| 1 |
/* |
| 2 |
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
| 3 |
* |
| 4 |
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
| 5 |
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
| 6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Crossfire TRT 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 |
| 11 |
* (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 |
| 15 |
* 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 |
| 19 |
* 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 <crossfire@schmorp.de> |
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*/ |
| 23 |
|
| 24 |
/* placing treasure in maps, where appropriate. */ |
| 25 |
|
| 26 |
#include <global.h> |
| 27 |
#include <random_map.h> |
| 28 |
#include <rproto.h> |
| 29 |
|
| 30 |
/* some defines for various options which can be set. */ |
| 31 |
|
| 32 |
#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
| 33 |
#define HIDDEN 2 /* doors to treasure are hidden. */ |
| 34 |
#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
| 35 |
#define DOORED 8 /* treasure has doors around it. */ |
| 36 |
#define TRAPPED 16 /* trap dropped in same location as chest. */ |
| 37 |
#define SPARSE 32 /* 1/2 as much treasure as default */ |
| 38 |
#define RICH 64 /* 2x as much treasure as default */ |
| 39 |
#define FILLED 128 /* Fill/tile the entire map with treasure */ |
| 40 |
#define LAST_OPTION 64 /* set this to the last real option, for random */ |
| 41 |
|
| 42 |
#define NO_PASS_DOORS 0 |
| 43 |
#define PASS_DOORS 1 |
| 44 |
|
| 45 |
/* a macro to get a strongly centered random distribution, |
| 46 |
from 0 to x, centered at x/2 */ |
| 47 |
static int |
| 48 |
bc_random (int x) |
| 49 |
{ |
| 50 |
return (rndm (x) + rndm (x) + rndm (x)) / 3; |
| 51 |
} |
| 52 |
|
| 53 |
/* returns true if square x,y has P_NO_PASS set, which is true for walls |
| 54 |
* and doors but not monsters. |
| 55 |
* This function is not map tile aware. |
| 56 |
*/ |
| 57 |
int |
| 58 |
wall_blocked (maptile *m, int x, int y) |
| 59 |
{ |
| 60 |
if (OUT_OF_REAL_MAP (m, x, y)) |
| 61 |
return 1; |
| 62 |
|
| 63 |
m->at (x, y).update (); |
| 64 |
return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
| 65 |
} |
| 66 |
|
| 67 |
/* place treasures in the map, given the |
| 68 |
map, (required) |
| 69 |
layout, (required) |
| 70 |
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) |
| 72 |
*/ |
| 73 |
void |
| 74 |
place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
| 75 |
{ |
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char styledirname[1024]; |
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char stylefilepath[1024]; |
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maptile *style_map = 0; |
| 79 |
int num_treasures; |
| 80 |
|
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/* bail out if treasure isn't wanted. */ |
| 82 |
if (treasure_style) |
| 83 |
if (!strcmp (treasure_style, "none")) |
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return; |
| 85 |
|
| 86 |
if (treasureoptions <= 0) |
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treasureoptions = rndm (2 * LAST_OPTION); |
| 88 |
|
| 89 |
/* filter out the mutually exclusive options */ |
| 90 |
if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
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{ |
| 92 |
if (rndm (2)) |
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treasureoptions -= 1; |
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else |
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treasureoptions -= 2; |
| 96 |
} |
| 97 |
|
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/* pick the number of treasures */ |
| 99 |
if (treasureoptions & SPARSE) |
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num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
| 101 |
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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|
| 106 |
if (num_treasures <= 0) |
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return; |
| 108 |
|
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/* get the style map */ |
| 110 |
sprintf (styledirname, "%s", "/styles/treasurestyles"); |
| 111 |
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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} |
| 119 |
|
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/* all the treasure at one spot in the map. */ |
| 121 |
if (treasureoptions & CONCENTRATED) |
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{ |
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|
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/* map_layout_style global, and is previously set */ |
| 125 |
switch (RP->map_layout_style) |
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{ |
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case LAYOUT_ONION: |
| 128 |
case LAYOUT_SPIRAL: |
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case LAYOUT_SQUARE_SPIRAL: |
| 130 |
{ |
| 131 |
int i, j; |
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|
| 133 |
/* search the onion for C's or '>', and put treasure there. */ |
| 134 |
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); |
| 148 |
if (!chest) |
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continue; /* if no chest was placed NEXT */ |
| 150 |
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); |
| 179 |
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 */ |
| 194 |
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 */ |
| 208 |
|
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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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{ |
| 212 |
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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} |
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#endif |
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{ /* neither style_map no treasure list given */ |
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treasurelist *tlist = treasurelist::find ("chest"); |
| 255 |
|
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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) |
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{ |
| 263 |
maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
| 264 |
object *the_trap; |
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|
| 266 |
if (trap_map) |
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{ |
| 268 |
the_trap = trap_map->pick_random_object (); |
| 269 |
the_trap->stats.Cha = 10 + RP->difficulty; |
| 270 |
the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
| 271 |
if (the_trap) |
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{ |
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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); |
| 280 |
} |
| 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 |
} |