コード例 #1
0
        public int getNumUnvisited(Room room)
        {
            int unvisited = 0;

            for (int i = 1; i <= room.getNumPassages(); i++)
            {
                Room otherRoom = room.getPassage(i);
                if (!Player.hasVisited(otherRoom))
                {
                    unvisited++;
                }
            }
            if (room.hasDoor())
            {
                if (room.isDoorLocked() || (!room.isExitDoor() && !Player.hasVisited(room.fDoor)))
                {
                    unvisited++;
                }
            }
            return(unvisited);
        }
コード例 #2
0
ファイル: Maze.cs プロジェクト: walleball/dungeons.cs
        public void process()
        {
            Utility.Trace("Maze.process");
            for (int iRoom = 1; iRoom <= fNumRooms; iRoom++)
            {
                Room room = this.getRoom(iRoom);
                room.process();
            }

            // Wizard
            //
            Room aRoom = fWizard;

            while (aRoom == fWizard && fWizard != null)
            {
                int no = GameEngine.rand.range(1, this.getNumRooms());
                aRoom = this.getRoom(no);
                if (aRoom.hasMuck())
                {
                    Utility.Trace("The wizard disposed of muck in cavern " + aRoom.getRoomNumber());
                    aRoom.removeMuck();
                }
                break;
            }
            fWizard = aRoom;

            Utility.Trace("Maze.process - janitor");
            // Janitor
            //
            if (fJanitor != null)
            {
                Utility.Trace("Janitor path: " + this.getJanitorPath());
                if (fJanitor.fWeb)
                {
                    Utility.Trace("The janitor is removing a web in cavern " + fJanitor.getRoomNumber());
                    if (GameEngine.rand.range(1, 2) == 1)
                    {
                        Utility.Trace("The janitor removed a web in cavern " + fJanitor.getRoomNumber());
                        fJanitor.fWeb = false;
                    }
                }
                else if (fJanitor.fPit)
                {
                    Utility.Trace("The janitor is filling in pit in cavern " + fJanitor.getRoomNumber());
                    if (GameEngine.rand.range(1, 2) == 1)
                    {
                        Utility.Trace("The janitor filled in pit in cavern " + fJanitor.getRoomNumber());
                        fJanitor.fPit = false;
                    }
                }
                else if (fJanitor.hasMuck())
                {
                    Utility.Trace("The janitor is cleaning up muck in cavern " + fJanitor.getRoomNumber());
                    if (GameEngine.rand.range(1, 3) == 1)
                    {
                        Utility.Trace("The janitor cleaned up muck in cavern " + fJanitor.getRoomNumber());
                        fJanitor.removeMuck();
                    }
                }
                else
                {
                    if (fJanitor.getRoomNumber() == fJanitorTarget.getRoomNumber())
                    {
                        while (fJanitor.getRoomNumber() == fJanitorTarget.getRoomNumber())
                        {
                            int no = GameEngine.rand.range(1, this.getNumRooms());
                            if (!this.getRoom(no).isLair())
                            {
                                no = GameEngine.rand.range(1, this.getNumRooms());
                            }
                            fJanitorTarget = this.getRoom(no);
                        }

                        // Set new target! Help adventurer if any.
                        Room target = null;
                        int  thirst = GameEngine.rand.range(0, 20);
                        for (int iPlayer = 1; iPlayer <= GameEngine.instance.fNumPlayers; iPlayer++)
                        {
                            Player player = GameEngine.instance.getPlayer(iPlayer);
                            if (player.isAlive() && !player.hasEscaped() && player.fWater <= thirst)
                            {
                                target = player.fRoom;
                                thirst = player.fWater;
                                Utility.Trace("The janitor detects a thirsty player in cavern " + player.fRoom.getRoomNumber());
                            }
                        }

                        if (target != null && target != fJanitor)
                        {
                            fJanitorTarget = target;
                            Utility.Trace("The janitor is rescuing a thirsty player in cavern " + target.getRoomNumber());
                        }
                    }

                    // take one step towards the target
                    Room[] path = GameEngine.instance.fMaze.findRoute(fJanitor, fJanitorTarget, null, Maze.USE_EVERYTHING);
                    Utility.Assert(path.Length > 0, "Maze.process - path.length > 0");
                    Utility.Trace("The janitor is moving towards " + fJanitorTarget.getRoomNumber() + " via " + path[0].getRoomNumber());
                    aRoom = path[0];

                    int num = fJanitor.getNumPassages();
                    if (fJanitor.hasDoor() && !fJanitor.isExitDoor() /* && !fJanitor.isDoorLocked() */)
                    {
                        num++;
                    }
                    Room tmp = aRoom;
                    for (int i = 0; i < num; i++)
                    {
                        if (tmp.hasMuck())
                        {
                            aRoom = tmp;
                            Utility.Trace("The janitor smells muck in cavern " + aRoom.getRoomNumber());
                            break;
                        }
                        if (tmp.fPit)
                        {
                            aRoom = tmp;
                            Utility.Trace("The janitor feels a draft from cavern " + aRoom.getRoomNumber());
                            break;
                        }
                        if (tmp.fWeb)
                        {
                            aRoom = tmp;
                            Utility.Trace("The janitor sees a web in cavern " + aRoom.getRoomNumber());
                            break;
                        }
                        if (fJanitor.isBlockedByPortcullis(tmp))
                        {
                            Utility.Trace("The janitor raises the portcullis between cavern " + fJanitor.getRoomNumber() + " and " + tmp.getRoomNumber());
                            fJanitor.openPortcullis(tmp);
                            tmp.openPortcullis(fJanitor);
                        }
                        int no = GameEngine.rand.range(1, num);
                        if (no > fJanitor.getNumPassages())
                        {
                            tmp = fJanitor.fDoor;
                        }
                        else
                        {
                            tmp = fJanitor.getPassage(no);
                        }
                    }

                    if (fJanitorUnlockedDoor != null)
                    {
                        if (!fJanitorUnlockedDoor.isDoorJammed())
                        {
                            if (fJanitorUnlockedDoor.isDoorOpen())
                            {
                                Utility.Trace("The janitor closes the door between cavern " + fJanitor.getRoomNumber() + " and " + fJanitorUnlockedDoor.getRoomNumber());
                                fJanitorUnlockedDoor.closeDoor();
                                fJanitor.closeDoor();
                            }
                            if (!fJanitorUnlockedDoor.isDoorLocked())
                            {
                                Utility.Trace("The janitor locks the door between cavern " + fJanitor.getRoomNumber() + " and " + fJanitorUnlockedDoor.getRoomNumber());
                                fJanitorUnlockedDoor.lockDoor();
                                fJanitor.lockDoor();
                            }
                        }
                        fJanitorUnlockedDoor = null;
                    }
//				if (fJanitorRaisedPortcullis != null)
//				{
//					Utility.Trace("The janitor lowers the portcullis between cavern " + fJanitor.getRoomNumber() + " and " + fJanitorRaisedPortcullis.getRoomNumber());
//					fJanitor.closePortcullis();
//					fJanitorRaisedPortcullis.closePortcullis();
//				}
                    if (fJanitor.hasDoor() && fJanitor.fDoor == aRoom)
                    {
                        if (fJanitor.isDoorLocked())
                        {
                            Utility.Trace("The janitor unlocks the door between cavern " + fJanitor.getRoomNumber() + " and " + aRoom.getRoomNumber());
                            fJanitor.unlockDoor();
                            aRoom.unlockDoor();
                            fJanitorUnlockedDoor = fJanitor;
                        }
                        if (!fJanitor.isDoorOpen())
                        {
                            Utility.Trace("The janitor opens the door between cavern " + fJanitor.getRoomNumber() + " and " + aRoom.getRoomNumber());
                            fJanitor.openDoor();
                            aRoom.openDoor();
                        }
                    }
                    if (fJanitor.isBlockedByPortcullis(aRoom))
                    {
                        Utility.Trace("The janitor raises the portcullis between cavern " + fJanitor.getRoomNumber() + " and " + aRoom.getRoomNumber());
                        fJanitor.openPortcullis(aRoom);
                        aRoom.openPortcullis(fJanitor);
                    }
                    Utility.Trace("The janitor moves to cavern " + aRoom.getRoomNumber());
                    fJanitor = aRoom;
                }
            }
            fPlayerInWeb = false;
            Utility.Trace("Maze.process - done");
        }
コード例 #3
0
ファイル: Maze.cs プロジェクト: walleball/dungeons.cs
        public Room[] findRoute(Room fromRoom, Room toRoom, Player player, int useDoors)
        {
//      Utility.Assert(player == null || useDoors != USE_LOCKED_DOORS, "player == null || useDoors != USE_LOCKED_DOORS");
            Utility.Assert(fromRoom != null, "Maze.findRoute - fromRoom != null");
            Utility.Assert(toRoom != null, "Maze.findRoute - toRoom != null");
            String str = "null";

            if (player != null)
            {
                str = player.fName;
            }
            Utility.Trace("Maze.findRoute: " + fromRoom.toString() + ", " + toRoom.toString() + ", " + str + ", " + useDoors);

            if (fromRoom == toRoom)
            {
                Utility.Trace("from equals to, return empty path");
                Room[] path = new Room[0];
                return(path);
            }

            int[] room_path = new int[fNumRooms + 1];
            for (int i = 0; i <= fNumRooms; i++)
            {
                room_path[i] = 999;
            }
            room_path[fromRoom.getRoomNumber()] = 1000 + fromRoom.getRoomNumber();

            Utility.Trace("Maze.findRoute: searching maze...");

            bool done = false;

            while (!done)
            {
                bool exhausted = true;
                for (int iRoom = 0; iRoom <= fNumRooms; iRoom++)
                {
                    if (room_path[iRoom] >= 1000)
                    {
                        room_path[iRoom] = room_path[iRoom] - 1000;
                        if (iRoom == toRoom.getRoomNumber())
                        {
                            done      = true;
                            exhausted = false;
                            break;
                        }
                        Room room = this.getRoom(iRoom);
//					if (player == null && room.hasMuck())
//						continue;
                        for (int iPassage = 1; iPassage <= room.getNumPassages(); iPassage++)
                        {
                            if (room.isPassable(iPassage) || useDoors >= USE_PORTCULLIS)
                            {
                                Room tmpRoom = room.getPassage(iPassage);
                                if (player == null || Player.hasExplored(room) || Player.hasExplored(tmpRoom))
                                {
                                    if (room_path[tmpRoom.getRoomNumber()] == 999)
                                    {
                                        room_path[tmpRoom.getRoomNumber()] = -iRoom;
                                    }
                                }
                            }
                        }
                        if (room.hasDoor())
                        {
                            bool allowDoor = true;
                            if (player != null)
                            {
                                if (room.isDoorLocked())
                                {
                                    if (useDoors < Maze.USE_LOCKED_DOORS)
                                    {
                                        allowDoor = false;
                                    }
                                }
                            }
                            else
                            {
                                if (room.isDoorLocked())
                                {
                                    if (useDoors < Maze.USE_LOCKED_DOORS)
                                    {
                                        allowDoor = false;
                                    }
                                }
                                else if (!room.isDoorOpen())
                                {
                                    if (useDoors < Maze.USE_CLOSED_DOORS)
                                    {
                                        allowDoor = false;
                                    }
                                }
                                else
                                {
                                    if (useDoors < Maze.USE_OPEN_DOORS)
                                    {
                                        allowDoor = false;
                                    }
                                }
                            }
//						if ((player == null && useLockedDoors) || !room.isDoorLocked())
                            if (allowDoor)
                            {
                                Room door = room.fDoor;
//							Utility.Assert(player == null || player.hasVisited(room) || player.hasVisited(door), "Maze.findRoute - player == null || player.hasVisited(room) || player.hasVisited(door)");
                                if (player == null || Player.hasExplored(room) || Player.hasExplored(door))
                                {
                                    if (room_path[door.getRoomNumber()] == 999 && !door.isExit())
                                    {
                                        room_path[door.getRoomNumber()] = -iRoom;
                                    }
                                }
                            }
                        }
                        exhausted = false;
                    }
                }
                for (int iRoom = 0; iRoom <= fNumRooms; iRoom++)
                {
                    if (room_path[iRoom] <= 0)
                    {
                        room_path[iRoom] = 1000 - room_path[iRoom];
                    }
                }

                if (exhausted)
                {
                    done = true;
                }
            }

            if (room_path[toRoom.getRoomNumber()] == 999)
            {
                Utility.Trace("Maze.findRoute: found no path, return empty path");
                Room[] aRoom = new Room[0];
                return(aRoom);
            }

            Utility.Trace("Maze.findRoute: found path, backtracking...");

            int count   = 0;
            int current = toRoom.getRoomNumber();

            while (current != fromRoom.getRoomNumber())
            {
                count++;
                current = room_path[current];
                Utility.Assert(current > 0, "Maze.findRoute - current > 0");
                Utility.Assert(current < 999, "Maze.findRoute - current < 999");
            }

            Utility.Trace("Maze.findRoute: path is " + count + " rooms");

            Room[] rooms = new Room[count];
            current = toRoom.getRoomNumber();
            for (int i = count; i > 0; i--)
            {
                rooms[i - 1] = this.getRoom(current);
                current      = room_path[current];
            }
            Utility.Assert(current == fromRoom.getRoomNumber(), "Maze.findRoute - current == fromRoom.getRoomNumber()");
            // Remove this code! Causes a crash...
//		if (GameEngine.rand.range(1, 5) == 1)
//		{
//			rooms[0] = null;
//			rooms[1] = null;
//		}

            str = "" + rooms[0].getRoomNumber();
            for (int j = 1; j < rooms.Length; j++)
            {
                str += "-" + rooms[j].getRoomNumber();
            }
            Utility.Trace("Maze.findRoute: returning path: " + str);

            return(rooms);
        }
コード例 #4
0
ファイル: Maze.cs プロジェクト: walleball/dungeons.cs
//	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);
        }
コード例 #5
0
ファイル: Maze.cs プロジェクト: walleball/dungeons.cs
        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;
        }
コード例 #6
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);
        }
コード例 #7
0
        override public void displayShoot(Room room, Staff staff)
        {
            fShooting = true;
            String str = "There are passages leading to:";

            System.Console.WriteLine(str);
            for (int i = 1; i <= room.getNumPassages(); i++)
            {
                Room otherRoom = room.getPassage(i);
                str = "(" + otherRoom.getRoomNumber() + ")";
                Player player = fEngine.getCurrentPlayer();
                if (Player.hasVisited(otherRoom))
                {
                    if (player.fLastRoom == otherRoom)
                    {
                        str = "<" + Convert.ToString(otherRoom.getRoomNumber()) + ">";
                    }
                    else
                    {
                        str = Convert.ToString(otherRoom.getRoomNumber());
                    }
                }
                str = str + " ";
                System.Console.Write(str);
            }
            if (room.hasDoor() && room.isDoorOpen())
            {
                str = "Door: ";
                System.Console.Write(str);
                Room otherRoom = room.fDoor;
                str = "(" + otherRoom.getRoomNumber() + ")";
                Player player = fEngine.getCurrentPlayer();
                if (Player.hasVisited(otherRoom))
                {
                    if (player.fLastRoom == otherRoom)
                    {
                        str = "<" + Convert.ToString(otherRoom.getRoomNumber()) + ">";
                    }
                    else
                    {
                        str = Convert.ToString(otherRoom.getRoomNumber());
                    }
                }
                str = str + " ";
                System.Console.Write(str);
            }

            System.Console.WriteLine();
            int  no     = 0;
            Room toRoom = null;

            while (true)
            {
                no = this.readNumber();
                if (no == 0)
                {
                    return;
                }
                toRoom = fMaze.getRoom(no);
                if (room.hasPassage(toRoom) || room.fDoor == toRoom)
                {
                    break;
                }
                else
                {
                    System.Console.WriteLine("No passage leads to " + no);
                }
            }
            if (staff != null)
            {
                fEngine.doCastLightningBolt(toRoom);
            }
            else
            {
                fEngine.doShootArrow(toRoom);
            }
        }
コード例 #8
0
        override public void displayMove(Room room)
        {
            fShooting = false;
            String str = "There are passages leading to:";

            System.Console.WriteLine(str);
            for (int i = 1; i <= room.getNumPassages(); i++)
            {
                if (room.isPassable(i))
                {
                    Room otherRoom = room.getPassage(i);
                    str = "(" + otherRoom.getRoomNumber() + ")";
                    Player player = fEngine.getCurrentPlayer();
                    if (Player.hasVisited(otherRoom))
                    {
                        if (player.fLastRoom == otherRoom)
                        {
                            str = "[" + Convert.ToString(otherRoom.getRoomNumber()) + "]";
                        }
                        else
                        {
                            str = Convert.ToString(otherRoom.getRoomNumber());
                        }
                    }
                    str = str + " ";
                    System.Console.Write(str);
                }
            }
            if (room.hasDoor() && room.isDoorOpen())
            {
                str = "Door: ";
                System.Console.Write(str);
                Room otherRoom = room.fDoor;
                str = "(" + otherRoom.getRoomNumber() + ")";
                Player player = fEngine.getCurrentPlayer();
                if (otherRoom.isExit())
                {
                    str = "exit";
                }
                else if (Player.hasVisited(otherRoom))
                {
                    if (player.fLastRoom == otherRoom)
                    {
                        str = "<" + Convert.ToString(otherRoom.getRoomNumber()) + ">";
                    }
                    else
                    {
                        str = Convert.ToString(otherRoom.getRoomNumber());
                    }
                }
                str = str + " ";
                System.Console.Write(str);
            }

            System.Console.WriteLine();
            int  no     = 0;
            Room toRoom = null;

            while (true)
            {
                no     = this.readNumber();
                toRoom = fMaze.getRoom(no);
                if (room.hasPassage(toRoom) || room.fDoor == toRoom)
                {
                    break;
                }
                else
                {
                    System.Console.WriteLine("No passage leads to " + no);
                }
            }
            fEngine.doMove(toRoom);
        }