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authorBardur Arantsson <bardur@scientician.net>2013-03-26 17:10:10 +0100
committerBardur Arantsson <bardur@scientician.net>2013-09-27 14:46:42 +0200
commitcbef37bd5bfb938a2303ee3887520c08be85d8e8 (patch)
treeb604e49323e46af4ea582f9a9e1977b3daa90611 /src/randart.cc
parentb9f824effb037a53556e02955cace6c09ff646c3 (diff)
Switch almost everything over to C++
Diffstat (limited to 'src/randart.cc')
-rw-r--r--src/randart.cc478
1 files changed, 478 insertions, 0 deletions
diff --git a/src/randart.cc b/src/randart.cc
new file mode 100644
index 00000000..43f7d256
--- /dev/null
+++ b/src/randart.cc
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+/* File: randart.c */
+
+/* Purpose: Randart creation code */
+
+/*
+ * Copyright (c) 2001 DarkGod
+ *
+ * This software may be copied and distributed for educational, research, and
+ * not for profit purposes provided that this copyright and statement are
+ * included in all such copies.
+ */
+
+#include "angband.h"
+
+#include "quark.h"
+
+#include <memory>
+#include <vector>
+
+/* Chance of using syllables to form the name instead of the "template" files */
+#define TABLE_NAME 45
+#define A_CURSED 13
+#define WEIRD_LUCK 12
+#define ACTIVATION_CHANCE 3
+
+/*
+ * Attempt to add a power to a randart
+ */
+static bool_ grab_one_power(int *ra_idx, object_type *o_ptr, bool_ good, s16b *max_times)
+{
+ int i = 0, j;
+ bool_ ret = FALSE;
+ u32b f1, f2, f3, f4, f5, esp;
+
+ std::vector<int> ok_ra;
+
+ /* Grab the ok randart */
+ for (i = 0; i < max_ra_idx; i++)
+ {
+ randart_part_type *ra_ptr = &ra_info[i];
+ bool_ ok = FALSE;
+
+ /* Must have the correct fields */
+ for (j = 0; j < 20; j++)
+ {
+ if (ra_ptr->tval[j] == o_ptr->tval)
+ {
+ if ((ra_ptr->min_sval[j] <= o_ptr->sval) && (ra_ptr->max_sval[j] >= o_ptr->sval)) ok = TRUE;
+ }
+
+ if (ok) break;
+ }
+ if ((0 < ra_ptr->max_pval) && (ra_ptr->max_pval < o_ptr->pval)) ok = FALSE;
+ if (!ok)
+ {
+ /* Doesnt count as a try*/
+ continue;
+ }
+
+ /* Good should be good, bad should be bad */
+ if (good && (ra_ptr->value <= 0)) continue;
+ if ((!good) && (ra_ptr->value > 0)) continue;
+
+ if (max_times[i] >= ra_ptr->max) continue;
+
+ /* Must NOT have the antagonic flags */
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+ if (f1 & ra_ptr->aflags1) continue;
+ if (f2 & ra_ptr->aflags2) continue;
+ if (f3 & ra_ptr->aflags3) continue;
+ if (f4 & ra_ptr->aflags4) continue;
+ if (f5 & ra_ptr->aflags5) continue;
+ if (esp & ra_ptr->aesp) continue;
+
+ /* ok */
+ ok_ra.push_back(i);
+ }
+
+ /* Now test them a few times */
+ for (i = 0; i < ok_ra.size() * 10; i++)
+ {
+ randart_part_type *ra_ptr;
+
+ i = ok_ra[rand_int(ok_ra.size())];
+ ra_ptr = &ra_info[i];
+
+ /* XXX XXX Enforce minimum player level (loosely) */
+ if (ra_ptr->level > p_ptr->lev)
+ {
+ /* Acquire the "out-of-depth factor" */
+ int d = (ra_ptr->level - p_ptr->lev);
+
+ /* Roll for out-of-depth creation */
+ if (rand_int(d) != 0)
+ {
+ continue;
+ }
+ }
+
+ /* We must make the "rarity roll" */
+ if (rand_int(ra_ptr->mrarity) < ra_ptr->rarity)
+ {
+ continue;
+ }
+
+ /* Hack -- mark the item as an ego */
+ *ra_idx = i;
+ max_times[i]++;
+
+ /* Success */
+ ret = TRUE;
+ break;
+ }
+
+ /* Return */
+ return (ret);
+}
+
+void give_activation_power (object_type * o_ptr)
+{
+ o_ptr->xtra2 = 0;
+ o_ptr->art_flags3 &= ~TR3_ACTIVATE;
+ o_ptr->timeout = 0;
+}
+
+
+int get_activation_power()
+{
+ object_type *o_ptr, forge;
+
+ o_ptr = &forge;
+
+ give_activation_power(o_ptr);
+
+ return o_ptr->xtra2;
+}
+
+#define MIN_NAME_LEN 5
+#define MAX_NAME_LEN 9
+#define S_WORD 26
+#define E_WORD S_WORD
+
+static long lprobs[S_WORD + 1][S_WORD + 1][S_WORD + 1];
+static long ltotal[S_WORD + 1][S_WORD + 1];
+
+/*
+ * Use W. Sheldon Simms' random name generator. This function builds
+ * probability tables which are used later on for letter selection. It
+ * relies on the ASCII character set.
+ */
+void build_prob(cptr learn)
+{
+ int c_prev, c_cur, c_next;
+
+ /* Build raw frequencies */
+ while (1)
+ {
+ c_prev = c_cur = S_WORD;
+
+ do
+ {
+ c_next = *learn++;
+ }
+ while (!isalpha(c_next) && (c_next != '\0'));
+
+ if (c_next == '\0') break;
+
+ do
+ {
+ c_next = A2I(tolower(c_next));
+ lprobs[c_prev][c_cur][c_next]++;
+ ltotal[c_prev][c_cur]++;
+ c_prev = c_cur;
+ c_cur = c_next;
+ c_next = *learn++;
+ }
+ while (isalpha(c_next));
+
+ lprobs[c_prev][c_cur][E_WORD]++;
+ ltotal[c_prev][c_cur]++;
+ }
+}
+
+
+/*
+ * Use W. Sheldon Simms' random name generator. Generate a random word using
+ * the probability tables we built earlier. Relies on the ASCII character
+ * set. Relies on European vowels (a, e, i, o, u). The generated name should
+ * be copied/used before calling this function again.
+ */
+static char *make_word(void)
+{
+ static char word_buf[90];
+ int r, totalfreq;
+ int tries, lnum, vow;
+ int c_prev, c_cur, c_next;
+ char *cp;
+
+startover:
+ vow = 0;
+ lnum = 0;
+ tries = 0;
+ cp = word_buf;
+ c_prev = c_cur = S_WORD;
+
+ while (1)
+ {
+getletter:
+ c_next = 0;
+ r = rand_int(ltotal[c_prev][c_cur]);
+ totalfreq = lprobs[c_prev][c_cur][c_next];
+
+ while (totalfreq <= r)
+ {
+ c_next++;
+ totalfreq += lprobs[c_prev][c_cur][c_next];
+ }
+
+ if (c_next == E_WORD)
+ {
+ if ((lnum < MIN_NAME_LEN) || vow == 0)
+ {
+ tries++;
+ if (tries < 10) goto getletter;
+ goto startover;
+ }
+ *cp = '\0';
+ break;
+ }
+
+ if (lnum >= MAX_NAME_LEN) goto startover;
+
+ *cp = I2A(c_next);
+
+ if (is_a_vowel(*cp)) vow++;
+
+ cp++;
+ lnum++;
+ c_prev = c_cur;
+ c_cur = c_next;
+ }
+
+ word_buf[0] = toupper(word_buf[0]);
+
+ return (word_buf);
+}
+
+
+void get_random_name(char * return_name)
+{
+ char *word = make_word();
+
+ if (rand_int(3) == 0)
+ sprintf(return_name, "'%s'", word);
+ else
+ sprintf(return_name, "of %s", word);
+}
+
+
+bool_ create_artifact(object_type *o_ptr, bool_ a_scroll, bool_ get_name)
+{
+ char new_name[80];
+ int powers = 0, i;
+ s32b total_flags, total_power = 0;
+ bool_ a_cursed = FALSE;
+ u32b f1, f2, f3, f4, f5, esp;
+ s16b pval = 0;
+ bool_ limit_blows = FALSE;
+
+ strcpy(new_name, "");
+
+ if ((!a_scroll) && (randint(A_CURSED) == 1)) a_cursed = TRUE;
+
+ i = 0;
+ while (ra_gen[i].chance)
+ {
+ powers += damroll(ra_gen[i].dd, ra_gen[i].ds) + ra_gen[i].plus;
+ i++;
+ }
+
+ if ((!a_cursed) && (randint(30) == 1)) powers *= 2;
+
+ if (a_cursed) powers /= 2;
+
+ std::unique_ptr<s16b[]> max_times(new s16b[max_ra_idx]);
+ for (int i = 0; i < max_ra_idx; i++) {
+ max_times[i] = 0;
+ }
+
+ /* Main loop */
+ while (powers)
+ {
+ int ra_idx;
+ randart_part_type *ra_ptr;
+
+ powers--;
+
+ if (!grab_one_power(&ra_idx, o_ptr, TRUE, max_times.get())) continue;
+
+ ra_ptr = &ra_info[ra_idx];
+
+ if (wizard) msg_format("Adding randart power: %d", ra_idx);
+
+ total_power += ra_ptr->value;
+
+ o_ptr->art_flags1 |= ra_ptr->flags1;
+ o_ptr->art_flags2 |= ra_ptr->flags2;
+ o_ptr->art_flags3 |= ra_ptr->flags3;
+ o_ptr->art_flags4 |= ra_ptr->flags4;
+ o_ptr->art_flags5 |= ra_ptr->flags5;
+ o_ptr->art_esp |= ra_ptr->esp;
+
+ add_random_ego_flag(o_ptr, ra_ptr->fego, &limit_blows);
+
+ /* get flags */
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* Hack -- acquire "cursed" flag */
+ if (f3 & TR3_CURSED) o_ptr->ident |= (IDENT_CURSED);
+
+ /* Hack -- obtain bonuses */
+ if (ra_ptr->max_to_h > 0) o_ptr->to_h += randint(ra_ptr->max_to_h);
+ if (ra_ptr->max_to_h < 0) o_ptr->to_h -= randint( -ra_ptr->max_to_h);
+ if (ra_ptr->max_to_d > 0) o_ptr->to_d += randint(ra_ptr->max_to_d);
+ if (ra_ptr->max_to_d < 0) o_ptr->to_d -= randint( -ra_ptr->max_to_d);
+ if (ra_ptr->max_to_a > 0) o_ptr->to_a += randint(ra_ptr->max_to_a);
+ if (ra_ptr->max_to_a < 0) o_ptr->to_a -= randint( -ra_ptr->max_to_a);
+
+ /* Hack -- obtain pval */
+ if (((pval > ra_ptr->max_pval) && ra_ptr->max_pval) || (!pval)) pval = ra_ptr->max_pval;
+ };
+
+ if (pval > 0) o_ptr->pval = randint(pval);
+ if (pval < 0) o_ptr->pval = randint( -pval);
+
+ /* No insane number of blows */
+ if (limit_blows && (o_ptr->art_flags1 & TR1_BLOWS))
+ {
+ if (o_ptr->pval > 2) o_ptr->pval = randint(2);
+ }
+
+ /* Just to be sure */
+ o_ptr->art_flags3 |= ( TR3_IGNORE_ACID | TR3_IGNORE_ELEC |
+ TR3_IGNORE_FIRE | TR3_IGNORE_COLD);
+
+ total_flags = flag_cost(o_ptr, o_ptr->pval);
+ if (cheat_peek) msg_format("%ld", total_flags);
+
+ if (a_cursed) curse_artifact(o_ptr);
+
+ /* Extract the flags */
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ if (get_name)
+ {
+ if (a_scroll)
+ {
+ char dummy_name[80];
+
+ /* Identify it fully */
+ object_aware(o_ptr);
+ object_known(o_ptr);
+ o_ptr->ident |= (IDENT_STOREB | IDENT_MENTAL);
+
+ strcpy(dummy_name, "");
+ object_out_desc(o_ptr, NULL, FALSE, TRUE);
+
+ if (get_string("What do you want to call the artifact? ", dummy_name, 80))
+ {
+ strcpy(new_name, "called '");
+ strcat(new_name, dummy_name);
+ strcat(new_name, "'");
+ }
+ else
+ /* Default name = of 'player name' */
+ sprintf(new_name, "of '%s'", player_name);
+ }
+ else
+ {
+ get_random_name(new_name);
+ }
+ }
+
+ /* Save the inscription */
+ o_ptr->art_name = quark_add(new_name);
+ o_ptr->name2 = o_ptr->name2b = 0;
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* HACKS for ToME */
+ if (o_ptr->tval == TV_CLOAK && o_ptr->sval == SV_MIMIC_CLOAK)
+ {
+ s32b mimic = find_random_mimic_shape(127, TRUE);
+ o_ptr->pval2 = mimic;
+ }
+ else if (f5 & TR5_SPELL_CONTAIN)
+ {
+ o_ptr->pval2 = -1;
+ }
+
+ return TRUE;
+}
+
+
+bool_ artifact_scroll(void)
+{
+ int item;
+ bool_ okay = FALSE;
+ object_type *o_ptr;
+ char o_name[80];
+
+ cptr q, s;
+
+
+ /* Enchant weapon/armour */
+ item_tester_hook = item_tester_hook_artifactable;
+
+ /* Get an item */
+ q = "Enchant which item? ";
+ s = "You have nothing to enchant.";
+ if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Description */
+ object_desc(o_name, o_ptr, FALSE, 0);
+
+ /* Describe */
+ msg_format("%s %s radiate%s a blinding light!",
+ ((item >= 0) ? "Your" : "The"), o_name,
+ ((o_ptr->number > 1) ? "" : "s"));
+
+ if (artifact_p(o_ptr))
+ {
+ msg_format("The %s %s already %s!",
+ o_name, ((o_ptr->number > 1) ? "are" : "is"),
+ ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
+ okay = FALSE;
+ }
+
+ else if (o_ptr->name2)
+ {
+ msg_format("The %s %s already %s!",
+ o_name, ((o_ptr->number > 1) ? "are" : "is"),
+ ((o_ptr->number > 1) ? "ego items" : "an ego item"));
+ okay = FALSE;
+ }
+
+ else
+ {
+ if (o_ptr->number > 1)
+ {
+ msg_print("Not enough enough energy to enchant more than one object!");
+ msg_format("%d of your %s %s destroyed!", (o_ptr->number) - 1, o_name, (o_ptr->number > 2 ? "were" : "was"));
+ o_ptr->number = 1;
+ }
+ okay = create_artifact(o_ptr, TRUE, TRUE);
+ }
+
+ /* Failure */
+ if (!okay)
+ {
+ /* Flush */
+ if (flush_failure) flush();
+
+ /* Message */
+ msg_print("The enchantment failed.");
+ }
+ else
+ o_ptr->found = OBJ_FOUND_SELFMADE;
+
+ /* Something happened */
+ return (TRUE);
+}
+
+