forked from github/server
79dc9acf5f
- fixing some latin1 loading - improved the spell-syntax writer - replaced my email address
207 lines
4.7 KiB
C
207 lines
4.7 KiB
C
/* vi: set ts=2:
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*
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* Eressea PB(E)M host Copyright (C) 1998-2003
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* Christian Schlittchen (corwin@amber.kn-bremen.de)
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* Katja Zedel (katze@felidae.kn-bremen.de)
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* Henning Peters (faroul@beyond.kn-bremen.de)
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* Enno Rehling (enno@eressea.de)
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* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
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*
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* based on:
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*
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* Atlantis v1.0 13 September 1993 Copyright 1993 by Russell Wallace
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* Atlantis v1.7 Copyright 1996 by Alex Schröder
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*
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* This program may not be used, modified or distributed without
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* prior permission by the authors of Eressea.
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* This program may not be sold or used commercially without prior written
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* permission from the authors.
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*/
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#include <config.h>
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#include "eressea.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/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 *
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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 *
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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) return eq;
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else if (i>0) break;
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}
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return NULL;
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}
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void
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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
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equipment_addspell(equipment * eq, spell * sp)
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{
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if (eq!=NULL) {
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spelllist_add(&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 = 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, 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
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equip_unit(struct unit * u, const struct equipment * eq)
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{
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if (eq) {
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skill_t sk;
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itemdata * idata;
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spell_list * sp = eq->spells;
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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) set_level(u, sk, i);
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}
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}
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if (sp!=NULL) {
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sc_mage * m = get_mage(u);
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if (m==NULL) {
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assert(!"trying to equip spells on a non-mage!");
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} else {
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while (sp) {
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add_spell(m, sp->data);
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sp = sp->next;
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}
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}
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}
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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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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(u, 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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if (eq->callback) eq->callback(eq, u);
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}
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}
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void
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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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