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Comparing deliantra/server/common/holy.C (file contents):
Revision 1.8 by root, Mon Apr 16 06:23:39 2007 UTC vs.
Revision 1.30 by root, Sat Nov 17 23:40:00 2018 UTC

1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
1 25
2/* Started file Sept 1996 - initialization of gods in form of a 26/* Started file Sept 1996 - initialization of gods in form of a
3 * linked list -b.t. 27 * linked list -b.t.
4 */ 28 */
5 29
6#include <global.h> 30#include <global.h>
7#include <living.h> 31#include <living.h>
8#include <spells.h> 32#include <spells.h>
9 33
10//TODO: make a constructor
11static godlink *
12init_godslist (void)
13{
14 godlink *gl = new godlink;
15
16 // name=NULL; /* how to describe the god to the player */
17 // arch=NULL; /* pointer to the archetype of this god */
18 // id=0; /* id of the god */
19 // pantheon=NULL; /* the group to which the god belongs (not implemented) */
20 // next=NULL; /* next god in this linked list */
21
22 return gl;
23}
24
25/* init_gods() - this takes a look at all of the archetypes to find
26 * the objects which correspond to the GODS (type GOD) */
27
28void
29init_gods (void)
30{
31 LOG (llevDebug, "Initialising gods...\n");
32
33 for (archetype *at = first_archetype; at; at = at->next)
34 if (at->clone.type == GOD)
35 add_god_to_list (at);
36
37 LOG (llevDebug, "done.\n");
38}
39
40/* add_god_to_list()- called only from init_gods */ 34/* add_god_to_list()- called only from init_gods */
41void 35static void
42add_god_to_list (archetype *god_arch) 36add_god_to_list (archetype *god_arch)
43{ 37{
44 godlink *god;
45
46 if (!god_arch) 38 if (!god_arch)
47 { 39 {
48 LOG (llevError, "ERROR: Tried to add null god to list!\n"); 40 LOG (llevError, "ERROR: Tried to add null god to list!\n");
49 return; 41 return;
50 } 42 }
51 43
52 god = init_godslist (); 44 godlink *god = new godlink;
45
46 // name=NULL; /* how to describe the god to the player */
47 // arch=NULL; /* pointer to the archetype of this god */
48 // id=0; /* id of the god */
49 // pantheon=NULL; /* the group to which the god belongs (not implemented) */
50 // next=NULL; /* next god in this linked list */
53 51
54 god->arch = god_arch; 52 god->arch = god_arch;
55 god->name = god_arch->clone.name; 53 god->name = god_arch->object::name;
54
55 // first_god->id MUST be the highest god number for other code to work currently
56 if (!first_god) 56 if (!first_god)
57 god->id = 1; 57 god->id = 1;
58 else 58 else
59 { 59 {
60 god->id = first_god->id + 1; 60 god->id = first_god->id + 1;
61 god->next = first_god; 61 god->next = first_god;
62 } 62 }
63
63 first_god = god; 64 first_god = god;
64 65
65#ifdef DEBUG_GODS 66#ifdef DEBUG_GODS
66 LOG (llevDebug, "Adding god %s (%d) to list\n", &god->name, god->id); 67 LOG (llevDebug, "Adding god %s (%d) to list\n", &god->name, god->id);
67#endif 68#endif
68} 69}
69 70
70/* baptize_altar() - (cosmetically) change the name to that of the
71 * god in question, then set the title for later use. -b.t.
72 */
73
74int
75baptize_altar (object *op)
76{
77 char buf[MAX_BUF];
78
79 /* if the title field is pre-set, then that altar is
80 * already dedicated. */
81 if (!op->title)
82 {
83 godlink *god = get_rand_god ();
84
85 if (!god || !god->name)
86 {
87 LOG (llevError, "baptise_altar(): bizarre nameless god!\n");
88 return 0;
89 }
90 /* if the object name hasnt' been changed, we tack on the gods name */
91 if (!strcmp (op->name, op->arch->clone.name))
92 {
93 sprintf (buf, "%s of %s", &op->name, &god->name);
94 op->name = buf;
95 }
96 op->title = god->name;
97 return 1;
98 }
99 return 0;
100}
101
102godlink * 71godlink *
103get_rand_god (void) 72get_rand_god ()
104{ 73{
105 godlink *god = first_god; 74 godlink *god = first_god;
106 int i; 75 int i;
107 76
108 if (god) 77 if (god)
121 * are returning a pointer to the CLONE object. -b.t. 90 * are returning a pointer to the CLONE object. -b.t.
122 */ 91 */
123object * 92object *
124pntr_to_god_obj (godlink *godlnk) 93pntr_to_god_obj (godlink *godlnk)
125{ 94{
126 object *god = NULL;
127
128 if (godlnk && godlnk->arch) 95 return godlnk && godlnk->arch
129 god = &godlnk->arch->clone; 96 ? godlnk->arch
130 return god; 97 : 0;
131} 98}
132 99
100/* init_gods() - this takes a look at all of the archetypes to find
101 * the objects which correspond to the GODS (type GOD) */
133void 102void
134free_all_god (void) 103init_gods ()
135{ 104{
136 godlink *god, *godnext; 105 LOG (llevDebug, "Initialising gods...\n");
137 106
138 LOG (llevDebug, "Freeing god information\n"); 107 for_all_archetypes (at)
139 for (god = first_god; god; god = godnext) 108 if (at->type == GOD)
140 { 109 add_god_to_list (at);
141 godnext = god->next; 110
142 delete god; 111 LOG (llevDebug, "done.\n");
143 }
144} 112}
113

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