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); }
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"); }
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); }
// 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); }
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; }
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); }
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); } }
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); }