summaryrefslogtreecommitdiff
path: root/lib/core/crpt_aux.lua
blob: e4f16e2a66ad847f9849253619cdc52b1ad1a363 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
-- Core functions for corruptions

__corruptions = {}
__corruptions_max = 0
__corruptions_callbacks_max = 0

-- Get the corruption
function player.corruption(c, set)
	if set then
		player.corruptions_aux[c + 1] = set
		player.redraw = bor(player.redraw, PR_BASIC)
		player.update = bor(player.update, PU_BONUS, PU_TORCH, PU_BODY, PU_POWERS)
		if (set == TRUE) and (__corruptions[c].gain) then
			__corruptions[c].gain()
		end
		if (set == FALSE) and (__corruptions[c].lose) then
			__corruptions[c].lose()
		end
	else
		return player.corruptions_aux[c + 1]
	end
end

-- Test if we have that corruption
-- We must:
-- 1) have it or be willing to get it
-- 2) have all its dependancies
-- 3) have none of its opposing corruptions
-- 4) pass the possible tests
function test_depend_corrupt(corrupt, can_gain)
	local i, c

	if not can_gain then can_gain = FALSE end

	if can_gain == TRUE then
		if (player.corruption(corrupt) ~= FALSE) then
			return FALSE
		end
	else
		if (player.corruption(corrupt) ~= TRUE) then
			return FALSE
		end
	end

	for c, i in __corruptions[corrupt].depends do
		if test_depend_corrupt(c) ~= TRUE then
			return FALSE
		end
	end

	for c, i in __corruptions[corrupt].oppose do
		if test_depend_corrupt(c) ~= FALSE then
			return FALSE
		end
	end

	-- are we even allowed to get it?
	if __corruptions[corrupt].can_gain and (not __corruptions[corrupt].can_gain()) then
		return FALSE
	end

	return TRUE
end

-- Gain a new corruption
function gain_corruption(group)
	local i, max
	local pos = {}

	-- Get the list of all possible ones
	max = 0
	for i = 0, __corruptions_max - 1 do
		if __corruptions[i].group == group and test_depend_corrupt(i, TRUE) == TRUE and __corruptions[i].random == TRUE and __corruptions[i].allow() then
			pos[max] = i
			max = max + 1
		end
	end

	-- Ok now get one of them
	if (max > 0) then
		local ret = rand_int(max)

		player.corruption(pos[ret], TRUE)
		cmsg_print(TERM_L_RED, __corruptions[pos[ret]].get_text)

		return pos[ret]
	else
		return -1
	end
end

-- Lose an existing corruption
function lose_corruption()
	local i, max
	local pos = {}

	-- Get the list of all possible ones
	max = 0
	for i = 0, __corruptions_max - 1 do
		if test_depend_corrupt(i) == TRUE and __corruptions[i].removable == TRUE then
			pos[max] = i
			max = max + 1
		end
	end

	-- Ok now get one of them
	if (max > 0) then
		local ret = rand_int(max)

		player.corruption(pos[ret], FALSE)
		cmsg_print(TERM_L_RED, __corruptions[pos[ret]].lose_text)

		-- Ok now lets see if it broke some dependancies
		for i = 0, max - 1 do
			if player.corruption(pos[i]) ~= test_depend_corrupt(pos[i]) then
				player.corruption(pos[i], FALSE)
				cmsg_print(TERM_L_RED, __corruptions[pos[i]].lose_text)
			end
		end

		return pos[ret]
	else
		return -1
	end
end

-- Lose all corruptions (for e.g. Potion of New Life)
function lose_all_corruptions()
	local i;
	for i = 0, __corruptions_max - 1 do
		lose_corruption()
	end
	return -1
end

-- Creates a new corruption
function add_corruption(c)
	assert(c.color, "No corruption color")
	assert(c.name, "No corruption name")
	assert(c.get_text, "No corruption get_text")
	assert(c.lose_text, "No corruption lose_text")
	assert(c.desc, "No corruption desc")
	assert(c.hooks, "Nothing to do for corruption")
	if not c.random then c.random = TRUE end
	if not c.removable then c.removable = TRUE end
	if not c.allow then c.allow = function() return not nil end end

	if c.depends == nil then c.depends = {} end
	if c.oppose == nil then c.oppose = {} end

	-- We must make sure the other ones opposes too
	local o, i
	for o, i in c.oppose do
		__corruptions[o].oppose[__corruptions_max] = TRUE
	end

	local index, h
	for index, h in c.hooks do
		add_hook_script(index, "__lua__corrupt_callback"..__corruptions_callbacks_max, "__lua__corrupt_callback"..__corruptions_callbacks_max)
		setglobal("__lua__corrupt_callback"..__corruptions_callbacks_max,
			function (...)
				if test_depend_corrupt(%__corruptions_max) == TRUE then
					return call(%h, arg)
				end
			end
		)
		__corruptions_callbacks_max = __corruptions_callbacks_max + 1
	end

	if type(c.desc) == "table" then
		local new_desc = ""
		for index, h in c.desc do
			new_desc = new_desc..h.."\n"
		end
		c.desc = new_desc
	end

	__corruptions[__corruptions_max] = c
	__corruptions_max = __corruptions_max + 1
	return (__corruptions_max - 1)
end



---------- Corruption spoiler generator -----------
function corruption_spoiler_generate()
	make_temp_file()
	print_hook(
[[~~~~~01|Corruptions (Spoiler)
~~~~~02|Spoilers|Corruptions
#####R=== ToME Corruptions Spoiler ===

Sometimes adventurers become exposed to the dark powers of Morgoth. If they 
are unable to resist these powers, they become corrupted. Corruptions can 
change their physical or mental abilities, some of which can be good, and
some bad. Most corruptions will affect you permanently, although some only 
operate when they are activated (whether by player choice or as a random 
event). You can check which corruptions you have in the knowledge screen 6
(accessed through the '~' menu) or in a character dump.

#####GGaining and (not) losing corruptions
There are several ways that you can become corrupted.

You can become corrupted by quaffing a Potion of Corruption or by drinking
from a Fountain of Corruption. Also some strange items can be activated
for corruption.

Corruptions are permanent. Once you have one, you have it for life.

]])
	local i, e
	for i = 0, __corruptions_max - 1 do
		print_hook("[[[[[B"..__corruptions[i].name.."]\n")
		print_hook(__corruptions[i].desc)
		print_hook("[[[[[GGain message: "..__corruptions[i].get_text.."]\n")
		if __corruptions[i].removable == TRUE then
			print_hook("[[[[[RLose message: "..__corruptions[i].lose_text.."]\n")
		else
			print_hook("It is not removable.\n")
		end

		local ok
		ok = nil
		for e, _ in __corruptions[i].depends do ok = not nil end
		if ok then
			print_hook("It depends on:\n")
			for e, _ in __corruptions[i].depends do
				print_hook("  "..__corruptions[e].name.."\n")
			end
		end
		ok = nil
		for e, _ in __corruptions[i].oppose do ok = not nil end
		if ok then
			print_hook("It is opposed to:\n")
			for e, _ in __corruptions[i].oppose do
				print_hook("  "..__corruptions[e].name.."\n")
			end
		end
		print_hook("\n\n")
	end
	close_temp_file()
	msg_print("File created as: "..get_temp_name())
end