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/*
* File: lev-pand.cc
* Summary: Functions used in Pandemonium.
* Written by: Linley Henzell
*/
#include "AppHdr.h"
#include <algorithm>
#include "lev-pand.h"
#include "externs.h"
#include "dungeon.h"
#include "env.h"
#include "mon-place.h"
#include "mgen_data.h"
#include "mon-pick.h"
#include "random.h"
void init_pandemonium(void)
{
int pc = 0;
for (pc = 0; pc < MAX_MONSTERS; ++pc)
{
monsters *monster = &menv[pc];
// Looks for unique demons and sets appropriate lists of demons.
// NB - also sets the level colours.
if (monster->type == MONS_MNOLEG)
{
env.mons_alloc[0] = MONS_ABOMINATION_SMALL;
env.mons_alloc[1] = MONS_ABOMINATION_SMALL;
env.mons_alloc[2] = MONS_ABOMINATION_SMALL;
env.mons_alloc[3] = MONS_ABOMINATION_LARGE;
env.mons_alloc[4] = MONS_NEQOXEC;
env.mons_alloc[5] = MONS_MIDGE;
env.mons_alloc[6] = MONS_NEQOXEC;
env.mons_alloc[7] = MONS_BLUE_DEATH;
env.mons_alloc[8] = MONS_BALRUG;
env.mons_alloc[9] = MONS_LEMURE;
return;
}
if (monster->type == MONS_LOM_LOBON)
{
env.mons_alloc[0] = MONS_HELLWING;
env.mons_alloc[1] = MONS_SMOKE_DEMON;
env.mons_alloc[2] = MONS_SMOKE_DEMON;
env.mons_alloc[3] = MONS_YNOXINUL;
env.mons_alloc[4] = MONS_GREEN_DEATH;
env.mons_alloc[5] = MONS_BLUE_DEATH;
env.mons_alloc[6] = MONS_SMOKE_DEMON;
env.mons_alloc[7] = MONS_HELLWING;
env.mons_alloc[8] = MONS_WHITE_IMP;
env.mons_alloc[9] = MONS_HELLWING;
return;
}
if (monster->type == MONS_CEREBOV)
{
env.mons_alloc[0] = MONS_EFREET;
env.mons_alloc[1] = MONS_ABOMINATION_SMALL;
env.mons_alloc[2] = MONS_ORANGE_DEMON;
env.mons_alloc[3] = MONS_ORANGE_DEMON;
env.mons_alloc[4] = MONS_NEQOXEC;
env.mons_alloc[5] = MONS_LEMURE;
env.mons_alloc[6] = MONS_ORANGE_DEMON;
env.mons_alloc[7] = MONS_YNOXINUL;
env.mons_alloc[8] = MONS_BALRUG;
env.mons_alloc[9] = MONS_BALRUG;
return;
}
if (monster->type == MONS_GLOORX_VLOQ)
{
env.mons_alloc[0] = MONS_SKELETON_SMALL;
env.mons_alloc[1] = MONS_SKELETON_SMALL;
env.mons_alloc[2] = MONS_SKELETON_LARGE;
env.mons_alloc[3] = MONS_WHITE_IMP;
env.mons_alloc[4] = MONS_CACODEMON;
env.mons_alloc[5] = MONS_HELLWING;
env.mons_alloc[6] = MONS_SMOKE_DEMON;
env.mons_alloc[7] = MONS_EXECUTIONER;
env.mons_alloc[8] = MONS_EXECUTIONER;
env.mons_alloc[9] = MONS_EXECUTIONER;
return;
}
}
// colour of monster 9 is colour of floor, 8 is colour of rock
// IIRC, BLACK is set to LIGHTGREY
for (pc = 0; pc < 10; ++pc)
{
switch (random2(17))
{
case 0: case 10: env.mons_alloc[pc] = MONS_WHITE_IMP; break;
case 1: case 11: env.mons_alloc[pc] = MONS_LEMURE; break;
case 2: case 12: env.mons_alloc[pc] = MONS_UFETUBUS; break;
case 3: case 13: env.mons_alloc[pc] = MONS_IRON_IMP; break;
case 4: case 14: env.mons_alloc[pc] = MONS_MIDGE; break;
case 5: env.mons_alloc[pc] = MONS_NEQOXEC; break;
case 6: env.mons_alloc[pc] = MONS_ORANGE_DEMON; break;
case 7: env.mons_alloc[pc] = MONS_HELLWING; break;
case 8: env.mons_alloc[pc] = MONS_SMOKE_DEMON; break;
case 9: env.mons_alloc[pc] = MONS_YNOXINUL; break;
case 15: env.mons_alloc[pc] = MONS_ABOMINATION_SMALL; break;
case 16: env.mons_alloc[pc] = MONS_ABOMINATION_LARGE; break;
}
if (one_chance_in(10))
{
env.mons_alloc[pc] =
static_cast<monster_type>(MONS_HELLION + random2(10));
}
if (one_chance_in(30))
env.mons_alloc[pc] = MONS_RED_DEVIL;
if (one_chance_in(30))
env.mons_alloc[pc] = MONS_IMP;
if (one_chance_in(30))
env.mons_alloc[pc] = MONS_SIXFIRHY;
if (one_chance_in(20))
{
env.mons_alloc[pc] =
static_cast<monster_type>(MONS_DEMONIC_CRAWLER + random2(5));
}
}
if (one_chance_in(8))
{
env.mons_alloc[7] =
static_cast<monster_type>(MONS_EXECUTIONER + random2(5));
}
if (one_chance_in(5))
{
env.mons_alloc[8] =
static_cast<monster_type>(MONS_EXECUTIONER + random2(5));
}
if (one_chance_in(3))
{
env.mons_alloc[9] =
static_cast<monster_type>(MONS_EXECUTIONER + random2(5));
}
if (one_chance_in(10))
env.mons_alloc[7 + random2(3)] = MONS_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_SHADOW_FIEND;
if (one_chance_in(10))
env.mons_alloc[7 + random2(3)] = MONS_PIT_FIEND;
// Set at least some specific monsters for the special levels - this
// can also be used to set some colours.
env.floor_colour = BLACK;
env.rock_colour = BLACK;
dgn_set_colours_from_monsters();
}
void pandemonium_mons(void)
{
// must leave allowance for monsters rare on pandemonium (wizards, etc.)
int pan_mons = env.mons_alloc[random2(10)];
if (one_chance_in(40))
{
do
pan_mons = random2(NUM_MONSTERS); // was random2(400) {dlb}
while (!mons_pan(pan_mons));
}
mgen_data mg(static_cast<monster_type>(pan_mons));
mg.level_type = LEVEL_PANDEMONIUM;
mg.flags |= MG_PERMIT_BANDS;
mons_place(mg);
}
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