/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
*
* The authors can be reached via e-mail to
*/
/* Started file Sept 1996 - initialization of gods in form of a
* linked list -b.t.
*/
#include
#include
#include
/* add_god_to_list()- called only from init_gods */
void
add_god_to_list (archetype *god_arch)
{
if (!god_arch)
{
LOG (llevError, "ERROR: Tried to add null god to list!\n");
return;
}
godlink *god = new godlink;
// name=NULL; /* how to describe the god to the player */
// arch=NULL; /* pointer to the archetype of this god */
// id=0; /* id of the god */
// pantheon=NULL; /* the group to which the god belongs (not implemented) */
// next=NULL; /* next god in this linked list */
god->arch = god_arch;
god->name = god_arch->object::name;
// first_god->id MUST be the highest god number for other code to work currently
if (!first_god)
god->id = 1;
else
{
god->id = first_god->id + 1;
god->next = first_god;
}
first_god = god;
#ifdef DEBUG_GODS
LOG (llevDebug, "Adding god %s (%d) to list\n", &god->name, god->id);
#endif
}
/* baptize_altar() - (cosmetically) change the name to that of the
* god in question, then set the title for later use. -b.t.
*/
int
baptize_altar (object *op)
{
char buf[MAX_BUF];
/* if the title field is pre-set, then that altar is
* already dedicated. */
if (!op->title)
{
godlink *god = get_rand_god ();
if (!god || !god->name)
{
LOG (llevError, "baptise_altar(): bizarre nameless god!\n");
return 0;
}
/* if the object name hasnt' been changed, we tack on the gods name */
if (op->name == op->arch->object::name)
{
sprintf (buf, "%s of %s", &op->name, &god->name);
op->name = buf;
}
op->title = god->name;
return 1;
}
return 0;
}
godlink *
get_rand_god (void)
{
godlink *god = first_god;
int i;
if (god)
for (i = rndm (god->id) + 1; god; god = god->next)
if (god->id == i)
break;
if (!god)
LOG (llevError, "get_rand_god(): can't find a random god!\n");
return god;
}
/* pntr_to_god_obj() - returns a pointer to the object
* We need to be VERY carefull about using this, as we
* are returning a pointer to the CLONE object. -b.t.
*/
object *
pntr_to_god_obj (godlink *godlnk)
{
return godlnk && godlnk->arch
? godlnk->arch
: 0;
}
void
free_all_god (void)
{
godlink *god, *godnext;
LOG (llevDebug, "Freeing god information\n");
for (god = first_god; god; god = godnext)
{
godnext = god->next;
delete god;
}
}
/* init_gods() - this takes a look at all of the archetypes to find
* the objects which correspond to the GODS (type GOD) */
void
init_gods (void)
{
LOG (llevDebug, "Initialising gods...\n");
for_all_archetypes (at)
if (at->type == GOD)
add_god_to_list (at);
LOG (llevDebug, "done.\n");
}