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/**
* @file
* @brief Initializing non-player-related parts of a new game.
**/
/* TODO: 'you' shouldn't occur here.
* Some of these might fit better elsewhere.
*/
#include "AppHdr.h"
#include "mpr.h"
#include "ng-init.h"
#include "branch.h"
#include "describe.h"
#include "dungeon.h"
#include "end.h"
#include "item-name.h"
#include "libutil.h"
#include "maps.h"
#include "ng-init-branches.h"
#include "random.h"
#include "religion.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "unicode.h"
#ifdef DEBUG_DIAGNOSTICS
#define DEBUG_TEMPLES
#endif
static uint8_t _random_potion_description()
{
const int desc = random2(PDQ_NQUALS * PDC_NCOLOURS);
if (coinflip())
return desc;
return desc % PDC_NCOLOURS;
}
// Determine starting depths of branches.
void initialise_branch_depths()
{
root_branch = BRANCH_DUNGEON;
// XXX: Should this go elsewhere?
branch_bribe.init(0);
for (branch_iterator it; it; ++it)
brentry[it->id].clear();
if (crawl_state.game_is_sprint())
{
brdepth.init(-1);
brdepth[BRANCH_DUNGEON] = 1;
brdepth[BRANCH_CRUCIBLE] = 1;
brdepth[BRANCH_ARENA] = 1;
return;
}
for (int branch = 0; branch < NUM_BRANCHES; ++branch)
{
const Branch *b = &branches[branch];
ASSERT(b->id == branch);
branch_uniq_map_tags[branch].clear();
}
initialise_brentry();
if (crawl_state.game_is_descent())
brdepth[BRANCH_DUNGEON] = 12;
}
static void _use_overflow_temple(vector<god_type> temple_gods)
{
CrawlVector &overflow_temples
= you.props[OVERFLOW_TEMPLES_KEY].get_vector();
const unsigned int level = random_range(MIN_OVERFLOW_LEVEL,
MAX_OVERFLOW_LEVEL);
// List of overflow temples on this level.
CrawlVector &level_temples = overflow_temples[level - 1].get_vector();
CrawlHashTable temple;
CrawlVector &gods = temple[TEMPLE_GODS_KEY].new_vector(SV_BYTE);
for (unsigned int i = 0; i < temple_gods.size(); i++)
gods.push_back((char) temple_gods[i]);
level_temples.push_back(temple);
}
// Determine which altars go into the Ecumenical Temple, which go into
// overflow temples, and on what level the overflow temples are.
void initialise_temples()
{
//////////////////////////////////////////
// First determine main temple map to use.
map_def *main_temple = nullptr;
int altar_count = 0;
if (crawl_state.game_is_descent())
{
main_temple
= const_cast<map_def*>(random_map_for_tag("temple_altars_0", false));
if (main_temple == nullptr)
end(1, false, "No temple of size 0");
}
else if (one_chance_in(100))
{
main_temple = const_cast<map_def*>(random_map_for_tag("temple_rare"));
if (main_temple == nullptr)
end(1, false, "No valid rare temples.");
for (const auto &tag : main_temple->get_tags())
{
if (starts_with(tag, "temple_altars_"))
{
altar_count =
atoi(tag_without_prefix(tag,
"temple_altars_").c_str());
}
}
}
else
{
// distribution of altar count has a mean at 13.5, with the extremes
// occurring approximately 2.5% of the time each (a much thicker tail
// than using 6 + random2avg(16,2)).
// XXX: slightly out of date?
if (coinflip())
altar_count = max(6, 5 + random2max(9, 2));
else
altar_count = min(22, 14 + random2min(9, 2));
const string vault_tag = make_stringf("temple_altars_%d", altar_count);
do
{
main_temple
= const_cast<map_def*>(random_map_for_tag(vault_tag, false));
if (main_temple == nullptr)
end(1, false, "No temple of size %d", altar_count);
} while (main_temple->has_tag("temple_rare"));
}
you.props[TEMPLE_SIZE_KEY] = altar_count;
you.props[TEMPLE_MAP_KEY] = main_temple->name;
const unsigned int main_temple_size = altar_count;
#ifdef DEBUG_TEMPLES
mprf(MSGCH_DIAGNOSTICS, "Chose main temple %s, size %u",
main_temple->name.c_str(), main_temple_size);
#endif
///////////////////////////////////
// Now set up the overflow temples.
vector<god_type> god_list = temple_god_list();
shuffle_array(god_list);
vector<god_type> overflow_gods;
while (god_list.size() > main_temple_size)
{
overflow_gods.push_back(god_list.back());
god_list.pop_back();
}
#ifdef DEBUG_TEMPLES
mprf(MSGCH_DIAGNOSTICS, "%u overflow altars", (unsigned int)overflow_gods.size());
#endif
you.props.erase(TEMPLE_GODS_KEY); // shouldn't be set normally, but
you.props.erase(OVERFLOW_TEMPLES_KEY); // may be in tests
CrawlVector &temple_gods
= you.props[TEMPLE_GODS_KEY].new_vector(SV_BYTE);
for (unsigned int i = 0; i < god_list.size(); i++)
temple_gods.push_back((char) god_list[i]);
CrawlVector &overflow_temples
= you.props[OVERFLOW_TEMPLES_KEY].new_vector(SV_VEC);
overflow_temples.resize(MAX_OVERFLOW_LEVEL);
// Count god overflow temple weights.
int overflow_weights[NUM_GODS + 1];
overflow_weights[0] = 0;
for (unsigned int i = 1; i < NUM_GODS; i++)
{
string mapname = make_stringf("temple_overflow_generic_%d", i);
mapref_vector maps = find_maps_for_tag(mapname);
if (!maps.empty())
{
int chance = 0;
for (auto map : maps)
{
// XXX: this should handle level depth better
chance += map->weight(level_id(BRANCH_DUNGEON,
MAX_OVERFLOW_LEVEL));
}
overflow_weights[i] = chance;
}
else
overflow_weights[i] = 0;
}
// Check for temple_overflow vaults that specify certain gods.
mapref_vector maps;
// the >1 range is based on previous code; 1-altar temple_overflow maps
// are placed by the next part, though their weight is not used here. There
// are currently no such vaults with more than 3 altars, but there's not
// much cost to checking a few higher.
for (int num = 2; num <= 5; num++)
{
mapref_vector num_maps = find_maps_for_tag(
make_stringf("temple_overflow_%d", num));
maps.insert(maps.end(), num_maps.begin(), num_maps.end());
}
for (const map_def *map : maps)
{
if (overflow_gods.size() < 2)
break;
unsigned int num = 0;
vector<god_type> this_temple_gods;
for (const auto &tag : map->get_tags())
{
if (!starts_with(tag, "temple_overflow_"))
continue;
string temple_tag = tag_without_prefix(tag, "temple_overflow_");
if (temple_tag.empty())
{
mprf(MSGCH_ERROR, "Malformed temple tag '%s' in map %s",
tag.c_str(), map->name.c_str());
continue;
}
int test_num;
if (parse_int(temple_tag.c_str(), test_num) && test_num > 0)
num = test_num;
else
{
replace(temple_tag.begin(), temple_tag.end(), '_', ' ');
god_type this_god = str_to_god(temple_tag);
if (this_god == GOD_NO_GOD)
{
mprf(MSGCH_ERROR, "Malformed temple tag '%s' in map %s",
tag.c_str(), map->name.c_str());
continue;
}
this_temple_gods.push_back(this_god);
}
if (num == 0)
{
if (this_temple_gods.size() > 0)
{
mprf(MSGCH_ERROR,
"Map %s has temple_overflow_god tags but no count tag",
map->name.c_str());
}
continue;
}
}
// there is one vault that currently triggers this, where it allows
// one of two specified gods on a particular altar. This code won't
// handle (or error) on that case right now.
if (num != this_temple_gods.size())
continue;
// does this temple place only gods that we need to place?
bool ok = true;
for (auto god : this_temple_gods)
if (count(overflow_gods.begin(), overflow_gods.end(), god) == 0)
{
ok = false;
break;
}
if (!ok)
continue;
// finally: this overflow vault will place a subset of our current
// overflow list. Do we actually place it?
// TODO: The weight calculation here is kind of odd, though based on
// what it is directly replacing. It should sum all compatible
// maps first. But, the end result of this choice isn't a map anyways...
// More generally, I wonder if this list should be shuffled before this
// step, so that it's not prioritizing smaller vaults?
int chance = map->weight(level_id(BRANCH_DUNGEON,
MAX_OVERFLOW_LEVEL));
if (x_chance_in_y(chance, overflow_weights[num] + chance))
{
vector<god_type> new_overflow_gods;
for (auto god : overflow_gods)
if (count(this_temple_gods.begin(), this_temple_gods.end(), god) == 0)
new_overflow_gods.push_back(god);
_use_overflow_temple(this_temple_gods);
overflow_gods = new_overflow_gods;
}
}
// NOTE: The overflow temples don't have to contain only one
// altar; they can contain any number of altars, so long as there's
// at least one vault definition with the tag "overflow_temple_num"
// (where "num" is the number of altars).
for (unsigned int i = 0, size = overflow_gods.size(); i < size; i++)
{
unsigned int remaining_size = size - i;
// At least one god.
vector<god_type> this_temple_gods;
this_temple_gods.push_back(overflow_gods[i]);
// Maybe place a larger overflow temple.
if (remaining_size > 1 && one_chance_in(remaining_size + 1))
{
vector<pair<unsigned int, int> > num_weights;
unsigned int num_gods = 1;
// Randomly choose from the sizes which have maps.
for (unsigned int j = 2; j <= remaining_size; j++)
if (overflow_weights[j] > 0)
num_weights.emplace_back(j, overflow_weights[j]);
if (!num_weights.empty())
num_gods = *(random_choose_weighted(num_weights));
// Add any extra gods (the first was added already).
for (; num_gods > 1; i++, num_gods--)
this_temple_gods.push_back(overflow_gods[i + 1]);
}
_use_overflow_temple(this_temple_gods);
}
}
void initialise_item_descriptions()
{
// Must remember to check for already existing colours/combinations.
you.item_description.init(255);
// The order here must match that of IDESC in describe.h
const int max_item_number[6] = { NUM_WANDS,
NUM_POTIONS,
NUM_SCROLLS,
NUM_JEWELLERY,
NUM_SCROLLS,
NUM_STAVES };
for (int i = 0; i < NUM_IDESC; i++)
{
// Only loop until NUM_WANDS etc.
for (int j = 0; j < max_item_number[i]; j++)
{
// Don't override predefines
if (you.item_description[i][j] != 255)
continue;
// Pick a new description until it's good.
while (true)
{
switch (i)
{
case IDESC_WANDS: // wands
you.item_description[i][j] = random2(NDSC_WAND_PRI
* NDSC_WAND_SEC);
if (coinflip())
you.item_description[i][j] %= NDSC_WAND_PRI;
break;
case IDESC_POTIONS: // potions
you.item_description[i][j] = _random_potion_description();
break;
#if TAG_MAJOR_VERSION == 34
case IDESC_SCROLLS_II: // unused but validated
#endif
case IDESC_SCROLLS: // scrolls: random seed for the name
{
// this is very weird and probably a linleyism.
const int seed_1 = random2(151); // why 151?
const int seed_2 = random2(151);
const int seed_3 = OBJ_SCROLLS; // yes, really
you.item_description[i][j] = seed_1
| (seed_2 << 8)
| (seed_3 << 16);
break;
}
case IDESC_RINGS: // rings and amulets
you.item_description[i][j] = random2(NDSC_JEWEL_PRI
* NDSC_JEWEL_SEC);
if (coinflip())
you.item_description[i][j] %= NDSC_JEWEL_PRI;
break;
case IDESC_STAVES: // staves
you.item_description[i][j] = random2(NDSC_STAVE_PRI
* NDSC_STAVE_SEC);
break;
}
bool is_ok = true;
// Test whether we've used this description before.
// Don't have p < j because some are preassigned.
for (int p = 0; p < max_item_number[i]; p++)
{
if (p == j)
continue;
if (you.item_description[i][p] == you.item_description[i][j])
{
is_ok = false;
break;
}
}
if (is_ok)
break;
}
}
}
}
void fix_up_jiyva_name()
{
you.jiyva_second_name = make_name(rng::get_uint32(), MNAME_JIYVA);
ASSERT(you.jiyva_second_name[0] == 'J');
}
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