1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
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 | /* Started file Sept 1996 - initialization of gods in form of a |
25 | /* Started file Sept 1996 - initialization of gods in form of a |
26 | * linked list -b.t. |
26 | * linked list -b.t. |
27 | */ |
27 | */ |
28 | |
28 | |
29 | #include <global.h> |
29 | #include <global.h> |
30 | #include <living.h> |
30 | #include <living.h> |
31 | #include <spells.h> |
31 | #include <spells.h> |
32 | |
32 | |
33 | //TODO: make a constructor |
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34 | static godlink * |
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35 | init_godslist (void) |
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36 | { |
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37 | godlink *gl = new godlink; |
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38 | |
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39 | // name=NULL; /* how to describe the god to the player */ |
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40 | // arch=NULL; /* pointer to the archetype of this god */ |
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41 | // id=0; /* id of the god */ |
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42 | // pantheon=NULL; /* the group to which the god belongs (not implemented) */ |
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43 | // next=NULL; /* next god in this linked list */ |
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44 | |
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45 | return gl; |
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46 | } |
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47 | |
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48 | /* init_gods() - this takes a look at all of the archetypes to find |
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49 | * the objects which correspond to the GODS (type GOD) */ |
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50 | |
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51 | void |
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52 | init_gods (void) |
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53 | { |
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54 | LOG (llevDebug, "Initialising gods...\n"); |
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55 | |
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56 | for_all_archetypes (at) |
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57 | if (at->type == GOD) |
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58 | add_god_to_list (at); |
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59 | |
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60 | LOG (llevDebug, "done.\n"); |
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61 | } |
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62 | |
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63 | /* add_god_to_list()- called only from init_gods */ |
33 | /* add_god_to_list()- called only from init_gods */ |
64 | void |
34 | static void |
65 | add_god_to_list (archetype *god_arch) |
35 | add_god_to_list (archetype *god_arch) |
66 | { |
36 | { |
67 | godlink *god; |
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68 | |
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69 | if (!god_arch) |
37 | if (!god_arch) |
70 | { |
38 | { |
71 | LOG (llevError, "ERROR: Tried to add null god to list!\n"); |
39 | LOG (llevError, "ERROR: Tried to add null god to list!\n"); |
72 | return; |
40 | return; |
73 | } |
41 | } |
74 | |
42 | |
75 | god = init_godslist (); |
43 | godlink *god = new godlink; |
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44 | |
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45 | // name=NULL; /* how to describe the god to the player */ |
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46 | // arch=NULL; /* pointer to the archetype of this god */ |
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47 | // id=0; /* id of the god */ |
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48 | // pantheon=NULL; /* the group to which the god belongs (not implemented) */ |
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49 | // next=NULL; /* next god in this linked list */ |
76 | |
50 | |
77 | god->arch = god_arch; |
51 | god->arch = god_arch; |
78 | god->name = god_arch->object::name; |
52 | god->name = god_arch->object::name; |
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53 | |
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54 | // first_god->id MUST be the highest god number for other code to work currently |
79 | if (!first_god) |
55 | if (!first_god) |
80 | god->id = 1; |
56 | god->id = 1; |
81 | else |
57 | else |
82 | { |
58 | { |
83 | god->id = first_god->id + 1; |
59 | god->id = first_god->id + 1; |
84 | god->next = first_god; |
60 | god->next = first_god; |
85 | } |
61 | } |
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62 | |
86 | first_god = god; |
63 | first_god = god; |
87 | |
64 | |
88 | #ifdef DEBUG_GODS |
65 | #ifdef DEBUG_GODS |
89 | LOG (llevDebug, "Adding god %s (%d) to list\n", &god->name, god->id); |
66 | LOG (llevDebug, "Adding god %s (%d) to list\n", &god->name, god->id); |
90 | #endif |
67 | #endif |
91 | } |
68 | } |
92 | |
69 | |
93 | /* baptize_altar() - (cosmetically) change the name to that of the |
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94 | * god in question, then set the title for later use. -b.t. |
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95 | */ |
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96 | |
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97 | int |
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98 | baptize_altar (object *op) |
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99 | { |
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100 | char buf[MAX_BUF]; |
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101 | |
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102 | /* if the title field is pre-set, then that altar is |
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103 | * already dedicated. */ |
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104 | if (!op->title) |
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105 | { |
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106 | godlink *god = get_rand_god (); |
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107 | |
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108 | if (!god || !god->name) |
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109 | { |
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110 | LOG (llevError, "baptise_altar(): bizarre nameless god!\n"); |
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111 | return 0; |
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112 | } |
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113 | /* if the object name hasnt' been changed, we tack on the gods name */ |
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114 | if (!strcmp (op->name, op->arch->object::name)) |
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115 | { |
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116 | sprintf (buf, "%s of %s", &op->name, &god->name); |
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117 | op->name = buf; |
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118 | } |
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119 | op->title = god->name; |
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120 | return 1; |
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121 | } |
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122 | return 0; |
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123 | } |
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124 | |
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125 | godlink * |
70 | godlink * |
126 | get_rand_god (void) |
71 | get_rand_god () |
127 | { |
72 | { |
128 | godlink *god = first_god; |
73 | godlink *god = first_god; |
129 | int i; |
74 | int i; |
130 | |
75 | |
131 | if (god) |
76 | if (god) |
… | |
… | |
149 | return godlnk && godlnk->arch |
94 | return godlnk && godlnk->arch |
150 | ? godlnk->arch |
95 | ? godlnk->arch |
151 | : 0; |
96 | : 0; |
152 | } |
97 | } |
153 | |
98 | |
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99 | /* init_gods() - this takes a look at all of the archetypes to find |
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100 | * the objects which correspond to the GODS (type GOD) */ |
154 | void |
101 | void |
155 | free_all_god (void) |
102 | init_gods () |
156 | { |
103 | { |
157 | godlink *god, *godnext; |
104 | LOG (llevDebug, "Initialising gods...\n"); |
158 | |
105 | |
159 | LOG (llevDebug, "Freeing god information\n"); |
106 | for_all_archetypes (at) |
160 | for (god = first_god; god; god = godnext) |
107 | if (at->type == GOD) |
161 | { |
108 | add_god_to_list (at); |
162 | godnext = god->next; |
109 | |
163 | delete god; |
110 | LOG (llevDebug, "done.\n"); |
164 | } |
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165 | } |
111 | } |
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112 | |