/** * Try to push past / kill another monster. Returns true on success. */ static bool process_monster_try_push(struct chunk *c, struct monster *mon, const char *m_name, int nx, int ny) { struct monster *mon1 = square_monster(c, ny, nx); struct monster_lore *lore = get_lore(mon->race); /* Kill weaker monsters */ int kill_ok = rf_has(mon->race->flags, RF_KILL_BODY); /* Move weaker monsters if they can swap places */ /* (not in a wall) */ int move_ok = (rf_has(mon->race->flags, RF_MOVE_BODY) && square_ispassable(c, mon->fy, mon->fx)); if (compare_monsters(mon, mon1) > 0) { /* Learn about pushing and shoving */ if (mflag_has(mon->mflag, MFLAG_VISIBLE)) { rf_on(lore->flags, RF_KILL_BODY); rf_on(lore->flags, RF_MOVE_BODY); } if (kill_ok || move_ok) { /* Get the names of the monsters involved */ char n_name[80]; monster_desc(n_name, sizeof(n_name), mon1, MDESC_IND_HID); /* Reveal mimics */ if (is_mimicking(mon1)) become_aware(mon1); /* Note if visible */ if (mflag_has(mon->mflag, MFLAG_VISIBLE) && mflag_has(mon->mflag, MFLAG_VIEW)) msg("%s %s %s.", m_name, kill_ok ? "tramples over" : "pushes past", n_name); /* Monster ate another monster */ if (kill_ok) delete_monster(ny, nx); monster_swap(mon->fy, mon->fx, ny, nx); return true; } } return false; }
/* * Place a random type of door at the given location */ void place_random_door(int y, int x, bool room) { int tmp, type; s16b feat = feat_none; cave_type *c_ptr = &cave[y][x]; /* Initialize mimic info */ c_ptr->mimic = 0; /* if (dungeon_type == DUNGEON_ARENA) { place_rubble_bold(y, x); return; }*/ if (d_info[dungeon_type].flags1 & DF1_NO_DOORS) { place_floor_bold(y, x); return; } type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) && one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN : ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR); /* Choose an object */ tmp = randint0(1000); /* Open doors (300/1000) */ if (tmp < 300) { /* Create open door */ feat = feat_door[type].open; } /* Broken doors (100/1000) */ else if (tmp < 400) { /* Create broken door */ feat = feat_door[type].broken; } /* Secret doors (200/1000) */ else if (tmp < 600) { /* Create secret door */ place_closed_door(y, x, type); if (type != DOOR_CURTAIN) { /* Hide. If on the edge of room, use outer wall. */ c_ptr->mimic = room ? feat_wall_outer : fill_type[randint0(100)]; /* Floor type terrain cannot hide a door */ if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat)) { if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY)) { c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)]; } c_ptr->mimic = 0; } } } /* Closed, locked, or stuck doors (400/1000) */ else place_closed_door(y, x, type); if (tmp < 400) { if (feat != feat_none) { set_cave_feat(y, x, feat); } else { place_floor_bold(y, x); } } delete_monster(y, x); }
/** * Compacts and reorders the monster list. * * This function can be very dangerous, use with caution! * * When `num_to_compact` is 0, we just reorder the monsters into a more compact * order, eliminating any "holes" left by dead monsters. If `num_to_compact` is * positive, then we delete at least that many monsters and then reorder. * We try not to delete monsters that are high level or close to the player. * Each time we make a full pass through the monster list, if we haven't * deleted enough monsters, we relax our bounds a little to accept * monsters of a slightly higher level, and monsters slightly closer to * the player. */ void compact_monsters(int num_to_compact) { int m_idx, num_compacted, iter; int max_lev, min_dis, chance; /* Message (only if compacting) */ if (num_to_compact) msg("Compacting monsters..."); /* Compact at least 'num_to_compact' objects */ for (num_compacted = 0, iter = 1; num_compacted < num_to_compact; iter++) { /* Get more vicious each iteration */ max_lev = 5 * iter; /* Get closer each iteration */ min_dis = 5 * (20 - iter); /* Check all the monsters */ for (m_idx = 1; m_idx < cave_monster_max(cave); m_idx++) { struct monster *mon = cave_monster(cave, m_idx); /* Skip "dead" monsters */ if (!mon->race) continue; /* High level monsters start out "immune" */ if (mon->race->level > max_lev) continue; /* Ignore nearby monsters */ if ((min_dis > 0) && (mon->cdis < min_dis)) continue; /* Saving throw chance */ chance = 90; /* Only compact "Quest" Monsters in emergencies */ if (rf_has(mon->race->flags, RF_QUESTOR) && (iter < 1000)) chance = 100; /* Try not to compact Unique Monsters */ if (rf_has(mon->race->flags, RF_UNIQUE)) chance = 99; /* All monsters get a saving throw */ if (randint0(100) < chance) continue; /* Delete the monster */ delete_monster(mon->fy, mon->fx); /* Count the monster */ num_compacted++; } } /* Excise dead monsters (backwards!) */ for (m_idx = cave_monster_max(cave) - 1; m_idx >= 1; m_idx--) { struct monster *mon = cave_monster(cave, m_idx); /* Skip real monsters */ if (mon->race) continue; /* Move last monster into open hole */ compact_monsters_aux(cave_monster_max(cave) - 1, m_idx); /* Compress "cave->mon_max" */ cave->mon_max--; } }
/* * Places "streamers" of rock through dungeon * * Note that their are actually six different terrain features used * to represent streamers. Three each of magma and quartz, one for * basic vein, one with hidden gold, and one with known gold. The * hidden gold types are currently unused. */ void build_streamer(int feat, int chance) { int i, tx, ty; int y, x, dir; int dummy = 0; cave_type *c_ptr; feature_type *f_ptr; feature_type *streamer_ptr = &f_info[feat]; bool streamer_is_wall = have_flag(streamer_ptr->flags, FF_WALL) && !have_flag(streamer_ptr->flags, FF_PERMANENT); bool streamer_may_have_gold = have_flag(streamer_ptr->flags, FF_MAY_HAVE_GOLD); /* Hack -- Choose starting point */ y = rand_spread(cur_hgt / 2, cur_hgt / 6); x = rand_spread(cur_wid / 2, cur_wid / 6); /* Choose a random compass direction */ dir = ddd[randint0(8)]; /* Place streamer into dungeon */ while (dummy < SAFE_MAX_ATTEMPTS) { dummy++; /* One grid per density */ for (i = 0; i < DUN_STR_DEN; i++) { int d = DUN_STR_RNG; /* Pick a nearby grid */ while (1) { ty = rand_spread(y, d); tx = rand_spread(x, d); if (!in_bounds2(ty, tx)) continue; break; } /* Access the grid */ c_ptr = &cave[ty][tx]; f_ptr = &f_info[c_ptr->feat]; if (have_flag(f_ptr->flags, FF_MOVE) && (have_flag(f_ptr->flags, FF_WATER) || have_flag(f_ptr->flags, FF_LAVA))) continue; /* Do not convert permanent features */ if (have_flag(f_ptr->flags, FF_PERMANENT)) continue; /* Only convert "granite" walls */ if (streamer_is_wall) { if (!is_extra_grid(c_ptr) && !is_inner_grid(c_ptr) && !is_outer_grid(c_ptr) && !is_solid_grid(c_ptr)) continue; if (is_closed_door(c_ptr->feat)) continue; } if (c_ptr->m_idx && !(have_flag(streamer_ptr->flags, FF_PLACE) && monster_can_cross_terrain(feat, &r_info[m_list[c_ptr->m_idx].r_idx], 0))) { /* Delete the monster (if any) */ delete_monster(ty, tx); } if (c_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP)) { s16b this_o_idx, next_o_idx = 0; /* Scan all objects in the grid */ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { /* Acquire object */ object_type *o_ptr = &o_list[this_o_idx]; /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; /* Hack -- Preserve unknown artifacts */ if (object_is_fixed_artifact(o_ptr)) { /* Mega-Hack -- Preserve the artifact */ a_info[o_ptr->name1].cur_num = 0; if (cheat_peek) { char o_name[MAX_NLEN]; object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE)); msg_format("Artifact (%s) was deleted by streamer.", o_name); } } else if (o_ptr->name3) { /* Mega-Hack -- Preserve the artifact */ a_info[o_ptr->name3].cur_num = 0; if (cheat_peek) { char o_name[MAX_NLEN]; object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE)); msg_format("Artifact (%s) was deleted by streamer.", o_name); } } else if (cheat_peek && o_ptr->art_name) { msg_print("One of the random artifacts was deleted by streamer."); } } /* Delete objects */ delete_object(ty, tx); } /* Clear previous contents, add proper vein type */ c_ptr->feat = feat; /* Paranoia: Clear mimic field */ c_ptr->mimic = 0; if (streamer_may_have_gold) { /* Hack -- Add some known treasure */ if (one_in_(chance)) { cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD); } /* Hack -- Add some hidden treasure */ else if (one_in_(chance / 4)) { cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD); cave_alter_feat(ty, tx, FF_ENSECRET); } } } if (dummy >= SAFE_MAX_ATTEMPTS) { if (cheat_room) { msg_print("Warning! Could not place streamer!"); } return; } /* Advance the streamer */ y += ddy[dir]; x += ddx[dir]; /* Quit before leaving the dungeon */ if (!in_bounds(y, x)) break; } }