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Comparing deliantra/server/common/holy.C (file contents):
Revision 1.3 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.20 by root, Fri Nov 6 12:49:19 2009 UTC

1 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
2/* Started file Sept 1996 - initialization of gods in form of a 25/* Started file Sept 1996 - initialization of gods in form of a
3 * linked list -b.t. 26 * linked list -b.t.
4 */ 27 */
5 28
6#include <global.h> 29#include <global.h>
7#include <living.h> 30#include <living.h>
8#include <spells.h> 31#include <spells.h>
9 32
10static godlink *init_godslist(void) {
11 godlink *gl = (godlink *) malloc(sizeof(godlink));
12 if(gl==NULL)
13 fatal(OUT_OF_MEMORY);
14 gl->name=NULL; /* how to describe the god to the player */
15 gl->arch=NULL; /* pointer to the archetype of this god */
16 gl->id=0; /* id of the god */
17 gl->pantheon=NULL; /* the group to which the god belongs (not implemented) */
18 gl->next=NULL; /* next god in this linked list */
19
20 return gl;
21}
22
23/* init_gods() - this takes a look at all of the archetypes to find
24 * the objects which correspond to the GODS (type GOD) */
25
26void init_gods (void) {
27 archetype *at=NULL;
28
29 LOG(llevDebug, "Initializing gods...");
30 for(at=first_archetype;at!=NULL;at=at->next)
31 if(at->clone.type==GOD) add_god_to_list(at);
32
33 LOG(llevDebug,"done.\n");
34}
35
36/* add_god_to_list()- called only from init_gods */ 33/* add_god_to_list()- called only from init_gods */
34static void
37void add_god_to_list (archetype *god_arch) { 35add_god_to_list (archetype *god_arch)
38 godlink *god; 36{
39
40 if(!god_arch) { 37 if (!god_arch)
38 {
41 LOG(llevError,"ERROR: Tried to add null god to list!\n"); 39 LOG (llevError, "ERROR: Tried to add null god to list!\n");
42 return; 40 return;
43 } 41 }
44 42
45 god = init_godslist(); 43 godlink *god = new godlink;
46 44
45 // name=NULL; /* how to describe the god to the player */
46 // arch=NULL; /* pointer to the archetype of this god */
47 // id=0; /* id of the god */
48 // pantheon=NULL; /* the group to which the god belongs (not implemented) */
49 // next=NULL; /* next god in this linked list */
50
47 god->arch = god_arch; 51 god->arch = god_arch;
48 god->name=add_string(god_arch->clone.name); 52 god->name = god_arch->object::name;
53
54 // first_god->id MUST be the highest god number for other code to work currently
49 if(!first_god) 55 if (!first_god)
50 god->id = 1; 56 god->id = 1;
51 else { 57 else
58 {
52 god->id = first_god->id + 1; 59 god->id = first_god->id + 1;
53 god->next = first_god; 60 god->next = first_god;
54 } 61 }
62
55 first_god = god; 63 first_god = god;
56 64
57#ifdef DEBUG_GODS 65#ifdef DEBUG_GODS
58 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);
59#endif 67#endif
60} 68}
61 69
62/* baptize_altar() - (cosmetically) change the name to that of the 70/* baptize_altar() - (cosmetically) change the name to that of the
63 * god in question, then set the title for later use. -b.t. 71 * god in question, then set the title for later use. -b.t.
64 */ 72 */
65 73static int
66int baptize_altar(object *op) { 74baptize_altar (object *op)
75{
67 char buf[MAX_BUF]; 76 char buf[MAX_BUF];
68 77
69 /* if the title field is pre-set, then that altar is 78 /* if the title field is pre-set, then that altar is
70 * already dedicated. */ 79 * already dedicated. */
71 if(!op->title) { 80 if (!op->title)
81 {
72 godlink *god=get_rand_god(); 82 godlink *god = get_rand_god ();
83
73 if(!god||!god->name) { 84 if (!god || !god->name)
85 {
74 LOG(llevError,"baptise_altar(): bizarre nameless god!\n"); 86 LOG (llevError, "baptise_altar(): bizarre nameless god!\n");
75 return 0; 87 return 0;
76 } 88 }
77 /* if the object name hasnt' been changed, we tack on the gods name */ 89 /* if the object name hasnt' been changed, we tack on the gods name */
78 if(!strcmp(op->name,op->arch->clone.name)) { 90 if (op->name == op->arch->object::name)
79 if(op->name!=NULL) free_string(op->name); 91 {
80 sprintf(buf,"%s of %s",op->name,god->name); 92 sprintf (buf, "%s of %s", &op->name, &god->name);
81 op->name = add_string(buf); 93 op->name = buf;
82 } 94 }
83 op->title=add_string(god->name); 95 op->title = god->name;
84 return 1; 96 return 1;
85 } 97 }
86 return 0; 98 return 0;
87} 99}
88 100
89godlink * get_rand_god ( void ) { 101godlink *
102get_rand_god (void)
103{
90 godlink *god=first_god; 104 godlink *god = first_god;
91 int i; 105 int i;
92 106
93 if(god) 107 if (god)
94 for(i=RANDOM()%(god->id)+1;god;god=god->next) 108 for (i = rndm (god->id) + 1; god; god = god->next)
95 if(god->id==i) break; 109 if (god->id == i)
96 110 break;
111
112 if (!god)
97 if(!god) LOG(llevError,"get_rand_god(): can't find a random god!\n"); 113 LOG (llevError, "get_rand_god(): can't find a random god!\n");
114
98 return god; 115 return god;
99} 116}
100 117
101/* pntr_to_god_obj() - returns a pointer to the object 118/* pntr_to_god_obj() - returns a pointer to the object
102 * We need to be VERY carefull about using this, as we 119 * We need to be VERY carefull about using this, as we
103 * are returning a pointer to the CLONE object. -b.t. 120 * are returning a pointer to the CLONE object. -b.t.
104 */ 121 */
122object *
105object *pntr_to_god_obj(godlink *godlnk) { 123pntr_to_god_obj (godlink *godlnk)
106 object *god=NULL; 124{
107
108 if(godlnk && godlnk->arch) 125 return godlnk && godlnk->arch
109 god=&godlnk->arch->clone; 126 ? godlnk->arch
110 return god; 127 : 0;
111} 128}
112 129
130void
113void free_all_god(void) { 131free_all_god (void)
132{
114 godlink *god, *godnext; 133 godlink *god, *godnext;
115 134
116 LOG(llevDebug,"Freeing god information\n"); 135 LOG (llevDebug, "Freeing god information\n");
117 for (god=first_god; god; god=godnext) { 136 for (god = first_god; god; god = godnext)
137 {
118 godnext=god->next; 138 godnext = god->next;
119 if (god->name) free_string(god->name); 139 delete god;
120 free(god);
121 } 140 }
122} 141}
123 142
143/* init_gods() - this takes a look at all of the archetypes to find
144 * the objects which correspond to the GODS (type GOD) */
145void
146init_gods (void)
147{
148 LOG (llevDebug, "Initialising gods...\n");
124 149
150 for_all_archetypes (at)
151 if (at->type == GOD)
152 add_god_to_list (at);
153
154 LOG (llevDebug, "done.\n");
155}
156

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