1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* |
24 | /* |
26 | * General convenience functions for crossfire. |
25 | * General convenience functions for crossfire. |
27 | */ |
26 | */ |
… | |
… | |
95 | int |
94 | int |
96 | random_roll (int r_min, int r_max, const object *op, int goodbad) |
95 | random_roll (int r_min, int r_max, const object *op, int goodbad) |
97 | { |
96 | { |
98 | int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */ |
97 | int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */ |
99 | |
98 | |
100 | if (r_max < 1 || r_max < r_min) |
99 | if (r_max < r_min) |
101 | { |
100 | { |
102 | LOG (llevError, "Calling random_roll with min=%d max=%d\n", r_min, r_max); |
101 | LOG (llevError | logBacktrace, "Calling random_roll with min=%d max=%d\n", r_min, r_max); |
103 | return r_min; |
102 | return r_min; |
104 | } |
103 | } |
105 | |
104 | |
106 | if (op->type == PLAYER) |
105 | if (op->type == PLAYER) |
107 | { |
106 | { |
… | |
… | |
121 | * for exp loss calculations for players changing religions. |
120 | * for exp loss calculations for players changing religions. |
122 | */ |
121 | */ |
123 | sint64 |
122 | sint64 |
124 | random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) |
123 | random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) |
125 | { |
124 | { |
126 | sint64 omin, diff, luck, ran; |
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|
127 | int base; |
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|
128 | |
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|
129 | omin = min; |
125 | sint64 omin = min; |
130 | diff = max - min + 1; |
126 | sint64 diff = max - min + 1; |
131 | ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
127 | int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */ |
132 | |
128 | |
133 | if (max < 1 || diff < 1) |
129 | if (diff < 0) |
134 | { |
130 | { |
135 | LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max); |
131 | LOG (llevError | logBacktrace, "Calling random_roll64 with min=%" PRId64 " max=%" PRId64 "\n", min, max); |
136 | return (min); /* avoids a float exception */ |
132 | return (min); /* avoids a float exception */ |
137 | } |
133 | } |
138 | |
134 | |
139 | /* |
135 | /* |
140 | * Make a call to get two 32 bit unsigned random numbers, and just to |
136 | * Make a call to get two 32 bit unsigned random numbers, and just to |
141 | * a little bitshifting. |
137 | * a little bitshifting. |
142 | */ |
138 | */ |
143 | ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31); |
139 | sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31); |
144 | |
140 | |
145 | if (op->type != PLAYER) |
141 | if (op->type != PLAYER) |
146 | return ((ran % diff) + min); |
142 | return ((ran % diff) + min); |
147 | |
143 | |
148 | luck = op->stats.luck; |
144 | int luck = op->stats.luck; |
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|
145 | |
149 | if (rndm (base) < MIN (10, abs (luck))) |
146 | if (rndm (base) < MIN (10, abs (luck))) |
150 | { |
147 | { |
151 | /* we have a winner */ |
148 | /* we have a winner */ |
152 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
149 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
153 | diff -= luck; |
150 | diff -= luck; |
154 | if (diff < 1) |
151 | if (diff < 1) |
155 | return (omin); /*check again */ |
152 | return (omin); /*check again */ |
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|
153 | |
156 | ((goodbad) ? (min += luck) : (diff)); |
154 | ((goodbad) ? (min += luck) : (diff)); |
157 | |
155 | |
158 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
156 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
159 | } |
157 | } |
160 | |
158 | |
161 | return ((ran % diff) + min); |
159 | return ran % diff + min; |
162 | } |
160 | } |
163 | |
161 | |
164 | /* |
162 | /* |
165 | * Roll a number of dice (2d3, 4d6). Uses op to determine luck, |
163 | * Roll a number of dice (2d3, 4d6). Uses op to determine luck, |
166 | * If goodbad is non-zero, luck increases the roll, if zero, it decreases. |
164 | * If goodbad is non-zero, luck increases the roll, if zero, it decreases. |
167 | * Generally, op should be the player/caster/hitter requesting the roll, |
165 | * Generally, op should be the player/caster/hitter requesting the roll, |
168 | * not the recipient (ie, the poor slob getting hit). |
166 | * not the recipient (ie, the poor slob getting hit). |
169 | * The args are num D size (ie 4d6) [garbled 20010916] |
167 | * The args are num D size (ie 4d6) [garbled 20010916] |
170 | */ |
168 | */ |
171 | |
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|
172 | int |
169 | int |
173 | die_roll (int num, int size, const object *op, int goodbad) |
170 | die_roll (int num, int size, const object *op, int goodbad) |
174 | { |
171 | { |
175 | int min, diff, luck, total, i, gotlucky, base; |
172 | int min, luck, total, i, gotlucky; |
176 | |
173 | |
177 | diff = size; |
174 | int diff = size; |
178 | min = 1; |
175 | min = 1; |
179 | luck = total = gotlucky = 0; |
176 | luck = total = gotlucky = 0; |
180 | ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
177 | int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */ |
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|
178 | |
181 | if (size < 2 || diff < 1) |
179 | if (size < 2 || diff < 1) |
182 | { |
180 | { |
183 | LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size); |
181 | LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size); |
184 | return (num); /* avoids a float exception */ |
182 | return num; /* avoids a float exception */ |
185 | } |
183 | } |
186 | |
184 | |
187 | if (op->type == PLAYER) |
185 | if (op->type == PLAYER) |
188 | luck = op->stats.luck; |
186 | luck = op->stats.luck; |
189 | |
187 | |
… | |
… | |
205 | } |
203 | } |
206 | |
204 | |
207 | return total; |
205 | return total; |
208 | } |
206 | } |
209 | |
207 | |
210 | /* decay and destroy perishable items in a map */ |
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211 | void |
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212 | maptile::decay_objects () |
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213 | { |
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214 | if (!spaces) |
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215 | return; |
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216 | |
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217 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
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218 | for (object *above, *op = ms->bot; op; op = above) |
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219 | { |
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220 | above = op->above; |
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221 | |
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222 | bool destroy = 0; |
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223 | |
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224 | // do not decay anything above unique floor tiles (yet :) |
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225 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
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226 | break; |
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227 | |
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228 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) |
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229 | || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) |
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230 | || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) |
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231 | || QUERY_FLAG (op, FLAG_UNIQUE) |
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232 | || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) |
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233 | || QUERY_FLAG (op, FLAG_UNPAID) |
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234 | || op->is_alive ()) |
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235 | ; // do not decay |
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236 | else if (op->is_weapon ()) |
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237 | { |
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238 | op->stats.dam--; |
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239 | if (op->stats.dam < 0) |
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240 | destroy = 1; |
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241 | } |
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242 | else if (op->is_armor ()) |
|
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243 | { |
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244 | op->stats.ac--; |
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245 | if (op->stats.ac < 0) |
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246 | destroy = 1; |
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247 | } |
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248 | else if (op->type == FOOD) |
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249 | { |
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250 | op->stats.food -= rndm (5, 20); |
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251 | if (op->stats.food < 0) |
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252 | destroy = 1; |
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253 | } |
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254 | else |
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255 | { |
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256 | int mat = op->materials; |
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257 | |
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258 | if (mat & M_PAPER |
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259 | || mat & M_LEATHER |
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260 | || mat & M_WOOD |
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261 | || mat & M_ORGANIC |
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262 | || mat & M_CLOTH |
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263 | || mat & M_LIQUID |
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264 | || (mat & M_IRON && rndm (1, 5) == 1) |
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265 | || (mat & M_GLASS && rndm (1, 2) == 1) |
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266 | || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) |
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267 | || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) |
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268 | || (mat & M_ICE && temp > 32)) |
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269 | destroy = 1; |
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270 | } |
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271 | |
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272 | /* adjust overall chance below */ |
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273 | if (destroy && rndm (0, 1)) |
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274 | op->destroy (); |
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275 | } |
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276 | } |
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277 | |
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278 | /* convert materialname to materialtype_t */ |
208 | /* convert materialname to materialtype_t */ |
279 | |
209 | |
280 | materialtype_t * |
210 | materialtype_t * |
281 | name_to_material (const shstr &name) |
211 | name_to_material (const shstr &name) |
282 | { |
212 | { |
… | |
… | |
307 | return; |
237 | return; |
308 | |
238 | |
309 | mt = name_to_material (op->materialname); |
239 | mt = name_to_material (op->materialname); |
310 | if (!mt) |
240 | if (!mt) |
311 | { |
241 | { |
312 | LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname); |
242 | LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname); |
313 | return; |
243 | return; |
314 | } |
244 | } |
315 | |
245 | |
316 | for (j = 0; j < NROFATTACKS; j++) |
246 | for (j = 0; j < NROFATTACKS; j++) |
317 | if (op->resist[j] == 0 && change->resist[j] != 0) |
247 | if (op->resist[j] == 0 && change->resist[j] != 0) |
… | |
… | |
328 | void |
258 | void |
329 | set_materialname (object *op, int difficulty, materialtype_t *nmt) |
259 | set_materialname (object *op, int difficulty, materialtype_t *nmt) |
330 | { |
260 | { |
331 | materialtype_t *mt, *lmt; |
261 | materialtype_t *mt, *lmt; |
332 | |
262 | |
333 | #ifdef NEW_MATERIAL_CODE |
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334 | int j; |
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335 | #endif |
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336 | |
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337 | if (op->materialname != NULL) |
263 | if (op->materialname != NULL) |
338 | return; |
264 | return; |
339 | |
265 | |
340 | |
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341 | |
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342 | if (nmt == NULL) |
266 | if (nmt == NULL) |
343 | { |
267 | { |
344 | lmt = NULL; |
268 | lmt = NULL; |
345 | #ifndef NEW_MATERIAL_CODE |
269 | |
346 | for (mt = materialt; mt && mt->next; mt = mt->next) |
270 | for (mt = materialt; mt && mt->next; mt = mt->next) |
347 | { |
271 | if (op->materials & mt->material && rndm (1, 100) <= mt->chance && |
348 | if (op->materials & mt->material) |
272 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
349 | { |
273 | { |
350 | lmt = mt; |
274 | lmt = mt; |
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275 | if (!(op->is_weapon () || op->is_armor ())) |
351 | break; |
276 | break; |
352 | } |
277 | } |
353 | } |
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354 | |
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355 | #else |
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356 | for (mt = materialt; mt && mt->next; mt = mt->next) |
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357 | { |
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358 | if (op->materials & mt->material && rndm (1, 100) <= mt->chance && |
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359 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
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360 | { |
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361 | lmt = mt; |
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362 | if (!(op->is_weapon () || op->is_armor ())) |
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363 | break; |
|
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364 | } |
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365 | } |
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366 | #endif |
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367 | } |
278 | } |
368 | else |
279 | else |
369 | { |
|
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370 | lmt = nmt; |
280 | lmt = nmt; |
371 | } |
|
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372 | |
281 | |
373 | if (lmt != NULL) |
282 | if (lmt != NULL) |
374 | { |
283 | { |
375 | #ifndef NEW_MATERIAL_CODE |
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376 | op->materialname = lmt->name; |
|
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377 | return; |
|
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378 | #else |
|
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379 | |
|
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380 | if (op->stats.dam && op->is_weapon ()) |
284 | if (op->stats.dam && op->is_weapon ()) |
381 | { |
285 | { |
382 | op->stats.dam += lmt->damage; |
286 | op->stats.dam += lmt->damage; |
383 | if (op->stats.dam < 1) |
287 | if (op->stats.dam < 1) |
384 | op->stats.dam = 1; |
288 | op->stats.dam = 1; |
… | |
… | |
390 | op->stats.wc += lmt->wc; |
294 | op->stats.wc += lmt->wc; |
391 | if (op->is_armor ()) |
295 | if (op->is_armor ()) |
392 | { |
296 | { |
393 | if (op->stats.ac) |
297 | if (op->stats.ac) |
394 | op->stats.ac += lmt->ac; |
298 | op->stats.ac += lmt->ac; |
|
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299 | |
395 | for (j = 0; j < NROFATTACKS; j++) |
300 | for (int j = 0; j < NROFATTACKS; j++) |
396 | if (op->resist[j] != 0) |
301 | if (op->resist[j] != 0) |
397 | { |
302 | { |
398 | op->resist[j] += lmt->mod[j]; |
303 | op->resist[j] += lmt->mod[j]; |
399 | if (op->resist[j] > 100) |
304 | if (op->resist[j] > 100) |
400 | op->resist[j] = 100; |
305 | op->resist[j] = 100; |
401 | if (op->resist[j] < -100) |
306 | if (op->resist[j] < -100) |
402 | op->resist[j] = -100; |
307 | op->resist[j] = -100; |
403 | } |
308 | } |
404 | } |
309 | } |
|
|
310 | |
405 | op->materialname = lmt->name; |
311 | op->materialname = lmt->name; |
406 | /* dont make it unstackable if it doesn't need to be */ |
312 | /* dont make it unstackable if it doesn't need to be */ |
407 | if (op->is_weapon () || op->is_armor ()) |
313 | if (op->is_weapon () || op->is_armor ()) |
408 | { |
314 | { |
409 | op->weight = (op->weight * lmt->weight) / 100; |
315 | op->weight = (op->weight * lmt->weight) / 100; |
410 | op->value = (op->value * lmt->value) / 100; |
316 | op->value = (op->value * lmt->value) / 100; |
411 | } |
317 | } |
412 | #endif |
|
|
413 | } |
318 | } |
414 | } |
319 | } |
415 | |
320 | |
416 | /* |
321 | /* |
417 | * Strip out the media tags from a String. |
322 | * Strip out the media tags from a String. |