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event.cpp
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event.cpp
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#include "event.h"
#include "npc.h"
#include "game.h"
#include "rng.h"
#include "options.h"
void event::actualize(game *g)
{
switch (type) {
case EVENT_HELP: {
npc tmp;
int num = 1;
if (faction_id >= 0)
num = rng(1, 6);
for (int i = 0; i < num; i++) {
if (faction_id != -1) {
faction* fac = g->faction_by_id(faction_id);
if (fac)
tmp.randomize_from_faction(g, fac);
else
debugmsg("EVENT_HELP run with invalid faction_id");
} else
tmp.randomize(g);
tmp.attitude = NPCATT_DEFEND;
tmp.posx = g->u.posx - SEEX * 2 + rng(-5, 5);
tmp.posy = g->u.posy - SEEY * 2 + rng(-5, 5);
g->active_npc.push_back(&tmp);
}
} break;
case EVENT_ROBOT_ATTACK: {
if (rl_dist(g->levx, g->levy, map_point.x, map_point.y) <= 4) {
mtype *robot_type = g->mtypes[mon_tripod];
if (faction_id == 0) // The cops!
robot_type = g->mtypes[mon_copbot];
monster robot(robot_type);
int robx = (g->levx > map_point.x ? 0 - SEEX * 2 : SEEX * 4),
roby = (g->levy > map_point.y ? 0 - SEEY * 2 : SEEY * 4);
robot.spawn(robx, roby);
g->z.push_back(robot);
}
} break;
case EVENT_SPAWN_WYRMS: {
if (g->levz >= 0)
return;
monster wyrm(g->mtypes[mon_dark_wyrm]);
int num_wyrms = rng(1, 4);
for (int i = 0; i < num_wyrms; i++) {
int tries = 0;
int monx = -1, mony = -1;
do {
monx = rng(0, SEEX * MAPSIZE);
mony = rng(0, SEEY * MAPSIZE);
tries++;
} while (tries < 10 && !g->is_empty(monx, mony) &&
rl_dist(g->u.posx, g->u.posx, monx, mony) <= 2);
if (tries < 10) {
wyrm.spawn(monx, mony);
g->z.push_back(wyrm);
}
}
if (!one_in(25)) // They just keep coming!
g->add_event(EVENT_SPAWN_WYRMS, int(g->turn) + rng(15, 25));
} break;
case EVENT_AMIGARA: {
int num_horrors = rng(3, 5);
int faultx = -1, faulty = -1;
bool horizontal;
for (int x = 0; x < SEEX * MAPSIZE && faultx == -1; x++) {
for (int y = 0; y < SEEY * MAPSIZE && faulty == -1; y++) {
if (g->m.ter(x, y) == t_fault) {
faultx = x;
faulty = y;
if (g->m.ter(x - 1, y) == t_fault || g->m.ter(x + 1, y) == t_fault)
horizontal = true;
else
horizontal = false;
}
}
}
monster horror(g->mtypes[mon_amigara_horror]);
for (int i = 0; i < num_horrors; i++) {
int tries = 0;
int monx = -1, mony = -1;
do {
if (horizontal) {
monx = rng(faultx, faultx + 2 * SEEX - 8);
for (int n = -1; n <= 1; n++) {
if (g->m.ter(monx, faulty + n) == t_rock_floor)
mony = faulty + n;
}
} else { // Vertical fault
mony = rng(faulty, faulty + 2 * SEEY - 8);
for (int n = -1; n <= 1; n++) {
if (g->m.ter(faultx + n, mony) == t_rock_floor)
monx = faultx + n;
}
}
tries++;
} while ((monx == -1 || mony == -1 || g->is_empty(monx, mony)) &&
tries < 10);
if (tries < 10) {
horror.spawn(monx, mony);
g->z.push_back(horror);
}
}
} break;
case EVENT_ROOTS_DIE:
for (int x = 0; x < SEEX * MAPSIZE; x++) {
for (int y = 0; y < SEEY * MAPSIZE; y++) {
if (g->m.ter(x, y) == t_root_wall && one_in(3))
g->m.ter_set(x, y, t_underbrush);
}
}
break;
case EVENT_TEMPLE_OPEN: {
bool saw_grate = false;
for (int x = 0; x < SEEX * MAPSIZE; x++) {
for (int y = 0; y < SEEY * MAPSIZE; y++) {
if (g->m.ter(x, y) == t_grate) {
g->m.ter_set(x, y, t_stairs_down);
if (!saw_grate && g->u_see(x, y))
saw_grate = true;
}
}
}
if (saw_grate)
g->add_msg("The nearby grates open to reveal a staircase!");
} break;
case EVENT_TEMPLE_FLOOD: {
bool flooded = false;
ter_id flood_buf[SEEX*MAPSIZE][SEEY*MAPSIZE];
for (int x = 0; x < SEEX * MAPSIZE; x++) {
for (int y = 0; y < SEEY * MAPSIZE; y++)
flood_buf[x][y] = g->m.ter(x, y);
}
for (int x = 0; x < SEEX * MAPSIZE; x++) {
for (int y = 0; y < SEEY * MAPSIZE; y++) {
if (g->m.ter(x, y) == t_water_sh) {
bool deepen = false;
for (int wx = x - 1; wx <= x + 1 && !deepen; wx++) {
for (int wy = y - 1; wy <= y + 1 && !deepen; wy++) {
if (g->m.ter(wx, wy) == t_water_dp)
deepen = true;
}
}
if (deepen) {
flood_buf[x][y] = t_water_dp;
flooded = true;
}
} else if (g->m.ter(x, y) == t_rock_floor) {
bool flood = false;
for (int wx = x - 1; wx <= x + 1 && !flood; wx++) {
for (int wy = y - 1; wy <= y + 1 && !flood; wy++) {
if (g->m.ter(wx, wy) == t_water_dp || g->m.ter(wx, wy) == t_water_sh)
flood = true;
}
}
if (flood) {
flood_buf[x][y] = t_water_sh;
flooded = true;
}
}
}
}
if (!flooded)
return; // We finished flooding the entire chamber!
// Check if we should print a message
if (flood_buf[g->u.posx][g->u.posy] != g->m.ter(g->u.posx, g->u.posy)) {
if (flood_buf[g->u.posx][g->u.posy] == t_water_sh)
g->add_msg("Water quickly floods up to your knees.");
else { // Must be deep water!
g->add_msg("Water fills nearly to the ceiling!");
g->plswim(g->u.posx, g->u.posy);
}
}
// flood_buf is filled with correct tiles; now copy them back to g->m
for (int x = 0; x < SEEX * MAPSIZE; x++) {
for (int y = 0; y < SEEY * MAPSIZE; y++)
g->m.ter_set(x, y, flood_buf[x][y]);
}
g->add_event(EVENT_TEMPLE_FLOOD, int(g->turn) + rng(2, 3));
} break;
case EVENT_TEMPLE_SPAWN: {
mon_id montype;
switch (rng(1, 4)) {
case 1: montype = mon_sewer_snake; break;
case 2: montype = mon_centipede; break;
case 3: montype = mon_dermatik; break;
case 4: montype = mon_spider_widow; break;
}
monster spawned( g->mtypes[montype] );
int tries = 0, x, y;
do {
x = rng(g->u.posx - 5, g->u.posx + 5);
y = rng(g->u.posy - 5, g->u.posy + 5);
tries++;
} while (tries < 20 && !g->is_empty(x, y) &&
rl_dist(x, y, g->u.posx, g->u.posy) <= 2);
if (tries < 20) {
spawned.spawn(x, y);
g->z.push_back(spawned);
}
} break;
default:
break; // Nothing happens for other events
}
}
void event::per_turn(game *g)
{
switch (type) {
case EVENT_WANTED: {
// About once every 10 minutes. Suppress in classic zombie mode.
if (g->levz >= 0 && one_in(100) && !OPTIONS[OPT_CLASSIC_ZOMBIES]) {
monster eyebot(g->mtypes[mon_eyebot]);
eyebot.faction_id = faction_id;
point place = g->m.random_outdoor_tile();
if (place.x == -1 && place.y == -1)
return; // We're safely indoors!
eyebot.spawn(place.x, place.y);
g->z.push_back(eyebot);
if (g->u_see(place.x, place.y))
g->add_msg("An eyebot swoops down nearby!");
}
} break;
case EVENT_SPAWN_WYRMS:
if (g->levz >= 0) {
turn--;
return;
}
if (int(g->turn) % 3 == 0)
g->add_msg("You hear screeches from the rock above and around you!");
break;
case EVENT_AMIGARA:
g->add_msg("The entire cavern shakes!");
break;
case EVENT_TEMPLE_OPEN:
g->add_msg("The earth rumbles.");
break;
default:
break; // Nothing happens for other events
}
}