示例#1
0
/*
 * Summon a creature of the specified type
 *
 * XXX XXX XXX This function is rather dangerous
 */
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;

	cave_type *c_ptr;

	/* Paranoia */
	/* if (!r_idx) return; */

	/* Prevent illegal monsters */
	if (r_idx >= max_r_idx) return;

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

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

		/* paranoia */
		if (!in_bounds2(y, x)) continue;

		/* Require empty grids */
		c_ptr = area(y, x);
		if (!cave_empty_grid(c_ptr)) continue;

		/* Place it (allow groups) */
		if (place_monster_aux(y, x, r_idx, slp, TRUE, FALSE, FALSE)) break;
	}
}
示例#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_monster_aux(y, x, r_idx, slp, TRUE)) break;
	}
}
示例#3
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)
{
	monster_race *r_ptr = &r_info[r_idx];

	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)
		return;

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

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

		/* Require grids that the monster can exist in */
		if (!cave_exist_mon(r_ptr, y, x, FALSE))
			continue;

		/* Place it (allow groups) */
		if (place_monster_aux(y, x, r_idx, slp, TRUE))
			break;
	}
}
/*
 * Town logic flow for generation of arena -KMW-
 */
static void battle_gen(void)
{
    int y, x, i;
    int qy = 0;
    int qx = 0;

    /* Start with solid walls */
    for (y = 0; y < MAX_HGT; y++)
    {
        for (x = 0; x < MAX_WID; x++)
        {
            /* Create "solid" perma-wall */
            place_solid_perm_bold(y, x);

            /* Illuminate and memorize the walls */
            cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
        }
    }

    /* Then place some floors */
    for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
    {
        for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
        {
            /* Create empty floor */
            cave[y][x].feat = feat_floor;
        }
    }

    build_battle();

    for(i=0;i<4;i++)
    {
        place_monster_aux(0, py + 8 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i],
                  (PM_NO_KAGE | PM_NO_PET));
        set_friendly(&m_list[cave[py+8+(i/2)*4][px-2+(i%2)*4].m_idx]);
    }
    for(i = 1; i < m_max; i++)
    {
        monster_type *m_ptr = &m_list[i];

        if (!m_ptr->r_idx) continue;

        /* Hack -- Detect monster */
        m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);

        /* Update the monster */
        update_mon(i, FALSE);
    }
}
示例#5
0
文件: generate.c 项目: tanguband/tang
/*!
 * @brief 闘技場への入場処理 / Town logic flow for generation of arena -KMW-
 * @return なし
 */
static void arena_gen(void)
{
    int y, x;
    int qy = 0;
    int qx = 0;

    /* Smallest area */
    cur_hgt = SCREEN_HGT;
    cur_wid = SCREEN_WID;

    /* Start with solid walls */
    for (y = 0; y < MAX_HGT; y++)
    {
        for (x = 0; x < MAX_WID; x++)
        {
            /* Create "solid" perma-wall */
            place_solid_perm_bold(y, x);

            /* Illuminate and memorize the walls */
            cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
        }
    }

    /* Then place some floors */
    for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
    {
        for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
        {
            /* Create empty floor */
            cave[y][x].feat = feat_floor;
        }
    }

    build_arena();

    if(!place_monster_aux(0, p_ptr->y + 5, p_ptr->x, arena_info[p_ptr->arena_number].r_idx, (PM_NO_KAGE | PM_NO_PET)))
    {
        p_ptr->exit_bldg = TRUE;
        p_ptr->arena_number++;
#ifdef JP
        msg_print("相手は欠場した。あなたの不戦勝だ。");
#else
        msg_print("The enemy is unable appear. You won by default.");
#endif
    }

}
/*
 * Town logic flow for generation of arena -KMW-
 */
static void arena_gen(void)
{
    int y, x;
    int qy = 0;
    int qx = 0;

    /* Smallest area */
    cur_hgt = SCREEN_HGT;
    cur_wid = SCREEN_WID;

    /* Start with solid walls */
    for (y = 0; y < MAX_HGT; y++)
    {
        for (x = 0; x < MAX_WID; x++)
        {
            /* Create "solid" perma-wall */
            place_solid_perm_bold(y, x);

            /* Illuminate and memorize the walls */
            cave[y][x].info |= (CAVE_GLOW | CAVE_MARK | CAVE_AWARE);
        }
    }

    /* Then place some floors */
    for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
    {
        for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
        {
            /* Create empty floor */
            cave[y][x].feat = feat_floor;
        }
    }

    build_arena();

    place_monster_aux(0, py + 5, px, arena_info[p_ptr->arena_number].r_idx,
        (PM_NO_KAGE | PM_NO_PET));
}
示例#7
0
/*
 * 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;
}
示例#8
0
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);
    }
}
示例#9
0
/**
 * 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();
    }
}
示例#10
0
/**
 * Handle player hitting a real trap.  Rewritten in Oangband to allow a
 * greater variety of traps, with effects controlled by dungeon level.
 * To allow a trap to choose one of a variety of effects consistantly,
 * the quick RNG is often used, and xy coordinates input as a seed value.
 */
extern void hit_trap(int y, int x)
{
    int i, j, k, num;
    int dam = 0;

    int nastyness, selection;

    feature_type *f_ptr = &f_info[cave_feat[y][x]];

    cptr name = f_ptr->name;

    /* Use the "simple" RNG to insure that traps are consistant. */
    Rand_quick = TRUE;

    /* Use the coordinates of the trap to seed the RNG. */
    Rand_value = y * x;

    /* Disturb the player */
    disturb(0, 0);

    /* Analyze XXX XXX XXX */
    switch (cave_feat[y][x]) {
    /* trap door. */
    case FEAT_TRAP_HEAD + 0x00:
    {
        Rand_quick = FALSE;

        /* Paranoia -NRM- */
        if (((stage_map[p_ptr->stage][STAGE_TYPE] == CAVE)
                || (stage_map[p_ptr->stage][STAGE_TYPE] == VALLEY))
                && (!stage_map[p_ptr->stage][DOWN])) {
            cave_info[y][x] &= ~(CAVE_MARK);
            cave_set_feat(y, x, FEAT_FLOOR);
            msg_print("The trap fails!");
            break;
        }


        msg_print("You fall through a trap door!");
        if (p_ptr->state.ffall) {
            notice_obj(OF_FEATHER, 0);
            msg_print("You float gently down to the next level.");
        } else {
            dam = damroll(2, 8);
            take_hit(dam, name);
        }
        /* Remember where we came from */
        p_ptr->last_stage = p_ptr->stage;

        if (!stage_map[p_ptr->stage][DOWN]) {
            /* Set the ways forward and back */
            stage_map[255][UP] = p_ptr->stage;
            stage_map[p_ptr->stage][DOWN] = 255;
            stage_map[255][DEPTH] = p_ptr->depth + 1;
        }

        /* New stage */
        p_ptr->stage = stage_map[p_ptr->stage][DOWN];

        /* New depth */
        p_ptr->depth = stage_map[p_ptr->stage][DEPTH];

        /* Leaving */
        p_ptr->leaving = TRUE;

        Rand_quick = TRUE;

        break;
    }

    /* pits. */
    case FEAT_TRAP_HEAD + 0x01:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint1(p_ptr->depth);
        if (randint1(20) == 1)
            nastyness += 20;
        else if (randint1(5) == 1)
            nastyness += 10;

        /* Player is now in pit. */
        monster_swap(p_ptr->py, p_ptr->px, y, x);

        /* Center on player. */
        y = p_ptr->py;
        x = p_ptr->px;

        /* pit of daggers. */
        if ((nastyness > 80) && (randint1(3) != 3)) {
            msg_print("You fall into a pit of daggers!");

            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the floor of the pit.");
                msg_print("You carefully avoid setting off the daggers.");
            }

            else {
                /* a trap of morgul. */
                if (randint1(6) == 1) {
                    Rand_quick = FALSE;


                    msg_print
                    ("A single coldly gleaming dagger pierces you deeply!");
                    msg_print
                    ("You feel a deadly chill slowly withering your soul.");

                    /* activate the Black Breath. */
                    p_ptr->black_breath = TRUE;

                    /* lots of damage. */
                    dam = damroll(20, 15);

                    /* undead may be attracted. */
                    if (randint1(2) == 1) {
                        msg_print
                        ("Undead suddenly appear and call you to them!");

                        k = randint1(3) + 2;
                        for (i = 0; i < k; i++) {
                            summon_specific(y, x, FALSE, p_ptr->depth,
                                            SUMMON_UNDEAD);
                        }
                    }

                    /* morgul-traps are one-time only. */
                    cave_info[y][x] &= ~(CAVE_MARK);
                    cave_set_feat(y, x, FEAT_FLOOR);

                    Rand_quick = TRUE;
                }

                else {
                    Rand_quick = FALSE;

                    /* activate the ordinary daggers. */
                    msg_print("Daggers pierce you everywhere!");

                    k = randint1(10) + 5;
                    for (i = 0; i < k; i++) {
                        dam += damroll(3, 4);
                    }

                    Rand_quick = TRUE;
                }

                /* cut the player. */
                (void) inc_timed(TMD_CUT, randint1(dam), TRUE);

                /* Take the damage. */
                take_hit(dam, name);
            }
        }

        /* poisoned spiked pit. */
        else if ((nastyness > 55) && (randint1(3) != 3)) {
            msg_print("You fall into a spiked pit!");

            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the floor of the pit.");
                msg_print("You carefully avoid touching the spikes.");
            }

            else {
                Rand_quick = FALSE;

                /* Base damage */
                dam = damroll(2, 6);

                /* Extra spike damage */
                if (randint0(100) < 85) {
                    bool was_poisoned;

                    msg_print("You are impaled on poisonous spikes!");

                    dam = dam * (randint1(6) + 3);
                    (void) inc_timed(TMD_CUT, randint1(dam), TRUE);

                    was_poisoned = pois_hit(dam);

                    if (!was_poisoned)
                        msg_print("The poison does not affect you!");
                }

                /* Take the damage */
                take_hit(dam, name);

                Rand_quick = TRUE;
            }
        }

        /* spiked pit. */
        else if ((nastyness > 30) && (randint1(3) != 3)) {
            msg_print("You fall into a spiked pit!");

            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the floor of the pit.");
                msg_print("You carefully avoid touching the spikes.");
            }

            else {
                Rand_quick = FALSE;

                /* Base damage */
                dam = damroll(2, 6);

                /* Extra spike damage */
                if (randint0(100) < 85) {
                    msg_print("You are impaled!");

                    dam = dam * (2 + randint1(4));
                    (void) inc_timed(TMD_CUT, randint1(dam), TRUE);
                }

                /* Take the damage */
                take_hit(dam, name);

                Rand_quick = TRUE;
            }
        }

        /* ordinary pit in all other cases. */
        else {
            msg_print("You fall into a pit!");
            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the bottom of the pit.");
            } else {
                Rand_quick = FALSE;

                dam = damroll(2, 6);
                take_hit(dam, name);

                Rand_quick = TRUE;
            }
        }

        break;
    }

    /* stat-reducing dart traps. */
    case FEAT_TRAP_HEAD + 0x02:
    {
        /* decide if the dart hits. */
        if (check_trap_hit(50 + p_ptr->depth)) {
            /* select a stat to drain. */
            selection = randint0(6);

            Rand_quick = FALSE;

            msg_print("A small dart hits you!");
            dam = damroll(1, 4);
            take_hit(dam, name);

            /* Determine how dangerous the trap is allowed to be. */
            nastyness = randint1(p_ptr->depth);

            /* decide how much to drain the stat by. */
            if ((nastyness > 50) && (randint1(3) == 1)) {
                num = randint1(4);
            } else
                num = 1;

            /* drain the stat. */
            for (i = 0; i < num; i++) {
                (void) do_dec_stat(selection);
            }

            Rand_quick = TRUE;
        } else {
            msg_print("A small dart barely misses you.");
        }
        break;
    }

    /* discolored spots. */
    case FEAT_TRAP_HEAD + 0x03:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint1(p_ptr->depth);
        if (randint1(5) == 1)
            nastyness += 10;

        /* pick a elemental attack type. */
        selection = randint1(4);


        /* electicity trap. */
        if (selection == 1) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("You are struck by lightning!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You get zapped!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            elec_dam(dam, "an electricity trap");
            Rand_quick = TRUE;

        }

        /* frost trap. */
        if (selection == 2) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("You are lost within a blizzard!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You are coated in frost!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            cold_dam(dam, "a frost trap");
            Rand_quick = TRUE;
        }

        /* fire trap. */
        if (selection == 3) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("You are enveloped in a column of fire!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You are surrounded by flames!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            fire_dam(dam, "a fire trap");
            Rand_quick = TRUE;
        }

        /* acid trap. */
        if (selection == 4) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("A cauldron of acid is tipped over your head!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You are splashed with acid!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            acid_dam(dam, "an acid trap");
            Rand_quick = TRUE;
        }

        break;
    }

    /* gas traps. */
    case FEAT_TRAP_HEAD + 0x04:
    {
        selection = randint1(4);

        /* blinding trap. */
        if (selection == 1) {
            msg_print("You are surrounded by a black gas!");
            if (!p_ptr->state.no_blind) {
                Rand_quick = FALSE;

                (void) inc_timed(TMD_BLIND, randint0(30) + 15, TRUE);

                Rand_quick = TRUE;
            }
        } else
            notice_obj(OF_SEEING, 0);

        /* confusing trap. */
        if (selection == 2) {
            msg_print
            ("You are surrounded by a gas of scintillating colors!");
            if (!p_resist_good(P_RES_CONFU)) {
                Rand_quick = FALSE;

                (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);

                Rand_quick = TRUE;
            } else
                notice_other(IF_RES_CONFU, 0);
        }

        /* poisoning trap. */
        if (selection == 3) {
            msg_print("You are surrounded by a pungent green gas!");

            Rand_quick = FALSE;

            pois_hit(25);

            Rand_quick = TRUE;
        }

        /* sleeping trap. */
        if (selection == 4) {
            msg_print("You are surrounded by a strange white mist!");
            if (!p_ptr->state.free_act) {
                (void) inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE);
            } else
                notice_obj(OF_FREE_ACT, 0);
        }

        break;
    }

    /* summoning traps. */
    case FEAT_TRAP_HEAD + 0x05:
    {
        sound(MSG_SUM_MONSTER);
        /* sometimes summon thieves. */
        if ((p_ptr->depth > 8) && (randint1(5) == 1)) {
            msg_print("You have aroused a den of thieves!");

            Rand_quick = FALSE;

            num = 2 + randint1(3);
            for (i = 0; i < num; i++) {
                (void) summon_specific(y, x, FALSE, p_ptr->depth,
                                       SUMMON_THIEF);
            }

            Rand_quick = TRUE;
        }

        /* sometimes summon a nasty unique. */
        else if (randint1(8) == 1) {
            msg_print("You are enveloped in a cloud of smoke!");

            Rand_quick = FALSE;

            (void) summon_specific(y, x, FALSE, p_ptr->depth + 5,
                                   SUMMON_UNIQUE);

            Rand_quick = TRUE;
        }

        /* otherwise, the ordinary summon monsters. */
        else {
            msg_print("You are enveloped in a cloud of smoke!");

            Rand_quick = FALSE;

            num = 2 + randint1(3);
            for (i = 0; i < num; i++) {
                (void) summon_specific(y, x, FALSE, p_ptr->depth, 0);
            }

            Rand_quick = TRUE;
        }

        /* these are all one-time traps. */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_FLOOR);

        break;
    }

    /* dungeon alteration traps. */
    case FEAT_TRAP_HEAD + 0x06:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint1(p_ptr->depth);
        if (randint1(5) == 1)
            nastyness += 10;

        /* make room for alterations. */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_FLOOR);

        /* Everything truely random from here on. */
        Rand_quick = FALSE;

        /* dungeon destruction trap. */
        if ((nastyness > 60) && (randint1(12) == 1)) {
            msg_print
            ("A ear-splitting howl shatters your mind as the dungeon is smashed by hammer blows!");

            (void) destroy_level(FALSE);

            /* the player is hard-hit. */
            (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);
            (void) inc_timed(TMD_BLIND, randint0(30) + 15, TRUE);
            (void) inc_timed(TMD_STUN, randint1(50) + 50, TRUE);
            dam = damroll(15, 15);
            take_hit(dam, name);
        }

        /* earthquake trap. */
        else if ((nastyness > 20) && (randint1(4) == 1)) {
            msg_print("A tremor shakes the earth around you");
            earthquake(y, x, 10, FALSE);
        }

        /* falling rock trap. */
        else if ((nastyness > 4) && (randint1(2) == 1)) {
            msg_print("A rock falls on your head.");
            dam = damroll(2, 10);
            take_hit(dam, name);

            (void) inc_timed(TMD_STUN, randint1(10) + 10, TRUE);
        }

        /* a few pebbles. */
        else {
            msg_print("A bunch of pebbles rain down on you.");
            dam = damroll(1, 8);
            take_hit(dam, name);
        }

        Rand_quick = TRUE;

        break;
    }

    /* various char and equipment-alteration traps, lumped together to
     * avoid any one effect being too common (some of them can be rather
     * nasty). */
    case FEAT_TRAP_HEAD + 0x07:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint0(100);

        /* these are all one-time traps. */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_FLOOR);

        /* Everything truely random from here on. */
        Rand_quick = FALSE;

        /* trap of drain wands. */
        if (nastyness < 15) {
            /* Hold the object information. */
            object_type *o_ptr;

            /* Find an item */
            for (i = 0; i < 20; i++) {
                /* Pick an item */
                i = randint0(INVEN_PACK - p_ptr->pack_size_reduce);

                /* Obtain the item */
                o_ptr = &p_ptr->inventory[i];

                /* use "num" to decide if a item can be uncharged.  By
                 * default, assume it can't. */
                num = 0;

                /* Skip non-objects */
                if (!o_ptr->k_idx)
                    continue;

                /* Drain charged wands/staffs/rods */
                if ((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)
                        || (o_ptr->tval == TV_ROD)) {
                    /* case of charged wands/staffs. */
                    if (((o_ptr->tval == TV_STAFF)
                            || (o_ptr->tval == TV_WAND)) && (o_ptr->pval))
                        num = 1;

                    /* case of charged rods. */
                    if ((o_ptr->tval == TV_ROD)
                            && (o_ptr->timeout < randcalc(o_ptr->time, 0,
                                                          MINIMISE)))
                        num = 1;


                    if (num == 1) {
                        /* Message */
                        msg_print("Energy drains from your pack!");

                        /* Uncharge */
                        if ((o_ptr->tval == TV_STAFF)
                                || (o_ptr->tval == TV_WAND))
                            o_ptr->pval = 0;

                        if (o_ptr->tval == TV_ROD)
                            o_ptr->timeout = randcalc(o_ptr->time, 0, RANDOMISE) * o_ptr->number * 2;


                        /* Combine / Reorder the pack */
                        p_ptr->notice |= (PN_COMBINE | PN_REORDER);

                        /* not more than one inventory slot effected. */
                        break;
                    } else
                        continue;
                }
            }
        }

        /* trap of forgetting. */
        else if (nastyness < 35) {
            if (check_save(100)) {
                msg_print("You hang on to your memories!");
            } else if (lose_all_info()) {
                msg_print("Your memories fade away.");
            }
        }

        /* trap of alter reality. */
        else if (nastyness < 50) {
            if (OPT(adult_ironman))
                msg_print("Nothing happens.");
            else {
                msg_print("The world changes!");

                /* Leaving */
                p_ptr->leaving = TRUE;
            }
        }

        /* trap of remold player. */
        else if (nastyness < 75) {
            int max1, cur1, max2, cur2, ii, jj;

            msg_print("You feel yourself being twisted by wild magic!");

            if (check_save(100)) {
                msg_print("You resist the effects!");
            } else {
                msg_print("Your body starts to scramble...");

                /* Pick a pair of stats */
                ii = randint0(6);
                for (jj = ii; jj == ii; jj = randint0(6))	/* loop */
                    ;

                max1 = p_ptr->stat_max[ii];
                cur1 = p_ptr->stat_cur[ii];
                max2 = p_ptr->stat_max[jj];
                cur2 = p_ptr->stat_cur[jj];

                p_ptr->stat_max[ii] = max2;
                p_ptr->stat_cur[ii] = cur2;
                p_ptr->stat_max[jj] = max1;
                p_ptr->stat_cur[jj] = cur1;

                p_ptr->update |= (PU_BONUS);
            }
        }

        /* time ball trap. */
        else if (nastyness < 90) {
            msg_print("You feel time itself assault you!");

            /* Target the player with a radius 0 ball attack. */
            fire_meteor(0, GF_TIME, p_ptr->py, p_ptr->px, 75, 0, TRUE);
        }

        /* trap of bugs gone berserk. */
        else {
            /* explain what the dickens is going on. */
            msg_print("GRUESOME Gnawing Bugs leap out at you!");

            if (!p_resist_good(P_RES_CONFU)) {
                (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);
            } else
                notice_other(IF_RES_CONFU, 0);

            if (!p_resist_good(P_RES_CHAOS)) {
                (void) inc_timed(TMD_IMAGE, randint1(40), TRUE);
            } else
                notice_other(IF_RES_CHAOS, 0);

            /* XXX (hard coded) summon 3-6 bugs. */
            k = randint1(4) + 2;
            for (i = 0; i < k; ++i) {
                /* Look for a location */
                for (j = 0; j < 20; ++j) {
                    /* Pick a (scattered) distance. */
                    int d = (j / 10) + randint1(3);

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

                    /* Require passable terrain */
                    if (!cave_passable_bold(y, x))
                        continue;

                    /* Hack -- no summon on glyph of warding */
                    if (cave_feat[y][x] == FEAT_RUNE_PROTECT)
                        continue;

                    /* Okay */
                    break;
                }

                /* Attempt to place the awake bug */
                place_monster_aux(y, x, 453, FALSE, TRUE);
            }

            /* herald the arrival of bugs. */
            msg_print("AAAAAAAHHHH! THEY'RE EVERYWHERE!");
        }

        Rand_quick = TRUE;

        break;
    }

    /* teleport trap */
    case FEAT_TRAP_HEAD + 0x08:
    {
        if (stage_map[p_ptr->stage][STAGE_TYPE] >= CAVE)
            msg_print("You teleport across the dungeon.");
        else
            msg_print("You teleport across the wilderness.");

        Rand_quick = FALSE;

        teleport_player(250, FALSE);

        Rand_quick = TRUE;

        break;
    }

    /* murder holes. */
    case FEAT_TRAP_HEAD + 0x09:
    {
        /* hold the object info. */
        object_type *o_ptr;
        object_type object_type_body;

        /* hold the missile type and name. */
        int sval = 0;
        int tval = 0;
        cptr missile_name = "";



        /* Determine the missile type and base damage. */
        if (randint1(3) == 1) {
            if (p_ptr->depth < 40) {
                missile_name = "shot";
                dam = damroll(2, 3);
                tval = TV_SHOT;
                sval = SV_AMMO_NORMAL;
            } else {
                missile_name = "seeker shot";
                dam = damroll(3, 7);
                tval = TV_SHOT;
                sval = SV_AMMO_HEAVY;
            }
        }

        else if (randint1(2) == 1) {
            if (p_ptr->depth < 55) {
                missile_name = "arrow";
                dam = damroll(2, 4);
                tval = TV_ARROW;
                sval = SV_AMMO_NORMAL;
            } else {
                missile_name = "seeker arrow";
                dam = damroll(3, 9);
                tval = TV_ARROW;
                sval = SV_AMMO_HEAVY;
            }
        }

        else {
            if (p_ptr->depth < 65) {
                missile_name = "bolt";
                dam = damroll(2, 5);
                tval = TV_BOLT;
                sval = SV_AMMO_NORMAL;
            } else {
                missile_name = "seeker bolt";
                dam = damroll(3, 11);
                tval = TV_BOLT;
                sval = SV_AMMO_HEAVY;
            }
        }

        /* determine if the missile hits. */
        if (check_trap_hit(75 + p_ptr->depth)) {
            msg_format("A %s hits you from above.", missile_name);

            Rand_quick = FALSE;

            /* critical hits. */
            if (randint1(2) == 1) {
                msg_print("It was well-aimed!");
                dam *= 1 + randint1(2);
            }
            if (randint1(2) == 1) {
                msg_print("It gouges you!");
                dam = 3 * dam / 2;

                /* cut the player. */
                (void) inc_timed(TMD_CUT, randint1(dam), TRUE);
            }

            Rand_quick = TRUE;

            take_hit(dam, name);
        }

        /* Explain what just happened. */
        else
            msg_format("A %s wizzes by your head.", missile_name);

        /* these will eventually run out of ammo. */

        Rand_quick = FALSE;

        if (randint0(8) == 0) {
            cave_info[y][x] &= ~(CAVE_MARK);
            cave_set_feat(y, x, FEAT_FLOOR);
        }

        Rand_quick = TRUE;

        /* Get local object */
        o_ptr = &object_type_body;

        /* Make a missile, identify it, and drop it near the player. */
        object_prep(o_ptr, lookup_kind(tval, sval), MINIMISE);
        object_aware(o_ptr);
        object_known(o_ptr);
        drop_near(o_ptr, -1, y, x, TRUE);

        break;
    }

    /* falling tree branch */
    case FEAT_TRAP_HEAD + 0x0A:
    {
        /* determine if the missile hits. */
        if (check_trap_hit(75 + p_ptr->depth)) {
            /* Take damage */
            dam = damroll(3, 5);
            msg_print("A branch hits you from above.");

            Rand_quick = FALSE;

            /* critical hits. */
            if (randint1(2) == 1) {
                msg_print("It was heavy!");
                dam = 3 * dam / 2;

                /* stun the player. */
                (void) inc_timed(TMD_STUN, randint1(dam), TRUE);
            }

            Rand_quick = TRUE;

            take_hit(dam, name);
        }

        /* Explain what just happened. */
        else
            msg_print("A falling branch just misses you.");

        /* No more */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_TREE);

        break;
    }

    /* falling tree branch */
    case FEAT_TRAP_HEAD + 0x0B:
    {
        /* determine if the missile hits. */
        if (check_trap_hit(75 + p_ptr->depth)) {
            /* Take damage */
            dam = damroll(3, 5);
            msg_print("A branch hits you from above.");

            Rand_quick = FALSE;

            /* critical hits. */
            if (randint1(2) == 1) {
                msg_print("It was heavy!");
                dam = 3 * dam / 2;

                /* stun the player. */
                (void) inc_timed(TMD_STUN, randint1(dam), TRUE);
            }

            Rand_quick = TRUE;

            take_hit(dam, name);
        }

        /* Explain what just happened. */
        else
            msg_print("A falling branch just misses you.");

        /* No more */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_TREE2);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0C:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0D:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0E:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0F:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    }

    /* Revert to usage of the complex RNG. */
    Rand_quick = FALSE;
}
示例#11
0
/* Place quest monsters */
bool place_quest_monsters(void)
{
	int i;

	/* Handle the quest monster placements */
	for (i = 0; i < max_quests; i++)
	{
		monster_race *r_ptr;
		u32b mode;
		int j;

		if (quest[i].status != QUEST_STATUS_TAKEN ||
		    (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
		     quest[i].type != QUEST_TYPE_RANDOM) ||
		    quest[i].level != dun_level ||
		    dungeon_type != quest[i].dungeon ||
		    (quest[i].flags & QUEST_FLAG_PRESET))
		{
			/* Ignore it */
			continue;
		}

		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)) continue;

		mode = (PM_NO_KAGE | PM_NO_PET);

		if (!(r_ptr->flags1 & RF1_FRIENDS))
			mode |= PM_ALLOW_GROUP;

		for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
		{
			int k;

			for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
			{
				int x, y;
				int l;

				/* Find an empty grid */
				for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
				{
					cave_type    *c_ptr;
					feature_type *f_ptr;

					y = randint0(cur_hgt);
					x = randint0(cur_wid);

					c_ptr = &cave[y][x];
					f_ptr = &f_info[c_ptr->feat];

					if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
					if (!monster_can_enter(y, x, r_ptr, 0)) continue;
					if (distance(y, x, py, px) < 10) continue;
					if (c_ptr->info & CAVE_ICKY) continue;
					else break;
				}

				/* Failed to place */
				if (!l) return FALSE;

				/* Try to place the monster */
				if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
				{
					/* Success */
					break;
				}
				else
				{
					/* Failure - Try again */
					continue;
				}
			}

			/* Failed to place */
			if (k == SAFE_MAX_ATTEMPTS) return FALSE;
		}
	}

	return TRUE;
}
示例#12
0
// Select a monster from a list and place it in the dungeon.
MakeMonsterDialog::MakeMonsterDialog(void)
{
    int i;
    QPointer<QVBoxLayout> vlay = new QVBoxLayout;
    mon_choice = new QComboBox;
    int y, x;

    QPointer<QLabel>  mon_label = new QLabel(QString("<b><big>Please select a monster:</big></b>"));
    mon_label->setAlignment(Qt::AlignCenter);

    vlay->addWidget(mon_label);
    vlay->addStretch();

    connect(mon_choice, SIGNAL(currentIndexChanged(int)), this, SLOT(update_mon_choice(int)));

    QPointer<QPushButton> close_button = new QPushButton(tr("&Close"));
    connect(close_button, SIGNAL(clicked()), this, SLOT(close()));

    int count = 0;
    mon_num = 0;

    for (i = 1; i < z_info->r_max; i++)
    {
        monster_race *r_ptr = &r_info[i];

        /* Skip "empty" items */
        if (r_ptr->r_name_full.isEmpty()) continue;
        // Skip player_ghost templates
        if (r_ptr->flags2 & (RF2_PLAYER_GHOST)) continue;

        mon_choice->addItem(QString("%1") .arg(i));

        mon_choice->setItemText(count++, get_mon_display_name(i));
    }

    vlay->addWidget(mon_choice);
    vlay->addStretch();
    vlay->addWidget(close_button);

    setLayout(vlay);

    setWindowTitle(tr("Make Monster"));
    this->exec();

    // find the monster
    count = 0;
    for (i = 1; i < z_info->r_max; i++)
    {
        monster_race *r_ptr = &r_info[i];

        /* Skip "empty" items */
        if (r_ptr->r_name_full.isEmpty()) continue;
        // Skip player_ghost templates
        if (r_ptr->flags2 & (RF2_PLAYER_GHOST)) continue;

        // Found the match
        if (count == mon_num) break;
        count++;
    }

    /* Try 10 times */
    for (int k = 0; k < 10; k++)
    {
        int d = 2;

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

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

        /* Place it (allow groups) */
        if (place_monster_aux(y, x, i, (MPLACE_GROUP | MPLACE_OVERRIDE | MPLACE_SLEEP))) break;
    }
}