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; }