/* * Let the given monster attempt to reproduce. * * Note that "reproduction" REQUIRES empty space. */ public static bool multiply_monster(int m_idx) { Monster m_ptr = Cave.cave_monster(Cave.cave, m_idx); int i, y, x; bool result = false; /* Try up to 18 times */ for (i = 0; i < 18; i++) { int d = 1; /* Pick a location */ Cave.scatter(out y, out x, m_ptr.fy, m_ptr.fx, d, 0); /* Require an "empty" floor grid */ if (!Cave.cave_empty_bold(y, x)) { continue; } /* Create a new monster (awake, no groups) */ result = Monster_Make.place_new_monster(Cave.cave, y, x, m_ptr.r_idx, false, false, Origin.DROP_BREED); /* Done */ break; } /* Result */ return(result); }
/** * This is a helper function used by do_cmd_throw and do_cmd_fire. * * It abstracts out the projectile path, display code, identify and clean up * logic, while using the 'attack' parameter to do work particular to each * kind of attack. */ public static void ranged_helper(int item, int dir, int range, int shots, ranged_attack attack) { /* Get the ammo */ Object.Object o_ptr = Object.Object.object_from_item_idx(item); int i, j; ConsoleColor missile_attr = o_ptr.object_attr(); char missile_char = o_ptr.object_char(); //object_type object_type_body; Object.Object i_ptr = new Object.Object(); //&object_type_body; //char o_name[80]; string o_name; int path_n; List <ushort> path_g = new List <ushort>(); //[256]; int msec = Player.Player_Other.instance.delay_factor; /* Start at the player */ int x = Misc.p_ptr.px; int y = Misc.p_ptr.py; /* Predict the "target" location */ short ty = (short)(y + 99 * Misc.ddy[dir]); short tx = (short)(x + 99 * Misc.ddx[dir]); bool hit_target = false; /* Check for target validity */ if ((dir == 5) && Target.okay()) { int taim; //char msg[80]; string msg; Target.get(out tx, out ty); taim = Cave.distance(y, x, ty, tx); if (taim > range) { msg = String.Format("Target out of range by {0} squares. Fire anyway? ", taim - range); if (!Utilities.get_check(msg)) { return; } } } /* Sound */ //sound(MSG_SHOOT); //later o_ptr.notice_on_firing(); /* Describe the object */ o_name = o_ptr.object_desc(Object.Object.Detail.FULL | Object.Object.Detail.SINGULAR); /* Actually "fire" the object -- Take a partial turn */ Misc.p_ptr.energy_use = (short)(100 / shots); /* Calculate the path */ path_n = Cave.project_path(out path_g, range, y, x, ty, tx, 0); /* Hack -- Handle stuff */ Misc.p_ptr.handle_stuff(); /* Start at the player */ x = Misc.p_ptr.px; y = Misc.p_ptr.py; /* Project along the path */ for (i = 0; i < path_n; ++i) { int ny = Cave.GRID_Y(path_g[i]); int nx = Cave.GRID_X(path_g[i]); /* Hack -- Stop before hitting walls */ if (!Cave.cave_floor_bold(ny, nx)) { break; } /* Advance */ x = nx; y = ny; /* Only do visuals if the player can "see" the missile */ if (Cave.player_can_see_bold(y, x)) { Cave.print_rel(missile_char, missile_attr, y, x); Cave.move_cursor_relative(y, x); Term.fresh(); if (Misc.p_ptr.redraw != 0) { Misc.p_ptr.redraw_stuff(); } Term.xtra(TERM_XTRA.DELAY, msec); Cave.cave_light_spot(Cave.cave, y, x); Term.fresh(); if (Misc.p_ptr.redraw != 0) { Misc.p_ptr.redraw_stuff(); } } else { /* Delay anyway for consistency */ Term.xtra(TERM_XTRA.DELAY, msec); } /* Handle monster */ if (Cave.cave.m_idx[y][x] > 0) { break; } } /* Try the attack on the monster at (x, y) if any */ if (Cave.cave.m_idx[y][x] > 0) { Monster.Monster m_ptr = Cave.cave_monster(Cave.cave, Cave.cave.m_idx[y][x]); Monster_Race r_ptr = Misc.r_info[m_ptr.r_idx]; bool visible = m_ptr.ml; bool fear = false; //char m_name[80]; string m_name; string note_dies = r_ptr.monster_is_unusual() ? " is destroyed." : " dies."; attack_result result = attack(o_ptr, y, x); int dmg = result.dmg; Message_Type msg_type = result.msg_type; string hit_verb = result.hit_verb; if (result.success) { hit_target = true; /* Get "the monster" or "it" */ m_name = m_ptr.monster_desc(0); o_ptr.notice_attack_plusses(); /* No negative damage; change verb if no damage done */ if (dmg <= 0) { dmg = 0; hit_verb = "fail to harm"; } if (!visible) { /* Invisible monster */ Utilities.msgt(Message_Type.MSG_SHOOT_HIT, "The {0} finds a mark.", o_name); } else { /* Visible monster */ if ((Message_Type)msg_type == Message_Type.MSG_SHOOT_HIT) { Utilities.msgt(Message_Type.MSG_SHOOT_HIT, "The {0} {1} {2}.", o_name, hit_verb, m_name); } else if ((Message_Type)msg_type == Message_Type.MSG_HIT_GOOD) { Utilities.msgt(Message_Type.MSG_HIT_GOOD, "The {0} {1} {2}. {3}", o_name, hit_verb, m_name, "It was a good hit!"); } else if ((Message_Type)msg_type == Message_Type.MSG_HIT_GREAT) { Utilities.msgt(Message_Type.MSG_HIT_GREAT, "The {0} {1} {2}. {3}", o_name, hit_verb, m_name, "It was a great hit!"); } else if ((Message_Type)msg_type == Message_Type.MSG_HIT_SUPERB) { Utilities.msgt(Message_Type.MSG_HIT_SUPERB, "The {0} {1} {2}. {3}", o_name, hit_verb, m_name, "It was a superb hit!"); } /* Track this monster */ if (m_ptr.ml) { Cave.monster_race_track(m_ptr.r_idx); } if (m_ptr.ml) { Cave.health_track(Misc.p_ptr, Cave.cave.m_idx[y][x]); } } /* Complex message */ if (Misc.p_ptr.wizard) { Utilities.msg("You do {0} (out of {1}) damage.", dmg, m_ptr.hp); } /* Hit the monster, check for death */ if (!Monster_Make.mon_take_hit(Cave.cave.m_idx[y][x], dmg, ref fear, note_dies)) { Monster_Message.message_pain(Cave.cave.m_idx[y][x], dmg); if (fear && m_ptr.ml) { Monster_Message.add_monster_message(m_name, Cave.cave.m_idx[y][x], MON_MSG.FLEE_IN_TERROR, true); } } } } /* Obtain a local object */ i_ptr = o_ptr.copy(); i_ptr.split(o_ptr, 1); /* See if the ammunition broke or not */ j = i_ptr.breakage_chance(hit_target); /* Drop (or break) near that location */ Object.Object.drop_near(Cave.cave, i_ptr, j, y, x, true); if (item >= 0) { /* The ammo is from the inventory */ Object.Object.inven_item_increase(item, -1); Object.Object.inven_item_describe(item); Object.Object.inven_item_optimize(item); } else { /* The ammo is from the floor */ Object.Object.floor_item_increase(0 - item, -1); Object.Object.floor_item_optimize(0 - item); } }
/* * Write the current dungeon */ public static void wr_dungeon() { int y, x; byte tmp8u; byte count; byte prev_char; if (Misc.p_ptr.is_dead) { return; } /*** Basic info ***/ /* Dungeon specific info follows */ wr_u16b((ushort)Misc.p_ptr.depth); wr_u16b(Misc.daycount); wr_u16b((ushort)Misc.p_ptr.py); wr_u16b((ushort)Misc.p_ptr.px); wr_u16b((ushort)Cave.cave.height); wr_u16b((ushort)Cave.cave.width); wr_u16b(0); wr_u16b(0); /*** Simple "Run-Length-Encoding" of cave ***/ /* Note that this will induce two wasted bytes */ count = 0; prev_char = 0; /* Dump the cave */ for (y = 0; y < Cave.DUNGEON_HGT; y++) { for (x = 0; x < Cave.DUNGEON_WID; x++) { /* Extract the important cave.info flags */ tmp8u = (byte)(Cave.cave.info[y][x] & (IMPORTANT_FLAGS)); /* If the run is broken, or too full, flush it */ if ((tmp8u != prev_char) || (count == byte.MaxValue)) { wr_byte((byte)count); wr_byte((byte)prev_char); prev_char = tmp8u; count = 1; } /* Continue the run */ else { count++; } } } /* Flush the data (if any) */ if (count != 0) { wr_byte((byte)count); wr_byte((byte)prev_char); } /** Now dump the cave.info2[][] stuff **/ /* Note that this will induce two wasted bytes */ count = 0; prev_char = 0; /* Dump the cave */ for (y = 0; y < Cave.DUNGEON_HGT; y++) { for (x = 0; x < Cave.DUNGEON_WID; x++) { /* Keep all the information from info2 */ tmp8u = (byte)Cave.cave.info2[y][x]; /* If the run is broken, or too full, flush it */ if ((tmp8u != prev_char) || (count == byte.MaxValue)) { wr_byte((byte)count); wr_byte((byte)prev_char); prev_char = tmp8u; count = 1; } /* Continue the run */ else { count++; } } } /* Flush the data (if any) */ if (count != 0) { wr_byte((byte)count); wr_byte((byte)prev_char); } /*** Simple "Run-Length-Encoding" of cave ***/ /* Note that this will induce two wasted bytes */ count = 0; prev_char = 0; /* Dump the cave */ for (y = 0; y < Cave.DUNGEON_HGT; y++) { for (x = 0; x < Cave.DUNGEON_WID; x++) { /* Extract a byte */ tmp8u = Cave.cave.feat[y][x]; /* If the run is broken, or too full, flush it */ if ((tmp8u != prev_char) || (count == byte.MaxValue)) { wr_byte((byte)count); wr_byte((byte)prev_char); prev_char = tmp8u; count = 1; } /* Continue the run */ else { count++; } } } /* Flush the data (if any) */ if (count != 0) { wr_byte((byte)count); wr_byte((byte)prev_char); } /*** Compact ***/ /* Compact the objects */ Object.Object.compact_objects(0); /* Compact the monsters */ Monster_Make.compact_monsters(0); }