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/**
* @file
* @brief Functions used in Pandemonium.
**/
#include "AppHdr.h"
#include "lev-pand.h"
#include <algorithm>
#include "colour.h"
#include "env.h"
#include "tileview.h"
static colour_t _pan_floor_colour()
{
colour_t col;
do
{
col = random_colour();
}
// Don't use silence or halo colours for floors.
while (col == DARKGREY || col == CYAN || col == YELLOW);
return col;
}
static colour_t _pan_rock_colour()
{
colour_t col;
do
{
col = random_colour();
}
// Don't use stone or metal colours for walls.
while (col == DARKGREY || col == LIGHTGREY || col == CYAN);
return col;
}
void init_pandemonium()
{
for (int pc = 0; pc < PAN_MONS_ALLOC; ++pc)
{
env.mons_alloc[pc] = random_choose_weighted(5, MONS_SMOKE_DEMON,
4, MONS_YNOXINUL,
5, MONS_ABOMINATION_LARGE,
5, MONS_SOUL_EATER,
5, MONS_DEMONIC_CRAWLER,
5, MONS_SUN_DEMON,
2, MONS_NEQOXEC,
5, MONS_CHAOS_SPAWN,
1, MONS_SHADOW_DEMON,
2, MONS_SIN_BEAST,
1, MONS_HELLION,
1, MONS_TORMENTOR,
1, MONS_REAPER,
1, MONS_NEKOMATA);
// The last three slots have a good chance of big badasses.
if (pc == 7 && one_chance_in(8)
|| pc == 8 && one_chance_in(5)
|| pc == 9 && one_chance_in(3))
{
env.mons_alloc[pc] = random_choose_weighted(
4, MONS_EXECUTIONER,
4, MONS_GREEN_DEATH,
4, MONS_BLIZZARD_DEMON,
4, MONS_BALRUG,
4, MONS_CACODEMON,
2, MONS_DEMONSPAWN_BLOOD_SAINT,
2, MONS_DEMONSPAWN_WARMONGER,
2, MONS_DEMONSPAWN_CORRUPTER,
2, MONS_DEMONSPAWN_SOUL_SCHOLAR);
}
}
if (one_chance_in(10))
env.mons_alloc[7 + random2(3)] = MONS_BRIMSTONE_FIEND;
if (one_chance_in(10))
env.mons_alloc[7 + random2(3)] = MONS_ICE_FIEND;
if (one_chance_in(10))
env.mons_alloc[7 + random2(3)] = MONS_TZITZIMITL;
if (one_chance_in(10))
env.mons_alloc[7 + random2(3)] = MONS_HELL_SENTINEL;
env.floor_colour = _pan_floor_colour();
env.rock_colour = _pan_rock_colour();
tile_init_default_flavour();
}
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