/* Started file Sept 1996 - initialization of gods in form of a * linked list -b.t. */ #include #include #include //TODO: make a constructor static godlink * init_godslist (void) { godlink *gl = 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 */ return gl; } /* 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) { archetype *at = NULL; LOG (llevDebug, "Initialising gods...\n"); for (at = first_archetype; at != NULL; at = at->next) if (at->clone.type == GOD) add_god_to_list (at); LOG (llevDebug, "done.\n"); } /* add_god_to_list()- called only from init_gods */ void add_god_to_list (archetype *god_arch) { godlink *god; if (!god_arch) { LOG (llevError, "ERROR: Tried to add null god to list!\n"); return; } god = init_godslist (); god->arch = god_arch; god->name = god_arch->clone.name; 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 (!strcmp (op->name, op->arch->clone.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 = RANDOM () % (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) { object *god = NULL; if (godlnk && godlnk->arch) god = &godlnk->arch->clone; return god; } 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; } }