示例#1
0
static void vault_tele(void)
{
	struct mkroom *croom = search_special(level, VAULT);
	coord c;

	if (croom && somexy(level, croom, &c) && teleok(c.x,c.y,FALSE)) {
		teleds(c.x,c.y,FALSE);
		return;
	}
	tele();
}
示例#2
0
static void
mvault_tele(struct monst *mtmp)
{
    struct mkroom *croom = search_special(level, VAULT);
    coord c;

    if (croom && somexy(level, croom, &c) && goodpos(level, c.x, c.y, mtmp, 0)) {
        rloc_to(mtmp, c.x, c.y);
        return;
    }
    rloc(mtmp, FALSE);
}
示例#3
0
static void
join_map(struct level *lev, schar bg_typ, schar fg_typ)
{
    struct mkroom *croom, *croom2;

    int i, j;
    int sx, sy;
    coord sm, em;

    enum rng rng = rng_for_level(&lev->z);

    /* first, use flood filling to find all of the regions that need joining */
    for (i = 1; i <= WIDTH; i++)
        for (j = 1; j < HEIGHT; j++) {
            if (lev->locations[i][j].typ == fg_typ &&
                lev->locations[i][j].roomno == NO_ROOM) {
                min_rx = max_rx = i;
                min_ry = max_ry = j;
                n_loc_filled = 0;
                flood_fill_rm(lev, i, j, lev->nroom + ROOMOFFSET, FALSE, FALSE);
                if (n_loc_filled > 3) {
                    add_room(lev, min_rx, min_ry, max_rx, max_ry, FALSE, OROOM,
                             TRUE);
                    lev->rooms[lev->nroom - 1].irregular = TRUE;
                    if (lev->nroom >= (MAXNROFROOMS * 2))
                        goto joinm;
                } else {
                    /* 
                     * it's a tiny hole; erase it from the map to avoid
                     * having the player end up here with no way out.
                     */
                    for (sx = min_rx; sx <= max_rx; sx++)
                        for (sy = min_ry; sy <= max_ry; sy++)
                            if ((int)lev->locations[sx][sy].roomno ==
                                lev->nroom + ROOMOFFSET) {
                                lev->locations[sx][sy].typ = bg_typ;
                                lev->locations[sx][sy].roomno = NO_ROOM;
                            }
                }
            }
        }

joinm:
    /* 
     * Ok, now we can actually join the regions with fg_typ's.
     * The rooms are already sorted due to the previous loop,
     * so don't call sort_rooms(), which can screw up the roomno's
     * validity in the level->locations structure.
     */
    for (croom = &lev->rooms[0], croom2 = croom + 1;
         croom2 < &lev->rooms[lev->nroom];) {
        /* pick random starting and end locations for "corridor" */
        if (!somexy(lev, croom, &sm, rng) || !somexy(lev, croom2, &em, rng)) {
            /* ack! -- the level is going to be busted */
            /* arbitrarily pick centers of both rooms and hope for the best */
            impossible("No start/end room loc in join_map.");
            sm.x = croom->lx + ((croom->hx - croom->lx) / 2);
            sm.y = croom->ly + ((croom->hy - croom->ly) / 2);
            em.x = croom2->lx + ((croom2->hx - croom2->lx) / 2);
            em.y = croom2->ly + ((croom2->hy - croom2->ly) / 2);
        }

        dig_corridor(lev, &sm, &em, FALSE, fg_typ, bg_typ);

        /* choose next region to join */
        /* only increment croom if croom and croom2 are non-overlapping */
        if (croom2->lx > croom->hx ||
            ((croom2->ly > croom->hy || croom2->hy < croom->ly) &&
             mklev_rn2(3, lev))) {
            croom = croom2;
        }
        croom2++;       /* always increment the next room */
    }
}
示例#4
0
void
fill_zoo (struct mkroom *sroom)
{
        struct monst *mon;
        int sx,sy,i;
        int sh, tx, ty, goldlim, type = sroom->rtype;
        int rmno = (sroom - rooms) + ROOMOFFSET;
        coord mm;


        sh = sroom->fdoor;
        switch(type) {
            case COURT:
                if(level.flags.is_maze_lev) {
                    for(tx = sroom->lx; tx <= sroom->hx; tx++)
                        for(ty = sroom->ly; ty <= sroom->hy; ty++)
                            if(IS_THRONE(levl[tx][ty].typ))
                                goto throne_placed;
                }
                i = 100;
                do {    /* don't place throne on top of stairs */
                        (void) somexy(sroom, &mm);
                        tx = mm.x; ty = mm.y;
                } while (occupied((signed char)tx, (signed char)ty) && --i > 0);
            throne_placed:
                /* TODO: try to ensure the enthroned monster is an M2_PRINCE */
                break;
            case BEEHIVE:
                tx = sroom->lx + (sroom->hx - sroom->lx + 1)/2;
                ty = sroom->ly + (sroom->hy - sroom->ly + 1)/2;
                if(sroom->irregular) {
                    /* center might not be valid, so put queen elsewhere */
                    if ((int) levl[tx][ty].roomno != rmno ||
                            levl[tx][ty].edge) {
                        (void) somexy(sroom, &mm);
                        tx = mm.x; ty = mm.y;
                    }
                }
                break;
            case ZOO:
            case LEPREHALL:
                goldlim = 500 * level_difficulty();
                break;
        }
        for(sx = sroom->lx; sx <= sroom->hx; sx++)
            for(sy = sroom->ly; sy <= sroom->hy; sy++) {
                if(sroom->irregular) {
                    if ((int) levl[sx][sy].roomno != rmno ||
                          levl[sx][sy].edge ||
                          (sroom->doorct &&
                           distmin(sx, sy, doors[sh].x, doors[sh].y) <= 1))
                        continue;
                } else if(!SPACE_POS(levl[sx][sy].typ) ||
                          (sroom->doorct &&
                           ((sx == sroom->lx && doors[sh].x == sx-1) ||
                            (sx == sroom->hx && doors[sh].x == sx+1) ||
                            (sy == sroom->ly && doors[sh].y == sy-1) ||
                            (sy == sroom->hy && doors[sh].y == sy+1))))
                    continue;
                /* don't place monster on explicitly placed throne */
                if(type == COURT && IS_THRONE(levl[sx][sy].typ))
                    continue;
                mon = makemon(
                    (type == COURT) ? courtmon() :
                    (type == BARRACKS) ? squadmon() :
                    (type == MORGUE) ? morguemon() :
                    (type == BEEHIVE) ?
                        (sx == tx && sy == ty ? &mons[PM_QUEEN_BEE] :
                         &mons[PM_KILLER_BEE]) :
                    (type == LEPREHALL) ? &mons[PM_LEPRECHAUN] :
                    (type == COCKNEST) ? &mons[PM_COCKATRICE] :
                    (type == ANTHOLE) ? antholemon() :
                    (struct permonst *) 0,
                   sx, sy, NO_MM_FLAGS);
                if(mon) {
                        mon->msleeping = 1;
                        if (type==COURT && mon->mpeaceful) {
                                mon->mpeaceful = 0;
                                set_malign(mon);
                        }
                }
                switch(type) {
                    case ZOO:
                    case LEPREHALL:
                        if(sroom->doorct)
                        {
                            int distval = dist2(sx,sy,doors[sh].x,doors[sh].y);
                            i = sq(distval);
                        }
                        else
                            i = goldlim;
                        if(i >= goldlim) i = 5*level_difficulty();
                        goldlim -= i;
                        (void) mkgold((long) rn1(i, 10), sx, sy);
                        break;
                    case MORGUE:
                        if(!rn2(5))
                            (void) mk_tt_object(CORPSE, sx, sy);
                        if(!rn2(10))    /* lots of treasure buried with dead */
                            (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST,
                                             sx, sy, true, false);
                        if (!rn2(5))
                            make_grave(sx, sy, (char *)0);
                        break;
                    case BEEHIVE:
                        if(!rn2(3))
                            (void) mksobj_at(LUMP_OF_ROYAL_JELLY,
                                             sx, sy, true, false);
                        break;
                    case BARRACKS:
                        if(!rn2(20))    /* the payroll and some loot */
                            (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST,
                                             sx, sy, true, false);
                        break;
                    case COCKNEST:
                        if(!rn2(3)) {
                            struct obj *sobj = mk_tt_object(STATUE, sx, sy);

                            if (sobj) {
                                for (i = rn2(5); i; i--)
                                    (void) add_to_container(sobj,
                                                mkobj(RANDOM_CLASS, false));
                                sobj->owt = weight(sobj);
                            }
                        }
                        break;
                    case ANTHOLE:
                        if(!rn2(3))
                            (void) mkobj_at(FOOD_CLASS, sx, sy, false);
                        break;
                }
            }
        switch (type) {
              case COURT:
                {
                  struct obj *chest;
                  levl[tx][ty].typ = THRONE;
                  (void) somexy(sroom, &mm);
                  (void) mkgold((long) rn1(50 * level_difficulty(),10), mm.x, mm.y);
                  /* the royal coffers */
                  chest = mksobj_at(CHEST, mm.x, mm.y, true, false);
                  chest->spe = 2; /* so it can be found later */
                  level.flags.has_court = 1;
                  break;
                }
              case BARRACKS:
                  level.flags.has_barracks = 1;
                  break;
              case ZOO:
                  level.flags.has_zoo = 1;
                  break;
              case MORGUE:
                  level.flags.has_morgue = 1;
                  break;
              case SWAMP:
                  level.flags.has_swamp = 1;
                  break;
              case BEEHIVE:
                  level.flags.has_beehive = 1;
                  break;
        }
}
示例#5
0
文件: dog.c 项目: wheals/nethack4
/* called from resurrect() in addition to losedogs() */
void
mon_arrive(struct monst *mtmp, boolean with_you)
{
    struct trap *t;
    struct obj *otmp;
    xchar xlocale, ylocale, xyloc, xyflags, wander;
    int num_segs;

    mtmp->dlevel = level;
    mtmp->nmon = level->monlist;
    level->monlist = mtmp;
    if (mtmp->isshk)
        set_residency(mtmp, FALSE);

    num_segs = mtmp->wormno;
    /* baby long worms have no tail so don't use is_longworm() */
    if ((mtmp->data == &mons[PM_LONG_WORM]) &&
        (mtmp->wormno = get_wormno(mtmp->dlevel)) != 0) {
        initworm(mtmp, num_segs);
        /* tail segs are not yet initialized or displayed */
    } else
        mtmp->wormno = 0;

    /* some monsters might need to do something special upon arrival _after_
       the current level has been fully set up; see dochug() */
    mtmp->mstrategy |= STRAT_ARRIVE;

    xyloc = mtmp->xyloc;
    xyflags = mtmp->xyflags;
    xlocale = mtmp->xlocale;
    ylocale = mtmp->ylocale;

    for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
        set_obj_level(mtmp->dlevel, otmp);

    if (mtmp == u.usteed)
        return; /* don't place steed on the map */
    if (with_you) {
        /* When a monster accompanies you, sometimes it will arrive at your
           intended destination and you'll end up next to that spot.  This code
           doesn't control the final outcome; goto_level(do.c) decides who ends
           up at your target spot when there is a monster there too. */
        if (!MON_AT(level, u.ux, u.uy) &&
            !rn2(mtmp->mtame ? 10 : mtmp->mpeaceful ? 5 : 2))
            rloc_to(mtmp, u.ux, u.uy);
        else
            mnexto(mtmp);
        return;
    }
    /*
     * The monster arrived on this level independently of the player.
     * Its coordinate fields were overloaded for use as flags that
     * specify its final destination.
     */

    if (mtmp->mlstmv < moves - 1L) {
        /* heal monster for time spent in limbo */
        long nmv = moves - 1L - mtmp->mlstmv;

        mon_catchup_elapsed_time(mtmp, nmv);
        mtmp->mlstmv = moves - 1L;

        /* let monster move a bit on new level (see placement code below) */
        wander = (xchar) min(nmv, 8);
    } else
        wander = 0;

    switch (xyloc) {
    case MIGR_APPROX_XY:       /* {x,y}locale set above */
        break;
    case MIGR_EXACT_XY:
        wander = 0;
        break;
    case MIGR_NEAR_PLAYER:
        xlocale = u.ux, ylocale = u.uy;
        break;
    case MIGR_STAIRS_UP:
        xlocale = level->upstair.sx, ylocale = level->upstair.sy;
        break;
    case MIGR_STAIRS_DOWN:
        xlocale = level->dnstair.sx, ylocale = level->dnstair.sy;
        break;
    case MIGR_LADDER_UP:
        xlocale = level->upladder.sx, ylocale = level->upladder.sy;
        break;
    case MIGR_LADDER_DOWN:
        xlocale = level->dnladder.sx, ylocale = level->dnladder.sy;
        break;
    case MIGR_SSTAIRS:
        xlocale = level->sstairs.sx, ylocale = level->sstairs.sy;
        break;
    case MIGR_PORTAL:
        if (In_endgame(&u.uz)) {
            /* there is no arrival portal for endgame levels */
            /* BUG[?]: for simplicity, this code relies on the fact that we
               know that the current endgame levels always build upwards and
               never have any exclusion subregion inside their TELEPORT_REGION
               settings. */
            xlocale =
                rn1(level->updest.hx - level->updest.lx + 1, level->updest.lx);
            ylocale =
                rn1(level->updest.hy - level->updest.ly + 1, level->updest.ly);
            break;
        }
        /* find the arrival portal */
        for (t = level->lev_traps; t; t = t->ntrap)
            if (t->ttyp == MAGIC_PORTAL)
                break;
        if (t) {
            xlocale = t->tx, ylocale = t->ty;
            break;
        } else {
            impossible("mon_arrive: no corresponding portal?");
        }
     /*FALLTHRU*/ default:
    case MIGR_RANDOM:
        xlocale = COLNO;
        ylocale = ROWNO;
        break;
    }

    if ((xlocale != COLNO) && wander) {
        /* monster moved a bit; pick a nearby location */
        /* mnearto() deals w/stone, et al */
        char *r = in_rooms(level, xlocale, ylocale, 0);

        if (r && *r) {
            coord c;

            /* somexy() handles irregular level->rooms */
            if (somexy(level, &level->rooms[*r - ROOMOFFSET], &c, rng_main))
                xlocale = c.x, ylocale = c.y;
            else {
                xlocale = COLNO;
                ylocale = ROWNO;
            }
        } else {        /* not in a room */
            int i, j;

            i = max(0, xlocale - wander);
            j = min(COLNO - 1, xlocale + wander);
            xlocale = rn1(j - i, i);
            i = max(0, ylocale - wander);
            j = min(ROWNO - 1, ylocale + wander);
            ylocale = rn1(j - i, i);
        }
    }
    /* moved a bit */
    mtmp->mx = COLNO;       /* (already is 0) */
    mtmp->my = xyflags;
    if (xlocale != COLNO)
        mnearto(mtmp, xlocale, ylocale, FALSE);
    else {
        if (!rloc(mtmp, TRUE)) {
            /* Failed to place migrating monster, probably because the level is
               full.  Dump the monster's cargo and leave the monster dead. */
            struct obj *obj;

            while ((obj = mtmp->minvent) != 0) {
                obj_extract_self(obj);
                obj_no_longer_held(obj);
                if (obj->owornmask & W_MASK(os_wep))
                    setmnotwielded(mtmp, obj);
                obj->owornmask = 0L;
                if (xlocale != COLNO && ylocale != ROWNO)
                    place_object(obj, level, xlocale, ylocale);
                else {
                    rloco(obj);
                    get_obj_location(obj, &xlocale, &ylocale, 0);
                }
            }
            mkcorpstat(CORPSE, NULL, mtmp->data, level, xlocale, ylocale,
                       FALSE, rng_main);
            mongone(mtmp);
        }
    }

    mtmp->mux = COLNO;
    mtmp->muy = ROWNO;
}
示例#6
0
void
fill_zoo(struct level *lev, struct mkroom *sroom, enum rng rng)
{
    struct monst *mon;
    int sx, sy, i;
    int sh, tx, ty, goldlim, type = sroom->rtype;
    int rmno = (sroom - lev->rooms) + ROOMOFFSET;
    coord mm;

    tx = ty = goldlim = 0;

    sh = sroom->fdoor;
    switch (type) {
    case COURT:
        if (lev->flags.is_maze_lev) {
            for (tx = sroom->lx; tx <= sroom->hx; tx++)
                for (ty = sroom->ly; ty <= sroom->hy; ty++)
                    if (IS_THRONE(lev->locations[tx][ty].typ))
                        goto throne_placed;
        }
        i = 100;
        do {    /* don't place throne on top of stairs */
            somexy(lev, sroom, &mm, rng);
            tx = mm.x;
            ty = mm.y;
        } while (occupied(lev, tx, ty) && --i > 0);
    throne_placed:
        /* TODO: try to ensure the enthroned monster is an M2_PRINCE */
        break;
    case BEEHIVE:
        tx = sroom->lx + (sroom->hx - sroom->lx + 1) / 2;
        ty = sroom->ly + (sroom->hy - sroom->ly + 1) / 2;
        if (sroom->irregular) {
            /* center might not be valid, so put queen elsewhere */
            if ((int)lev->locations[tx][ty].roomno != rmno ||
                lev->locations[tx][ty].edge) {
                somexy(lev, sroom, &mm, rng);
                tx = mm.x;
                ty = mm.y;
            }
        }
        break;
    case ZOO:
    case LEPREHALL:
        goldlim = 500 * level_difficulty(&lev->z);
        break;
    }
    for (sx = sroom->lx; sx <= sroom->hx; sx++)
        for (sy = sroom->ly; sy <= sroom->hy; sy++) {
            if (sroom->irregular) {
                if ((int)lev->locations[sx][sy].roomno != rmno ||
                    lev->locations[sx][sy].edge ||
                    (sroom->doorct &&
                     distmin(sx, sy, lev->doors[sh].x, lev->doors[sh].y) <= 1))
                    continue;
            } else if (!SPACE_POS(lev->locations[sx][sy].typ) ||
                       (sroom->doorct &&
                        ((sx == sroom->lx && lev->doors[sh].x == sx - 1) ||
                         (sx == sroom->hx && lev->doors[sh].x == sx + 1) ||
                         (sy == sroom->ly && lev->doors[sh].y == sy - 1) ||
                         (sy == sroom->hy && lev->doors[sh].y == sy + 1))))
                continue;
            /* don't place monster on explicitly placed throne */
            if (type == COURT && IS_THRONE(lev->locations[sx][sy].typ))
                continue;
            mon = makemon((type == COURT) ? courtmon(&lev->z, rng) :
                          (type == BARRACKS) ? squadmon(&lev->z) :
                          (type == MORGUE) ? morguemon(&lev->z, rng) :
                          (type == BEEHIVE) ? (sx == tx && sy == ty ?
                                               &mons[PM_QUEEN_BEE] :
                                               &mons[PM_KILLER_BEE]) :
                          (type == LEPREHALL) ? &mons[PM_LEPRECHAUN] :
                          (type == COCKNEST) ? &mons[PM_COCKATRICE] :
                          (type == ANTHOLE) ? antholemon(&lev->z) :
                          NULL, lev, sx, sy,
                          rng == rng_main ? NO_MM_FLAGS : MM_ALLLEVRNG);
            if (mon) {
                mon->msleeping = 1;
                if (type == COURT && mon->mpeaceful)
                    msethostility(mon, TRUE, TRUE);
            }
            switch (type) {
            case ZOO:
            case LEPREHALL:
                if (sroom->doorct) {
                    int distval =
                        dist2(sx, sy, lev->doors[sh].x, lev->doors[sh].y);
                    i = sq(distval);
                } else
                    i = goldlim;
                if (i >= goldlim)
                    i = 5 * level_difficulty(&lev->z);
                goldlim -= i;
                mkgold(10 + rn2_on_rng(i, rng), lev, sx, sy, rng);
                break;
            case MORGUE:
                if (!rn2_on_rng(5, rng))
                    mk_tt_object(lev, CORPSE, sx, sy);
                if (!rn2_on_rng(10, rng))   /* lots of treasure */
                    mksobj_at(rn2_on_rng(3, rng) ? LARGE_BOX : CHEST,
                              lev, sx, sy, TRUE, FALSE, rng);
                if (!rn2_on_rng(5, rng))
                    make_grave(lev, sx, sy, NULL);
                break;
            case BEEHIVE:
                if (!rn2_on_rng(3, rng))
                    mksobj_at(LUMP_OF_ROYAL_JELLY, lev, sx, sy,
                              TRUE, FALSE, rng);
                break;
            case BARRACKS:
                if (!rn2_on_rng(20, rng))   /* the payroll and some loot */
                    mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, lev, sx, sy,
                              TRUE, FALSE, rng);
                break;
            case COCKNEST:
                if (!rn2_on_rng(3, rng)) {
                    struct obj *sobj = mk_tt_object(lev, STATUE, sx, sy);

                    if (sobj) {
                        for (i = rn2_on_rng(5, rng); i; i--)
                            add_to_container(sobj, mkobj(lev, RANDOM_CLASS,
                                                         FALSE, rng));
                        sobj->owt = weight(sobj);
                    }
                }
                break;
            case ANTHOLE:
                if (!rn2_on_rng(3, rng))
                    mkobj_at(FOOD_CLASS, lev, sx, sy, FALSE, rng);
                break;
            }
        }

    if (type == COURT) {
        struct obj *chest;

        lev->locations[tx][ty].typ = THRONE;
        somexy(lev, sroom, &mm, rng);
        mkgold(10 + rn2_on_rng(50 * level_difficulty(&lev->z), rng),
               lev, mm.x, mm.y, rng);
        /* the royal coffers */
        chest = mksobj_at(CHEST, lev, mm.x, mm.y, TRUE, FALSE, rng);
        chest->spe = 2;     /* so it can be found later */
    }
}