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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* placing treasure in maps, where appropriate. */ |
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|
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#include <global.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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|
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/* some defines for various options which can be set. */ |
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|
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#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
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#define HIDDEN 2 /* doors to treasure are hidden. */ |
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#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
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#define DOORED 8 /* treasure has doors around it. */ |
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#define TRAPPED 16 /* trap dropped in same location as chest. */ |
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#define SPARSE 32 /* 1/2 as much treasure as default */ |
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#define RICH 64 /* 2x as much treasure as default */ |
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#define FILLED 128 /* Fill/tile the entire map with treasure */ |
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#define LAST_OPTION 64 /* set this to the last real option, for random */ |
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|
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#define NO_PASS_DOORS 0 |
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#define PASS_DOORS 1 |
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|
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/* a macro to get a strongly centered random distribution, |
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from 0 to x, centered at x/2 */ |
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static int |
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bc_random (int x) |
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{ |
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return (rndm (x) + rndm (x) + rndm (x)) / 3; |
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} |
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|
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/* returns true if square x,y has P_NO_PASS set, which is true for walls |
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* and doors but not monsters. |
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* This function is not map tile aware. |
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*/ |
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int |
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wall_blocked (maptile *m, int x, int y) |
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{ |
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if (OUT_OF_REAL_MAP (m, x, y)) |
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return 1; |
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|
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m->at (x, y).update (); |
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return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
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} |
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|
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/* place treasures in the map, given the |
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map, (required) |
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layout, (required) |
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treasure style (may be empty or NULL, or "none" to cause no treasure.) |
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treasureoptions (may be 0 for random choices or positive) |
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*/ |
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void |
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place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
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{ |
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char styledirname[1024]; |
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char stylefilepath[1024]; |
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maptile *style_map = 0; |
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int num_treasures; |
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|
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/* bail out if treasure isn't wanted. */ |
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if (treasure_style) |
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if (!strcmp (treasure_style, "none")) |
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return; |
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|
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if (treasureoptions <= 0) |
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treasureoptions = rndm (2 * LAST_OPTION); |
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|
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/* filter out the mutually exclusive options */ |
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if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
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{ |
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if (rndm (2)) |
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treasureoptions -= 1; |
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else |
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treasureoptions -= 2; |
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} |
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|
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/* pick the number of treasures */ |
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if (treasureoptions & SPARSE) |
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num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
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else if (treasureoptions & RICH) |
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num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
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else |
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num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
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|
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if (num_treasures <= 0) |
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return; |
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|
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/* get the style map */ |
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sprintf (styledirname, "%s", "/styles/treasurestyles"); |
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sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
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style_map = find_style (styledirname, treasure_style, -1); |
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|
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if (!style_map) |
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{ |
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LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
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return; |
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} |
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|
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/* all the treasure at one spot in the map. */ |
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if (treasureoptions & CONCENTRATED) |
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{ |
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|
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/* map_layout_style global, and is previously set */ |
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switch (RP->map_layout_style) |
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{ |
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case LAYOUT_ONION: |
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case LAYOUT_SPIRAL: |
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case LAYOUT_SQUARE_SPIRAL: |
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{ |
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int i, j; |
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|
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/* search the onion for C's or '>', and put treasure there. */ |
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for (i = 0; i < RP->Xsize; i++) |
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{ |
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for (j = 0; j < RP->Ysize; j++) |
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{ |
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if (layout[i][j] == 'C' || layout[i][j] == '>') |
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{ |
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int tdiv = RP->symmetry_used; |
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object **doorlist; |
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object *chest; |
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|
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if (tdiv == 3) |
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tdiv = 2; /* this symmetry uses a divisor of 2 */ |
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/* don't put a chest on an exit. */ |
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chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
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if (!chest) |
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continue; /* if no chest was placed NEXT */ |
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if (treasureoptions & (DOORED | HIDDEN)) |
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{ |
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doorlist = find_doors_in_room (map, i, j, RP); |
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lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
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free (doorlist); |
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} |
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} |
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} |
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} |
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break; |
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} |
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default: |
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{ |
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int i, j, tries; |
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object *chest; |
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object **doorlist; |
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|
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i = j = -1; |
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tries = 0; |
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while (i == -1 && tries < 100) |
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{ |
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i = rndm (RP->Xsize - 2) + 1; |
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j = rndm (RP->Ysize - 2) + 1; |
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find_enclosed_spot (map, &i, &j, RP); |
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if (wall_blocked (map, i, j)) |
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i = -1; |
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tries++; |
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} |
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chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
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if (!chest) |
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return; |
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i = chest->x; |
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j = chest->y; |
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if (treasureoptions & (DOORED | HIDDEN)) |
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{ |
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doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
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lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
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free (doorlist); |
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} |
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} |
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} |
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} |
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else |
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{ /* DIFFUSE treasure layout */ |
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int ti, i, j; |
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|
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for (ti = 0; ti < num_treasures; ti++) |
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{ |
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i = rndm (RP->Xsize - 2) + 1; |
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j = rndm (RP->Ysize - 2) + 1; |
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place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
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} |
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} |
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} |
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|
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/* put a chest into the map, near x and y, with the treasure style |
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determined (may be null, or may be a treasure list from lib/treasures, |
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if the global variable "treasurestyle" is set to that treasure list's name */ |
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|
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object * |
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place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
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{ |
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object *the_chest; |
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int i, xl, yl; |
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|
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the_chest = get_archetype ("chest"); /* was "chest_2" */ |
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|
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/* first, find a place to put the chest. */ |
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i = find_first_free_spot (the_chest, map, x, y); |
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if (i == -1) |
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{ |
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the_chest->destroy (); |
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return NULL; |
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} |
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|
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xl = x + freearr_x[i]; |
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yl = y + freearr_y[i]; |
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|
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/* if the placement is blocked, return a fail. */ |
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if (wall_blocked (map, xl, yl)) |
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return 0; |
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|
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/* put the treasures in the chest. */ |
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/* if(style_map) { */ |
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#if 0 /* don't use treasure style maps for now! */ |
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int ti; |
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|
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/* if treasurestyle lists a treasure list, use it. */ |
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treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
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|
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if (tlist != NULL) |
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for (ti = 0; ti < n_treasures; ti++) |
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{ /* use the treasure list */ |
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object *new_treasure = style_map->pick_random_object (); |
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|
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insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
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} |
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else |
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{ /* use the style map */ |
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the_chest->randomitems = tlist; |
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the_chest->stats.hp = n_treasures; |
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} |
252 |
#endif |
253 |
{ /* neither style_map no treasure list given */ |
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treasurelist *tlist = treasurelist::find ("chest"); |
255 |
|
256 |
the_chest->randomitems = tlist; |
257 |
the_chest->stats.hp = n_treasures; |
258 |
} |
259 |
|
260 |
/* stick a trap in the chest if required */ |
261 |
if (treasureoptions & TRAPPED) |
262 |
{ |
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maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
264 |
object *the_trap; |
265 |
|
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if (trap_map) |
267 |
{ |
268 |
the_trap = trap_map->pick_random_object (); |
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the_trap->stats.Cha = 10 + RP->difficulty; |
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the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
271 |
if (the_trap) |
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{ |
273 |
object *new_trap; |
274 |
|
275 |
new_trap = arch_to_object (the_trap->arch); |
276 |
new_trap->copy_to (the_trap); |
277 |
new_trap->x = x; |
278 |
new_trap->y = y; |
279 |
insert_ob_in_ob (new_trap, the_chest); |
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} |
281 |
} |
282 |
} |
283 |
|
284 |
/* set the chest lock code, and call the keyplacer routine with |
285 |
the lockcode. It's not worth bothering to lock the chest if |
286 |
there's only 1 treasure.... */ |
287 |
if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
288 |
{ |
289 |
char keybuf[1024]; |
290 |
|
291 |
sprintf (keybuf, "%d", rndm (1000000000)); |
292 |
the_chest->slaying = keybuf; |
293 |
keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
294 |
} |
295 |
|
296 |
/* actually place the chest. */ |
297 |
the_chest->x = xl; |
298 |
the_chest->y = yl; |
299 |
insert_ob_in_map (the_chest, map, NULL, 0); |
300 |
return the_chest; |
301 |
} |
302 |
|
303 |
|
304 |
/* finds the closest monster and returns him, regardless of doors |
305 |
or walls */ |
306 |
object * |
307 |
find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
308 |
{ |
309 |
int i; |
310 |
|
311 |
for (i = 0; i < SIZEOFFREE; i++) |
312 |
{ |
313 |
int lx, ly; |
314 |
|
315 |
lx = x + freearr_x[i]; |
316 |
ly = y + freearr_y[i]; |
317 |
/* boundscheck */ |
318 |
if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
319 |
/* don't bother searching this square unless the map says life exists. */ |
320 |
if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
321 |
{ |
322 |
object *the_monster = GET_MAP_OB (map, lx, ly); |
323 |
|
324 |
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
325 |
if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
326 |
return the_monster; |
327 |
} |
328 |
} |
329 |
return NULL; |
330 |
} |
331 |
|
332 |
|
333 |
|
334 |
/* places keys in the map, preferably in something alive. |
335 |
keycode is the key's code, |
336 |
door_flag is either PASS_DOORS or NO_PASS_DOORS. |
337 |
NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
338 |
if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
339 |
it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
340 |
|
341 |
The idea is that you call keyplace on x,y where a door is, and it'll make |
342 |
sure a key is placed on both sides of the door. |
343 |
*/ |
344 |
int |
345 |
keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
346 |
{ |
347 |
int i, j; |
348 |
int kx = 0, ky = 0; |
349 |
object *the_keymaster; /* the monster that gets the key. */ |
350 |
object *the_key; |
351 |
|
352 |
/* get a key and set its keycode */ |
353 |
the_key = get_archetype ("key2"); |
354 |
the_key->slaying = keycode; |
355 |
|
356 |
if (door_flag == PASS_DOORS) |
357 |
{ |
358 |
int tries = 0; |
359 |
|
360 |
the_keymaster = 0; |
361 |
while (tries < 15 && !the_keymaster) |
362 |
{ |
363 |
i = rndm (RP->Xsize - 2) + 1; |
364 |
j = rndm (RP->Ysize - 2) + 1; |
365 |
tries++; |
366 |
the_keymaster = find_closest_monster (map, i, j, RP); |
367 |
} |
368 |
|
369 |
/* if we don't find a good keymaster, drop the key on the ground. */ |
370 |
if (!the_keymaster) |
371 |
{ |
372 |
int freeindex; |
373 |
|
374 |
freeindex = -1; |
375 |
for (tries = 0; tries < 15 && freeindex == -1; tries++) |
376 |
{ |
377 |
kx = rndm (RP->Xsize - 2) + 1; |
378 |
ky = rndm (RP->Ysize - 2) + 1; |
379 |
freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
380 |
} |
381 |
|
382 |
// can freeindex ever be < 0? |
383 |
if (freeindex >= 0) |
384 |
{ |
385 |
kx += freearr_x [freeindex]; |
386 |
ky += freearr_y [freeindex]; |
387 |
} |
388 |
} |
389 |
} |
390 |
else |
391 |
{ /* NO_PASS_DOORS --we have to work harder. */ |
392 |
/* don't try to keyplace if we're sitting on a blocked square and |
393 |
NO_PASS_DOORS is set. */ |
394 |
if (n_keys == 1) |
395 |
{ |
396 |
if (wall_blocked (map, x, y)) |
397 |
return 0; |
398 |
|
399 |
the_keymaster = find_monster_in_room (map, x, y, RP); |
400 |
if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
401 |
find_spot_in_room (map, x, y, &kx, &ky, RP); |
402 |
} |
403 |
else |
404 |
{ |
405 |
int sum = 0; /* count how many keys we actually place */ |
406 |
|
407 |
/* I'm lazy, so just try to place in all 4 directions. */ |
408 |
sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
409 |
sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
410 |
sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
411 |
sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
412 |
|
413 |
if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
414 |
{ /* diagonally this time. */ |
415 |
keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
416 |
keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
417 |
keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
418 |
keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
419 |
} |
420 |
|
421 |
return 1; |
422 |
} |
423 |
} |
424 |
|
425 |
if (!the_keymaster) |
426 |
{ |
427 |
the_key->x = kx; |
428 |
the_key->y = ky; |
429 |
insert_ob_in_map (the_key, map, NULL, 0); |
430 |
return 1; |
431 |
} |
432 |
|
433 |
insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
434 |
return 1; |
435 |
} |
436 |
|
437 |
|
438 |
|
439 |
/* both find_monster_in_room routines need to have access to this. */ |
440 |
|
441 |
object *theMonsterToFind; |
442 |
|
443 |
/* a recursive routine which will return a monster, eventually,if there is one. |
444 |
it does a check-off on the layout, converting 0's to 1's */ |
445 |
|
446 |
object * |
447 |
find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
448 |
{ |
449 |
int i, j; |
450 |
|
451 |
/* if we've found a monster already, leave */ |
452 |
if (theMonsterToFind != NULL) |
453 |
return theMonsterToFind; |
454 |
|
455 |
/* bounds check x and y */ |
456 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
457 |
return theMonsterToFind; |
458 |
|
459 |
/* if the square is blocked or searched already, leave */ |
460 |
if (layout[x][y] != 0) |
461 |
return theMonsterToFind; /* might be NULL, that's fine. */ |
462 |
|
463 |
/* check the current square for a monster. If there is one, |
464 |
set theMonsterToFind and return it. */ |
465 |
layout[x][y] = 1; |
466 |
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
467 |
{ |
468 |
object *the_monster = GET_MAP_OB (map, x, y); |
469 |
|
470 |
/* check off this point */ |
471 |
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
472 |
if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
473 |
{ |
474 |
theMonsterToFind = the_monster; |
475 |
return theMonsterToFind; |
476 |
} |
477 |
} |
478 |
|
479 |
/* now search all the 8 squares around recursively for a monster,in random order */ |
480 |
for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
481 |
{ |
482 |
theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
483 |
if (theMonsterToFind != NULL) |
484 |
return theMonsterToFind; |
485 |
} |
486 |
return theMonsterToFind; |
487 |
} |
488 |
|
489 |
|
490 |
/* sets up some data structures: the _recursive form does the |
491 |
real work. */ |
492 |
|
493 |
object * |
494 |
find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
495 |
{ |
496 |
char **layout2; |
497 |
int i, j; |
498 |
|
499 |
theMonsterToFind = 0; |
500 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
501 |
/* allocate and copy the layout, converting C to 0. */ |
502 |
for (i = 0; i < RP->Xsize; i++) |
503 |
{ |
504 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
505 |
for (j = 0; j < RP->Ysize; j++) |
506 |
{ |
507 |
if (wall_blocked (map, i, j)) |
508 |
layout2[i][j] = '#'; |
509 |
} |
510 |
} |
511 |
theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
512 |
|
513 |
/* deallocate the temp. layout */ |
514 |
for (i = 0; i < RP->Xsize; i++) |
515 |
{ |
516 |
free (layout2[i]); |
517 |
} |
518 |
free (layout2); |
519 |
|
520 |
return theMonsterToFind; |
521 |
} |
522 |
|
523 |
/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
524 |
int *room_free_spots_x; |
525 |
int *room_free_spots_y; |
526 |
int number_of_free_spots_in_room; |
527 |
|
528 |
/* the workhorse routine, which finds the free spots in a room: |
529 |
a datastructure of free points is set up, and a position chosen from |
530 |
that datastructure. */ |
531 |
void |
532 |
find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
533 |
{ |
534 |
int i, j; |
535 |
|
536 |
/* bounds check x and y */ |
537 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
538 |
return; |
539 |
|
540 |
/* if the square is blocked or searched already, leave */ |
541 |
if (layout[x][y] != 0) |
542 |
return; |
543 |
|
544 |
/* set the current square as checked, and add it to the list. |
545 |
set theMonsterToFind and return it. */ |
546 |
/* check off this point */ |
547 |
layout[x][y] = 1; |
548 |
room_free_spots_x[number_of_free_spots_in_room] = x; |
549 |
room_free_spots_y[number_of_free_spots_in_room] = y; |
550 |
number_of_free_spots_in_room++; |
551 |
|
552 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
553 |
for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
554 |
find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
555 |
|
556 |
} |
557 |
|
558 |
/* find a random non-blocked spot in this room to drop a key. */ |
559 |
void |
560 |
find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
561 |
{ |
562 |
char **layout2; |
563 |
int i, j; |
564 |
|
565 |
number_of_free_spots_in_room = 0; |
566 |
room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
567 |
room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
568 |
|
569 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
570 |
/* allocate and copy the layout, converting C to 0. */ |
571 |
for (i = 0; i < RP->Xsize; i++) |
572 |
{ |
573 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
574 |
for (j = 0; j < RP->Ysize; j++) |
575 |
if (wall_blocked (map, i, j)) |
576 |
layout2[i][j] = '#'; |
577 |
} |
578 |
|
579 |
/* setup num_free_spots and room_free_spots */ |
580 |
find_spot_in_room_recursive (layout2, x, y, RP); |
581 |
|
582 |
if (number_of_free_spots_in_room > 0) |
583 |
{ |
584 |
i = rndm (number_of_free_spots_in_room); |
585 |
*kx = room_free_spots_x[i]; |
586 |
*ky = room_free_spots_y[i]; |
587 |
} |
588 |
|
589 |
/* deallocate the temp. layout */ |
590 |
for (i = 0; i < RP->Xsize; i++) |
591 |
free (layout2[i]); |
592 |
|
593 |
free (layout2); |
594 |
free (room_free_spots_x); |
595 |
free (room_free_spots_y); |
596 |
} |
597 |
|
598 |
|
599 |
/* searches the map for a spot with walls around it. The more |
600 |
walls the better, but it'll settle for 1 wall, or even 0, but |
601 |
it'll return 0 if no FREE spots are found.*/ |
602 |
void |
603 |
find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
604 |
{ |
605 |
int x, y; |
606 |
int i; |
607 |
|
608 |
x = *cx; |
609 |
y = *cy; |
610 |
|
611 |
for (i = 0; i <= SIZEOFFREE1; i++) |
612 |
{ |
613 |
int lx, ly, sindex; |
614 |
|
615 |
lx = x + freearr_x[i]; |
616 |
ly = y + freearr_y[i]; |
617 |
sindex = surround_flag3 (map, lx, ly, RP); |
618 |
/* if it's blocked on 3 sides, it's enclosed */ |
619 |
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
620 |
{ |
621 |
*cx = lx; |
622 |
*cy = ly; |
623 |
return; |
624 |
} |
625 |
} |
626 |
|
627 |
/* OK, if we got here, we're obviously someplace where there's no enclosed |
628 |
spots--try to find someplace which is 2x enclosed. */ |
629 |
for (i = 0; i <= SIZEOFFREE1; i++) |
630 |
{ |
631 |
int lx, ly, sindex; |
632 |
|
633 |
lx = x + freearr_x[i]; |
634 |
ly = y + freearr_y[i]; |
635 |
sindex = surround_flag3 (map, lx, ly, RP); |
636 |
/* if it's blocked on 3 sides, it's enclosed */ |
637 |
if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
638 |
{ |
639 |
*cx = lx; |
640 |
*cy = ly; |
641 |
return; |
642 |
} |
643 |
} |
644 |
|
645 |
/* settle for one surround point */ |
646 |
for (i = 0; i <= SIZEOFFREE1; i++) |
647 |
{ |
648 |
int lx, ly, sindex; |
649 |
|
650 |
lx = x + freearr_x[i]; |
651 |
ly = y + freearr_y[i]; |
652 |
sindex = surround_flag3 (map, lx, ly, RP); |
653 |
/* if it's blocked on 3 sides, it's enclosed */ |
654 |
if (sindex) |
655 |
{ |
656 |
*cx = lx; |
657 |
*cy = ly; |
658 |
return; |
659 |
} |
660 |
} |
661 |
/* give up and return the closest free spot. */ |
662 |
i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
663 |
|
664 |
if (i != -1) |
665 |
{ |
666 |
*cx = x + freearr_x[i]; |
667 |
*cy = y + freearr_y[i]; |
668 |
} |
669 |
else |
670 |
{ |
671 |
/* indicate failure */ |
672 |
*cx = -1; |
673 |
*cy = -1; |
674 |
} |
675 |
} |
676 |
|
677 |
void |
678 |
remove_monsters (int x, int y, maptile *map) |
679 |
{ |
680 |
object *tmp; |
681 |
|
682 |
for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
683 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
684 |
{ |
685 |
if (tmp->head) |
686 |
tmp = tmp->head; |
687 |
tmp->remove (); |
688 |
tmp->destroy (); |
689 |
tmp = GET_MAP_OB (map, x, y); |
690 |
if (tmp == NULL) |
691 |
break; |
692 |
}; |
693 |
} |
694 |
|
695 |
/* surrounds the point x,y by doors, so as to enclose something, like |
696 |
a chest. It only goes as far as the 8 squares surrounding, and |
697 |
it'll remove any monsters it finds.*/ |
698 |
object ** |
699 |
surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
700 |
{ |
701 |
int i; |
702 |
const char *doors[2]; |
703 |
object **doorlist; |
704 |
int ndoors_made = 0; |
705 |
doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
706 |
|
707 |
/* this is a list we pick from, for horizontal and vertical doors */ |
708 |
if (opts & DOORED) |
709 |
{ |
710 |
doors[0] = "locked_door2"; |
711 |
doors[1] = "locked_door1"; |
712 |
} |
713 |
else |
714 |
{ |
715 |
doors[0] = "door_1"; |
716 |
doors[1] = "door_2"; |
717 |
} |
718 |
|
719 |
/* place doors in all the 8 adjacent unblocked squares. */ |
720 |
for (i = 1; i < 9; i++) |
721 |
{ |
722 |
int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
723 |
|
724 |
if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
725 |
{ /* place a door */ |
726 |
remove_monsters (x1, y1, map); |
727 |
|
728 |
object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
729 |
map->insert (new_door, x1, y1); |
730 |
doorlist[ndoors_made] = new_door; |
731 |
ndoors_made++; |
732 |
} |
733 |
} |
734 |
|
735 |
return doorlist; |
736 |
} |
737 |
|
738 |
|
739 |
/* returns the first door in this square, or NULL if there isn't a door. */ |
740 |
object * |
741 |
door_in_square (maptile *map, int x, int y) |
742 |
{ |
743 |
object *tmp; |
744 |
|
745 |
for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
746 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
747 |
return tmp; |
748 |
return NULL; |
749 |
} |
750 |
|
751 |
|
752 |
/* the workhorse routine, which finds the doors in a room */ |
753 |
void |
754 |
find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
755 |
{ |
756 |
int i, j; |
757 |
object *door; |
758 |
|
759 |
/* bounds check x and y */ |
760 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
761 |
return; |
762 |
|
763 |
/* if the square is blocked or searched already, leave */ |
764 |
if (layout[x][y] == 1) |
765 |
return; |
766 |
|
767 |
/* check off this point */ |
768 |
if (layout[x][y] == '#') |
769 |
{ /* there could be a door here */ |
770 |
layout[x][y] = 1; |
771 |
door = door_in_square (map, x, y); |
772 |
if (door) |
773 |
{ |
774 |
doorlist[*ndoors] = door; |
775 |
if (*ndoors > 1022) /* eek! out of memory */ |
776 |
{ |
777 |
LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
778 |
return; |
779 |
} |
780 |
|
781 |
*ndoors = *ndoors + 1; |
782 |
} |
783 |
} |
784 |
else |
785 |
{ |
786 |
layout[x][y] = 1; |
787 |
|
788 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
789 |
for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
790 |
find_doors_in_room_recursive (layout, map, |
791 |
x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
792 |
doorlist, ndoors, RP); |
793 |
} |
794 |
} |
795 |
|
796 |
/* find a random non-blocked spot in this room to drop a key. */ |
797 |
object ** |
798 |
find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
799 |
{ |
800 |
char **layout2; |
801 |
object **doorlist; |
802 |
int i, j; |
803 |
int ndoors = 0; |
804 |
|
805 |
doorlist = (object **) calloc (sizeof (int), 1024); |
806 |
|
807 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
808 |
/* allocate and copy the layout, converting C to 0. */ |
809 |
for (i = 0; i < RP->Xsize; i++) |
810 |
{ |
811 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
812 |
for (j = 0; j < RP->Ysize; j++) |
813 |
{ |
814 |
if (wall_blocked (map, i, j)) |
815 |
layout2[i][j] = '#'; |
816 |
} |
817 |
} |
818 |
|
819 |
/* setup num_free_spots and room_free_spots */ |
820 |
find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
821 |
|
822 |
/* deallocate the temp. layout */ |
823 |
for (i = 0; i < RP->Xsize; i++) |
824 |
free (layout2[i]); |
825 |
|
826 |
free (layout2); |
827 |
return doorlist; |
828 |
} |
829 |
|
830 |
|
831 |
|
832 |
/* locks and/or hides all the doors in doorlist, or does nothing if |
833 |
opts doesn't say to lock/hide doors. */ |
834 |
|
835 |
void |
836 |
lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
837 |
{ |
838 |
object *door; |
839 |
int i; |
840 |
|
841 |
/* lock the doors and hide the keys. */ |
842 |
|
843 |
if (opts & DOORED) |
844 |
{ |
845 |
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
846 |
{ |
847 |
object *new_door = get_archetype ("locked_door1"); |
848 |
char keybuf[1024]; |
849 |
|
850 |
door = doorlist[i]; |
851 |
new_door->face = door->face; |
852 |
new_door->x = door->x; |
853 |
new_door->y = door->y; |
854 |
door->remove (); |
855 |
door->destroy (); |
856 |
doorlist[i] = new_door; |
857 |
insert_ob_in_map (new_door, map, NULL, 0); |
858 |
sprintf (keybuf, "%d", rndm (1000000000)); |
859 |
new_door->slaying = keybuf; |
860 |
keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
861 |
} |
862 |
} |
863 |
|
864 |
/* change the faces of the doors and surrounding walls to hide them. */ |
865 |
if (opts & HIDDEN) |
866 |
{ |
867 |
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
868 |
{ |
869 |
object *wallface; |
870 |
|
871 |
door = doorlist[i]; |
872 |
wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
873 |
if (wallface != NULL) |
874 |
{ |
875 |
retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
876 |
retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
877 |
retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
878 |
retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
879 |
door->face = wallface->face; |
880 |
if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
881 |
wallface->remove (); |
882 |
wallface->destroy (); |
883 |
} |
884 |
} |
885 |
} |
886 |
} |