/** * Attempts to place a monster of the given race at the given location. * * Note that certain monsters are placed with a large group of * identical or similar monsters. However, if `group_okay` is false, * then such monsters are placed by themselves. * * If `sleep` is true, the monster is placed with its default sleep value, * which is given in monster.txt. * * `origin` is the item origin to use for any monster drops (e.g. ORIGIN_DROP, * ORIGIN_DROP_PIT, etc.) */ bool place_new_monster(struct chunk *c, int y, int x, struct monster_race *race, bool sleep, bool group_okay, byte origin) { struct monster_friends *friends; struct monster_friends_base *friends_base; int total; assert(c); assert(race); /* Place one monster, or fail */ if (!place_new_monster_one(c, y, x, race, sleep, origin)) return (false); /* We're done unless the group flag is set */ if (!group_okay) return (true); /* Go through friends flags */ for (friends = race->friends; friends; friends = friends->next) { if ((unsigned int)randint0(100) >= friends->percent_chance) continue; /* Calculate the base number of monsters to place */ total = damroll(friends->number_dice, friends->number_side); place_friends(c, y, x, race, friends->race, total, sleep, origin); } /* Go through the friends_base flags */ for (friends_base = race->friends_base; friends_base; friends_base = friends_base->next){ struct monster_race *friends_race; /* Check if we pass chance for the monster appearing */ if ((unsigned int)randint0(100) >= friends_base->percent_chance) continue; total = damroll(friends_base->number_dice, friends_base->number_side); /* Set the escort index base*/ place_monster_base = friends_base->base; /* Prepare allocation table */ get_mon_num_prep(place_monster_base_okay); /* Pick a random race */ friends_race = get_mon_num(race->level); /* Reset allocation table */ get_mon_num_prep(NULL); /* Handle failure */ if (!friends_race) break; place_friends(c, y, x, race, friends_race, total, sleep, origin); } /* Success */ return (true); }
/** * Place monsters, up to the number asked for, in a rectangle centered on * y0, x0. Accept values for monster depth, symbol, and maximum vertical * and horizontal displacement. Call monster restriction functions if * needed. * \param c the current chunk being generated * \param type the type of monster (see comments to mon_restrict()) * \param depth selection depth * \param num the number of monsters to try and place - inexact due to groups * \param y0 * \param x0 the centre of the rectangle for monster placement * \param dy * \param dx the dimensions of the rectangle * \param origin the origin for monster drops * * Return prematurely if the code starts looping too much (this may happen * if y0 or x0 are out of bounds, or the area is already occupied). */ void spread_monsters(struct chunk *c, const char *type, int depth, int num, int y0, int x0, int dy, int dx, byte origin) { int i, j; /* Limits on loops */ int count; int y = y0, x = x0; int start_mon_num = c->mon_max; /* Restrict monsters. Allow uniques. Leave area empty if none found. */ if (!mon_restrict(type, depth, true)) return; /* Build the monster probability table. */ if (!get_mon_num(depth)) return; /* Try to summon monsters within our rectangle of effect. */ for (count = 0, i = 0; ((count < num) && (i < 50)); i++) { /* Get a location */ if ((dy == 0) && (dx == 0)) { y = y0; x = x0; if (!square_in_bounds(c, y, x)) return; } else { for (j = 0; j < 10; j++) { y = rand_spread(y0, dy); x = rand_spread(x0, dx); if (!square_in_bounds(c, y, x)) { if (j < 9) continue; else return; } break; } } /* Require "empty" floor grids */ if (!square_isempty(c, y, x)) continue; /* Place the monster (sleeping, allow groups) */ pick_and_place_monster(c, y, x, depth, true, true, origin); /* Rein in monster groups and escorts a little. */ if (c->mon_max - start_mon_num > num * 2) break; /* Count the monster(s), reset the loop count */ count++; i = 0; } /* Remove monster restrictions. */ (void) mon_restrict(NULL, depth, true); }
/** * 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)); }
/** * 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; } }
/** * 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)); }
/** * To avoid rebuilding the monster list too often (which can quickly * get expensive), we handle monsters of a specified race separately. * * \param c the current chunk being generated * \param racial_symbol the allowable monster_base symbols * \param vault_type the type of vault, which affects monster selection depth * \param data the vault text description, which contains the racial symbol * \param y1 the limits of the vault * \param y2 the limits of the vault * \param x1 the limits of the vault * \param x2 the limits of the vault */ void get_vault_monsters(struct chunk *c, char racial_symbol[], char *vault_type, const char *data, int y1, int y2, int x1, int x2) { int i, y, x, depth; const char *t; for (i = 0; racial_symbol[i] != '\0'; i++) { /* Require correct race, allow uniques. */ allow_unique = true; my_strcpy(base_d_char, format("%c", racial_symbol[i]), sizeof(base_d_char)); /* Determine level of monster */ if (strstr(vault_type, "Lesser vault")) depth = player->depth + 2; else if (strstr(vault_type, "Medium vault")) depth = player->depth + 4; else if (strstr(vault_type, "Greater vault")) depth = player->depth + 6; else depth = player->depth; /* Prepare allocation table */ get_mon_num_prep(mon_select); /* Build the monster probability table. */ if (!get_mon_num(depth)) continue; /* Place the monsters */ for (t = data, y = y1; y <= y2; y++) { for (x = x1; x <= x2; x++, t++) { if (*t == racial_symbol[i]) { /* Place a monster */ pick_and_place_monster(c, y, x, depth, false, false, ORIGIN_DROP_SPECIAL); } } } } /* Clear any current monster restrictions. */ get_mon_num_prep(NULL); }
/* * Generate a new dungeon level * * Note that "dun_body" adds about 4000 bytes of memory to the stack. */ static bool cave_gen(void) { int i, j, k, y, x, y1, x1; int extraloot,ctx; int sizelootadjustment,totalattempts; int max_vault_ok = 3; int feat1, feat2; cave_type *c_ptr; bool destroyed = FALSE; bool empty_level = FALSE; bool cavern = FALSE; bool lairlevel = FALSE; /* Lair Level */ int lotsorooms = 0; int laketype = 0; int droom_min = DUN_ROOMS_MIN; int droom_max = DUN_ROOMS_MAX; int dmod = p_ptr->depth; int dmod2 = p_ptr->depth * 3; dun_data dun_body; if (dmod < 1) dmod = 1; if (one_in_(2)) lotsorooms = randint1(9)+1; /* Prepare allocation table */ get_mon_num_prep(get_monster_hook(), NULL); /* Global data */ dun = &dun_body; droom_min += dmod; droom_max += dmod2; if (droom_min > droom_max) droom_min = droom_max - 10; if (droom_max < droom_min) droom_max = droom_min + 10; if (droom_min < 1) { droom_min = 5; droom_max = 15; } if (lotsorooms) { droom_min *= lotsorooms; droom_max *= lotsorooms; } if (droom_min > 100) droom_min = 100; if (droom_max > 300) droom_max = 300; if (one_in_(11)) lairlevel = TRUE; extraloot = 0; ctx = 0; sizelootadjustment = 0; totalattempts = 0; sizelootadjustment = ((max_hgt - min_hgt) / 22) + ((max_wid - min_wid) / 66); if (sizelootadjustment < 1) sizelootadjustment = 1; if (max_hgt - min_hgt < 23) max_vault_ok--; if (max_wid - min_wid < 34) max_vault_ok--; /* Hack - no vaults in moria mode */ if (ironman_moria) max_vault_ok = 0; /* Randomize the dungeon creation values */ dun_rooms = rand_range(droom_min, droom_max); dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX); dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX); dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX); dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX); dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX); /* Empty arena levels */ if (ironman_empty_levels || (empty_levels && one_in_(EMPTY_LEVEL))) { empty_level = TRUE; if (cheat_room) msg_print("Arena level."); } /* Hack -- Start with basic granite */ for (y = min_hgt; y < max_hgt; y++) { for (x = min_wid; x < max_wid; x++) { if (empty_level) cave[y][x].feat = FEAT_FLOOR; else /* Create granite wall */ cave[y][x].feat = FEAT_WALL_EXTRA; } } /* Possible "destroyed" level */ if ((p_ptr->depth > 15) && one_in_(DUN_DEST) && (small_levels)) { destroyed = TRUE; /* extra rubble around the place looks cool */ build_lake(LAKE_DESTROY); } /* Make a lake some of the time */ if (one_in_(LAKE_LEVEL) && !empty_level && !destroyed && terrain_streams) { /* Lake of Water */ if (p_ptr->depth > 52) laketype = LAKE_WATER; /* Lake of Lava */ if (p_ptr->depth > 90) laketype = LAKE_LAVA; if (laketype != 0) { if (cheat_room) msg_print("Lake on the level."); build_lake(laketype); } } if (one_in_(DUN_CAV1/(p_ptr->depth + DUN_CAV2)) && !empty_level && (laketype == 0) && !destroyed && (p_ptr->depth >= MIN_CAVERN)) { cavern = TRUE; /* make a large fractal cave in the middle of the dungeon */ if (cheat_room) msg_print("Cavern on level."); build_cavern(); } /* Hack -- No destroyed "quest" levels */ if (quest_number(p_ptr->depth)) destroyed = FALSE; /* Actual maximum number of rooms on this level */ dun->row_rooms = (max_hgt - min_hgt) / BLOCK_HGT; dun->col_rooms = (max_wid - min_hgt) / BLOCK_WID; /* Initialize the room table */ for (y = 0; y < dun->row_rooms; y++) { for (x = 0; x < dun->col_rooms; x++) { dun->room_map[y][x] = FALSE; } } /* No "crowded" rooms yet */ dun->crowded = 0; /* No rooms yet */ dun->cent_n = 0; /* Build some rooms */ for (i = 0; i < dun_rooms; i++) { /* Pick a block for the room */ y = randint0(dun->row_rooms); x = randint0(dun->col_rooms); /* Align dungeon rooms */ if (dungeon_align) { /* Slide some rooms right */ if ((x % 3) == 0) x++; /* Slide some rooms left */ if ((x % 3) == 2) x--; } /* Attempt an "unusual" room */ if (ironman_rooms || (randint0(DUN_UNUSUAL) < p_ptr->depth)) { /* Roll for room type */ k = randint0(100); /* Attempt a very unusual room */ if ((ironman_rooms && (randint0(DUN_UNUSUAL) < p_ptr->depth * 2)) || (randint0(DUN_UNUSUAL) < p_ptr->depth)) { #ifdef FORCE_V_IDX if (room_build(y, x, 8)) continue; #else /* Type 8 -- Greater vault (10%) */ if (k < 10) { if (max_vault_ok > 1) { if (room_build(y, x, 8)) continue; } else { if (cheat_room) msg_format("Refusing a greater vault. %d", max_vault_ok); } } /* Type 7 -- Lesser vault (13%) */ if (k < 23) { if (max_vault_ok > 0) { if (room_build(y, x, 7)) continue; } else { if (cheat_room) msg_print("Refusing a lesser vault."); } } /* Type 5 -- Monster nest (8%) */ if ((k < 31) && room_build(y, x, 5)) continue; /* Type 6 -- Monster pit (5%) */ if ((k < 36) && room_build(y, x, 6)) continue; /* Type 10 -- Random vault (11%) */ if (k < 47) { if (max_vault_ok > 0) { if (room_build(y, x, 10)) continue; } else { if (cheat_room) msg_print("Refusing a random vault."); } } #endif } /* Type 4 -- Large room (15%) */ if ((k < 15) && room_build(y, x, 4)) continue; /* Type 14 -- Large room (10%) */ if ((k < 25) && room_build(y, x, 14)) continue; /* Type 13 -- Large Feature room (5%) */ if ((k < 30) && room_build(y, x, 13)) continue; /* Type 3 -- Cross room (20%) */ if ((k < 50) && room_build(y, x, 3)) continue; /* Type 2 -- Overlapping (25%) */ if ((k < 75) && room_build(y, x, 2)) continue; /* Type 11 -- Parallelagram (5%) */ if ((k < 80) && room_build(y, x, 15)) continue; /* Type 11 -- Circular (5%) */ if ((k < 85) && room_build(y, x, 11)) continue; /* Type 12 -- Crypt (15%) */ if ((k < 100) && room_build(y, x, 12)) continue; } /* The deeper you are, the more cavelike the rooms are */ k = randint1(100); /* No caves when a cavern exists: they look bad */ if ((k < p_ptr->depth) && (!cavern) && (!empty_level) && (laketype == 0)) { /* Type 9 -- Fractal cave */ if (room_build(y, x, 9)) continue; } else { /* Attempt a "trivial" room */ if (room_build(y, x, 1)) continue; } } /* Make a hole in the dungeon roof sometimes at level 1 */ if ((p_ptr->depth == 1) && terrain_streams) { while (one_in_(DUN_MOS_DEN)) { place_trees(rand_range(min_wid + 1, max_wid - 2), rand_range(min_hgt + 1, max_hgt - 2)); } } /* Destroy the level if necessary */ if (destroyed) destroy_level(); /* Hack -- Add some rivers */ if (one_in_(3) && (randint1(p_ptr->depth) > 5) && terrain_streams) { /* Choose water or lava */ if (randint0(MAX_DEPTH * 2) > p_ptr->depth) { feat1 = FEAT_DEEP_WATER; feat2 = FEAT_SHAL_WATER; } else { feat1 = FEAT_DEEP_LAVA; feat2 = FEAT_SHAL_LAVA; } /* Only add river if matches lake type or if have no lake at all */ if (((laketype == 1) && (feat1 == FEAT_DEEP_LAVA)) || ((laketype == 2) && (feat1 == FEAT_DEEP_WATER)) || (laketype == 0)) { add_river(feat1, feat2); } } /* Special boundary walls -- Top */ for (x = min_wid; x < max_wid; x++) { /* Clear previous contents, add "solid" perma-wall */ cave[min_hgt][x].feat = FEAT_PERM_SOLID; } /* Special boundary walls -- Bottom */ for (x = min_wid; x < max_wid; x++) { /* Clear previous contents, add "solid" perma-wall */ cave[max_hgt - 1][x].feat = FEAT_PERM_SOLID; } /* Special boundary walls -- Left */ for (y = min_hgt; y < max_hgt; y++) { /* Clear previous contents, add "solid" perma-wall */ cave[y][min_wid].feat = FEAT_PERM_SOLID; } /* Special boundary walls -- Right */ for (y = min_hgt; y < max_hgt; y++) { /* Clear previous contents, add "solid" perma-wall */ cave[y][max_wid - 1].feat = FEAT_PERM_SOLID; } /* Hack -- Scramble the room order */ for (i = 0; i < dun->cent_n; i++) { int pick1 = randint0(dun->cent_n); int pick2 = randint0(dun->cent_n); y1 = dun->cent[pick1].y; x1 = dun->cent[pick1].x; dun->cent[pick1].y = dun->cent[pick2].y; dun->cent[pick1].x = dun->cent[pick2].x; dun->cent[pick2].y = y1; dun->cent[pick2].x = x1; } /* Start with no tunnel doors */ dun->door_n = 0; /* Hack -- connect the first room to the last room */ y = dun->cent[dun->cent_n-1].y; x = dun->cent[dun->cent_n-1].x; /* Connect all the rooms together */ for (i = 0; i < dun->cent_n; i++) { /* Reset the arrays */ dun->tunn_n = 0; dun->wall_n = 0; /* Connect the room to the previous room */ #ifdef PILLAR_TUNNELS if ((randint1(20) > p_ptr->depth) && one_in_(4)) { /* make catacomb-like tunnel */ (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 3, 30); } else if (randint1(p_ptr->depth) > 50) #else if (randint1(p_ptr->depth) > 50) #endif /* PILLAR_TUNNELS */ { /* make cave-like tunnel */ (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2); } else { /* make normal tunnel */ build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x); } /* Turn the tunnel into corridor */ for (j = 0; j < dun->tunn_n; j++) { /* Access the grid */ y = dun->tunn[j].y; x = dun->tunn[j].x; /* Access the grid */ c_ptr = &cave[y][x]; /* Deleting a locked or jammed door is problematical */ delete_field_location(c_ptr); /* Clear previous contents (if not a lake), add a floor */ if ((c_ptr->feat < FEAT_DEEP_WATER) || (c_ptr->feat > FEAT_SHAL_LAVA)) { c_ptr->feat = FEAT_FLOOR; } } /* Apply the piercings that we found */ for (j = 0; j < dun->wall_n; j++) { /* Access the grid */ y = dun->wall[j].y; x = dun->wall[j].x; /* Access the grid */ c_ptr = &cave[y][x]; /* Deleting a locked or jammed door is problematical */ delete_field_location(c_ptr); /* Clear previous contents, add up floor */ c_ptr->feat = FEAT_FLOOR; /* Occasional doorway */ if (randint0(100) < dun_tun_pen) { /* Place a random door */ place_random_door(y, x); } } /* Remember the "previous" room */ y = dun->cent[i].y; x = dun->cent[i].x; } /* Place intersection doors */ for (i = 0; i < dun->door_n; i++) { /* Extract junction location */ y = dun->door[i].y; x = dun->door[i].x; /* Try placing doors */ try_door(y, x - 1); try_door(y, x + 1); try_door(y - 1, x); try_door(y + 1, x); } /* Hack -- Add some magma streamers */ for (i = 0; i < DUN_STR_MAG; i++) { build_streamer(FEAT_MAGMA, DUN_STR_MC); } /* Hack -- Add some quartz streamers */ for (i = 0; i < DUN_STR_QUA; i++) { build_streamer(FEAT_QUARTZ, DUN_STR_QC); } /* Place 3 or 4 down stairs near some walls */ if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE; /* Place 1 or 2 up stairs near some walls */ if (!alloc_stairs(FEAT_LESS, rand_range(3, 4), 3)) return FALSE; /* Handle the quest monster placements */ for (i = 0; i < max_quests; i++) { if ((quest[i].status == QUEST_STATUS_TAKEN) && ((quest[i].type == QUEST_TYPE_KILL_LEVEL) || (quest[i].type == QUEST_TYPE_RANDOM)) && (quest[i].level == p_ptr->depth) && !(quest[i].flags & QUEST_FLAG_PRESET)) { monster_race *r_ptr = &r_info[quest[i].r_idx]; /* Hack -- "unique" monsters must be "unique" */ if ((r_ptr->flags1 & RF1_UNIQUE) && (r_ptr->cur_num >= r_ptr->max_num)) { /* The unique is already dead */ quest[i].status = QUEST_STATUS_FINISHED; } else { bool group; /* Hard quests -> revive all monsters */ if (ironman_hard_quests) { quest[i].cur_num = 0; } for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++) { for (k = 0; k < SAFE_MAX_ATTEMPTS; k++) { /* Find an empty grid */ while (TRUE) { y = rand_range(min_hgt + 1, max_hgt - 2); x = rand_range(min_wid + 1, max_wid - 2); /* Access the grid */ c_ptr = &cave[y][x]; if (!cave_naked_grid(c_ptr)) continue; if (distance(y, x, p_ptr->py, p_ptr->px) < 10) continue; else break; } if (r_ptr->flags1 & RF1_FRIENDS) group = FALSE; else group = TRUE; /* Try to place the monster */ if (place_monster_aux(y, x, quest[i].r_idx, FALSE, group, FALSE, FALSE)) { /* Success */ break; } else { /* Failure - Try again */ continue; } } } } } } /* Basic "amount" */ k = (p_ptr->depth / 3); if (k > 10) k = 10; if (k < 2) k = 2; /* Pick a base number of monsters */ i = MIN_M_ALLOC_LEVEL; if (!(lairlevel)) { /* To make small levels a bit more playable */ if (max_hgt < MAX_HGT || max_wid < MAX_WID) { int small_tester = i; i = (i * max_hgt) / MAX_HGT; i = (i * max_wid) / MAX_WID; i += 1; if (i > small_tester) i = small_tester; else if (cheat_hear) { msg_format("Reduced monsters base from %d to %d", small_tester, i); } } i += randint1(8); /* Put some monsters in the dungeon */ for (i = i + k; i > 0; i--) { (void)alloc_monster(0, TRUE); } } if (lairlevel) { int r_idx = get_mon_num(p_ptr->depth + randint1(12) + 3), attempts = (randint1(200)+100); monster_race *r_ptr = &r_info[r_idx]; attempts += ((10 + sizelootadjustment) * r_ptr->level); if (cheat_room) msg_print("Smile! Then Die!"); totalattempts = 0; while (attempts && (totalattempts <= 10000)) { /* attempts--;*/ ctx = 0; y = rand_range(min_hgt + 1, max_hgt - 2); x = rand_range(min_wid + 1, max_wid - 2); /* Access the grid */ c_ptr = &cave[y][x]; if (!cave_naked_grid(c_ptr)) ctx = 1; if (distance(y, x, p_ptr->py, p_ptr->px) < 10) ctx = 1; /* Try to place the monster */ if (ctx == 0) { if (place_monster_aux(y, x, r_idx, FALSE, (one_in_(10)) ? TRUE : FALSE, FALSE, FALSE)) { extraloot++; attempts--; } } totalattempts++; } } /* Place some traps in the dungeon */ alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k)); /* Put some rubble in corridors */ alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k)); /* Put some objects in rooms */ alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3)); if (lairlevel) { alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k*30)); /* Hack - Make loot desirable! */ /* AKA - Sucker in the PC */ dun_theme.treasure = qreward_theme[p_ptr->pclass].treasure; dun_theme.combat = qreward_theme[p_ptr->pclass].combat; dun_theme.magic = qreward_theme[p_ptr->pclass].magic; dun_theme.tools = qreward_theme[p_ptr->pclass].tools; /* Put loot! in the dungeon */ alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, extraloot); alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, extraloot); } /* Hack - Reset the object theme */ dun_theme.treasure = 20; dun_theme.combat = 20; dun_theme.magic = 20; dun_theme.tools = 20; /* Put some objects/gold in the dungeon */ alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3)); alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3)); /* Put some invisible walls in the dungeon for nightmare mode */ if (ironman_nightmare) { alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_INVIS, randnor(DUN_AMT_INVIS, 3)); } if (empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > p_ptr->depth))) { /* Lite the cave */ for (y = min_hgt; y < max_hgt; y++) { for (x = min_hgt; x < max_wid; x++) { cave[y][x].info |= (CAVE_GLOW); } } } /* Determine the character location */ if (!new_player_spot()) return FALSE; return TRUE; }
/** * Funtion for placing appropriate monsters in a room of chambers * * \param c the current chunk being generated * \param y1 the limits of the vault * \param x1 the limits of the vault * \param y2 the limits of the vault * \param x2 the limits of the vault * \param name the name of the monster type for use in mon_select() * \param area the total room area, used for scaling monster quantity */ void get_chamber_monsters(struct chunk *c, int y1, int x1, int y2, int x2, char *name, int area) { int i, y, x; s16b monsters_left, depth; bool random = one_in_(20); /* Get a legal depth. */ depth = c->depth + randint0(11) - 5; /* Choose a pit profile, using that depth. */ if (!random) set_pit_type(depth, 0); /* Allow (slightly) tougher monsters. */ depth = c->depth + (c->depth < 60 ? c->depth / 12 : 5); /* Set monster generation restrictions. Occasionally random. */ if (random) { if (!mon_restrict("random", depth, true)) return; my_strcpy(name, "random", sizeof(name)); } else { if (!mon_restrict(dun->pit_type->name, depth, true)) return; my_strcpy(name, dun->pit_type->name, sizeof(name)); } /* Build the monster probability table. */ if (!get_mon_num(depth)) { (void) mon_restrict(NULL, depth, false); name = NULL; return; } /* No normal monsters. */ generate_mark(c, y1, x1, y2, x2, SQUARE_MON_RESTRICT); /* Allow about a monster every 20-30 grids. */ monsters_left = area / (30 - c->depth / 10); /* Place the monsters. */ for (i = 0; i < 300; i++) { /* Check for early completion. */ if (!monsters_left) break; /* Pick a random in-room square. */ y = y1 + randint0(1 + ABS(y2 - y1)); x = x1 + randint0(1 + ABS(x2 - x1)); /* Require a passable square with no monster in it already. */ if (!square_isempty(c, y, x)) continue; /* Place a single monster. Sleeping 2/3rds of the time. */ pick_and_place_monster(c, y, x, c->depth, (randint0(3) != 0), false, ORIGIN_DROP_SPECIAL); /* One less monster to place. */ monsters_left--; } /* Remove our restrictions. */ (void) mon_restrict(NULL, depth, false); }
/** * 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); }
/** * Place monsters, up to the number asked for, in a rectangle centered on * y0, x0. Accept values for monster depth, symbol, and maximum vertical * and horizontal displacement. Call monster restriction functions if * needed. * * Return prematurely if the code starts looping too much (this may happen * if y0 or x0 are out of bounds, or the area is already occupied). */ extern void spread_monsters(char symbol, int depth, int num, int y0, int x0, int dy, int dx) { int i, j; /* Limits on loops */ int count; int y = y0, x = x0; int start_mon_num = m_max; bool dummy; /* Restrict monsters. Allow uniques. */ (void) mon_restrict(symbol, (byte) depth, &dummy, TRUE); /* Set generation level */ monster_level = depth; /* Build the monster probability table. */ if (!get_mon_num(depth)) return; /* Try to summon monsters within our rectangle of effect. */ for (count = 0, i = 0; ((count < num) && (i < 50)); i++) { /* Get a location */ if ((dy == 0) && (dx == 0)) { y = y0; x = x0; if (!in_bounds(y, x)) return; } else { for (j = 0; j < 10; j++) { y = rand_spread(y0, dy); x = rand_spread(x0, dx); if (!in_bounds(y, x)) { if (j < 9) continue; else return; } break; } } /* Require "empty" floor grids */ if (!cave_empty_bold(y, x)) continue; /* Place the monster (sleeping, allow groups, quickly) */ (void) place_monster(y, x, TRUE, TRUE, TRUE); /* Rein in monster groups and escorts a little. */ if (m_max - start_mon_num > num * 2) break; /* Count the monster(s), reset the loop count */ count++; i = 0; } /* Remove monster restrictions. */ (void) mon_restrict('\0', (byte) depth, &dummy, TRUE); /* Reset monster generation level. */ monster_level = p_ptr->danger; }
extern void get_chamber_monsters(int y1, int x1, int y2, int x2) { bool dummy; int i, y, x; s16b monsters_left, depth; char symbol; /* Description of monsters in room */ char *name; /* Get a legal depth. */ depth = p_ptr->danger + randint0(11) - 5; if (depth > 60) depth = 60; if (depth < 5) depth = 5; /* Choose a monster type, using that depth. */ symbol = mon_symbol_at_depth[depth / 5 - 1][randint0(13)]; /* Allow (slightly) tougher monsters. */ depth = p_ptr->danger + (p_ptr->danger < 60 ? p_ptr->danger / 12 : 5); /* Set monster generation restrictions. Describe the monsters. */ name = mon_restrict(symbol, (byte) depth, &dummy, TRUE); /* A default description probably means trouble, so stop. */ if (streq(name, "misc") || !name[0]) return; /* Build the monster probability table. */ if (!get_mon_num(depth)) return; /* No normal monsters. */ generate_mark(y1, x1, y2, x2, CAVE_TEMP); /* Usually, we want 35 monsters. */ monsters_left = 35; /* Fewer monsters near the surface. */ if (p_ptr->danger < 45) monsters_left = 5 + 2 * p_ptr->danger / 3; /* More monsters of kinds that tend to be weak. */ if (strstr("abciBCFKRS", d_char_req)) monsters_left += 15; /* Place the monsters. */ for (i = 0; i < 300; i++) { /* Check for early completion. */ if (!monsters_left) break; /* Pick a random in-room square. */ y = y1 + randint0(1 + ABS(y2 - y1)); x = x1 + randint0(1 + ABS(x2 - x1)); /* Require a floor square with no monster in it already. */ if (!cave_naked_bold(y, x)) continue; /* Place a single monster. Sleeping 2/3rds of the time. */ place_monster_aux(y, x, get_mon_num_quick(depth), (randint0(3) != 0), FALSE); /* One less monster to place. */ monsters_left--; } /* Remove our restrictions. */ (void) mon_restrict('\0', (byte) depth, &dummy, FALSE); /* Describe */ if (OPT(cheat_room)) { /* Room type */ msg("Room of chambers (%s)", name); } }
/** * To avoid rebuilding the monster list too often (which can quickly * get expensive), we handle monsters of a specified race separately. */ extern void get_vault_monsters(char racial_symbol[], byte vault_type, const char *data, int y1, int y2, int x1, int x2) { int i, y, x, temp; const char *t; for (i = 0; racial_symbol[i] != '\0'; i++) { /* Require correct race, allow uniques. */ allow_unique = TRUE; sprintf(d_char_req, "%c", racial_symbol[i]); d_attr_req[0] = 0; d_attr_req[1] = 0; d_attr_req[2] = 0; d_attr_req[3] = 0; racial_flag_mask = 0; rsf_wipe(breath_flag_mask); /* Determine level of monster */ if (vault_type == 0) temp = p_ptr->danger + 3; else if (vault_type == 7) temp = p_ptr->danger; else if (vault_type == 8) temp = p_ptr->danger + 3; else if (vault_type == 9) temp = p_ptr->danger + 6; else if (vault_type == 12) temp = p_ptr->danger + 3; else if (vault_type == 13) temp = p_ptr->danger + 6; else if ((vault_type > 13) && (vault_type % 2)) temp = p_ptr->danger + 4; else temp = p_ptr->danger; /* Apply our restrictions */ get_mon_num_hook = mon_select; /* Prepare allocation table */ get_mon_num_prep(); /* Build the monster probability table. */ if (!get_mon_num(temp)) continue; /* Place the monsters */ for (t = data, y = y1; y <= y2; y++) { for (x = x1; x <= x2; x++, t++) { if (*t == racial_symbol[i]) { /* Place a monster */ place_monster_aux(y, x, get_mon_num_quick(temp), FALSE, FALSE); } } } } /* Clear any current monster restrictions. */ if (get_mon_num_hook) { get_mon_num_hook = NULL; get_mon_num_prep(); } }
/* * Actually read the savefile */ static errr rd_savefile_new_aux(void) { int i, j; int town_count; s32b wild_x_size; s32b wild_y_size; byte tmp8u; u16b tmp16u; u32b tmp32u; u16b tmp_k_idx; #ifdef VERIFY_CHECKSUMS u32b n_x_check, n_v_check; u32b o_x_check, o_v_check; #endif /* Mention the savefile version */ #ifdef JP note(format("バージョン %d.%d.%d のセーブ・ファイルをロード中...", #else note(format("Loading a %d.%d.%d savefile...", #endif sf_major, sf_minor, sf_patch)); /* Strip the version bytes */ strip_bytes(4); /* Hack -- decrypt */ xor_byte = sf_extra; /* Clear the checksums */ v_check = 0L; x_check = 0L; #if SAVEFILE_VERSION /* Read the version number of the savefile */ rd_u32b(&sf_version); #endif /* SAVEFILE_VERSION */ /* Operating system info */ rd_u32b(&sf_xtra); /* Time of savefile creation */ rd_u32b(&sf_when); /* Number of resurrections */ rd_u16b(&sf_lives); /* Number of times played */ rd_u16b(&sf_saves); /* Later use (always zero) */ rd_u32b(&tmp32u); /* Later use (always zero) */ rd_u16b(&tmp16u); /* Later use (always zero) */ rd_byte(&tmp8u); /* Kanji code */ rd_byte(&kanji_code); /* Read RNG state */ rd_randomizer(); #ifdef JP if (arg_fiddle) note("乱数情報をロードしました"); #else if (arg_fiddle) note("Loaded Randomizer Info"); #endif /* Then the options */ rd_options(); #ifdef JP if (arg_fiddle) note("オプションをロードしました"); #else if (arg_fiddle) note("Loaded Option Flags"); #endif /* * Munchkin players are marked * * XXX - should be replaced with a better method, * after the new scorefile-handling is implemented. */ if (munchkin_death) { /* Mark savefile */ noscore |= 0x0001; } /* Then the "messages" */ rd_messages(); #ifdef JP if (arg_fiddle) note("メッセージをロードしました"); #else if (arg_fiddle) note("Loaded Messages"); #endif /* Monster Memory */ rd_u16b(&tmp16u); /* Incompatible save files */ if (tmp16u > max_r_idx) { #ifdef JP note(format("モンスターの種族が多すぎる(%u)!", tmp16u)); #else note(format("Too many (%u) monster races!", tmp16u)); #endif return (21); } /* Read the available records */ for (i = 0; i < tmp16u; i++) { /* Read the lore */ rd_lore(i); } #ifdef JP if (arg_fiddle) note("モンスターの思い出をロードしました"); #else if (arg_fiddle) note("Loaded Monster Memory"); #endif /* Object Memory */ rd_u16b(&tmp_k_idx); /* Incompatible save files */ if (tmp_k_idx > max_k_idx) { #ifdef JP note(format("アイテムの種類が多すぎる(%u)!", tmp16u)); #else note(format("Too many (%u) object kinds!", tmp16u)); #endif return (22); } /* Make array for object memory */ C_MAKE(obj_mem, tmp_k_idx, byte); /* Read the object memory */ for (i = 0; i < tmp_k_idx; i++) { #if 0 byte tmp8u; object_kind *k_ptr = &k_info[i]; rd_byte(&tmp8u); k_ptr->aware = (tmp8u & 0x01) ? TRUE: FALSE; k_ptr->tried = (tmp8u & 0x02) ? TRUE: FALSE; #else rd_byte(&obj_mem[i]); #endif } #ifdef JP if (arg_fiddle) note("アイテムの記録をロードしました"); #else if (arg_fiddle) note("Loaded Object Memory"); #endif #if 0 /* * Initialize arena and rewards information */ p_ptr->arena_number = 0; p_ptr->inside_arena = 0; p_ptr->inside_quest = 0; p_ptr->exit_bldg = TRUE; /* Start in town 1 */ p_ptr->town_num = 1; p_ptr->wilderness_x = 4; p_ptr->wilderness_y = 4; #endif /* Init the wilderness seeds */ for (i = 0; i < max_wild_x; i++) { for (j = 0; j < max_wild_y; j++) { wilderness[j][i].seed = randint0(0x10000000); } } /* 2.1.3 or newer version */ { u16b max_towns_load; u16b max_quests_load; byte max_rquests_load; /* Number of towns */ rd_u16b(&max_towns_load); /* Incompatible save files */ if (max_towns_load > max_towns) { #ifdef JP note(format("町が多すぎる(%u)!", max_towns_load)); #else note(format("Too many (%u) towns!", max_towns_load)); #endif return (23); } /* Number of quests */ rd_u16b(&max_quests_load); rd_byte(&max_rquests_load); /* Incompatible save files */ if (max_quests_load > max_quests) { #ifdef JP note(format("クエストが多すぎる(%u)!", max_quests_load)); #else note(format("Too many (%u) quests!", max_quests_load)); #endif return (23); } for (i = 0; i < max_quests_load; i++) { if (i < max_quests) { rd_s16b(&quest[i].status); rd_s16b(&quest[i].level); rd_byte(&quest[i].complev); /* Load quest status if quest is running */ if ((quest[i].status == QUEST_STATUS_TAKEN) || (quest[i].status == QUEST_STATUS_COMPLETED) || ((i >= MIN_RANDOM_QUEST) && (i <= (MIN_RANDOM_QUEST + max_rquests_load)))) { rd_s16b(&quest[i].cur_num); rd_s16b(&quest[i].max_num); rd_s16b(&quest[i].type); /* Load quest monster index */ rd_s16b(&quest[i].r_idx); if ((quest[i].type == QUEST_TYPE_RANDOM) && (!quest[i].r_idx)) { int r_idx; while (1) { monster_race *r_ptr; /* * Random monster 5 - 10 levels out of depth * (depending on level) */ r_idx = get_mon_num(quest[i].level + 10); r_ptr = &r_info[r_idx]; if(!(r_ptr->flags1 & RF1_UNIQUE)) continue; if (r_ptr->flags1 & RF1_QUESTOR) continue; if (r_ptr->level >= quest[i].level + 5) continue; if (r_ptr->level >= quest[i].level) break; } quest[i].r_idx = r_idx; } /* Load quest item index */ rd_s16b(&quest[i].k_idx); if (quest[i].k_idx) a_info[quest[i].k_idx].gen_flags |= TRG_QUESTITEM; /* Load quest flags */ rd_byte(&quest[i].flags); } } /* Ignore the empty quests from old versions */ else { /* Ignore quest status */ strip_bytes(2); /* Ignore quest level */ strip_bytes(2); /* * We don't have to care about the other info, * since status should be 0 for these quests anyway */ } } /* Position in the wilderness */ rd_s32b(&p_ptr->wilderness_x); rd_s32b(&p_ptr->wilderness_y); /* Size of the wilderness */ rd_s32b(&wild_x_size); rd_s32b(&wild_y_size); /* Incompatible save files */ if ((wild_x_size > max_wild_x) || (wild_y_size > max_wild_y)) { #ifdef JP note(format("荒野が大きすぎる(%u/%u)!", wild_x_size, wild_y_size)); #else note(format("Wilderness is too big (%u/%u)!", wild_x_size, wild_y_size)); #endif return (23); } /* Load the wilderness seeds */ for (i = 0; i < wild_x_size; i++) { for (j = 0; j < wild_y_size; j++) { rd_u32b(&wilderness[j][i].seed); } } } #ifdef JP if (arg_fiddle) note("クエスト情報をロードしました"); #else if (arg_fiddle) note("Loaded Quests"); #endif /* Load the Artifacts */ rd_u16b(&tmp16u); /* Incompatible save files */ if (tmp16u > max_a_idx) { #ifdef JP note(format("伝説のアイテムが多すぎる(%u)!", tmp16u)); #else note(format("Too many (%u) artifacts!", tmp16u)); #endif return (24); } /* Read the artifact flags */ for (i = 0; i < tmp16u; i++) { rd_byte(&tmp8u); a_info[i].cur_num = tmp8u; rd_byte(&tmp8u); rd_byte(&tmp8u); rd_byte(&tmp8u); } #ifdef JP if (arg_fiddle) note("伝説のアイテムをロードしました"); #else if (arg_fiddle) note("Loaded Artifacts"); #endif /* Read the extra stuff */ rd_extra(); #ifdef JP if (arg_fiddle) note("特別情報をロードしました"); #else if (arg_fiddle) note("Loaded extra information"); #endif /* Read the player_hp array */ rd_u16b(&tmp16u); /* Remark questor flag on random quester */ if (!death) { for (i = MIN_RANDOM_QUEST; i <= MAX_RANDOM_QUEST; i++) { r_info[quest[i].r_idx].flags1 |= RF1_QUESTOR; } } /* Incompatible save files */ if (tmp16u > PY_MAX_LEVEL) { #ifdef JP note(format("ヒットポイント配列が大きすぎる(%u)!", tmp16u)); #else note(format("Too many (%u) hitpoint entries!", tmp16u)); #endif return (25); } /* Read the player_hp array */ for (i = 0; i < tmp16u; i++) { rd_s16b(&player_hp[i]); } /* Important -- Initialize the sex */ sp_ptr = &sex_info[p_ptr->psex]; /* Important -- Initialize the race/class */ rp_ptr = &race_info[p_ptr->prace]; cp_ptr = &class_info[p_ptr->pclass]; /* Important -- Initialize the magic */ mp_ptr = &m_info[p_ptr->pclass]; /* Read spell info */ rd_u32b(&spell_learned1); rd_u32b(&spell_learned2); rd_u32b(&spell_worked1); rd_u32b(&spell_worked2); rd_u32b(&spell_forgotten1); rd_u32b(&spell_forgotten2); for (i = 0; i < 64; i++) { rd_byte(&spell_order[i]); } /* Read the inventory */ if (rd_inventory()) { #ifdef JP note("持ち物情報を読み込むことができません"); #else note("Unable to read inventory"); #endif return (21); } /* Read number of towns */ rd_u16b(&tmp16u); town_count = tmp16u; /* Read the stores */ rd_u16b(&tmp16u); for (i = 1; i < town_count; i++) { for (j = 0; j < tmp16u; j++) { if (rd_store(i, j)) return (22); } } for (i = 0; i < tmp_k_idx; i++) { byte tmp8u = obj_mem[i]; object_kind *k_ptr = &k_info[i]; k_ptr->aware = (tmp8u & 0x01) ? TRUE: FALSE; k_ptr->tried = (tmp8u & 0x02) ? TRUE: FALSE; } /* Free array for object memories */ C_KILL(obj_mem, tmp_k_idx, byte); /* Read the pet command settings */ if (sf_version > 2) { rd_s16b(&p_ptr->pet_follow_distance); rd_byte(&p_ptr->pet_open_doors); rd_byte(&p_ptr->pet_pickup_items); } else { rd_byte(&tmp8u); p_ptr->pet_follow_distance = tmp8u; rd_byte(&p_ptr->pet_open_doors); rd_byte(&p_ptr->pet_pickup_items); } /* I'm not dead yet... */ if (!death) { /* Dead players have no dungeon */ #ifdef JP note("ダンジョン復元中..."); #else note("Restoring Dungeon..."); #endif if (rd_dungeon()) { #ifdef JP note("ダンジョンデータ読み込み失敗"); #else note("Error reading dungeon data"); #endif return (34); } /* Read the ghost info */ rd_ghost(); { s32b tmp32s; rd_s32b(&tmp32s); strip_bytes(tmp32s); } } #ifdef VERIFY_CHECKSUMS /* Save the checksum */ n_v_check = v_check; /* Read the old checksum */ rd_u32b(&o_v_check); /* Verify */ if (o_v_check != n_v_check) { #ifdef JP note("チェックサムがおかしい"); #else note("Invalid checksum"); #endif return (11); } /* Save the encoded checksum */ n_x_check = x_check; /* Read the checksum */ rd_u32b(&o_x_check); /* Verify */ if (o_x_check != n_x_check) { #ifdef JP note("エンコードされたチェックサムがおかしい"); #else note("Invalid encoded checksum"); #endif return (11); } #endif /* Success */ return (0); }
bool quest_poison_gen_hook(char *fmt) { int cy = 1, cx = 1, x, y, try = 10000, r_idx; bool (*old_get_mon_num_hook)(int r_idx); if (cquest.status != QUEST_STATUS_TAKEN) return FALSE; if (p_ptr->wilderness_y != wild_locs[cquest.data[0]][0]) return FALSE; if (p_ptr->wilderness_x != wild_locs[cquest.data[0]][1]) return FALSE; if (p_ptr->wild_mode) return FALSE; /* Find a good position */ while (try) { /* Get a random spot */ cy = randint(cur_hgt - 24) + 22; cx = randint(cur_wid - 34) + 32; /* Is it a good spot ? */ if (cave_empty_bold(cy, cx)) break; /* One less try */ try--; } /* Place the baddies */ /* Backup the old hook */ old_get_mon_num_hook = get_mon_num_hook; /* Require "okay" monsters */ get_mon_num_hook = create_molds_hook; /* Prepare allocation table */ get_mon_num_prep(); /* Pick a monster, using the level calculation */ for (x = cx - 25; x <= cx + 25; x++) for (y = cy - 25; y <= cy + 25; y++) { if (!in_bounds(y, x)) continue; if (distance(cy, cx, y, x) > 25) continue; if (magik(80) && ((cave[y][x].feat == FEAT_DEEP_WATER) || (cave[y][x].feat == FEAT_SHAL_WATER))) cave_set_feat(y, x, FEAT_TAINTED_WATER); if (distance(cy, cx, y, x) > 10) continue; if (magik(60)) { int m_idx; r_idx = get_mon_num(30); m_idx = place_monster_one(y, x, r_idx, 0, FALSE, MSTATUS_ENEMY); /* Sometimes make it up some levels */ if (magik(80) && m_idx) { monster_type *m_ptr = &m_list[m_idx]; if (m_ptr->level < p_ptr->lev) { m_ptr->exp = MONSTER_EXP(m_ptr->level + randint(p_ptr->lev - m_ptr->level)); monster_check_experience(m_idx, TRUE); } } } } /* Reset restriction */ get_mon_num_hook = old_get_mon_num_hook; /* Prepare allocation table */ get_mon_num_prep(); return FALSE; } bool quest_poison_finish_hook(char *fmt) { object_type forge, *q_ptr; s32b q_idx; q_idx = get_next_arg(fmt); if (q_idx != QUEST_POISON) return FALSE; c_put_str(TERM_YELLOW, "The water is clean again! Thank you so much.", 8, 0); c_put_str(TERM_YELLOW, "The beautiful Mallorns are safe. Take this as a proof of our gratitude.", 9, 0); q_ptr = &forge; object_prep(q_ptr, lookup_kind(TV_DRAG_ARMOR, SV_DRAGON_BLUE)); q_ptr->found = OBJ_FOUND_REWARD; q_ptr->number = 1; q_ptr->name2 = EGO_ELVENKIND; apply_magic(q_ptr, 1, FALSE, FALSE, FALSE); object_aware(q_ptr); object_known(q_ptr); q_ptr->ident |= IDENT_STOREB; (void)inven_carry(q_ptr, FALSE); /* Continue the plot */ *(quest[q_idx].plot) = QUEST_NULL; del_hook(HOOK_QUEST_FINISH, quest_poison_finish_hook); process_hooks_restart = TRUE; return TRUE; }
/** * Attempts to place a monster of the given race at the given location. * * Note that certain monsters are placed with a large group of * identical or similar monsters. However, if `group_okay` is false, * then such monsters are placed by themselves. * * If `sleep` is true, the monster is placed with its default sleep value, * which is given in monster.txt. * * `origin` is the item origin to use for any monster drops (e.g. ORIGIN_DROP, * ORIGIN_DROP_PIT, etc.) * * Note the "bizarre" use of non-recursion to prevent annoying output * when running a code profiler. * * Note the use of the "monster allocation table" to restrict * the "get_mon_num()" function to "legal" escort types. */ bool place_new_monster(struct cave *c, int y, int x, int r_idx, bool sleep, bool group_okay, byte origin) { int i; monster_race *r_ptr; assert(c); assert(r_idx > 0); r_ptr = &r_info[r_idx]; /* Place one monster, or fail */ if (!place_new_monster_one(y, x, r_ptr, sleep, origin)) return (FALSE); /* We're done unless the group flag is set */ if (!group_okay) return (TRUE); /* Friends for certain monsters */ if (rf_has(r_ptr->flags, RF_FRIEND)) { int total = group_size_2(r_ptr); (void)place_new_monster_group(c, y, x, r_ptr, sleep, total, origin); } /* Friends for certain monsters */ if (rf_has(r_ptr->flags, RF_FRIENDS)) { int total = group_size_1(r_ptr); (void)place_new_monster_group(c, y, x, r_ptr, sleep, total, origin); } /* Escorts for certain monsters */ if (rf_has(r_ptr->flags, RF_ESCORT)) { /* Try to place several "escorts" */ for (i = 0; i < 50; i++) { int nx, ny, z, d = 3; monster_race *z_ptr; /* Pick a location */ scatter(&ny, &nx, y, x, d, 0); /* Require empty grids */ if (!cave_empty_bold(ny, nx)) continue; /* Set the escort index */ place_monster_idx = r_idx; /* Set the escort hook */ get_mon_num_hook = place_monster_okay; /* Prepare allocation table */ get_mon_num_prep(); /* Pick a random race */ z = get_mon_num(r_ptr->level); /* Remove restriction */ get_mon_num_hook = NULL; /* Prepare allocation table */ get_mon_num_prep(); /* Handle failure */ if (!z) break; /* Place a single escort */ z_ptr = &r_info[z]; (void)place_new_monster_one(ny, nx, z_ptr, sleep, origin); /* Place a "group" of escorts if needed */ if (rf_has(z_ptr->flags, RF_FRIEND)) { int total = group_size_2(z_ptr); (void)place_new_monster_group(c, ny, nx, z_ptr, sleep, total, origin); } if (rf_has(z_ptr->flags, RF_FRIENDS) || rf_has(r_ptr->flags, RF_ESCORTS)) { int total = group_size_1(z_ptr); (void)place_new_monster_group(c, ny, nx, z_ptr, sleep, total, origin); } } } /* Success */ return (TRUE); }
/* * Show what monster races appear on the current level */ static void spoil_mon_gen(cptr fname) { int i, num; /* Storage */ u32b monster[1000]; u32b depth[MAX_DEPTH]; char buf[1024]; /* We use either ascii or system-specific encoding */ int encoding = (xchars_to_file) ? SYSTEM_SPECIFIC : ASCII; /* Build the filename */ (void)path_build(buf, sizeof(buf), ANGBAND_DIR_INFO, fname); /* File type is "TEXT" */ FILE_TYPE(FILE_TYPE_TEXT); /* Open the file */ fff = my_fopen(buf, "w"); /* Oops */ if (!fff) { msg_print("Cannot create spoiler file."); return; } /* Dump to the spoiler file */ text_out_hook = text_out_to_file; text_out_file = fff; /* Print header */ print_header("Monster Generation"); /* Clear storage. */ for (i = 0; i < z_info->r_max; i++) { monster[i] = 0L; } /* Clear storage. */ for (i = 0; i < MAX_DEPTH; i++) { depth[i] = 0L; } msg_print("This may take a while..."); if (!fresh_after) (void)Term_fresh(); /* Make a lot of monsters, and print their names out. */ for (i = 0L; i < 1000000L; i++) { if (i % 10000 == 0) { prt(format("%ld monsters created", (long)i), 0, 0); if (!fresh_after) (void)Term_fresh(); } /* Get a monster index */ num = get_mon_num(p_ptr->depth); /* Count monster races. */ monster[num] += 1L; /* Count monsters of that level. */ depth[r_info[num].level] += 1L; } /* Print to file. */ fprintf(fff, "\n\n\n"); fprintf(fff, "Number of monsters of various kinds (1,000,000 total)\n"); fprintf(fff, " Generation Level: %d\n\n", p_ptr->depth); for (i = 1; i < z_info->r_max; i++) { monster_race *r_ptr = &r_info[i]; cptr name = (r_name + r_ptr->name); if (monster[i]) { x_fprintf(fff, encoding, "%-45s:%6ld\n", name, (long)monster[i]); } } fprintf(fff, "\n\n\n"); fprintf(fff, "Monster distribution by depth\n\n"); for (i = 0; i < MAX_DEPTH; i++) { if (depth[i]) fprintf(fff, "Level %3d:%6ld\n", i, (long)depth[i]); } /* Check for errors */ if (ferror(fff) || my_fclose(fff)) { msg_print("Cannot close spoiler file."); return; } /* Message */ msg_print("Successfully created a spoiler file."); }