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/cvs/deliantra/server/server/gods.C
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Comparing deliantra/server/server/gods.C (file contents):
Revision 1.59 by root, Mon Apr 5 17:28:12 2010 UTC vs.
Revision 1.60 by root, Sun Apr 11 00:34:06 2010 UTC

242 next_tmp = tmp->below; 242 next_tmp = tmp->below;
243 243
244 /* 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
245 * in that category, not something we need to worry about. 245 * in that category, not something we need to worry about.
246 */ 246 */
247 if (tmp->type != SPELL || !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 247 if (tmp->type != SPELL || !tmp->flag [FLAG_STARTEQUIP])
248 continue; 248 continue;
249 249
250 if (god->randomitems == NULL) 250 if (god->randomitems == NULL)
251 { 251 {
252 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);
301 * already exist. For players only! 301 * already exist. For players only!
302 */ 302 */
303static void 303static void
304update_priest_flag (object *god, object *exp_ob, uint32 flag) 304update_priest_flag (object *god, object *exp_ob, uint32 flag)
305{ 305{
306 if (QUERY_FLAG (god, flag) && !QUERY_FLAG (exp_ob, flag)) 306 if (god->flag [flag] && !exp_ob->flag [flag])
307 SET_FLAG (exp_ob, flag); 307 exp_ob->flag [flag];
308 else if (QUERY_FLAG (exp_ob, flag) && !QUERY_FLAG (god, flag)) 308 else if (exp_ob->flag [flag] && !god->flag [flag])
309 { 309 {
310 /* When this is called with the exp_ob set to the player, 310 /* When this is called with the exp_ob set to the player,
311 * this check is broken, because most all players arch 311 * this check is broken, because most all players arch
312 * allow use of weapons. I'm not actually sure why this 312 * allow use of weapons. I'm not actually sure why this
313 * check is here - I guess if you had a case where the 313 * check is here - I guess if you had a case where the
315 * the god places on it, this may make sense. But I don't think 315 * the god places on it, this may make sense. But I don't think
316 * there is any case like that. 316 * there is any case like that.
317 */ 317 */
318 318
319/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/ 319/* if (!(QUERY_FLAG(&(exp_ob->arch->clone),flag)))*/
320 CLEAR_FLAG (exp_ob, flag); 320 exp_ob->clr_flag (flag);
321 }; 321 };
322} 322}
323 323
324/** 324/**
325 * Forbids or let player use something item type. 325 * Forbids or let player use something item type.
329 * string is the string to print out. 329 * string is the string to print out.
330 */ 330 */
331static int 331static int
332worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string) 332worship_forbids_use (object *op, object *exp_obj, uint32 flag, const char *string)
333{ 333{
334 if (QUERY_FLAG (op->arch, flag)) 334 if (op->arch->flag [flag])
335 if (QUERY_FLAG (op, flag) != QUERY_FLAG (exp_obj, flag)) 335 if (op->flag [flag] != exp_obj->flag [flag])
336 { 336 {
337 update_priest_flag (exp_obj, op, flag); 337 update_priest_flag (exp_obj, op, flag);
338 if (QUERY_FLAG (op, flag)) 338 if (op->flag [flag])
339 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string); 339 new_draw_info_format (NDI_UNIQUE, 0, op, "You may use %s again.", string);
340 else 340 else
341 { 341 {
342 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string); 342 new_draw_info_format (NDI_UNIQUE, 0, op, "You are forbidden to use %s.", string);
343 return 1; 343 return 1;
367 for (item = op->inv; item; item = next) 367 for (item = op->inv; item; item = next)
368 { 368 {
369 next = item->below; 369 next = item->below;
370 370
371 // remove all invisible startequip items which are not skill, exp or force 371 // remove all invisible startequip items which are not skill, exp or force
372 if (QUERY_FLAG (item, FLAG_STARTEQUIP) && item->invisible && 372 if (item->flag [FLAG_STARTEQUIP] && item->invisible &&
373 (item->type != SKILL) && (item->type != FORCE)) 373 (item->type != SKILL) && (item->type != FORCE))
374 { 374 {
375 if (item->type == SPELL) 375 if (item->type == SPELL)
376 { 376 {
377 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name); 377 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", &item->name);
383 } 383 }
384 384
385 /* remove any godgiven items from the old god */ 385 /* remove any godgiven items from the old god */
386 if (old_god) 386 if (old_god)
387 for (tr = old_god->randomitems->items; tr; tr = tr->next) 387 for (tr = old_god->randomitems->items; tr; tr = tr->next)
388 if (tr->item && QUERY_FLAG (tr->item, FLAG_STARTEQUIP)) 388 if (tr->item && tr->item->flag [FLAG_STARTEQUIP])
389 follower_remove_similar_item (op, tr->item); 389 follower_remove_similar_item (op, tr->item);
390 390
391 if (!op || !new_god) 391 if (!op || !new_god)
392 return; 392 return;
393 393
424 /* The archetype should always be defined - if we crash here because it doesn't, 424 /* The archetype should always be defined - if we crash here because it doesn't,
425 * things are really messed up anyways. 425 * things are really messed up anyways.
426 */ 426 */
427 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill); 427 skop = give_skill_by_name (op, get_archetype_by_type_subtype (SKILL, SK_PRAYING)->skill);
428 428
429 sk_applied = QUERY_FLAG (skop, FLAG_APPLIED); /* save skill status */ 429 sk_applied = skop->flag [FLAG_APPLIED]; /* save skill status */
430 430
431 /* Clear the "undead" status. We also need to force a call to change_abil, 431 /* Clear the "undead" status. We also need to force a call to change_abil,
432 * so I set undeadified for that. 432 * so I set undeadified for that.
433 * - gros, 21th July 2006. 433 * - gros, 21th July 2006.
434 */ 434 */
435 if (old_god && QUERY_FLAG (old_god, FLAG_UNDEAD)) 435 if (old_god && old_god->flag [FLAG_UNDEAD])
436 { 436 {
437 CLEAR_FLAG (skop, FLAG_UNDEAD); 437 skop->clr_flag (FLAG_UNDEAD);
438 undeadified = 1; 438 undeadified = 1;
439 } 439 }
440 440
441 if (skop->title) 441 if (skop->title)
442 { 442 {
444 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title); 444 new_draw_info_format (NDI_UNIQUE, 0, op, "%s's blessing is withdrawn from you.", &skop->title);
445 445
446 /* The point of this is to really show what abilities the player just lost */ 446 /* The point of this is to really show what abilities the player just lost */
447 if (sk_applied || undeadified) 447 if (sk_applied || undeadified)
448 { 448 {
449 CLEAR_FLAG (skop, FLAG_APPLIED); 449 skop->clr_flag (FLAG_APPLIED);
450 change_abil (op, skop); 450 change_abil (op, skop);
451 } 451 }
452 } 452 }
453 453
454 /* now change to the new gods attributes to exp_obj */ 454 /* now change to the new gods attributes to exp_obj */
505 stop_using_item (op, BOOTS, 1); 505 stop_using_item (op, BOOTS, 1);
506 stop_using_item (op, GLOVES, 1); 506 stop_using_item (op, GLOVES, 1);
507 stop_using_item (op, SHIELD, 1); 507 stop_using_item (op, SHIELD, 1);
508 } 508 }
509 509
510 SET_FLAG (skop, FLAG_APPLIED); 510 skop->set_flag (FLAG_APPLIED);
511 change_abil (op, skop); 511 change_abil (op, skop);
512 512
513 /* return to previous skill status */ 513 /* return to previous skill status */
514 if (!sk_applied) 514 if (!sk_applied)
515 CLEAR_FLAG (skop, FLAG_APPLIED); 515 skop->clr_flag (FLAG_APPLIED);
516 516
517 check_special_prayers (op, new_god); 517 check_special_prayers (op, new_god);
518} 518}
519 519
520archetype * 520archetype *
553 for (object *tmp = op->inv; tmp; tmp = tmp->below) 553 for (object *tmp = op->inv; tmp; tmp = tmp->below)
554 { 554 {
555 if (tmp->invisible) 555 if (tmp->invisible)
556 continue; 556 continue;
557 557
558 if (QUERY_FLAG (tmp, FLAG_DAMNED) && !remove_damnation) 558 if (tmp->flag [FLAG_DAMNED] && !remove_damnation)
559 continue; 559 continue;
560 560
561 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 561 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
562 { 562 {
563 success = 1; 563 success = 1;
564 CLEAR_FLAG (tmp, FLAG_DAMNED); 564 tmp->clr_flag (FLAG_DAMNED);
565 CLEAR_FLAG (tmp, FLAG_CURSED); 565 tmp->clr_flag (FLAG_CURSED);
566 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 566 tmp->clr_flag (FLAG_KNOWN_CURSED);
567 567
568 if (object *pl = tmp->visible_to ()) 568 if (object *pl = tmp->visible_to ())
569 esrv_update_item (UPD_FLAGS, pl, tmp); 569 esrv_update_item (UPD_FLAGS, pl, tmp);
570 } 570 }
571 } 571 }
647 object *weapon; 647 object *weapon;
648 uint32 attacktype; 648 uint32 attacktype;
649 int tmp; 649 int tmp;
650 650
651 for (weapon = op->inv; weapon; weapon = weapon->below) 651 for (weapon = op->inv; weapon; weapon = weapon->below)
652 if ((weapon->type == WEAPON || weapon->type == BOW) && QUERY_FLAG (weapon, FLAG_APPLIED)) 652 if ((weapon->type == WEAPON || weapon->type == BOW) && weapon->flag [FLAG_APPLIED])
653 break; 653 break;
654 654
655 if (!weapon || god_examines_item (god, weapon) <= 0) 655 if (!weapon || god_examines_item (god, weapon) <= 0)
656 return 0; 656 return 0;
657 657
709{ 709{
710 int reaction = 1; 710 int reaction = 1;
711 object *item = NULL, *skop; 711 object *item = NULL, *skop;
712 712
713 for (item = op->inv; item; item = item->below) 713 for (item = op->inv; item; item = item->below)
714 if (QUERY_FLAG (item, FLAG_APPLIED)) 714 if (item->flag [FLAG_APPLIED])
715 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1); 715 reaction += god_examines_item (god, item) * (item->magic ? abs (item->magic) : 1);
716 716
717 /* well, well. Looks like we screwed up. Time for god's revenge */ 717 /* well, well. Looks like we screwed up. Time for god's revenge */
718 if (reaction < 0) 718 if (reaction < 0)
719 { 719 {

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