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elmex |
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/* Started file Sept 1996 - initialization of gods in form of a |
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* linked list -b.t. |
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*/ |
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#include <global.h> |
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#include <living.h> |
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#include <spells.h> |
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root |
1.4 |
//TODO: make a constructor |
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elmex |
1.1 |
static godlink *init_godslist(void) { |
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root |
1.4 |
godlink *gl = new godlink; |
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// name=NULL; /* how to describe the god to the player */ |
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// arch=NULL; /* pointer to the archetype of this god */ |
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// id=0; /* id of the god */ |
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// pantheon=NULL; /* the group to which the god belongs (not implemented) */ |
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// next=NULL; /* next god in this linked list */ |
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elmex |
1.1 |
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return gl; |
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} |
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/* init_gods() - this takes a look at all of the archetypes to find |
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* the objects which correspond to the GODS (type GOD) */ |
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void init_gods (void) { |
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archetype *at=NULL; |
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LOG(llevDebug, "Initializing gods..."); |
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for(at=first_archetype;at!=NULL;at=at->next) |
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if(at->clone.type==GOD) add_god_to_list(at); |
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LOG(llevDebug,"done.\n"); |
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} |
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/* add_god_to_list()- called only from init_gods */ |
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void add_god_to_list (archetype *god_arch) { |
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godlink *god; |
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if(!god_arch) { |
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LOG(llevError,"ERROR: Tried to add null god to list!\n"); |
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return; |
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} |
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god = init_godslist(); |
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god->arch = god_arch; |
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root |
1.4 |
god->name = god_arch->clone.name; |
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elmex |
1.1 |
if(!first_god) |
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god->id = 1; |
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else { |
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god->id = first_god->id + 1; |
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god->next = first_god; |
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} |
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first_god = god; |
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#ifdef DEBUG_GODS |
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root |
1.4 |
LOG(llevDebug,"Adding god %s (%d) to list\n",&god->name,god->id); |
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elmex |
1.1 |
#endif |
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} |
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/* baptize_altar() - (cosmetically) change the name to that of the |
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* god in question, then set the title for later use. -b.t. |
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*/ |
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int baptize_altar(object *op) { |
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char buf[MAX_BUF]; |
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/* if the title field is pre-set, then that altar is |
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* already dedicated. */ |
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if(!op->title) { |
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godlink *god=get_rand_god(); |
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if(!god||!god->name) { |
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LOG(llevError,"baptise_altar(): bizarre nameless god!\n"); |
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return 0; |
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} |
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/* if the object name hasnt' been changed, we tack on the gods name */ |
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if(!strcmp(op->name,op->arch->clone.name)) { |
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root |
1.4 |
sprintf(buf,"%s of %s",&op->name,&god->name); |
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op->name = buf; |
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elmex |
1.1 |
} |
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root |
1.4 |
op->title = god->name; |
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elmex |
1.1 |
return 1; |
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} |
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return 0; |
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} |
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godlink * get_rand_god ( void ) { |
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godlink *god=first_god; |
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int i; |
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if(god) |
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for(i=RANDOM()%(god->id)+1;god;god=god->next) |
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if(god->id==i) break; |
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if(!god) LOG(llevError,"get_rand_god(): can't find a random god!\n"); |
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return god; |
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} |
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/* pntr_to_god_obj() - returns a pointer to the object |
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* We need to be VERY carefull about using this, as we |
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* are returning a pointer to the CLONE object. -b.t. |
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*/ |
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object *pntr_to_god_obj(godlink *godlnk) { |
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object *god=NULL; |
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if(godlnk && godlnk->arch) |
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god=&godlnk->arch->clone; |
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return god; |
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} |
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void free_all_god(void) { |
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godlink *god, *godnext; |
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LOG(llevDebug,"Freeing god information\n"); |
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for (god=first_god; god; god=godnext) { |
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root |
1.2 |
godnext=god->next; |
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root |
1.4 |
delete god; |
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elmex |
1.1 |
} |
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} |
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