Split out random trap type picking

This commit is contained in:
Pasi Kallinen
2024-01-29 20:10:07 +02:00
parent 594eead50d
commit 95e42bf692

View File

@@ -25,6 +25,8 @@ static void fill_ordinary_room(struct mkroom *, boolean) NONNULLARG1;
static void makelevel(void);
static boolean bydoor(coordxy, coordxy);
static void mktrap_victim(struct trap *);
static int traptype_rnd(unsigned);
static int traptype_roguelvl(void);
static struct mkroom *find_branch_room(coord *) NONNULLARG1;
static struct mkroom *pos_to_room(coordxy, coordxy);
static boolean cardinal_nextto_room(struct mkroom *, coordxy, coordxy);
@@ -1730,6 +1732,102 @@ mktrap_victim(struct trap *ttmp)
otmp->age -= (TAINT_AGE + 1); /* died too long ago to safely eat */
}
/* pick a random trap type, return NO_TRAP if "too hard" */
static int
traptype_rnd(unsigned mktrapflags)
{
unsigned lvl = level_difficulty();
int kind = rnd(TRAPNUM - 1);
switch (kind) {
/* these are controlled by the feature or object they guard,
not by the map so mustn't be created on it */
case TRAPPED_DOOR:
case TRAPPED_CHEST:
kind = NO_TRAP;
break;
/* these can have a random location but can't be generated
randomly */
case MAGIC_PORTAL:
case VIBRATING_SQUARE:
kind = NO_TRAP;
break;
case ROLLING_BOULDER_TRAP:
case SLP_GAS_TRAP:
if (lvl < 2)
kind = NO_TRAP;
break;
case LEVEL_TELEP:
if (lvl < 5 || gl.level.flags.noteleport
|| single_level_branch(&u.uz))
kind = NO_TRAP;
break;
case SPIKED_PIT:
if (lvl < 5)
kind = NO_TRAP;
break;
case LANDMINE:
if (lvl < 6)
kind = NO_TRAP;
break;
case WEB:
if (lvl < 7 && !(mktrapflags & MKTRAP_NOSPIDERONWEB))
kind = NO_TRAP;
break;
case STATUE_TRAP:
case POLY_TRAP:
if (lvl < 8)
kind = NO_TRAP;
break;
case FIRE_TRAP:
if (!Inhell)
kind = NO_TRAP;
break;
case TELEP_TRAP:
if (gl.level.flags.noteleport)
kind = NO_TRAP;
break;
case HOLE:
/* make these much less often than other traps */
if (rn2(7))
kind = NO_TRAP;
break;
}
return kind;
}
/* random trap type for the Rogue level */
static int
traptype_roguelvl(void)
{
int kind;
switch (rn2(7)) {
default:
kind = BEAR_TRAP;
break; /* 0 */
case 1:
kind = ARROW_TRAP;
break;
case 2:
kind = DART_TRAP;
break;
case 3:
kind = TRAPDOOR;
break;
case 4:
kind = PIT;
break;
case 5:
kind = SLP_GAS_TRAP;
break;
case 6:
kind = RUST_TRAP;
break;
}
return kind;
}
/* mktrap(): select trap type and location, then use maketrap() to create it;
make it at location 'tm' when that isn't Null, otherwise in 'croom'
if mktrapflags doesn't have MKTRAP_MAZEFLAG set, else in maze corridor */
@@ -1767,90 +1865,13 @@ mktrap(
if (num > NO_TRAP && num < TRAPNUM) {
kind = num;
} else if (Is_rogue_level(&u.uz)) {
switch (rn2(7)) {
default:
kind = BEAR_TRAP;
break; /* 0 */
case 1:
kind = ARROW_TRAP;
break;
case 2:
kind = DART_TRAP;
break;
case 3:
kind = TRAPDOOR;
break;
case 4:
kind = PIT;
break;
case 5:
kind = SLP_GAS_TRAP;
break;
case 6:
kind = RUST_TRAP;
break;
}
kind = traptype_roguelvl();
} else if (Inhell && !rn2(5)) {
/* bias the frequency of fire traps in Gehennom */
kind = FIRE_TRAP;
} else {
do {
kind = rnd(TRAPNUM - 1);
/* reject "too hard" traps */
switch (kind) {
/* these are controlled by the feature or object they guard,
not by the map so mustn't be created on it */
case TRAPPED_DOOR:
case TRAPPED_CHEST:
kind = NO_TRAP;
break;
/* these can have a random location but can't be generated
randomly */
case MAGIC_PORTAL:
case VIBRATING_SQUARE:
kind = NO_TRAP;
break;
case ROLLING_BOULDER_TRAP:
case SLP_GAS_TRAP:
if (lvl < 2)
kind = NO_TRAP;
break;
case LEVEL_TELEP:
if (lvl < 5 || gl.level.flags.noteleport
|| single_level_branch(&u.uz))
kind = NO_TRAP;
break;
case SPIKED_PIT:
if (lvl < 5)
kind = NO_TRAP;
break;
case LANDMINE:
if (lvl < 6)
kind = NO_TRAP;
break;
case WEB:
if (lvl < 7 && !(mktrapflags & MKTRAP_NOSPIDERONWEB))
kind = NO_TRAP;
break;
case STATUE_TRAP:
case POLY_TRAP:
if (lvl < 8)
kind = NO_TRAP;
break;
case FIRE_TRAP:
if (!Inhell)
kind = NO_TRAP;
break;
case TELEP_TRAP:
if (gl.level.flags.noteleport)
kind = NO_TRAP;
break;
case HOLE:
/* make these much less often than other traps */
if (rn2(7))
kind = NO_TRAP;
break;
}
kind = traptype_rnd(mktrapflags);
} while (kind == NO_TRAP);
}