… | |
… | |
87 | } |
87 | } |
88 | |
88 | |
89 | op->destroy (); |
89 | op->destroy (); |
90 | } |
90 | } |
91 | |
91 | |
92 | /* Will generate a monster according to content |
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93 | * of generator. |
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94 | */ |
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95 | void |
92 | void |
96 | generate_monster_inv (object *gen) |
93 | generate_monster (object *gen) |
97 | { |
94 | { |
98 | int i; |
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99 | object *op, *head = NULL; |
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100 | |
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101 | int qty = 0; |
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102 | |
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103 | /* Code below assumes the generator is on a map, as it tries |
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104 | * to place the monster on the map. So if the generator |
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105 | * isn't on a map, complain and exit. |
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106 | */ |
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107 | if (gen->map == NULL) |
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108 | { |
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109 | //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); |
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110 | return; |
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111 | } |
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112 | /*First count numer of objects in inv */ |
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113 | for (op = gen->inv; op; op = op->below) |
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114 | qty++; |
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115 | if (!qty) |
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116 | { |
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117 | LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name); |
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118 | return; /*No inventory */ |
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119 | } |
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120 | qty = rndm (0, qty - 1); |
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121 | for (op = gen->inv; qty; qty--) |
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122 | op = op->below; |
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123 | i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); |
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124 | if (i == -1) |
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125 | return; |
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126 | head = object_create_clone (op); |
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127 | CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); |
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128 | unflag_inv (head, FLAG_IS_A_TEMPLATE); |
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129 | if (rndm (0, 9)) |
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130 | generate_artifact (head, gen->map->difficulty); |
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131 | insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]); |
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132 | if (QUERY_FLAG (head, FLAG_FREED)) |
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133 | return; |
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134 | if (head->has_random_items ()) |
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135 | create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0); |
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136 | } |
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137 | |
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138 | void |
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139 | generate_monster_arch (object *gen) |
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140 | { |
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141 | int i; |
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142 | object *op, *head = NULL, *prev = NULL; |
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143 | archetype *at = gen->other_arch; |
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144 | |
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145 | if (!gen->other_arch) |
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146 | return; |
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147 | |
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148 | /* Code below assumes the generator is on a map, as it tries |
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149 | * to place the monster on the map. So if the generator |
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150 | * isn't on a map, complain and exit. |
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151 | */ |
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152 | if (!gen->map) |
95 | if (!gen->map) |
153 | return; |
96 | return; |
154 | |
97 | |
155 | i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); |
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156 | if (i == -1) |
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157 | return; |
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158 | |
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159 | while (at) |
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160 | { |
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161 | op = arch_to_object (at); |
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162 | op->x = gen->x + freearr_x[i] + at->clone.x; |
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163 | op->y = gen->y + freearr_y[i] + at->clone.y; |
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164 | |
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165 | if (head) |
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166 | op->head = head, prev->more = op; |
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167 | |
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168 | if (rndm (0, 9)) |
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169 | generate_artifact (op, gen->map->difficulty); |
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170 | |
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171 | insert_ob_in_map (op, gen->map, gen, 0); |
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172 | if (QUERY_FLAG (op, FLAG_FREED)) |
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173 | return; |
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174 | |
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175 | if (op->has_random_items ()) |
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176 | create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); |
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177 | |
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178 | if (head == NULL) |
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179 | head = op; |
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180 | |
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181 | prev = op; |
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182 | at = at->more; |
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183 | } |
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184 | } |
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185 | |
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186 | void |
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187 | generate_monster (object *gen) |
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188 | { |
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189 | |
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190 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
98 | if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) |
191 | return; |
99 | return; |
192 | |
100 | |
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101 | object *op; |
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102 | |
193 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
103 | if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) |
194 | generate_monster_inv (gen); |
104 | { |
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105 | // either copy one item form the inventory... |
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106 | if (!gen->inv) |
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107 | return; |
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108 | |
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109 | // first select one item from the inventory |
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110 | int index = 0; |
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111 | for (object *tmp = gen->inv; tmp; tmp = tmp->below) |
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112 | if (!rndm (++index)) |
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113 | op = tmp; |
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114 | |
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115 | op = object_create_clone (op); |
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116 | |
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117 | CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); |
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118 | unflag_inv (op, FLAG_IS_A_TEMPLATE); |
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119 | } |
195 | else |
120 | else |
196 | generate_monster_arch (gen); |
121 | { |
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122 | // ...or use other_arch |
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123 | if (archetype *at = gen->other_arch) |
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124 | op = arch_to_object (at); |
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125 | else |
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126 | return; |
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127 | } |
197 | |
128 | |
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129 | op->expand_tail (); |
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130 | |
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131 | int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); |
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132 | if (i >= 0) |
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133 | { |
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134 | if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i])) |
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135 | { |
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136 | if (rndm (0, 9)) |
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137 | generate_artifact (op, gen->map->difficulty); |
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138 | |
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139 | if (op->has_random_items ()) |
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140 | create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty); |
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141 | |
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142 | return; |
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143 | } |
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144 | } |
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145 | |
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146 | op->destroy (); |
198 | } |
147 | } |
199 | |
148 | |
200 | void |
149 | void |
201 | remove_force (object *op) |
150 | remove_force (object *op) |
202 | { |
151 | { |