forked from github/server
c22f49ec36
fix finding spells by token make magic_t an enum
219 lines
5.4 KiB
C
219 lines
5.4 KiB
C
/*
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Copyright (c) 1998-2010, Enno Rehling <enno@eressea.de>
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Katja Zedel <katze@felidae.kn-bremen.de
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Christian Schlittchen <corwin@amber.kn-bremen.de>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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**/
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#include <platform.h>
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#include <kernel/config.h>
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#include "equipment.h"
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/* kernel includes */
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#include "item.h"
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#include "unit.h"
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#include "race.h"
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/* util includes */
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#include <util/quicklist.h>
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#include <util/rand.h>
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#include <util/rng.h>
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/* libc includes */
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#include <assert.h>
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#include <string.h>
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static equipment *equipment_sets;
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equipment *create_equipment(const char *eqname)
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{
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equipment **eqp = &equipment_sets;
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for (;;) {
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struct equipment *eq = *eqp;
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int i = eq ? strcmp(eq->name, eqname) : 1;
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if (i > 0) {
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eq = malloc(sizeof(equipment));
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eq->name = strdup(eqname);
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eq->next = *eqp;
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eq->items = NULL;
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eq->spells = NULL;
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eq->subsets = NULL;
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eq->callback = NULL;
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memset(eq->skills, 0, sizeof(eq->skills));
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*eqp = eq;
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break;
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} else if (i == 0) {
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break;
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}
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eqp = &eq->next;
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}
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return *eqp;
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}
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equipment *get_equipment(const char *eqname)
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{
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equipment *eq = equipment_sets;
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for (; eq; eq = eq->next) {
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int i = strcmp(eq->name, eqname);
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if (i == 0)
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return eq;
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else if (i > 0)
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break;
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}
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return NULL;
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}
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void equipment_setskill(equipment * eq, skill_t sk, const char *value)
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{
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if (eq != NULL) {
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if (value != NULL) {
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eq->skills[sk] = strdup(value);
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} else if (eq->skills[sk]) {
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free(eq->skills[sk]);
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}
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}
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}
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void equipment_addspell(equipment * eq, spell * sp)
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{
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if (eq != NULL) {
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ql_set_insert(&eq->spells, sp);
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}
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}
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void
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equipment_setitem(equipment * eq, const item_type * itype, const char *value)
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{
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if (eq != NULL) {
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if (itype != NULL) {
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itemdata *idata = eq->items;
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while (idata && idata->itype != itype) {
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idata = idata->next;
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}
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if (idata == NULL) {
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idata = (itemdata *) malloc(sizeof(itemdata));
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idata->itype = itype;
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idata->value = strdup(value);
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idata->next = eq->items;
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eq->items = idata;
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}
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}
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}
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}
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void
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equipment_setcallback(struct equipment *eq,
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void (*callback) (const struct equipment *, struct unit *))
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{
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eq->callback = callback;
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}
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void equip_unit(struct unit *u, const struct equipment *eq)
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{
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equip_unit_mask(u, eq, EQUIP_ALL);
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}
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void equip_unit_mask(struct unit *u, const struct equipment *eq, int mask)
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{
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if (eq) {
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if (mask & EQUIP_SKILLS) {
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skill_t sk;
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for (sk = 0; sk != MAXSKILLS; ++sk) {
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if (eq->skills[sk] != NULL) {
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int i = dice_rand(eq->skills[sk]);
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if (i > 0)
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set_level(u, sk, i);
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}
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}
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}
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if (mask & EQUIP_SPELLS) {
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quicklist *ql = eq->spells;
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if (ql) {
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int qi;
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sc_mage *m = get_mage(u);
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assert(m || !"trying to equip spells on a non-mage!");
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for (qi = 0; ql; ql_advance(&ql, &qi, 1)) {
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spell *sp = (spell *) ql_get(ql, qi);
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add_spell(&m->spells, sp);
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add_spellname(m, sp);
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}
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}
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}
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if (mask & EQUIP_ITEMS) {
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itemdata *idata;
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for (idata = eq->items; idata != NULL; idata = idata->next) {
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int i = u->number * dice_rand(idata->value);
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if (i > 0) {
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i_add(&u->items, i_new(idata->itype, i));
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}
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}
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}
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if (eq->subsets) {
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int i;
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for (i = 0; eq->subsets[i].sets; ++i) {
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if (chance(eq->subsets[i].chance)) {
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float rnd = (1 + rng_int() % 1000) / 1000.0f;
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int k;
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for (k = 0; eq->subsets[i].sets[k].set; ++k) {
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if (rnd <= eq->subsets[i].sets[k].chance) {
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equip_unit_mask(u, eq->subsets[i].sets[k].set, mask);
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break;
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}
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rnd -= eq->subsets[i].sets[k].chance;
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}
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}
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}
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}
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if (mask & EQUIP_SPECIAL) {
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if (eq->callback)
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eq->callback(eq, u);
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}
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}
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}
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void equip_items(struct item **items, const struct equipment *eq)
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{
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if (eq) {
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itemdata *idata;
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for (idata = eq->items; idata != NULL; idata = idata->next) {
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int i = dice_rand(idata->value);
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if (i > 0) {
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i_add(items, i_new(idata->itype, i));
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}
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}
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if (eq->subsets) {
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int i;
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for (i = 0; eq->subsets[i].sets; ++i) {
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if (chance(eq->subsets[i].chance)) {
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float rnd = (1 + rng_int() % 1000) / 1000.0f;
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int k;
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for (k = 0; eq->subsets[i].sets[k].set; ++k) {
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if (rnd <= eq->subsets[i].sets[k].chance) {
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equip_items(items, eq->subsets[i].sets[k].set);
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break;
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}
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rnd -= eq->subsets[i].sets[k].chance;
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}
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}
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}
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}
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}
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}
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