Beispiel #1
0
//	public Room getLair()
//	{
//		return fLair;
//	}
        public Room getRandomLair(bool force_create)
        {
            // Find room without door and only one entrance
            int  passages   = 1;
            bool allow_door = false;

            while (true)
            {
                Sequence seq = new Sequence(2, this.getNumRooms());
                //seq.remove(fHermit.getRoomNumber());
                seq.remove(this.getRoom(1).getPassage(1).getRoomNumber());
                seq.remove(this.getRoom(1).getPassage(2).getRoomNumber());
                while (seq.count() > 0)
                {
                    int  no   = seq.remove();
                    Room room = this.getRoom(no);
                    if (room.isLair())
                    {
                        continue;
                    }
                    if ((allow_door || !room.hasDoor()) && room.getNumPassages() <= passages)
                    {
                        while (room.getNumPassages() > 1)
                        {
                            Room other = room.getRandomPassage();
                            if (other != null && other.getRoomNumber() != 1)
                            {
                                room.removePassage(other);
                                other.removePassage(room);
                                Room[] path = this.findRoute(room, other, null, USE_LOCKED_DOORS);
                                if (path.Length == 0)
                                {
                                    room.addPassage(other);
                                    other.addPassage(room);
                                    // try another room
                                    break;
                                }
                            }
                        }
                        if (room.getNumPassages() <= 1)
                        {
                            return(room);
                        }
                    }
                }
                if (allow_door)
                {
                    if (force_create)
                    {
                        passages++;
                        if (passages > 3)
                        {
                            return(null);
                        }
                        allow_door = false;
                    }
                    else
                    {
                        break;
                    }
                }
                else
                {
                    allow_door = true;
                }
            }
            return(null);    // uncomment
//		return this.getRoom(1);
        }
Beispiel #2
0
        virtual public int applyDamage(int damage, int count)
        {
            Utility.Assert(count > 0, "Monster.applyDamage count > 0");
            fStationary = false;
            int remaining = 0;

            if (damage > 0)
            {
                remaining   = damage - fHitPoints;
                fHitPoints -= damage;
            }
            if (this.isAlive())
            {
                if (fTargetRoom == null)
                {
                    bool wasHunting = fHunting;
                    Utility.Trace(this.getMonsterDescription() + " is wounded and follows hearing");
                    Room room = this.followHearing();

                    if (fTargetRoom == null && room != null)
                    {
                        fTargetRoom = room;
                    }

                    // still act surprised
                    fHunting = wasHunting;

                    if (fTargetRoom == null)
                    {
                        bool open_door = false;
                        if (fRoom.hasDoor() && fRoom.isDoorOpen() && !fRoom.isExitDoor())
                        {
                            open_door = true;
                        }
                        int num = fRoom.getNumPassages();
                        if (open_door)
                        {
                            num++;
                        }
                        if (num > 0)
                        {
                            int passage = ((count - 1) % num) + 1;
                            if (open_door && passage == num)
                            {
                                fTargetRoom = fRoom.fDoor;
                            }
                            else if (fRoom.isPassable(passage))
                            {
                                fTargetRoom = fRoom.getPassage(passage);
                            }
                            else
                            {
                                if (fTargetRoom == null)
                                {
                                    fTargetRoom = fRoom.getRandomPassage(fLastRoom);
                                }
                                if (fTargetRoom != null && GameEngine.instance.hasMonster(fTargetRoom))
                                {
                                    fTargetRoom = fRoom.getRandomPassage();
                                }
                            }

                            if (fTargetRoom != null)
                            {
                                room = fTargetRoom.getRandomPassage(fRoom);
                                if (room != fRoom)
                                {
                                    fTargetRoom = room;
                                }
                            }
                        }
                    }
                    //              if (fTargetRoom == null)
                    //                  fTargetRoom = fRoom.getRandomPassage(fLastRoom);
                    //              if (fTargetRoom != null && GameEngine.instance.hasMonster(fTargetRoom))
                    //                  fTargetRoom = fRoom.getRandomPassage();
                }
                Utility.Trace(this.getMonsterDescription() + " is wounded and makes noise");
                this.makeNoise(Player.kFightNoise);
            }
            else
            {
                Utility.Trace(this.getMonsterDescription() + " is killed and makes noise");
                this.makeNoise(Player.kFightNoise);
            }

            return(remaining);
        }
Beispiel #3
0
        public void initialize()
        {
            Utility.Trace("Maze - initialize");

            if (GameEngine.instance.fDungeon.fCompleted)
            {
                sExploredRooms = new bool[GameEngine.kMaxNumRooms];
                for (int i = 0; i < GameEngine.kMaxNumRooms; i++)
                {
                    sExploredRooms[i] = true;
                }
            }
            else
            {
                sExploredRooms = new bool[GameEngine.kMaxNumRooms];

                for (int i = 0; i < GameEngine.kMaxNumRooms; i++)
                {
                    sExploredRooms[i] = false;
                }
            }

            int no;     // = GameEngine.rand.range(2, fNumRooms);

            // each room should have at least two exits
            for (int iRoom = 1; iRoom <= fNumRooms; iRoom++)
            {
                Room room = this.getRoom(iRoom);

                // each room shall have two exits
                for (int iPassage = 1; iPassage <= 2; iPassage++)
                {
                    Sequence seq = new Sequence(2, fNumRooms);
                    seq.remove(iRoom);
                    bool hasPassage = false;
                    do
                    {
                        no         = seq.remove();
                        hasPassage = false;
                        if (room.hasPassage(this.getRoom(no)))
                        {
                            hasPassage = true;
                        }
                        Room tmpRoom = this.getRoom(no);
                        if (tmpRoom.hasPassage(this.getRoom(iRoom)))
                        {
                            hasPassage = true;
                        }
                    } while (seq.count() > 0 && hasPassage);
                    if (!hasPassage)
                    {
                        room.addPassage(this.getRoom(no));
                    }
                }
            }

            // normalize passages, i.e. make sure they "double-back"
            for (int iRoom = 1; iRoom <= fNumRooms; iRoom++)
            {
                Room room = this.getRoom(iRoom);

                // each room shall have two exits
                for (int iPassage = 1; iPassage <= room.getNumPassages(); iPassage++)
                {
                    Room otherRoom = room.getPassage(iPassage);
                    if (!otherRoom.hasPassage(room))
                    {
                        otherRoom.addPassage(room);
                    }
                }
            }

            if (debug)
            {
                Room room = this.getRoom(1);
                room.addStaff(new Staff(null, Staff.BRONZE));
                room.fDragonSwords   = room.fDragonSwords + 1;
                room.fSerpentShields = room.fSerpentShields + 1;
                room.fPit            = true;
                room.addPassage(fExit);
                room.createDoor(fExit);
                fExit.addPassage(room);
            }

            // Create normal doors
            Room fromRoom  = null;
            Room toRoom    = null;
            int  num_doors = this.getNumRooms() / 10;

            for (int iDoor = 1; iDoor <= num_doors + 1; iDoor++)
            {
                bool proceed = false;
                bool done    = false;

                do
                {
                    proceed = false;

                    // Find a room with no door
                    do
                    {
                        done     = true;
                        no       = GameEngine.rand.range(2, fNumRooms);
                        fromRoom = this.getRoom(no);
                        if (fromRoom.hasDoor())
                        {
                            done = false;
                        }
                    } while (!done);

                    // Find a passage to a room without a door
                    for (int i = 0; i < 10; i++)
                    {
                        int index = GameEngine.rand.range(1, fromRoom.getNumPassages());
                        toRoom = fromRoom.getPassage(index);
                        if (!toRoom.hasDoor() && toRoom.getRoomNumber() != 1)
                        {
                            proceed = true;
                            break;
                        }
                    }
                } while (!proceed);

                // Convert the passage to a doorway
                if (iDoor <= num_doors)
                {
                    Utility.Trace("Create door from " + fromRoom.getRoomNumber() + " to " + toRoom.getRoomNumber());
                    fromRoom.createDoor(toRoom);
                    toRoom.createDoor(fromRoom);
                    if (GameEngine.rand.range(1, 2) == 1)
                    {
                        fromRoom.fPoisoned = true;
                        toRoom.fPoisoned   = true;
                    }
                }
                else
                {
                    // Convert the last door to two exit-doors
                    Utility.Trace("Create exit doors in rooms " + fromRoom.getRoomNumber() + " and " + toRoom.getRoomNumber());
                    fromRoom.removePassage(toRoom);
                    fromRoom.addPassage(fExit);
                    fromRoom.createDoor(fExit);
                    fExit.addPassage(fromRoom);
                    toRoom.removePassage(fromRoom);
                    toRoom.addPassage(fExit);
                    toRoom.createDoor(fExit);
                    fExit.addPassage(toRoom);
                    if (GameEngine.rand.range(1, 2) == 1)
                    {
                        fromRoom.fPoisoned = true;
                        toRoom.fPoisoned   = true;
                    }
                }
            }

            Utility.Trace("Removing passages...");

            // Go through the maze and remove one passage from each room
            for (int iRoom = 2; iRoom <= this.getNumRooms(); iRoom++)
            {
                int rnd = GameEngine.rand.range(0, 100);
                if (rnd >= GameEngine.instance.fSparseFactor)
                {
                    continue;
                }
                Room room     = this.getRoom(iRoom);
                int  passages = room.getNumPassages();
                if (room.hasDoor() && !room.isExitDoor())
                {
                    passages++;
                }
                if (passages > 1)
                {
                    Room other = room.getRandomPassage();
                    if (other != null && other.getRoomNumber() != 1)
                    {
                        Utility.Trace("Removing passage between room " + room.getRoomNumber() + " and " + other.getRoomNumber());
                        room.removePassage(other);
                        other.removePassage(room);
                        // Since the janitor can pass through doors,
                        // it should be allowed to have rooms with only
                        // a single door and no passages!
                        // USE_LOCKED_DOORS
                        // However, make sure there are at least one or two keys within reach
                        // from the initial room (1)
                        Room[] path = this.findRoute(room, other, null, USE_LOCKED_DOORS);
                        if (path.Length == 0)
                        {
                            Utility.Trace("Reinserting passage between room " + room.getRoomNumber() + " and " + other.getRoomNumber());
                            room.addPassage(other);
                            other.addPassage(room);
                        }
                    }
                }
            }

            Utility.Trace("Creating portcullises...");

            int num_portcullis = this.getNumRooms() / 5;

            num_portcullis = GameEngine.rand.range(0, num_portcullis);
            int      iPortcullis = 0;
            Sequence sRooms      = new Sequence(1, this.getNumRooms());

            while (sRooms.count() > 0)
            {
                no = sRooms.remove();
                Room from = this.getRoom(no);
                if (from.getNumPassages() > 0)
                {
                    no = GameEngine.rand.range(1, from.getNumPassages());
                    if (from.fPortcullis[no - 1] == Room.kPortcullisNone)
                    {
                        Room to = from.getPassage(no);
                        Utility.Trace("Creating portcullis in passage between room " + from.getRoomNumber() + " and " + to.getRoomNumber());
                        from.fPortcullis[no - 1] = Room.kPortcullisOpen;
                        to.createPortcullis(from);
                        ++iPortcullis;
                    }
                }
                if (iPortcullis >= num_portcullis)
                {
                    break;
                }
            }

            Utility.Trace("Janitor...");
//      int numPassages = 3;
//         if (fNumRooms < 10)
//             numPassages = 0;
            fJanitor = this.getRoom(GameEngine.rand.range(2, fNumRooms));

            fJanitorTarget       = fJanitor;
            fJanitorUnlockedDoor = null;
//      fJanitorRaisedPortcullis = null;
        }
Beispiel #4
0
        protected Room huntPrey()
        {
            //		if (fLastHunt != null)
            //			fHunting = true;

            // if alive player in room, stay and fight
            //		if (GameEngine.instance.hasPlayer(fRoom))
            //			return fRoom;

            // else follow trail (if present)
            Room room = fRoom.getHearCandidate(this.getHearing());

            if (room != null)
            {
                Utility.Trace(this.getMonsterDescription() + " is following hearing from room " + fRoom.getRoomNumber() + " to " + room.getRoomNumber());
                //                  + " and makes noise");
                //             this.makeNoise(Player.kFightNoise, fRoom);
            }
            else
            {
                room = fRoom.getScentCandidate();
                if (room != null)
                {
                    Utility.Trace(this.getMonsterDescription() + " is following scent from room " + fRoom.getRoomNumber() + " to " + room.getRoomNumber());
                }
            }

            // if alive player in room, stay and fight,
            // unless there is another player in the next room!
            // if alive player in room, stay and fight, unless there is fighting to be had in another room, in which
            // case the monster has a hard time deciding...
            if (room != null)
            {
                if (fTargetRoom == null)
                {
                    fTargetRoom = room.getRandomPassage(fRoom);
                    if (fTargetRoom == fRoom)
                    {
                        fTargetRoom = room;
                    }
                }
                if (GameEngine.instance.hasPlayer(fRoom))
                {
                    if (GameEngine.rand.range(0, 1) == 0)
                    {
                        return(fRoom);
                    }
                }
            }
            //      if (GameEngine.instance.hasPlayer(fRoom))
            //      {
            //          if (room != null && !GameEngine.instance.hasPlayer(room))
            //          {
            //              return fRoom;
            //          }
            //      }

            fHunting = true;

            if (room == null && fTargetRoom != null)
            {
                Room[] path = GameEngine.instance.fMaze.findRoute(fRoom, fTargetRoom, null, Maze.USE_OPEN_DOORS);
                if (path.Length > 0)
                {
                    room = path[0];
                }
            }
            else if (room != null)
            {
                if (!fRoom.isPassable(room))
                {
                    room = fRoom.getRandomPassage(fLastRoom);
                }
            }

            if (room == null)
            {
                fHunting = false;
            }
            else
            {
                fStationary = false;
            }

            if (fHunting)
            {
                //          Utility.Trace(this.getMonsterDescription() + " hunts prey and makes noise");
                //          this.makeNoise(Player.kFightNoise);
            }
            return(room);
        }