diff options
Diffstat (limited to 'src/q_rand.cc')
-rw-r--r-- | src/q_rand.cc | 655 |
1 files changed, 655 insertions, 0 deletions
diff --git a/src/q_rand.cc b/src/q_rand.cc new file mode 100644 index 00000000..4ef79928 --- /dev/null +++ b/src/q_rand.cc @@ -0,0 +1,655 @@ +#include "q_rand.hpp" + +#include "artifact_type.hpp" +#include "cave.hpp" +#include "cave_type.hpp" +#include "dungeon_info_type.hpp" +#include "generate.hpp" +#include "hook_build_room1_in.hpp" +#include "hook_chardump_in.hpp" +#include "hook_monster_death_in.hpp" +#include "hooks.hpp" +#include "init1.hpp" +#include "lua_bind.hpp" +#include "messages.hpp" +#include "monster2.hpp" +#include "monster3.hpp" +#include "monster_type.hpp" +#include "monster_race.hpp" +#include "object1.hpp" +#include "object2.hpp" +#include "object_kind.hpp" +#include "object_type.hpp" +#include "player_type.hpp" +#include "skills.hpp" +#include "tables.hpp" +#include "util.hpp" +#include "variable.hpp" +#include "z-rand.hpp" + +#include <cassert> + +static int randquest_hero[] = { 20, 13, 15, 16, 9, 17, 18, 8, -1 }; + +/* Possible number(and layout) or random quests */ +#define MAX_RANDOM_QUESTS_TYPES ((8 * 3) + (8 * 1)) +static int random_quests_types[MAX_RANDOM_QUESTS_TYPES] = +{ + 1, 5, 6, 7, 10, 11, 12, 14, /* Princess type */ + 1, 5, 6, 7, 10, 11, 12, 14, /* Princess type */ + 1, 5, 6, 7, 10, 11, 12, 14, /* Princess type */ + 20, 13, 15, 16, 9, 17, 18, 8, /* Hero Sword Quest */ +}; + +/* Enforce OoD monsters until this level */ +#define RQ_LEVEL_CAP 49 + +// Generate lookup function +GENERATE_MONSTER_LOOKUP_FN(get_adventurer, "Adventurer") + +void initialize_random_quests(int n) +{ + int step, lvl, i, k; + int old_type = dungeon_type; + + /* Zero out everything first */ + for (i = 0; i < MAX_RANDOM_QUEST; i++) random_quests[i].type = 0; + + if (n == 0) return; + + /* Factor dlev value by 1000 to keep precision */ + step = (98 * 1000) / n; + + lvl = step / 2; + + quest[QUEST_RANDOM].status = QUEST_STATUS_TAKEN; + + for (i = 0; i < n; i++) + { + monster_race *r_ptr = nullptr; + + int rl = (lvl / 1000) + 1; + + int min_level; + + int tries = 5000; + + random_quest *q_ptr = &random_quests[rl]; + + int j; + + /* Find the appropriate dungeon */ + for (j = 0; j < max_d_idx; j++) + { + dungeon_info_type *d_ptr = &d_info[j]; + + if (!(d_ptr->flags1 & DF1_PRINCIPAL)) continue; + + if ((d_ptr->mindepth <= rl) && (rl <= d_ptr->maxdepth)) + { + dungeon_type = j; + break; + } + } + + q_ptr->type = random_quests_types[rand_int(MAX_RANDOM_QUESTS_TYPES)]; + + /* XXX XXX XXX Try until valid choice is found */ + while (tries) + { + bool_ ok; + + tries--; + + /* Random monster 5 - 10 levels out of depth */ + q_ptr->r_idx = get_mon_num(rl + 4 + randint(6)); + + if (!q_ptr->r_idx) continue; + + r_ptr = &r_info[q_ptr->r_idx]; + + /* Accept only monsters that can be generated */ + if (r_ptr->flags9 & RF9_SPECIAL_GENE) continue; + if (r_ptr->flags9 & RF9_NEVER_GENE) continue; + + /* Accept only monsters that are not breeders */ + if (r_ptr->flags4 & RF4_MULTIPLY) continue; + + /* Forbid joke monsters */ + if (r_ptr->flags8 & RF8_JOKEANGBAND) continue; + + /* Accept only monsters that are not friends */ + if (r_ptr->flags7 & RF7_PET) continue; + + /* Refuse nazguls */ + if (r_ptr->flags7 & RF7_NAZGUL) continue; + + /* Accept only monsters that are not good */ + if (r_ptr->flags3 & RF3_GOOD) continue; + + /* If module says a monster race is friendly, then skip */ + if (modules[game_module_idx].race_status != NULL) + { + s16b *status = (*modules[game_module_idx].race_status)(q_ptr->r_idx); + if ((status != NULL) && (*status >= 0)) + { + continue; + } + } + + /* Assume no explosion attacks */ + ok = TRUE; + + /* Reject monsters with exploding attacks */ + for (k = 0; k < 4; k++) + { + if (r_ptr->blow[k].method == RBM_EXPLODE) ok = FALSE; + } + if (!ok) continue; + + /* No mutliple uniques */ + if ((r_ptr->flags1 & RF1_UNIQUE) && + ((q_ptr->type != 1) || (r_ptr->max_num == -1))) continue; + + /* No single non uniques */ + if ((!(r_ptr->flags1 & RF1_UNIQUE)) && (q_ptr->type == 1)) continue; + + /* Level restriction */ + min_level = (rl > RQ_LEVEL_CAP) ? RQ_LEVEL_CAP : rl; + + /* Accept monsters matching the level restriction */ + if (r_ptr->level > min_level) break; + } + + /* Arg could not find anything ??? */ + if (!tries) + { + if (wizard) + { + message_add(format("Could not find quest monster on lvl %d", rl), TERM_RED); + } + q_ptr->type = 0; + } + else + { + if (r_ptr->flags1 & RF1_UNIQUE) + { + r_ptr->max_num = -1; + } + + q_ptr->done = FALSE; + + if (wizard) + { + message_add(format("Quest for %d on lvl %d", + q_ptr->r_idx, rl), TERM_RED); + } + } + + lvl += step; + } + + dungeon_type = old_type; +} + +bool_ is_randhero(int level) +{ + int i; + bool_ result = FALSE; + + for (i = 0; randquest_hero[i] != -1; i++) + { + if (random_quests[level].type == randquest_hero[i]) + { + result = TRUE; + break; + } + } + + return result; +} + +static void do_get_new_obj(int y, int x) +{ + obj_theme theme; + object_type *q_ptr[3], forge[3]; + int res, i; + + /* Create objects */ + std::vector<std::string> items; + for (i = 0; i < 3; i++) + { + /* Get local object */ + q_ptr[i] = &forge[i]; + + /* Wipe the object */ + object_wipe(q_ptr[i]); + + /* No themes */ + theme.treasure = 100; + theme.combat = 100; + theme.magic = 100; + theme.tools = 100; + + /* Make a great object */ + make_object(q_ptr[i], TRUE, TRUE, theme); + q_ptr[i]->found = OBJ_FOUND_REWARD; + + char buf[100]; + object_desc(buf, q_ptr[i], 0, 0); + items.push_back(buf); + } + + + while (TRUE) + { + res = ask_menu("Choose a reward to get(a-c to choose, ESC to cancel)?", items); + + /* Ok ? lets learn ! */ + if (res > -1) + { + /* Drop it in the dungeon */ + drop_near(q_ptr[res], -1, y + 1, x); + + cmsg_print(TERM_YELLOW, "There, Noble Hero. I put it there. Thanks again!"); + break; + } + } + + for (i = 0; i < 3; i++) + { + + object_type *o_ptr = q_ptr[i]; + + /* Check if there is any not chosen artifact */ + if (i != res && artifact_p(o_ptr)) + { + /* Mega-Hack -- Preserve the artifact */ + if (o_ptr->tval == TV_RANDART) + { + random_artifacts[o_ptr->sval].generated = FALSE; + } + else if (k_info[o_ptr->k_idx].flags3 & TR3_NORM_ART) + { + k_info[o_ptr->k_idx].artifact = FALSE; + } + else if (o_ptr->name1) + { + a_info[o_ptr->name1].cur_num = 0; + } + } + } +} + +static void princess_death(s32b m_idx, s32b r_idx) +{ + int r; + + cmsg_print(TERM_YELLOW, "O Great And Noble Hero, you saved me!"); + cmsg_print(TERM_YELLOW, "I am heading home now. I cannot reward you as I should, but please take this."); + + /* Look for the princess */ + for (r = m_max - 1; r >= 1; r--) + { + /* Access the monster */ + monster_type *m_ptr = &m_list[r]; + + /* Ignore "dead" monsters */ + if (!m_ptr->r_idx) continue; + + /* Is it the princess? */ + if (m_ptr->r_idx == 969) + { + int x = m_ptr->fx; + int y = m_ptr->fy; + int i, j; + + delete_monster_idx(r); + + /* Wipe the glass walls and create a stair */ + for (i = x - 1; i <= x + 1; i++) + for (j = y - 1; j <= y + 1; j++) + { + if (in_bounds(j, i)) cave_set_feat(j, i, FEAT_FLOOR); + } + cave_set_feat(y, x, FEAT_MORE); + + do_get_new_obj(y, x); + + random_quests[dun_level].done = TRUE; + + break; + } + } +} + +static void hero_death(s32b m_idx, s32b r_idx) +{ + random_quests[dun_level].done = TRUE; + + cmsg_print(TERM_YELLOW, "The adventurer steps out of the shadows and picks up his sword:"); + cmsg_print(TERM_YELLOW, "'Ah! My sword! My trusty sword! Thanks."); + + if (!can_create_companion()) + { + cmsg_print(TERM_YELLOW, "I must go on my own way now."); + cmsg_print(TERM_YELLOW, "But before I go, I can help your skills.'"); + cmsg_print(TERM_YELLOW, "He touches your forehead."); + do_get_new_skill(); + return; + } + cmsg_print(TERM_YELLOW, "If you wish, I can help you in your adventures.'"); + + /* Flush input */ + flush(); + + if (get_check("Do you want him to join you? ")) + { + int x, y, i; + + /* Look for a location */ + for (i = 0; i < 20; ++i) + { + /* Pick a distance */ + int d = (i / 15) + 1; + + /* Pick a location */ + scatter(&y, &x, p_ptr->py, p_ptr->px, d); + + /* Require "empty" floor grid */ + if (!cave_empty_bold(y, x)) continue; + + /* Hack -- no summon on glyph of warding */ + if (cave[y][x].feat == FEAT_GLYPH) continue; + if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue; + + /* Nor on the between */ + if (cave[y][x].feat == FEAT_BETWEEN) continue; + + /* ... nor on the Pattern */ + if ((cave[y][x].feat >= FEAT_PATTERN_START) && + (cave[y][x].feat <= FEAT_PATTERN_XTRA2)) + continue; + + /* Okay */ + break; + } + + if (i < 20) + { + int r_idx = get_adventurer(); + + m_allow_special[r_idx] = TRUE; + int m_idx = place_monster_one(y, x, r_idx, 0, FALSE, MSTATUS_COMPANION); + m_allow_special[r_idx] = FALSE; + + if (m_idx) + { + m_list[m_idx].exp = monster_exp(1 + (dun_level * 3 / 2)); + m_list[m_idx].status = MSTATUS_COMPANION; + monster_check_experience(m_idx, TRUE); + } + } + else + msg_print("The adventurer suddenly seems afraid and flees..."); + } + else + { + cmsg_print(TERM_YELLOW, "'As you wish, but I want to do something for you.'"); + cmsg_print(TERM_YELLOW, "He touches your forehead."); + do_get_new_skill(); + } +} + +static bool_ quest_random_death_hook(void *, void *in_, void *) +{ + struct hook_monster_death_in *in = static_cast<struct hook_monster_death_in *>(in_); + s32b m_idx = in->m_idx; + int r_idx = m_list[m_idx].r_idx; + + if (!(dungeon_flags1 & DF1_PRINCIPAL)) return (FALSE); + if ((dun_level < 1) || (dun_level >= MAX_RANDOM_QUEST)) return (FALSE); + if (!random_quests[dun_level].type) return (FALSE); + if (random_quests[dun_level].done) return (FALSE); + if (p_ptr->inside_quest) return (FALSE); + if (random_quests[dun_level].r_idx != r_idx) return (FALSE); + + if (!(m_list[m_idx].mflag & MFLAG_QUEST)) return (FALSE); + + /* Killed enough ?*/ + quest[QUEST_RANDOM].data[0]++; + if (quest[QUEST_RANDOM].data[0] == random_quests[dun_level].type) + { + if (is_randhero(dun_level)) + hero_death(m_idx, r_idx); + else + princess_death(m_idx, r_idx); + } + + return (FALSE); +} + +static bool_ quest_random_turn_hook(void *, void *, void *) +{ + quest[QUEST_RANDOM].data[0] = 0; + quest[QUEST_RANDOM].data[1] = 0; + return (FALSE); +} + +static bool_ quest_random_feeling_hook(void *, void *, void *) +{ + if (!(dungeon_flags1 & DF1_PRINCIPAL)) return (FALSE); + if ((dun_level < 1) || (dun_level >= MAX_RANDOM_QUEST)) return (FALSE); + if (!random_quests[dun_level].type) return (FALSE); + if (random_quests[dun_level].done) return (FALSE); + if (p_ptr->inside_quest) return (FALSE); + if (!dun_level) return (FALSE); + + if (is_randhero(dun_level)) + { + cmsg_format(TERM_YELLOW, "A strange man wrapped in a dark cloak steps out of the shadows:"); + cmsg_format(TERM_YELLOW, "'Oh, please help me! A horrible %s stole my sword! I'm nothing without it.'", r_info[random_quests[dun_level].r_idx].name); + } + else + cmsg_format(TERM_YELLOW, "You hear someone shouting: 'Leave me alone, stupid %s'", r_info[random_quests[dun_level].r_idx].name); + return (FALSE); +} + +static bool_ quest_random_gen_hero_hook(void *, void *, void *) +{ + int i; + + if (!(dungeon_flags1 & DF1_PRINCIPAL)) return (FALSE); + if ((dun_level < 1) || (dun_level >= MAX_RANDOM_QUEST)) return (FALSE); + if (!random_quests[dun_level].type) return (FALSE); + if (random_quests[dun_level].done) return (FALSE); + if (p_ptr->inside_quest) return (FALSE); + if (!is_randhero(dun_level)) return (FALSE); + + i = random_quests[dun_level].type; + + m_allow_special[random_quests[dun_level].r_idx] = TRUE; + while (i) + { + int m_idx, y = rand_range(1, cur_hgt - 2), x = rand_range(1, cur_wid - 2); + + m_idx = place_monster_one(y, x, random_quests[dun_level].r_idx, 0, FALSE, MSTATUS_ENEMY); + if (m_idx) + { + monster_type *m_ptr = &m_list[m_idx]; + m_ptr->mflag |= MFLAG_QUEST; + i--; + } + } + m_allow_special[random_quests[dun_level].r_idx] = FALSE; + + return (FALSE); +} + +static bool_ quest_random_gen_hook(void *, void *in_, void *) +{ + struct hook_build_room1_in *in = static_cast<struct hook_build_room1_in *>(in_); + s32b bx0 = in->x; + s32b by0 = in->y; + s32b x, y; + int xstart; + int ystart; + int y2, x2, yval, xval; + int y1, x1, xsize, ysize; + + if (!(dungeon_flags1 & DF1_PRINCIPAL)) return (FALSE); + if ((dun_level < 1) || (dun_level >= MAX_RANDOM_QUEST)) return (FALSE); + if (!random_quests[dun_level].type) return (FALSE); + if (random_quests[dun_level].done) return (FALSE); + if (p_ptr->inside_quest) return (FALSE); + if (quest[QUEST_RANDOM].data[1]) return (FALSE); + if (is_randhero(dun_level)) return (FALSE); + + /* Pick a room size */ + get_map_size(format("qrand%d.map", random_quests[dun_level].type), &ysize, &xsize); + + /* Try to allocate space for room. If fails, exit */ + if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return FALSE; + + /* Get corner values */ + y1 = yval - ysize / 2; + x1 = xval - xsize / 2; + y2 = y1 + ysize - 1; + x2 = x1 + xsize - 1; + + /* Place a full floor under the room */ + for (y = y1; y <= y2; y++) + { + for (x = x1; x <= x2; x++) + { + cave_set_feat(y, x, floor_type[rand_int(100)]); + cave[y][x].info |= (CAVE_ROOM|CAVE_GLOW); + } + } + + build_rectangle(y1 - 1, x1 - 1, y2 + 1, x2 + 1, feat_wall_outer, CAVE_ROOM | CAVE_GLOW); + + /* Set the correct monster hook */ + set_mon_num_hook(); + + /* Prepare allocation table */ + get_mon_num_prep(); + + xstart = x1; + ystart = y1; + init_flags = INIT_CREATE_DUNGEON; + process_dungeon_file(format("qrand%d.map", random_quests[dun_level].type), &ystart, &xstart, cur_hgt, cur_wid, TRUE, TRUE); + + for (x = x1; x < xstart; x++) + for (y = y1; y < ystart; y++) + { + cave[y][x].info |= CAVE_ICKY | CAVE_ROOM; + if (cave[y][x].feat == FEAT_MARKER) + { + monster_type *m_ptr; + int i; + + m_allow_special[random_quests[dun_level].r_idx] = TRUE; + i = place_monster_one(y, x, random_quests[dun_level].r_idx, 0, FALSE, MSTATUS_ENEMY); + m_allow_special[random_quests[dun_level].r_idx] = FALSE; + if (i) + { + m_ptr = &m_list[i]; + m_ptr->mflag |= MFLAG_QUEST; + } + } + } + + /* Dont try another one for this generation */ + quest[QUEST_RANDOM].data[1] = 1; + + /* Boost level feeling a bit - a la pits */ + rating += 10; + + return (TRUE); +} + +static bool_ quest_random_dump_hook(void *, void *in_, void *) +{ + static const char *number[] = { "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten" }; + struct hook_chardump_in *in = static_cast<struct hook_chardump_in *>(in_); + FILE *f = in->file; + int i, valid = 0, lscnt = 0, pcnt = 0; + + for (i = 0; i < MAX_RANDOM_QUEST; i++) + { + if (random_quests[i].type) + { + valid++; + if (random_quests[i].done) + { + if (is_randhero(i)) + lscnt++; + else + pcnt++; + } + } + } + + if (valid) + { + if (pcnt > 10) + fprintf(f, "\n You have completed %d princess quests.", pcnt); + else if (pcnt > 1) + fprintf(f, "\n You have completed %s princess quests.", number[pcnt-2]); + else if (pcnt == 1) + fprintf(f, "\n You have completed one princess quest."); + else + fprintf(f, "\n You haven't completed a single princess quest."); + + if (lscnt > 10) + fprintf(f, "\n You have completed %d lost sword quests.", lscnt); + else if (lscnt > 1) + fprintf(f, "\n You have completed %s lost sword quests.", number[lscnt-2]); + else if (lscnt == 1) + fprintf(f, "\n You have completed one lost sword quest."); + else + fprintf(f, "\n You haven't completed a single lost sword quest."); + } + + return (FALSE); +} + +bool_ quest_random_describe(FILE *fff) +{ + if (!(dungeon_flags1 & DF1_PRINCIPAL)) return FALSE; + if ((dun_level < 1) || (dun_level >= MAX_RANDOM_QUEST)) return FALSE; + if (!random_quests[dun_level].type) return FALSE; + if (random_quests[dun_level].done) return FALSE; + if (p_ptr->inside_quest) return FALSE; + if (!dun_level) return FALSE; + + if (!is_randhero(dun_level)) + { + fprintf(fff, "#####yCaptured princess!\n"); + fprintf(fff, "A princess is being held prisoner and tortured here!\n"); + fprintf(fff, "Save her from the horrible %s.\n", r_info[random_quests[dun_level].r_idx].name); + } + else + { + fprintf(fff, "#####yLost sword!\n"); + fprintf(fff, "An adventurer lost his sword to a bunch of %s!\n", r_info[random_quests[dun_level].r_idx].name); + fprintf(fff, "Kill them all to get it back.\n"); + } + fprintf(fff, "Number: %d, Killed: %ld.\n", + random_quests[dun_level].type, (long int) quest[QUEST_RANDOM].data[0]); + fprintf(fff, "\n"); + return TRUE; +} + +bool_ quest_random_init_hook(int q_idx) +{ + add_hook_new(HOOK_MONSTER_DEATH, quest_random_death_hook, "rand_death", NULL); + add_hook_new(HOOK_NEW_LEVEL, quest_random_turn_hook, "rand_new_lvl", NULL); + add_hook_new(HOOK_LEVEL_REGEN, quest_random_turn_hook, "rand_regen_lvl", NULL); + add_hook_new(HOOK_LEVEL_END_GEN, quest_random_gen_hero_hook, "rand_gen_hero", NULL); + add_hook_new(HOOK_BUILD_ROOM1, quest_random_gen_hook, "rand_gen", NULL); + add_hook_new(HOOK_FEELING, quest_random_feeling_hook, "rand_feel", NULL); + add_hook_new(HOOK_CHAR_DUMP, quest_random_dump_hook, "rand_dump", NULL); + return (FALSE); +} |