
1028 | * All applied items are examined, if player is using more items of other gods, |
977 | * Checks for god changing, divine intervention, and so on. |
1029 | * s/he loses experience in praying or general experience if no praying. |
|
|
1030 | */ |
978 | */ |
1031 | int |
979 | void |
1032 | god_examines_priest (object *op, object *god) |
980 | pray_at_altar (object *pl, object *altar, object *skill) |
1033 | { |
981 | { |
1034 | int reaction = 1; |
982 | object *pl_god = find_god (determine_god (pl)); |
1035 | object *item = NULL, *skop; |
|
|
1036 | |
983 | |
1037 | for (item = op->inv; item; item = item->below) |
984 | if (INVOKE_PLAYER (PRAY_ALTAR, pl->contr, ARG_OBJECT (altar), ARG_OBJECT (skill))) |
1038 | { |
|
|
1039 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
|
|
1040 | { |
|
|
1041 | reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); |
|
|
1042 | } |
|
|
1043 | } |
|
|
1044 | |
|
|
1045 | /* well, well. Looks like we screwed up. Time for god's revenge */ |
|
|
1046 | if (reaction < 0) |
|
|
1047 | { |
|
|
1048 | int loss = 10000000; |
|
|
1049 | int angry = abs (reaction); |
|
|
1050 | |
|
|
1051 | for (skop = op->inv; skop != NULL; skop = skop->below) |
|
|
1052 | if (skop->type == SKILL && skop->subtype == SK_PRAYING) |
|
|
1053 | break; |
|
|
1054 | |
|
|
1055 | if (skop) |
|
|
1056 | loss = (int) (0.05 * (float) skop->stats.exp); |
|
|
1057 | change_exp (op, -random_roll (0, loss * angry - 1, op, PREFER_LOW), skop ? &skop->skill : "none", SK_SUBTRACT_SKILL_EXP); |
|
|
1058 | if (random_roll (0, angry, op, PREFER_LOW)) |
|
|
1059 | { |
|
|
1060 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
1061 | |
|
|
1062 | cast_magic_storm (op, tmp, op->level + (angry * 3)); |
|
|
1063 | } |
|
|
1064 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "%s becomes angry and punishes you!", &god->name); |
|
|
1065 | } |
|
|
1066 | return reaction; |
|
|
1067 | } |
|
|
1068 | |
|
|
1069 | /** |
|
|
1070 | * God checks item the player is using. |
|
|
1071 | * Return either -1 (bad), 0 (neutral) or |
|
|
1072 | * 1 (item is ok). If you are using the item of an enemy |
|
|
1073 | * god, it can be bad...-b.t. |
|
|
1074 | */ |
|
|
1075 | |
|
|
1076 | int |
|
|
1077 | god_examines_item (object *god, object *item) |
|
|
1078 | { |
|
|
1079 | char buf[MAX_BUF]; |
|
|
1080 | |
|
|
1081 | if (!god || !item) |
|
|
1082 | return 0; |
985 | return; |
1083 | |
986 | |
1084 | if (!item->title) |
987 | /* If non consecrate altar, don't do anything */ |
1085 | return 1; /* unclaimed item are ok */ |
988 | if (!altar->other_arch) |
|
|
989 | return; |
1086 | |
990 | |
1087 | sprintf (buf, "of %s", &god->name); |
991 | /* hmm. what happend depends on pl's current god, level, etc */ |
1088 | if (!strcmp (item->title, buf)) |
992 | if (!pl_god) |
1089 | return 1; /* belongs to that God */ |
993 | { /*new convert */ |
|
|
994 | pl->become_follower (altar->other_arch); |
|
|
995 | return; |
|
|
996 | } |
|
|
997 | else if (pl_god->name == altar->other_arch->object::name) |
|
|
998 | { |
|
|
999 | /* pray at your gods altar */ |
|
|
1000 | /* this leads to very low levels of wis and pray to result in no doubling! */ |
|
|
1001 | int bonus = (pl->stats.Wis + skill->level) / 10; |
1090 | |
1002 | |
1091 | if (god->title) |
1003 | /* we can get neg grace up faster */ |
1092 | { /* check if we have any enemy blessed item */ |
1004 | if (pl->stats.grace < 0) |
1093 | sprintf (buf, "of %s", &god->title); |
1005 | pl->stats.grace += (bonus > -1 * (pl->stats.grace / 10) ? bonus : -1 * (pl->stats.grace / 10)); |
1094 | if (!strcmp (item->title, buf)) |
1006 | |
|
|
1007 | /* we can super-charge grace to 2x max */ |
|
|
1008 | if (pl->stats.grace < 2 * pl->stats.maxgrace) |
|
|
1009 | pl->stats.grace += bonus / 2; |
|
|
1010 | else |
|
|
1011 | pl->stats.grace = 2 * pl->stats.maxgrace; |
|
|
1012 | |
|
|
1013 | /* Every once in a while, the god decides to checkup on their |
|
|
1014 | * follower, and may intervene to help them out. |
1095 | { |
1015 | */ |
1096 | if (item->env) |
1016 | bonus = max (1, bonus + max (pl->stats.luck, -3)); /* -- DAMN -- */ |
|
|
1017 | |
|
|
1018 | if (((random_roll (0, 399, pl, PREFER_LOW)) - bonus) < 0) |
|
|
1019 | god_intervention (pl, pl_god, skill); |
|
|
1020 | } |
|
|
1021 | else |
|
|
1022 | { /* praying to another god! */ |
|
|
1023 | uint64 loss = 0; |
|
|
1024 | int angry = 1; |
|
|
1025 | |
|
|
1026 | /* I believe the logic for detecting opposing gods was completely |
|
|
1027 | * broken - I think it should work now. altar->other_arch |
|
|
1028 | * points to the god of this altar (which we have |
|
|
1029 | * already verified is non null). pl_god->other_arch |
|
|
1030 | * is the opposing god - we need to verify that exists before |
|
|
1031 | * using its values. |
|
|
1032 | */ |
|
|
1033 | if (pl_god->other_arch && (altar->other_arch->archname == pl_god->other_arch->archname)) |
|
|
1034 | { |
|
|
1035 | angry = 2; |
|
|
1036 | if (random_roll (0, skill->level + 2, pl, PREFER_LOW) - 5 > 0) |
1097 | { |
1037 | { |
1098 | char buf[MAX_BUF]; |
1038 | object *tmp; |
1099 | |
1039 | |
1100 | sprintf (buf, "Heretic! You are using %s!", query_name (item)); |
1040 | /* you really screwed up */ |
1101 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, item->env, buf); |
1041 | angry = 3; |
|
|
1042 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foul Priest! %s punishes you!", &pl_god->name); |
|
|
1043 | tmp = get_archetype (LOOSE_MANA); |
|
|
1044 | cast_magic_storm (pl, tmp, pl_god->level + 20); |
1102 | } |
1045 | } |
1103 | return -1; |
1046 | else |
1104 | } |
1047 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Foolish heretic! %s is livid!", &pl_god->name); |
1105 | } |
|
|
1106 | |
|
|
1107 | return 0; /* item is sacred to a non-enemy god/or is otherwise magical */ |
|
|
1108 | } |
|
|
1109 | |
|
|
1110 | /** |
|
|
1111 | * Returns priest's god's id. |
|
|
1112 | * Straight calls lookup_god_by_name |
|
|
1113 | */ |
|
|
1114 | |
|
|
1115 | int |
|
|
1116 | get_god (object *priest) |
|
|
1117 | { |
|
|
1118 | int godnr = lookup_god_by_name (determine_god (priest)); |
|
|
1119 | |
|
|
1120 | return godnr; |
|
|
1121 | } |
|
|
1122 | |
|
|
1123 | /** |
|
|
1124 | * Returns a string that is the name of the god that should be natively worshipped by a |
|
|
1125 | * creature of who has race *race |
|
|
1126 | * if we can't find a god that is appropriate, we return NULL |
|
|
1127 | */ |
|
|
1128 | const char * |
|
|
1129 | get_god_for_race (const char *race) |
|
|
1130 | { |
|
|
1131 | godlink *gl = first_god; |
|
|
1132 | const char *godname = NULL; |
|
|
1133 | |
|
|
1134 | if (race == NULL) |
|
|
1135 | return NULL; |
|
|
1136 | while (gl) |
|
|
1137 | { |
|
|
1138 | if (!strcasecmp (gl->arch->clone.race, race)) |
|
|
1139 | { |
1048 | } |
1140 | godname = gl->name; |
1049 | else |
1141 | break; |
1050 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, pl, "Heretic! %s is angered!", &pl_god->name); |
|
|
1051 | |
|
|
1052 | /* whether we will be successfull in defecting or not - |
|
|
1053 | * we lose experience from the clerical experience obj |
|
|
1054 | */ |
|
|
1055 | |
|
|
1056 | loss = angry * (skill->stats.exp / 10); |
|
|
1057 | if (loss) |
|
|
1058 | change_exp (pl, -random_roll64 (0, loss, pl, PREFER_LOW), skill ? skill->skill : shstr_none, SK_SUBTRACT_SKILL_EXP); |
|
|
1059 | |
|
|
1060 | /* May switch Gods, but its random chance based on our current level |
|
|
1061 | * note it gets harder to swap gods the higher we get |
|
|
1062 | */ |
|
|
1063 | if ((angry == 1) && !(random_roll (0, skill->level, pl, PREFER_LOW))) |
|
|
1064 | pl->become_follower (altar->other_arch); |
|
|
1065 | else |
1142 | } |
1066 | { |
1143 | gl = gl->next; |
1067 | /* toss this player off the altar. He can try again. */ |
|
|
1068 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, pl, "A divine force pushes you off the altar."); |
|
|
1069 | pl->contr->fire_on = 0; |
|
|
1070 | pl->speed_left = 1.f; |
|
|
1071 | move_player (pl, absdir (pl->facing + 4)); /* back him off the way he came. */ |
|
|
1072 | } |
1144 | } |
1073 | } |
1145 | return godname; |
|
|
1146 | } |
1074 | } |
1147 | |
1075 | |
1148 | /** |
1076 | /** |
1149 | * Changes the attributes of cone, smite, and ball spells as needed by the code. |
1077 | * Changes the attributes of cone, smite, and ball spells as needed by the code. |
1150 | * Returns false if there was no race to assign to the slaying field of the spell, but |
1078 | * Returns false if there was no race to assign to the slaying field of the spell, but |