Sophie

Sophie

distrib > Mandriva > 9.1 > ppc > by-pkgid > 23d6d6a5dee1b3891a423795f4b554c6 > files > 142

crossfire-1.0.0-3mdk.ppc.rpm

# items-extract - parse the archetypes-file and output the
# artifacts in a structured format.

# Variables passed when invoked:
#   living_c - filename where the array attacks is defined.

BEGIN {
	# These stats will be added to the "magik" string according
	# to the pattern. "%s" should be "%+d", but that isn't 
	# portable.
	magic["Str"] = "strength %s";
	magic["Dex"] = "dexterity %s";
	magic["Con"] = "constitution %s";
	magic["Int"] = "intelligence %s";
	magic["Wis"] = "wisdom %s";
	magic["Cha"] = "charisma %s";
	magic["Pow"] = "power %s";
    
	magic["luck"] = "luck %s";
	magic["exp"] = "speed %s";
	magic["sp"] = "spell-point regeneration %s";
	magic["hp"] = "hit-point regeneration %s";
#	magic["dam"] = "damage %s";

	magic["reflect_spell"] = "reflect spells";
	magic["xrays"] = "X-ray vision";
	magic["stealth"] = "stealth";
	magic["flying"] = "flying";

	# Read the attack-types (and immune/protection)
	while ((getline buff < living_c) == 1) {
		if (buff ~ /attacks\[/) {
			att = 0;
			while (1) {
				getline buff < living_c;
				if (buff ~ "^}")
					break;
				gsub("[ \t]*\"", "", buff);
				nr = split(buff, arr, ",");
				for (i = 1; i <= nr && arr[i]; i++)
					attack[++att] = arr[i];
			}
			break;
		}
	}
	close(living_c);

	# These types are always artifacts:
	artifact[99] = artifact[14] = artifact[16] = artifact[33] = 1;
	artifact[34] = artifact[100] = artifact[113] = artifact[915] = 1;

	weapons[15] = weapons[915] = 1;
	armours[16] = armours[33] = armours[34] = armours[99] = 1;

	worthless["chair"] = worthless["table"] = worthless["bed"] = 1;
}

/^Object/ {
	slay = magik = "";
	name = obj = $2;
	x = y = 0;
	xmin = xmax = ymin = ymax = 0;
	More = 0;
	dam = type = magical = ac = armour = weight = last_sp = 0;
	vulnerable = att = prot = immune = 0;
}

$1 in magic { 
	if ($1 == "sp" && type == 14)
		ac = $2;
	else
		add_magik(magic[$1], $2);
}

/^type/		{ type = $2 }
/^last_sp/	{ last_sp = $2 }
/^dam/		{ dam = $2 }
/^ac/		{ ac = $2 }
/^armour/	{ armour = $2 }
/^weight/	{ weight = $2 }
/^attacktype/	{ att = $2 }
/^protected/	{ prot = $2 }
/^immune/	{ immune = $2 }
/^vulnerable/	{ vulnerable = $2 }
/^slaying/	{ slay = $2; }
/^magic/	{ magical = $2 }
/^name/		{ name = substr($0, 6) }

/^end/ {
	# Type 15 are artifacts if they are magical
	if (type == 15 && magical)
	    type += 900;
	# It can also be chairs and beds, but they are in the worthless
	# array...
	if (artifact[type] || (type == 15 && !worthless[name])) {
		if (dam && ! (type in weapons))
			add_magik("damage %s", dam);
		if (ac && ! (type in armours))
			add_magik("ac %s", ac);
		if (armour && ! (type in armours))
			add_magik("armour %s", armour);

		magik = magik attacktype(att, "Attacks:");
		magik = magik attacktype(prot, "Protected:");
		magik = magik attacktype(immune, "Immune:");
		magik = magik attacktype(vulnerable, "Vulnerable:");
		if (slay)
			magik = magik "<br> " capitalize(slay=="wall" ? "excavation" : slay "-slaying");

		if (magical)
			name = name " +" magical;

		sub("^<br> ", "", magik);
		magik = capitalize(magik);
		name = capitalize(name);
		sub("_", " ", name);

		if (type in armours)
			speed = last_sp/10;
		else if (type in weapons) {
			# Horrible, I know. Blame vidarl@ifi.uio.no -- Fy Vidar!
			# I assume the player has max Str and Dex 
			# and speed of 6 here.

			# weapon_speed = (last_sp*2 - magical) / 2;
			# if (weapon_speed < 0) weapon_speed = 0;

			# M = (300-121)/121.0; 
			# M2 = 300/100.0; 
			# W = weight/20000.0;
			# s = 2 - weapon_speed/10.0;

			# D = (30-14)/14.0;
			# K = 1 + M/3.0 - W/(3*M2) + 6/5.0 + D/2.0;
			# K *= (4 + 99)/(6 + 99) * 1.2;
			# if ( K <= 0) K = 0.01

			# W = weight/20000; s = 2 - ((last_sp*2 - magical) / 2)/10;
			# K = 1.177*(4 - W/30 + 6/5)
			# if (K <= 0) K = 0.01;

			# speed = 6/(K*s);

			speed = last_sp;
		} else
			speed = 0;

		printf("%d &%s &%s &%s &%d &%.1f &%d &%d &%d &~~%s~~ &%.2f\n",
			type, obj, name, magik, dam, (weight/1000), ac,
			armour, magical, obj, speed);
	}
}

END {
	close("items");
}


# Given a bitmask, give a string enumerating the meaning of the bits.
function attacktype(at, type,   i, str) {
	for (i = 1; i in attack; i++) {
		if (at % 2)
			str = (str ? str ", " : "") attack[i];
		at = int(at/2);
	}
	return str ? "<br> " type " " str : "";
}

function add_magik(str, val) {
      if (str ~ /%[0-9-]*s/)
              str = sprintf(str, val < 0 ? val : "+" val);
      magik = magik ? magik ", " str : str;
}

function capitalize(str) {
	return toupper(substr(str, 1, 1)) substr(str, 2);
}