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elmex |
1.1 |
/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program 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 2 of the License, or |
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(at your option) any later version. |
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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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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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root |
1.6 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
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elmex |
1.1 |
*/ |
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/* placing treasure in maps, where appropriate. */ |
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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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32 |
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/* some defines for various options which can be set. */ |
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root |
1.4 |
#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 */ |
43 |
elmex |
1.1 |
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#define NO_PASS_DOORS 0 |
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#define PASS_DOORS 1 |
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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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53 |
root |
1.4 |
int |
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root |
1.7 |
wall_blocked (maptile *m, int x, int y) |
55 |
root |
1.4 |
{ |
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int r; |
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elmex |
1.1 |
|
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root |
1.4 |
if (OUT_OF_REAL_MAP (m, x, y)) |
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return 1; |
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r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
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return r; |
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elmex |
1.1 |
} |
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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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root |
1.4 |
void |
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root |
1.11 |
place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params * RP) |
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root |
1.4 |
{ |
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elmex |
1.1 |
char styledirname[256]; |
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char stylefilepath[256]; |
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root |
1.7 |
maptile *style_map = 0; |
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elmex |
1.1 |
int num_treasures; |
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/* bail out if treasure isn't wanted. */ |
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root |
1.4 |
if (treasure_style) |
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if (!strcmp (treasure_style, "none")) |
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return; |
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if (treasureoptions <= 0) |
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treasureoptions = RANDOM () % (2 * LAST_OPTION); |
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elmex |
1.1 |
|
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/* filter out the mutually exclusive options */ |
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root |
1.4 |
if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
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{ |
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if (RANDOM () % 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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elmex |
1.1 |
|
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/* pick the number of treasures */ |
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root |
1.4 |
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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if (num_treasures <= 0) |
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return; |
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elmex |
1.1 |
|
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/* get the style map */ |
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root |
1.4 |
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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elmex |
1.1 |
|
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/* all the treasure at one spot in the map. */ |
112 |
root |
1.4 |
if (treasureoptions & CONCENTRATED) |
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{ |
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elmex |
1.1 |
|
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root |
1.4 |
/* 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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root |
1.11 |
case LAYOUT_ONION: |
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case LAYOUT_SPIRAL: |
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case LAYOUT_SQUARE_SPIRAL: |
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root |
1.4 |
{ |
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int i, j; |
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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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if (tdiv == 3) |
136 |
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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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} |
147 |
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} |
148 |
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} |
149 |
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} |
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break; |
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} |
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default: |
153 |
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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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158 |
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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 = RANDOM () % (RP->Xsize - 2) + 1; |
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j = RANDOM () % (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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} |
180 |
elmex |
1.1 |
} |
181 |
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} |
182 |
root |
1.4 |
} |
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else |
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{ /* DIFFUSE treasure layout */ |
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int ti, i, j; |
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for (ti = 0; ti < num_treasures; ti++) |
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{ |
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i = RANDOM () % (RP->Xsize - 2) + 1; |
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j = RANDOM () % (RP->Ysize - 2) + 1; |
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place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
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elmex |
1.1 |
} |
193 |
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} |
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} |
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197 |
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/* put a chest into the map, near x and y, with the treasure style |
199 |
root |
1.2 |
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 */ |
201 |
elmex |
1.1 |
|
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root |
1.4 |
object * |
203 |
root |
1.11 |
place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params * RP) |
204 |
root |
1.4 |
{ |
205 |
elmex |
1.1 |
object *the_chest; |
206 |
root |
1.4 |
int i, xl, yl; |
207 |
elmex |
1.1 |
|
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root |
1.4 |
the_chest = get_archetype ("chest"); /* was "chest_2" */ |
209 |
elmex |
1.1 |
|
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/* first, find a place to put the chest. */ |
211 |
root |
1.4 |
i = find_first_free_spot (the_chest, map, x, y); |
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if (i == -1) |
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{ |
214 |
root |
1.9 |
the_chest->destroy (); |
215 |
root |
1.4 |
return NULL; |
216 |
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} |
217 |
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xl = x + freearr_x[i]; |
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yl = y + freearr_y[i]; |
219 |
elmex |
1.1 |
|
220 |
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/* if the placement is blocked, return a fail. */ |
221 |
root |
1.4 |
if (wall_blocked (map, xl, yl)) |
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return 0; |
223 |
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224 |
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elmex |
1.1 |
/* put the treasures in the chest. */ |
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/* if(style_map) { */ |
227 |
root |
1.4 |
#if 0 /* don't use treasure style maps for now! */ |
228 |
elmex |
1.1 |
int ti; |
229 |
root |
1.4 |
|
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elmex |
1.1 |
/* if treasurestyle lists a treasure list, use it. */ |
231 |
root |
1.4 |
treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
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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 */ |
236 |
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object *new_treasure = pick_random_object (style_map); |
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238 |
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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 |
241 |
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{ /* use the style map */ |
242 |
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the_chest->randomitems = tlist; |
243 |
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the_chest->stats.hp = n_treasures; |
244 |
elmex |
1.1 |
} |
245 |
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#endif |
246 |
root |
1.4 |
else |
247 |
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{ /* neither style_map no treasure list given */ |
248 |
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treasurelist *tlist = find_treasurelist ("chest"); |
249 |
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250 |
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the_chest->randomitems = tlist; |
251 |
elmex |
1.1 |
the_chest->stats.hp = n_treasures; |
252 |
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} |
253 |
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254 |
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/* stick a trap in the chest if required */ |
255 |
root |
1.4 |
if (treasureoptions & TRAPPED) |
256 |
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{ |
257 |
root |
1.7 |
maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
258 |
root |
1.4 |
object *the_trap; |
259 |
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260 |
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if (trap_map) |
261 |
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{ |
262 |
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the_trap = pick_random_object (trap_map); |
263 |
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the_trap->stats.Cha = 10 + RP->difficulty; |
264 |
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the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
265 |
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if (the_trap) |
266 |
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{ |
267 |
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object *new_trap; |
268 |
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269 |
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new_trap = arch_to_object (the_trap->arch); |
270 |
root |
1.9 |
new_trap->copy_to (the_trap); |
271 |
root |
1.4 |
new_trap->x = x; |
272 |
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new_trap->y = y; |
273 |
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insert_ob_in_ob (new_trap, the_chest); |
274 |
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} |
275 |
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} |
276 |
elmex |
1.1 |
} |
277 |
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278 |
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/* set the chest lock code, and call the keyplacer routine with |
279 |
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the lockcode. It's not worth bothering to lock the chest if |
280 |
root |
1.4 |
there's only 1 treasure.... */ |
281 |
elmex |
1.1 |
|
282 |
root |
1.4 |
if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
283 |
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{ |
284 |
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char keybuf[256]; |
285 |
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286 |
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sprintf (keybuf, "%d", (int) RANDOM ()); |
287 |
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the_chest->slaying = keybuf; |
288 |
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keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
289 |
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} |
290 |
elmex |
1.1 |
|
291 |
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/* actually place the chest. */ |
292 |
root |
1.4 |
the_chest->x = xl; |
293 |
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the_chest->y = yl; |
294 |
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insert_ob_in_map (the_chest, map, NULL, 0); |
295 |
elmex |
1.1 |
return the_chest; |
296 |
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} |
297 |
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298 |
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|
299 |
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/* finds the closest monster and returns him, regardless of doors |
300 |
root |
1.2 |
or walls */ |
301 |
root |
1.4 |
object * |
302 |
root |
1.11 |
find_closest_monster (maptile *map, int x, int y, random_map_params * RP) |
303 |
root |
1.4 |
{ |
304 |
elmex |
1.1 |
int i; |
305 |
root |
1.4 |
|
306 |
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for (i = 0; i < SIZEOFFREE; i++) |
307 |
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{ |
308 |
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int lx, ly; |
309 |
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|
310 |
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lx = x + freearr_x[i]; |
311 |
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ly = y + freearr_y[i]; |
312 |
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/* boundscheck */ |
313 |
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if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
314 |
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/* don't bother searching this square unless the map says life exists. */ |
315 |
|
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if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
316 |
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{ |
317 |
root |
1.10 |
object *the_monster = GET_MAP_OB (map, lx, ly); |
318 |
root |
1.4 |
|
319 |
|
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for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
320 |
|
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if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
321 |
|
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return the_monster; |
322 |
|
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} |
323 |
|
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} |
324 |
elmex |
1.1 |
return NULL; |
325 |
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} |
326 |
root |
1.4 |
|
327 |
elmex |
1.1 |
|
328 |
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|
329 |
|
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/* places keys in the map, preferably in something alive. |
330 |
root |
1.2 |
keycode is the key's code, |
331 |
|
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door_flag is either PASS_DOORS or NO_PASS_DOORS. |
332 |
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NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
333 |
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if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
334 |
|
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it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
335 |
elmex |
1.1 |
|
336 |
root |
1.2 |
The idea is that you call keyplace on x,y where a door is, and it'll make |
337 |
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sure a key is placed on both sides of the door. |
338 |
elmex |
1.1 |
*/ |
339 |
root |
1.4 |
|
340 |
|
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int |
341 |
root |
1.11 |
keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params * RP) |
342 |
root |
1.4 |
{ |
343 |
|
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int i, j; |
344 |
|
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int kx, ky; |
345 |
|
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object *the_keymaster; /* the monster that gets the key. */ |
346 |
elmex |
1.1 |
object *the_key; |
347 |
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|
348 |
|
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/* get a key and set its keycode */ |
349 |
root |
1.4 |
the_key = get_archetype ("key2"); |
350 |
root |
1.3 |
the_key->slaying = keycode; |
351 |
elmex |
1.1 |
|
352 |
root |
1.4 |
if (door_flag == PASS_DOORS) |
353 |
|
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{ |
354 |
|
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int tries = 0; |
355 |
|
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|
356 |
|
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the_keymaster = NULL; |
357 |
|
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while (tries < 15 && the_keymaster == NULL) |
358 |
|
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{ |
359 |
|
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i = (RANDOM () % (RP->Xsize - 2)) + 1; |
360 |
|
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j = (RANDOM () % (RP->Ysize - 2)) + 1; |
361 |
|
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tries++; |
362 |
|
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the_keymaster = find_closest_monster (map, i, j, RP); |
363 |
|
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} |
364 |
|
|
/* if we don't find a good keymaster, drop the key on the ground. */ |
365 |
|
|
if (the_keymaster == NULL) |
366 |
|
|
{ |
367 |
|
|
int freeindex; |
368 |
|
|
|
369 |
|
|
freeindex = -1; |
370 |
|
|
for (tries = 0; tries < 15 && freeindex == -1; tries++) |
371 |
|
|
{ |
372 |
|
|
kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
373 |
|
|
ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
374 |
|
|
freeindex = find_first_free_spot (the_key, map, kx, ky); |
375 |
|
|
} |
376 |
|
|
if (freeindex != -1) |
377 |
|
|
{ |
378 |
|
|
kx += freearr_x[freeindex]; |
379 |
|
|
ky += freearr_y[freeindex]; |
380 |
|
|
} |
381 |
|
|
} |
382 |
elmex |
1.1 |
} |
383 |
root |
1.4 |
else |
384 |
|
|
{ /* NO_PASS_DOORS --we have to work harder. */ |
385 |
|
|
/* don't try to keyplace if we're sitting on a blocked square and |
386 |
|
|
NO_PASS_DOORS is set. */ |
387 |
|
|
if (n_keys == 1) |
388 |
|
|
{ |
389 |
|
|
if (wall_blocked (map, x, y)) |
390 |
|
|
return 0; |
391 |
|
|
the_keymaster = find_monster_in_room (map, x, y, RP); |
392 |
|
|
if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
393 |
|
|
find_spot_in_room (map, x, y, &kx, &ky, RP); |
394 |
|
|
} |
395 |
|
|
else |
396 |
|
|
{ |
397 |
|
|
int sum = 0; /* count how many keys we actually place */ |
398 |
|
|
|
399 |
|
|
/* I'm lazy, so just try to place in all 4 directions. */ |
400 |
|
|
sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
401 |
|
|
sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
402 |
|
|
sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
403 |
|
|
sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
404 |
|
|
if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
405 |
|
|
{ /* diagnoally this time. */ |
406 |
|
|
keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
407 |
|
|
keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
408 |
|
|
keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
409 |
|
|
keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
410 |
|
|
} |
411 |
|
|
return 1; |
412 |
elmex |
1.1 |
} |
413 |
root |
1.4 |
} |
414 |
|
|
|
415 |
|
|
if (the_keymaster == NULL) |
416 |
|
|
{ |
417 |
|
|
the_key->x = kx; |
418 |
|
|
the_key->y = ky; |
419 |
|
|
insert_ob_in_map (the_key, map, NULL, 0); |
420 |
elmex |
1.1 |
return 1; |
421 |
root |
1.4 |
} |
422 |
elmex |
1.1 |
|
423 |
root |
1.4 |
insert_ob_in_ob (the_key, the_keymaster); |
424 |
elmex |
1.1 |
return 1; |
425 |
root |
1.4 |
} |
426 |
elmex |
1.1 |
|
427 |
|
|
|
428 |
|
|
|
429 |
root |
1.4 |
/* both find_monster_in_room routines need to have access to this. */ |
430 |
elmex |
1.1 |
|
431 |
|
|
object *theMonsterToFind; |
432 |
|
|
|
433 |
|
|
/* a recursive routine which will return a monster, eventually,if there is one. |
434 |
root |
1.4 |
it does a check-off on the layout, converting 0's to 1's */ |
435 |
|
|
|
436 |
|
|
object * |
437 |
root |
1.11 |
find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params * RP) |
438 |
root |
1.4 |
{ |
439 |
|
|
int i, j; |
440 |
elmex |
1.1 |
|
441 |
|
|
/* if we've found a monster already, leave */ |
442 |
root |
1.4 |
if (theMonsterToFind != NULL) |
443 |
|
|
return theMonsterToFind; |
444 |
elmex |
1.1 |
|
445 |
|
|
/* bounds check x and y */ |
446 |
root |
1.4 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
447 |
|
|
return theMonsterToFind; |
448 |
elmex |
1.1 |
|
449 |
|
|
/* if the square is blocked or searched already, leave */ |
450 |
root |
1.4 |
if (layout[x][y] != 0) |
451 |
|
|
return theMonsterToFind; /* might be NULL, that's fine. */ |
452 |
elmex |
1.1 |
|
453 |
|
|
/* check the current square for a monster. If there is one, |
454 |
|
|
set theMonsterToFind and return it. */ |
455 |
root |
1.4 |
layout[x][y] = 1; |
456 |
|
|
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
457 |
|
|
{ |
458 |
root |
1.10 |
object *the_monster = GET_MAP_OB (map, x, y); |
459 |
root |
1.4 |
|
460 |
|
|
/* check off this point */ |
461 |
|
|
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
462 |
|
|
if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
463 |
|
|
{ |
464 |
|
|
theMonsterToFind = the_monster; |
465 |
|
|
return theMonsterToFind; |
466 |
|
|
} |
467 |
elmex |
1.1 |
} |
468 |
root |
1.4 |
|
469 |
elmex |
1.1 |
/* now search all the 8 squares around recursively for a monster,in random order */ |
470 |
root |
1.4 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
471 |
|
|
{ |
472 |
|
|
theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
473 |
|
|
if (theMonsterToFind != NULL) |
474 |
|
|
return theMonsterToFind; |
475 |
|
|
} |
476 |
elmex |
1.1 |
return theMonsterToFind; |
477 |
|
|
} |
478 |
|
|
|
479 |
|
|
|
480 |
|
|
/* sets up some data structures: the _recursive form does the |
481 |
|
|
real work. */ |
482 |
|
|
|
483 |
root |
1.4 |
object * |
484 |
root |
1.11 |
find_monster_in_room (maptile *map, int x, int y, random_map_params * RP) |
485 |
root |
1.4 |
{ |
486 |
elmex |
1.1 |
char **layout2; |
487 |
root |
1.4 |
int i, j; |
488 |
|
|
|
489 |
|
|
theMonsterToFind = 0; |
490 |
|
|
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
491 |
elmex |
1.1 |
/* allocate and copy the layout, converting C to 0. */ |
492 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
493 |
|
|
{ |
494 |
|
|
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
495 |
|
|
for (j = 0; j < RP->Ysize; j++) |
496 |
|
|
{ |
497 |
|
|
if (wall_blocked (map, i, j)) |
498 |
|
|
layout2[i][j] = '#'; |
499 |
|
|
} |
500 |
elmex |
1.1 |
} |
501 |
root |
1.4 |
theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
502 |
|
|
|
503 |
elmex |
1.1 |
/* deallocate the temp. layout */ |
504 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
505 |
|
|
{ |
506 |
|
|
free (layout2[i]); |
507 |
|
|
} |
508 |
|
|
free (layout2); |
509 |
elmex |
1.1 |
|
510 |
|
|
return theMonsterToFind; |
511 |
|
|
} |
512 |
|
|
|
513 |
|
|
|
514 |
root |
1.4 |
|
515 |
|
|
|
516 |
|
|
/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
517 |
elmex |
1.1 |
int *room_free_spots_x; |
518 |
|
|
int *room_free_spots_y; |
519 |
root |
1.4 |
int number_of_free_spots_in_room; |
520 |
elmex |
1.1 |
|
521 |
|
|
/* the workhorse routine, which finds the free spots in a room: |
522 |
|
|
a datastructure of free points is set up, and a position chosen from |
523 |
|
|
that datastructure. */ |
524 |
|
|
|
525 |
root |
1.4 |
void |
526 |
root |
1.11 |
find_spot_in_room_recursive (char **layout, int x, int y, random_map_params * RP) |
527 |
root |
1.4 |
{ |
528 |
|
|
int i, j; |
529 |
elmex |
1.1 |
|
530 |
|
|
/* bounds check x and y */ |
531 |
root |
1.4 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
532 |
|
|
return; |
533 |
elmex |
1.1 |
|
534 |
|
|
/* if the square is blocked or searched already, leave */ |
535 |
root |
1.4 |
if (layout[x][y] != 0) |
536 |
|
|
return; |
537 |
elmex |
1.1 |
|
538 |
|
|
/* set the current square as checked, and add it to the list. |
539 |
|
|
set theMonsterToFind and return it. */ |
540 |
|
|
/* check off this point */ |
541 |
root |
1.4 |
layout[x][y] = 1; |
542 |
|
|
room_free_spots_x[number_of_free_spots_in_room] = x; |
543 |
|
|
room_free_spots_y[number_of_free_spots_in_room] = y; |
544 |
elmex |
1.1 |
number_of_free_spots_in_room++; |
545 |
|
|
/* now search all the 8 squares around recursively for free spots,in random order */ |
546 |
root |
1.4 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
547 |
|
|
{ |
548 |
|
|
find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 |
|
|
} |
550 |
elmex |
1.1 |
|
551 |
|
|
} |
552 |
|
|
|
553 |
|
|
/* find a random non-blocked spot in this room to drop a key. */ |
554 |
root |
1.4 |
void |
555 |
root |
1.11 |
find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params * RP) |
556 |
root |
1.4 |
{ |
557 |
elmex |
1.1 |
char **layout2; |
558 |
root |
1.4 |
int i, j; |
559 |
elmex |
1.1 |
|
560 |
root |
1.4 |
number_of_free_spots_in_room = 0; |
561 |
|
|
room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
562 |
|
|
room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
563 |
|
|
|
564 |
|
|
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
565 |
elmex |
1.1 |
/* allocate and copy the layout, converting C to 0. */ |
566 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
567 |
|
|
{ |
568 |
|
|
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
569 |
|
|
for (j = 0; j < RP->Ysize; j++) |
570 |
|
|
{ |
571 |
|
|
if (wall_blocked (map, i, j)) |
572 |
|
|
layout2[i][j] = '#'; |
573 |
|
|
} |
574 |
|
|
} |
575 |
|
|
|
576 |
|
|
/* setup num_free_spots and room_free_spots */ |
577 |
|
|
find_spot_in_room_recursive (layout2, x, y, RP); |
578 |
|
|
|
579 |
|
|
if (number_of_free_spots_in_room > 0) |
580 |
|
|
{ |
581 |
|
|
i = RANDOM () % number_of_free_spots_in_room; |
582 |
|
|
*kx = room_free_spots_x[i]; |
583 |
|
|
*ky = room_free_spots_y[i]; |
584 |
elmex |
1.1 |
} |
585 |
|
|
|
586 |
|
|
/* deallocate the temp. layout */ |
587 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
588 |
|
|
{ |
589 |
|
|
free (layout2[i]); |
590 |
|
|
} |
591 |
|
|
free (layout2); |
592 |
|
|
free (room_free_spots_x); |
593 |
|
|
free (room_free_spots_y); |
594 |
elmex |
1.1 |
} |
595 |
|
|
|
596 |
|
|
|
597 |
|
|
/* searches the map for a spot with walls around it. The more |
598 |
root |
1.2 |
walls the better, but it'll settle for 1 wall, or even 0, but |
599 |
|
|
it'll return 0 if no FREE spots are found.*/ |
600 |
elmex |
1.1 |
|
601 |
root |
1.4 |
void |
602 |
root |
1.11 |
find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params * RP) |
603 |
root |
1.4 |
{ |
604 |
|
|
int x, y; |
605 |
elmex |
1.1 |
int i; |
606 |
|
|
|
607 |
root |
1.4 |
x = *cx; |
608 |
|
|
y = *cy; |
609 |
|
|
|
610 |
|
|
for (i = 0; i <= SIZEOFFREE1; i++) |
611 |
|
|
{ |
612 |
|
|
int lx, ly, sindex; |
613 |
|
|
|
614 |
|
|
lx = x + freearr_x[i]; |
615 |
|
|
ly = y + freearr_y[i]; |
616 |
|
|
sindex = surround_flag3 (map, lx, ly, RP); |
617 |
|
|
/* if it's blocked on 3 sides, it's enclosed */ |
618 |
|
|
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
619 |
|
|
{ |
620 |
|
|
*cx = lx; |
621 |
|
|
*cy = ly; |
622 |
|
|
return; |
623 |
|
|
} |
624 |
elmex |
1.1 |
} |
625 |
|
|
|
626 |
|
|
/* OK, if we got here, we're obviously someplace where there's no enclosed |
627 |
|
|
spots--try to find someplace which is 2x enclosed. */ |
628 |
root |
1.4 |
for (i = 0; i <= SIZEOFFREE1; i++) |
629 |
|
|
{ |
630 |
|
|
int lx, ly, sindex; |
631 |
|
|
|
632 |
|
|
lx = x + freearr_x[i]; |
633 |
|
|
ly = y + freearr_y[i]; |
634 |
|
|
sindex = surround_flag3 (map, lx, ly, RP); |
635 |
|
|
/* if it's blocked on 3 sides, it's enclosed */ |
636 |
|
|
if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
637 |
|
|
{ |
638 |
|
|
*cx = lx; |
639 |
|
|
*cy = ly; |
640 |
|
|
return; |
641 |
|
|
} |
642 |
elmex |
1.1 |
} |
643 |
|
|
|
644 |
|
|
/* settle for one surround point */ |
645 |
root |
1.4 |
for (i = 0; i <= SIZEOFFREE1; i++) |
646 |
|
|
{ |
647 |
|
|
int lx, ly, sindex; |
648 |
|
|
|
649 |
|
|
lx = x + freearr_x[i]; |
650 |
|
|
ly = y + freearr_y[i]; |
651 |
|
|
sindex = surround_flag3 (map, lx, ly, RP); |
652 |
|
|
/* if it's blocked on 3 sides, it's enclosed */ |
653 |
|
|
if (sindex) |
654 |
|
|
{ |
655 |
|
|
*cx = lx; |
656 |
|
|
*cy = ly; |
657 |
|
|
return; |
658 |
|
|
} |
659 |
|
|
} |
660 |
|
|
/* give up and return the closest free spot. */ |
661 |
root |
1.5 |
i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
662 |
root |
1.4 |
if (i != -1 && i <= SIZEOFFREE1) |
663 |
|
|
{ |
664 |
|
|
*cx = x + freearr_x[i]; |
665 |
|
|
*cy = y + freearr_y[i]; |
666 |
elmex |
1.1 |
return; |
667 |
|
|
} |
668 |
|
|
/* indicate failure */ |
669 |
root |
1.4 |
*cx = *cy = -1; |
670 |
elmex |
1.1 |
} |
671 |
|
|
|
672 |
|
|
|
673 |
root |
1.4 |
void |
674 |
root |
1.7 |
remove_monsters (int x, int y, maptile *map) |
675 |
root |
1.4 |
{ |
676 |
elmex |
1.1 |
object *tmp; |
677 |
|
|
|
678 |
root |
1.10 |
for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
679 |
root |
1.4 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
680 |
|
|
{ |
681 |
|
|
if (tmp->head) |
682 |
|
|
tmp = tmp->head; |
683 |
root |
1.8 |
tmp->remove (); |
684 |
root |
1.9 |
tmp->destroy (); |
685 |
root |
1.10 |
tmp = GET_MAP_OB (map, x, y); |
686 |
root |
1.4 |
if (tmp == NULL) |
687 |
|
|
break; |
688 |
|
|
}; |
689 |
elmex |
1.1 |
} |
690 |
|
|
|
691 |
|
|
|
692 |
|
|
/* surrounds the point x,y by doors, so as to enclose something, like |
693 |
root |
1.2 |
a chest. It only goes as far as the 8 squares surrounding, and |
694 |
|
|
it'll remove any monsters it finds.*/ |
695 |
elmex |
1.1 |
|
696 |
root |
1.4 |
object ** |
697 |
root |
1.7 |
surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
698 |
root |
1.4 |
{ |
699 |
elmex |
1.1 |
int i; |
700 |
|
|
char *doors[2]; |
701 |
|
|
object **doorlist; |
702 |
root |
1.4 |
int ndoors_made = 0; |
703 |
|
|
doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
704 |
elmex |
1.1 |
|
705 |
|
|
/* this is a list we pick from, for horizontal and vertical doors */ |
706 |
root |
1.4 |
if (opts & DOORED) |
707 |
|
|
{ |
708 |
|
|
doors[0] = "locked_door2"; |
709 |
|
|
doors[1] = "locked_door1"; |
710 |
|
|
} |
711 |
|
|
else |
712 |
|
|
{ |
713 |
|
|
doors[0] = "door_1"; |
714 |
|
|
doors[1] = "door_2"; |
715 |
|
|
} |
716 |
elmex |
1.1 |
|
717 |
|
|
/* place doors in all the 8 adjacent unblocked squares. */ |
718 |
root |
1.4 |
for (i = 1; i < 9; i++) |
719 |
|
|
{ |
720 |
|
|
int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
721 |
|
|
|
722 |
|
|
if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
723 |
|
|
{ /* place a door */ |
724 |
|
|
object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
725 |
|
|
|
726 |
|
|
new_door->x = x + freearr_x[i]; |
727 |
|
|
new_door->y = y + freearr_y[i]; |
728 |
|
|
remove_monsters (new_door->x, new_door->y, map); |
729 |
|
|
insert_ob_in_map (new_door, map, NULL, 0); |
730 |
|
|
doorlist[ndoors_made] = new_door; |
731 |
|
|
ndoors_made++; |
732 |
|
|
} |
733 |
elmex |
1.1 |
} |
734 |
|
|
return doorlist; |
735 |
|
|
} |
736 |
|
|
|
737 |
|
|
|
738 |
|
|
/* returns the first door in this square, or NULL if there isn't a door. */ |
739 |
root |
1.4 |
object * |
740 |
root |
1.7 |
door_in_square (maptile *map, int x, int y) |
741 |
root |
1.4 |
{ |
742 |
elmex |
1.1 |
object *tmp; |
743 |
root |
1.4 |
|
744 |
root |
1.10 |
for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
745 |
root |
1.4 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
746 |
|
|
return tmp; |
747 |
elmex |
1.1 |
return NULL; |
748 |
|
|
} |
749 |
root |
1.4 |
|
750 |
elmex |
1.1 |
|
751 |
|
|
/* the workhorse routine, which finds the doors in a room */ |
752 |
root |
1.4 |
void |
753 |
root |
1.11 |
find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params * RP) |
754 |
root |
1.4 |
{ |
755 |
|
|
int i, j; |
756 |
elmex |
1.1 |
object *door; |
757 |
|
|
|
758 |
|
|
/* bounds check x and y */ |
759 |
root |
1.4 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
760 |
|
|
return; |
761 |
elmex |
1.1 |
|
762 |
|
|
/* if the square is blocked or searched already, leave */ |
763 |
root |
1.4 |
if (layout[x][y] == 1) |
764 |
|
|
return; |
765 |
elmex |
1.1 |
|
766 |
|
|
/* check off this point */ |
767 |
root |
1.4 |
if (layout[x][y] == '#') |
768 |
|
|
{ /* there could be a door here */ |
769 |
|
|
layout[x][y] = 1; |
770 |
|
|
door = door_in_square (map, x, y); |
771 |
|
|
if (door != NULL) |
772 |
elmex |
1.1 |
{ |
773 |
root |
1.4 |
doorlist[*ndoors] = door; |
774 |
|
|
if (*ndoors > 254) /* eek! out of memory */ |
775 |
|
|
{ |
776 |
|
|
LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
777 |
|
|
return; |
778 |
|
|
} |
779 |
|
|
*ndoors = *ndoors + 1; |
780 |
elmex |
1.1 |
} |
781 |
|
|
} |
782 |
root |
1.4 |
else |
783 |
|
|
{ |
784 |
|
|
layout[x][y] = 1; |
785 |
|
|
/* now search all the 8 squares around recursively for free spots,in random order */ |
786 |
|
|
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
787 |
|
|
{ |
788 |
|
|
find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
789 |
|
|
} |
790 |
elmex |
1.1 |
} |
791 |
|
|
} |
792 |
|
|
|
793 |
|
|
/* find a random non-blocked spot in this room to drop a key. */ |
794 |
root |
1.4 |
object ** |
795 |
root |
1.11 |
find_doors_in_room (maptile *map, int x, int y, random_map_params * RP) |
796 |
root |
1.4 |
{ |
797 |
elmex |
1.1 |
char **layout2; |
798 |
|
|
object **doorlist; |
799 |
root |
1.4 |
int i, j; |
800 |
|
|
int ndoors = 0; |
801 |
elmex |
1.1 |
|
802 |
root |
1.4 |
doorlist = (object **) calloc (sizeof (int), 256); |
803 |
elmex |
1.1 |
|
804 |
|
|
|
805 |
root |
1.4 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
806 |
elmex |
1.1 |
/* allocate and copy the layout, converting C to 0. */ |
807 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
808 |
|
|
{ |
809 |
|
|
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
810 |
|
|
for (j = 0; j < RP->Ysize; j++) |
811 |
|
|
{ |
812 |
|
|
if (wall_blocked (map, i, j)) |
813 |
|
|
layout2[i][j] = '#'; |
814 |
|
|
} |
815 |
elmex |
1.1 |
} |
816 |
root |
1.4 |
|
817 |
|
|
/* setup num_free_spots and room_free_spots */ |
818 |
|
|
find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
819 |
elmex |
1.1 |
|
820 |
|
|
/* deallocate the temp. layout */ |
821 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
822 |
|
|
{ |
823 |
|
|
free (layout2[i]); |
824 |
|
|
} |
825 |
|
|
free (layout2); |
826 |
elmex |
1.1 |
return doorlist; |
827 |
|
|
} |
828 |
|
|
|
829 |
|
|
|
830 |
|
|
|
831 |
|
|
/* locks and/or hides all the doors in doorlist, or does nothing if |
832 |
root |
1.2 |
opts doesn't say to lock/hide doors. */ |
833 |
elmex |
1.1 |
|
834 |
root |
1.4 |
void |
835 |
root |
1.11 |
lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params * RP) |
836 |
root |
1.4 |
{ |
837 |
elmex |
1.1 |
object *door; |
838 |
|
|
int i; |
839 |
root |
1.4 |
|
840 |
elmex |
1.1 |
/* lock the doors and hide the keys. */ |
841 |
root |
1.4 |
|
842 |
|
|
if (opts & DOORED) |
843 |
|
|
{ |
844 |
|
|
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
845 |
|
|
{ |
846 |
|
|
object *new_door = get_archetype ("locked_door1"); |
847 |
|
|
char keybuf[256]; |
848 |
|
|
|
849 |
|
|
door = doorlist[i]; |
850 |
|
|
new_door->face = door->face; |
851 |
|
|
new_door->x = door->x; |
852 |
|
|
new_door->y = door->y; |
853 |
root |
1.8 |
door->remove (); |
854 |
root |
1.9 |
door->destroy (); |
855 |
root |
1.4 |
doorlist[i] = new_door; |
856 |
|
|
insert_ob_in_map (new_door, map, NULL, 0); |
857 |
|
|
sprintf (keybuf, "%d", (int) RANDOM ()); |
858 |
|
|
new_door->slaying = keybuf; |
859 |
|
|
keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
860 |
|
|
} |
861 |
elmex |
1.1 |
} |
862 |
|
|
|
863 |
|
|
/* change the faces of the doors and surrounding walls to hide them. */ |
864 |
root |
1.4 |
if (opts & HIDDEN) |
865 |
|
|
{ |
866 |
|
|
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
867 |
|
|
{ |
868 |
|
|
object *wallface; |
869 |
|
|
|
870 |
|
|
door = doorlist[i]; |
871 |
|
|
wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
872 |
|
|
if (wallface != NULL) |
873 |
|
|
{ |
874 |
|
|
retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
875 |
|
|
retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
876 |
|
|
retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
877 |
|
|
retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
878 |
|
|
door->face = wallface->face; |
879 |
|
|
if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
880 |
root |
1.8 |
wallface->remove (); |
881 |
root |
1.9 |
wallface->destroy (); |
882 |
root |
1.4 |
} |
883 |
|
|
} |
884 |
elmex |
1.1 |
} |
885 |
|
|
} |