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/* |
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* CrossFire, A Multiplayer game |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) Mark Wedel & Crossfire Development Team |
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* Copyright (C) Frank Tore Johansen |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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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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|
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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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|
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//TODO: make a constructor |
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static godlink * |
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init_godslist (void) |
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{ |
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godlink *gl = new godlink; |
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|
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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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|
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return gl; |
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} |
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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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|
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void |
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init_gods (void) |
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{ |
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LOG (llevDebug, "Initialising gods...\n"); |
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|
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for (archetype *at = first_archetype; at; at = at->next) |
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if (at->clone.type == GOD) |
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add_god_to_list (at); |
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|
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LOG (llevDebug, "done.\n"); |
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} |
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|
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/* add_god_to_list()- called only from init_gods */ |
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void |
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add_god_to_list (archetype *god_arch) |
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{ |
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godlink *god; |
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|
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if (!god_arch) |
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{ |
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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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|
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god = init_godslist (); |
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|
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god->arch = god_arch; |
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god->name = god_arch->clone.name; |
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if (!first_god) |
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god->id = 1; |
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else |
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{ |
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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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|
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#ifdef DEBUG_GODS |
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LOG (llevDebug, "Adding god %s (%d) to list\n", &god->name, god->id); |
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#endif |
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} |
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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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|
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int |
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baptize_altar (object *op) |
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{ |
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char buf[MAX_BUF]; |
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|
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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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{ |
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godlink *god = get_rand_god (); |
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|
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if (!god || !god->name) |
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{ |
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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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{ |
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sprintf (buf, "%s of %s", &op->name, &god->name); |
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op->name = buf; |
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} |
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op->title = god->name; |
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return 1; |
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} |
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return 0; |
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} |
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|
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godlink * |
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get_rand_god (void) |
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{ |
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godlink *god = first_god; |
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int i; |
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|
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if (god) |
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for (i = rndm (god->id) + 1; god; god = god->next) |
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if (god->id == i) |
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break; |
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|
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if (!god) |
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LOG (llevError, "get_rand_god(): can't find a random god!\n"); |
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|
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return god; |
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} |
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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 * |
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pntr_to_god_obj (godlink *godlnk) |
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{ |
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object *god = NULL; |
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|
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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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|
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void |
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free_all_god (void) |
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{ |
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godlink *god, *godnext; |
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|
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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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{ |
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godnext = god->next; |
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delete god; |
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} |
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} |