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/*
* File: ng-init.cc
* Summary: 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 "branch.h"
#include "describe.h"
#include "dungeon.h"
#include "itemname.h"
#include "libutil.h"
#include "maps.h"
#include "player.h"
#include "random.h"
#include "religion.h"
#include "state.h"
#include "store.h"
#ifdef DEBUG_DIAGNOSTICS
#define DEBUG_TEMPLES
#endif
static unsigned char _random_potion_description()
{
int desc, nature, colour;
do
{
desc = random2( PDQ_NQUALS * PDC_NCOLOURS );
if (coinflip())
desc %= PDC_NCOLOURS;
nature = PQUAL(desc);
colour = PCOLOUR(desc);
// nature and colour correspond to primary and secondary in
// itemname.cc. This check ensures clear potions don't get odd
// qualifiers.
}
while (colour == PDC_CLEAR && nature > PDQ_VISCOUS
|| desc == PDESCS(PDC_CLEAR));
return static_cast<unsigned char>(desc);
}
// Determine starting depths of branches.
void initialise_branch_depths()
{
for (int branch = BRANCH_ECUMENICAL_TEMPLE; branch < NUM_BRANCHES; ++branch)
{
Branch *b = &branches[branch];
if (crawl_state.game_is_sprint())
b->startdepth = -1;
else if (branch < BRANCH_VESTIBULE_OF_HELL)
b->startdepth = random_range(b->mindepth, b->maxdepth);
}
// Disable one of the Swamp/Shoals/Snake Pit.
const branch_type disabled_branch =
static_cast<branch_type>(
random_choose(BRANCH_SWAMP, BRANCH_SHOALS, BRANCH_SNAKE_PIT, -1));
dprf("Disabling branch: %s", branches[disabled_branch].shortname);
branches[disabled_branch].startdepth = -1;
if (crawl_state.game_is_sprint())
branches[BRANCH_MAIN_DUNGEON].depth = 1;
else
branches[BRANCH_MAIN_DUNGEON].depth = BRANCH_DUNGEON_DEPTH;
}
#define MAX_OVERFLOW_LEVEL 9
// 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.
level_id ecumenical(BRANCH_ECUMENICAL_TEMPLE, 1);
map_def *main_temple = NULL;
for (int i = 0; i < 10; i++)
{
main_temple
= const_cast<map_def*>(random_map_for_place(ecumenical, false));
if (main_temple == NULL)
end (1, false, "No temples?!");
// Without all this find_glyph() returns 0.
std::string err;
main_temple->load();
main_temple->reinit();
err = main_temple->run_lua(true);
if (!err.empty())
{
mprf(MSGCH_ERROR, "Temple %s: %s", main_temple->name.c_str(),
err.c_str());
main_temple = NULL;
continue;
}
main_temple->fixup();
err = main_temple->resolve();
if (!err.empty())
{
mprf(MSGCH_ERROR, "Temple %s: %s", main_temple->name.c_str(),
err.c_str());
main_temple = NULL;
continue;
}
break;
}
if (main_temple == NULL)
end(1, false, "No valid temples.");
you.props[TEMPLE_MAP_KEY] = main_temple->name;
const std::vector<coord_def> altar_coords
= main_temple->find_glyph('B');
const unsigned int main_temple_size = altar_coords.size();
if (main_temple_size == 0)
{
end(1, false, "Main temple '%s' has no altars",
main_temple->name.c_str());
}
#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.
std::vector<god_type> god_list = temple_god_list();
std::random_shuffle(god_list.begin(), god_list.end());
std::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", overflow_gods.size());
#endif
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);
// 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; i < overflow_gods.size(); i++)
{
const unsigned int level = random_range(2, 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);
// Only single-altar overflow temples for now.
gods.push_back( (char) overflow_gods[i] );
level_temples.push_back(temple);
}
}
static int _get_random_porridge_desc()
{
return PDESCQ(PDQ_GLUGGY, one_chance_in(3) ? PDC_BROWN
: PDC_WHITE);
}
static int _get_random_coagulated_blood_desc()
{
potion_description_qualifier_type qualifier = PDQ_NONE;
while (true)
{
switch (random2(4))
{
case 0:
qualifier = PDQ_GLUGGY;
break;
case 1:
qualifier = PDQ_LUMPY;
break;
case 2:
qualifier = PDQ_SEDIMENTED;
break;
case 3:
qualifier = PDQ_VISCOUS;
break;
}
potion_description_colour_type colour = (coinflip() ? PDC_RED
: PDC_BROWN);
int desc = PDESCQ(qualifier, colour);
if (you.item_description[IDESC_POTIONS][POT_BLOOD] != desc)
return desc;
}
}
static int _get_random_blood_desc()
{
return PDESCQ(coinflip() ? PDQ_NONE :
coinflip() ? PDQ_VISCOUS
: PDQ_SEDIMENTED, PDC_RED);
}
void initialise_item_descriptions()
{
// Must remember to check for already existing colours/combinations.
you.item_description.init(255);
you.item_description[IDESC_POTIONS][POT_WATER] = PDESCS(PDC_CLEAR);
you.item_description[IDESC_POTIONS][POT_PORRIDGE]
= _get_random_porridge_desc();
you.item_description[IDESC_POTIONS][POT_BLOOD]
= _get_random_blood_desc();
you.item_description[IDESC_POTIONS][POT_BLOOD_COAGULATED]
= _get_random_coagulated_blood_desc();
// 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;
case IDESC_SCROLLS: // scrolls: random seed for the name
case IDESC_SCROLLS_II:
you.item_description[i][j] = random2(151);
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 and rods
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()
{
do
you.second_god_name = make_name(random_int(), false, 8, 'J');
while (strncmp(you.second_god_name.c_str(), "J", 1) != 0);
you.second_god_name = replace_all(you.second_god_name, " ", "");
}
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