Exemple #1
0
/**
 * Lets the given monster attempt to reproduce.
 *
 * Note that "reproduction" REQUIRES empty space.
 *
 * Returns true if the monster successfully reproduced.
 */
bool multiply_monster(const struct monster *mon)
{
	int i, y, x;

	bool result = false;

	/* Try up to 18 times */
	for (i = 0; i < 18; i++) {
		int d = 1;

		/* Pick a location */
		scatter(cave, &y, &x, mon->fy, mon->fx, d, true);

		/* Require an "empty" floor grid */
		if (!square_isempty(cave, y, x)) continue;

		/* Create a new monster (awake, no groups) */
		result = place_new_monster(cave, y, x, mon->race, false, false,
			ORIGIN_DROP_BREED);

		/* Done */
		break;
	}

	/* Result */
	return (result);
}
Exemple #2
0
/*
 * Summon a creature of the specified type
 *
 * This function is rather dangerous XXX XXX XXX
 */
static void do_cmd_wiz_named(int r_idx, bool slp)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int i, x, y;

	/* Paranoia */
	if (!r_idx) return;
	if (r_idx >= z_info->r_max-1) return;

	/* Try 10 times */
	for (i = 0; i < 10; i++) {
		int d = 1;

		/* Pick a location */
		scatter(&y, &x, py, px, d, 0);

		/* Require empty grids */
		if (!cave_empty_bold(y, x)) continue;

		/* Place it (allow groups) */
		if (place_new_monster(cave, y, x, r_idx, slp, TRUE, ORIGIN_DROP_WIZARD)) break;
	}
}
Exemple #3
0
/**
 * Picks a monster race, makes a new monster of that race, then attempts to 
 * place it in the dungeon. The monster race chosen will be appropriate for
 * dungeon level equal to `depth`.
 *
 * If `sleep` is true, the monster is placed with its default sleep value,
 * which is given in monster.txt.
 *
 * If `group_okay` is true, we allow the placing of a group, if the chosen
 * monster appears with friends or an escort.
 *
 * `origin` is the item origin to use for any monster drops (e.g. ORIGIN_DROP,
 * ORIGIN_DROP_PIT, etc.) 
 *
 * Returns TRUE if we successfully place a monster.
 */
bool pick_and_place_monster(struct cave *c, int y, int x, int depth, bool sleep,
	bool group_okay, byte origin)
{
	/* Pick a monster race */
	monster_race *race = get_mon_num(depth);
	if (!race) return (FALSE);

	/* Attempt to place the monster */
	return (place_new_monster(c, y, x, race, sleep, group_okay, origin));
}
Exemple #4
0
/**
 * Picks a monster race, makes a new monster of that race, then attempts to
 * place it in the dungeon. The monster race chosen will be appropriate for
 * dungeon level equal to `depth`.
 *
 * If `sleep` is true, the monster is placed with its default sleep value,
 * which is given in monster.txt.
 *
 * If `group_okay` is true, we allow the placing of a group, if the chosen
 * monster appears with friends or an escort.
 *
 * `origin` is the item origin to use for any monster drops (e.g. ORIGIN_DROP,
 * ORIGIN_DROP_PIT, etc.)
 *
 * Returns true if we successfully place a monster.
 */
bool pick_and_place_monster(struct chunk *c, int y, int x, int depth,
							bool sleep, bool group_okay, byte origin)
{
	/* Pick a monster race */
	struct monster_race *race = get_mon_num(depth);
	if (race) {
		return place_new_monster(c, y, x, race, sleep, group_okay, origin);
	} else {
		return false;
	}
}
Exemple #5
0
/**
 * Picks a monster race, makes a new monster of that race, then attempts to 
 * place it in the dungeon. The monster race chosen will be appropriate for
 * dungeon level equal to `depth`.
 *
 * If `sleep` is true, the monster is placed with its default sleep value,
 * which is given in monster.txt.
 *
 * If `group_okay` is true, we allow the placing of a group, if the chosen
 * monster appears with friends or an escort.
 *
 * `origin` is the item origin to use for any monster drops (e.g. ORIGIN_DROP,
 * ORIGIN_DROP_PIT, etc.) 
 *
 * Returns TRUE if we successfully place a monster.
 */
bool pick_and_place_monster(struct cave *c, int y, int x, int depth, bool sleep,
	bool group_okay, byte origin)
{
	int r_idx;

	/* Pick a monster race */
	r_idx = get_mon_num(depth);

	/* Handle failure */
	if (!r_idx) return (FALSE);

	/* Attempt to place the monster */
	return (place_new_monster(c, y, x, r_idx, sleep, group_okay, origin));
}
Exemple #6
0
/*
 * Summon a creature of the specified type
 *
 * This function is rather dangerous XXX XXX XXX
 */
static void do_cmd_wiz_named(monster_race *r, bool slp)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int i, x, y;

	/* Paranoia */
	assert(r);

	/* Try 10 times */
	for (i = 0; i < 10; i++) {
		int d = 1;

		/* Pick a location */
		scatter(&y, &x, py, px, d, TRUE);

		/* Require empty grids */
		if (!cave_isempty(cave, y, x)) continue;

		/* Place it (allow groups) */
		if (place_new_monster(cave, y, x, r, slp, TRUE, ORIGIN_DROP_WIZARD)) break;
	}
}
Exemple #7
0
/**
 * Places a monster (of the specified "type") near the given
 * location.  Return the siummoned monster's level iff a monster was
 * actually summoned.
 *
 * We will attempt to place the monster up to 10 times before giving up.
 *
 * This function takes the "monster level"
 * of the summoning monster as a parameter, and use that, along with
 * the current dungeon level, to help determine the level of the
 * desired monster.  Note that this is an upper bound, and also
 * tends to "prefer" monsters of that level.  Currently, we use
 * the average of the dungeon and monster levels, and then add
 * five to allow slight increases in monster power.
 *
 * Note that we use the new "monster allocation table" creation code
 * to restrict the "get_mon_num()" function to the set of "legal"
 * monsters, making this function much faster and more reliable.
 *
 * Note that this function may not succeed, though this is very rare.
 */
int summon_specific(int y1, int x1, int lev, int type, bool delay, bool call)
{
	int i, x = 0, y = 0;

	struct monster *mon;
	struct monster_race *race;

	/* Look for a location, allow up to 4 squares away */
	for (i = 0; i < 60; ++i) {
		/* Pick a distance */
		int d = (i / 15) + 1;

		/* Pick a location */
		scatter(cave, &y, &x, y1, x1, d, true);

		/* Require "empty" floor grid */
		if (!square_isempty(cave, y, x)) continue;

		/* No summon on glyphs */
		if (square_iswarded(cave, y, x) || square_isdecoyed(cave, y, x)) {
			continue;
		}

		/* Okay */
		break;
	}

	/* Failure */
	if (i == 60) return (0);

	/* Save the "summon" type */
	summon_specific_type = type;

	/* Use the new calling scheme if requested */
	if (call && (type != summon_name_to_idx("UNIQUE")) &&
		(type != summon_name_to_idx("WRAITH"))) {
		return (call_monster(y, x));
	}

	/* Prepare allocation table */
	get_mon_num_prep(summon_specific_okay);

	/* Pick a monster, using the level calculation */
	race = get_mon_num((player->depth + lev) / 2 + 5);

	/* Prepare allocation table */
	get_mon_num_prep(NULL);

	/* Handle failure */
	if (!race) return (0);

	/* Attempt to place the monster (awake, don't allow groups) */
	if (!place_new_monster(cave, y, x, race, false, false, ORIGIN_DROP_SUMMON))
		return (0);

	/* Success, return the level of the monster */
	mon = square_monster(cave, y, x);

	/* If delay, try to let the player act before the summoned monsters,
	 * including slowing down faster monsters for one turn */
	/* XXX should this now be hold monster for a turn? */
	if (delay) {
		mon->energy = 0;
		if (mon->race->speed > player->state.speed)
			mon_inc_timed(mon, MON_TMD_SLOW, 1,	MON_TMD_FLG_NOMESSAGE, false);
	}

	return (mon->race->level);
}
Exemple #8
0
/**
 * Generate a random level.
 *
 * Confusingly, this function also generate the town level (level 0).
 * \param c is the level we're going to end up with, in practice the global cave
 * \param p is the current player struct, in practice the global player
 */
void cave_generate(struct chunk **c, struct player *p) {
	const char *error = "no generation";
	int y, x, tries = 0;
	struct chunk *chunk;

	assert(c);

	/* Generate */
	for (tries = 0; tries < 100 && error; tries++) {
		struct dun_data dun_body;

		error = NULL;

		/* Mark the dungeon as being unready (to avoid artifact loss, etc) */
		character_dungeon = FALSE;

		/* Allocate global data (will be freed when we leave the loop) */
		dun = &dun_body;
		dun->cent = mem_zalloc(z_info->level_room_max * sizeof(struct loc));
		dun->door = mem_zalloc(z_info->level_door_max * sizeof(struct loc));
		dun->wall = mem_zalloc(z_info->wall_pierce_max * sizeof(struct loc));
		dun->tunn = mem_zalloc(z_info->tunn_grid_max * sizeof(struct loc));

		/* Choose a profile and build the level */
		dun->profile = choose_profile(p->depth);
		chunk = dun->profile->builder(p);
		if (!chunk) {
			error = "Failed to find builder";
			mem_free(dun->cent);
			mem_free(dun->door);
			mem_free(dun->wall);
			mem_free(dun->tunn);
			continue;
		}

		/* Ensure quest monsters */
		if (is_quest(chunk->depth)) {
			int i;
			for (i = 1; i < z_info->r_max; i++) {
				monster_race *r_ptr = &r_info[i];
				int y, x;
				
				/* The monster must be an unseen quest monster of this depth. */
				if (r_ptr->cur_num > 0) continue;
				if (!rf_has(r_ptr->flags, RF_QUESTOR)) continue;
				if (r_ptr->level != chunk->depth) continue;
	
				/* Pick a location and place the monster */
				find_empty(chunk, &y, &x);
				place_new_monster(chunk, y, x, r_ptr, TRUE, TRUE, ORIGIN_DROP);
			}
		}

		/* Clear generation flags. */
		for (y = 0; y < chunk->height; y++) {
			for (x = 0; x < chunk->width; x++) {
				sqinfo_off(chunk->squares[y][x].info, SQUARE_WALL_INNER);
				sqinfo_off(chunk->squares[y][x].info, SQUARE_WALL_OUTER);
				sqinfo_off(chunk->squares[y][x].info, SQUARE_WALL_SOLID);
				sqinfo_off(chunk->squares[y][x].info, SQUARE_MON_RESTRICT);
			}
		}

		/* Regenerate levels that overflow their maxima */
		if (cave_monster_max(chunk) >= z_info->level_monster_max)
			error = "too many monsters";

		if (error) ROOM_LOG("Generation restarted: %s.", error);

		mem_free(dun->cent);
		mem_free(dun->door);
		mem_free(dun->wall);
		mem_free(dun->tunn);
	}

	if (error) quit_fmt("cave_generate() failed 100 times!");

	/* Free the old cave, use the new one */
	if (*c)
		cave_free(*c);
	*c = chunk;

	/* Place dungeon squares to trigger feeling (not in town) */
	if (player->depth)
		place_feeling(*c);

	/* Save the town */
	else if (!chunk_find_name("Town")) {
		struct chunk *town = chunk_write(0, 0, z_info->town_hgt,
										 z_info->town_wid, FALSE, FALSE, FALSE);
		town->name = string_make("Town");
		chunk_list_add(town);
	}

	(*c)->feeling = calc_obj_feeling(*c) + calc_mon_feeling(*c);

	/* Validate the dungeon (we could use more checks here) */
	chunk_validate_objects(*c);

	/* The dungeon is ready */
	character_dungeon = TRUE;

	/* Free old and allocate new known level */
	if (cave_k)
		cave_free(cave_k);
	cave_k = cave_new(cave->height, cave->width);
	if (!cave->depth)
		cave_known();

	(*c)->created_at = turn;
}