1 |
elmex |
1.1 |
/* |
2 |
root |
1.19 |
<<<<<<< treasure.C |
3 |
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* CrossFire, A Multiplayer game |
4 |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
8 |
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* |
9 |
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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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* |
14 |
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* This program is distributed in the hope that it will be useful, |
15 |
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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 |
17 |
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* GNU General Public License for more details. |
18 |
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* |
19 |
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* You should have received a copy of the GNU General Public License |
20 |
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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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* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
24 |
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*/ |
25 |
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======= |
26 |
pippijn |
1.18 |
* CrossFire, A Multiplayer game for X-windows |
27 |
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* |
28 |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
29 |
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* Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
30 |
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* Copyright (C) 1992 Frank Tore Johansen |
31 |
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* |
32 |
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* This program is free software; you can redistribute it and/or modify |
33 |
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* it under the terms of the GNU General Public License as published by |
34 |
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* the Free Software Foundation; either version 2 of the License, or |
35 |
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* (at your option) any later version. |
36 |
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* |
37 |
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* This program is distributed in the hope that it will be useful, |
38 |
|
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
39 |
|
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
40 |
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* GNU General Public License for more details. |
41 |
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* |
42 |
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* You should have received a copy of the GNU General Public License |
43 |
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* along with this program; if not, write to the Free Software |
44 |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
45 |
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* |
46 |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
47 |
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*/ |
48 |
root |
1.19 |
>>>>>>> 1.18 |
49 |
elmex |
1.1 |
|
50 |
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/* placing treasure in maps, where appropriate. */ |
51 |
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52 |
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#include <global.h> |
53 |
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#include <random_map.h> |
54 |
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#include <rproto.h> |
55 |
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|
56 |
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/* some defines for various options which can be set. */ |
57 |
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|
58 |
root |
1.4 |
#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
59 |
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#define HIDDEN 2 /* doors to treasure are hidden. */ |
60 |
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#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
61 |
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#define DOORED 8 /* treasure has doors around it. */ |
62 |
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#define TRAPPED 16 /* trap dropped in same location as chest. */ |
63 |
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#define SPARSE 32 /* 1/2 as much treasure as default */ |
64 |
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#define RICH 64 /* 2x as much treasure as default */ |
65 |
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#define FILLED 128 /* Fill/tile the entire map with treasure */ |
66 |
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#define LAST_OPTION 64 /* set this to the last real option, for random */ |
67 |
elmex |
1.1 |
|
68 |
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#define NO_PASS_DOORS 0 |
69 |
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#define PASS_DOORS 1 |
70 |
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71 |
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72 |
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/* returns true if square x,y has P_NO_PASS set, which is true for walls |
73 |
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* and doors but not monsters. |
74 |
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* This function is not map tile aware. |
75 |
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*/ |
76 |
root |
1.4 |
int |
77 |
root |
1.7 |
wall_blocked (maptile *m, int x, int y) |
78 |
root |
1.4 |
{ |
79 |
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if (OUT_OF_REAL_MAP (m, x, y)) |
80 |
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return 1; |
81 |
root |
1.19 |
|
82 |
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int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
83 |
root |
1.4 |
return r; |
84 |
elmex |
1.1 |
} |
85 |
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|
86 |
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/* place treasures in the map, given the |
87 |
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map, (required) |
88 |
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layout, (required) |
89 |
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treasure style (may be empty or NULL, or "none" to cause no treasure.) |
90 |
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treasureoptions (may be 0 for random choices or positive) |
91 |
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*/ |
92 |
root |
1.4 |
void |
93 |
root |
1.12 |
place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
94 |
root |
1.4 |
{ |
95 |
root |
1.13 |
char styledirname[1024]; |
96 |
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char stylefilepath[1024]; |
97 |
root |
1.7 |
maptile *style_map = 0; |
98 |
elmex |
1.1 |
int num_treasures; |
99 |
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|
100 |
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/* bail out if treasure isn't wanted. */ |
101 |
root |
1.4 |
if (treasure_style) |
102 |
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if (!strcmp (treasure_style, "none")) |
103 |
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return; |
104 |
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if (treasureoptions <= 0) |
105 |
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treasureoptions = RANDOM () % (2 * LAST_OPTION); |
106 |
elmex |
1.1 |
|
107 |
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/* filter out the mutually exclusive options */ |
108 |
root |
1.4 |
if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
109 |
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{ |
110 |
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if (RANDOM () % 2) |
111 |
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treasureoptions -= 1; |
112 |
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else |
113 |
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treasureoptions -= 2; |
114 |
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} |
115 |
elmex |
1.1 |
|
116 |
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/* pick the number of treasures */ |
117 |
root |
1.4 |
if (treasureoptions & SPARSE) |
118 |
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num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
119 |
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else if (treasureoptions & RICH) |
120 |
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num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
121 |
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else |
122 |
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num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
123 |
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124 |
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if (num_treasures <= 0) |
125 |
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return; |
126 |
elmex |
1.1 |
|
127 |
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/* get the style map */ |
128 |
root |
1.4 |
sprintf (styledirname, "%s", "/styles/treasurestyles"); |
129 |
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sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
130 |
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style_map = find_style (styledirname, treasure_style, -1); |
131 |
elmex |
1.1 |
|
132 |
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/* all the treasure at one spot in the map. */ |
133 |
root |
1.4 |
if (treasureoptions & CONCENTRATED) |
134 |
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{ |
135 |
elmex |
1.1 |
|
136 |
root |
1.4 |
/* map_layout_style global, and is previously set */ |
137 |
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switch (RP->map_layout_style) |
138 |
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{ |
139 |
root |
1.12 |
case LAYOUT_ONION: |
140 |
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case LAYOUT_SPIRAL: |
141 |
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case LAYOUT_SQUARE_SPIRAL: |
142 |
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{ |
143 |
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int i, j; |
144 |
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|
145 |
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/* search the onion for C's or '>', and put treasure there. */ |
146 |
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for (i = 0; i < RP->Xsize; i++) |
147 |
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{ |
148 |
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for (j = 0; j < RP->Ysize; j++) |
149 |
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{ |
150 |
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if (layout[i][j] == 'C' || layout[i][j] == '>') |
151 |
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{ |
152 |
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int tdiv = RP->symmetry_used; |
153 |
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object **doorlist; |
154 |
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object *chest; |
155 |
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156 |
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if (tdiv == 3) |
157 |
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tdiv = 2; /* this symmetry uses a divisor of 2 */ |
158 |
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/* don't put a chest on an exit. */ |
159 |
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chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
160 |
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if (!chest) |
161 |
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continue; /* if no chest was placed NEXT */ |
162 |
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if (treasureoptions & (DOORED | HIDDEN)) |
163 |
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{ |
164 |
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doorlist = find_doors_in_room (map, i, j, RP); |
165 |
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lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
166 |
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free (doorlist); |
167 |
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} |
168 |
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} |
169 |
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} |
170 |
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} |
171 |
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break; |
172 |
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} |
173 |
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default: |
174 |
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{ |
175 |
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int i, j, tries; |
176 |
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object *chest; |
177 |
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object **doorlist; |
178 |
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179 |
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i = j = -1; |
180 |
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tries = 0; |
181 |
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while (i == -1 && tries < 100) |
182 |
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{ |
183 |
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i = RANDOM () % (RP->Xsize - 2) + 1; |
184 |
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j = RANDOM () % (RP->Ysize - 2) + 1; |
185 |
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find_enclosed_spot (map, &i, &j, RP); |
186 |
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if (wall_blocked (map, i, j)) |
187 |
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i = -1; |
188 |
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tries++; |
189 |
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} |
190 |
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chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
191 |
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if (!chest) |
192 |
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return; |
193 |
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i = chest->x; |
194 |
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j = chest->y; |
195 |
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if (treasureoptions & (DOORED | HIDDEN)) |
196 |
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{ |
197 |
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doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
198 |
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lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
199 |
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free (doorlist); |
200 |
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} |
201 |
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} |
202 |
elmex |
1.1 |
} |
203 |
root |
1.4 |
} |
204 |
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else |
205 |
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{ /* DIFFUSE treasure layout */ |
206 |
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int ti, i, j; |
207 |
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|
208 |
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for (ti = 0; ti < num_treasures; ti++) |
209 |
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{ |
210 |
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i = RANDOM () % (RP->Xsize - 2) + 1; |
211 |
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j = RANDOM () % (RP->Ysize - 2) + 1; |
212 |
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place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
213 |
elmex |
1.1 |
} |
214 |
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} |
215 |
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} |
216 |
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|
217 |
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/* put a chest into the map, near x and y, with the treasure style |
218 |
root |
1.2 |
determined (may be null, or may be a treasure list from lib/treasures, |
219 |
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if the global variable "treasurestyle" is set to that treasure list's name */ |
220 |
elmex |
1.1 |
|
221 |
root |
1.4 |
object * |
222 |
root |
1.12 |
place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
223 |
root |
1.4 |
{ |
224 |
elmex |
1.1 |
object *the_chest; |
225 |
root |
1.4 |
int i, xl, yl; |
226 |
elmex |
1.1 |
|
227 |
root |
1.4 |
the_chest = get_archetype ("chest"); /* was "chest_2" */ |
228 |
elmex |
1.1 |
|
229 |
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/* first, find a place to put the chest. */ |
230 |
root |
1.4 |
i = find_first_free_spot (the_chest, map, x, y); |
231 |
|
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if (i == -1) |
232 |
|
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{ |
233 |
root |
1.9 |
the_chest->destroy (); |
234 |
root |
1.4 |
return NULL; |
235 |
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} |
236 |
root |
1.17 |
|
237 |
root |
1.4 |
xl = x + freearr_x[i]; |
238 |
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yl = y + freearr_y[i]; |
239 |
elmex |
1.1 |
|
240 |
|
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/* if the placement is blocked, return a fail. */ |
241 |
root |
1.4 |
if (wall_blocked (map, xl, yl)) |
242 |
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return 0; |
243 |
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|
244 |
elmex |
1.1 |
/* put the treasures in the chest. */ |
245 |
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/* if(style_map) { */ |
246 |
root |
1.4 |
#if 0 /* don't use treasure style maps for now! */ |
247 |
elmex |
1.1 |
int ti; |
248 |
root |
1.4 |
|
249 |
elmex |
1.1 |
/* if treasurestyle lists a treasure list, use it. */ |
250 |
root |
1.4 |
treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
251 |
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|
252 |
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if (tlist != NULL) |
253 |
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for (ti = 0; ti < n_treasures; ti++) |
254 |
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{ /* use the treasure list */ |
255 |
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object *new_treasure = pick_random_object (style_map); |
256 |
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|
257 |
|
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insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
258 |
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} |
259 |
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else |
260 |
|
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{ /* use the style map */ |
261 |
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the_chest->randomitems = tlist; |
262 |
|
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the_chest->stats.hp = n_treasures; |
263 |
elmex |
1.1 |
} |
264 |
|
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#endif |
265 |
root |
1.4 |
{ /* neither style_map no treasure list given */ |
266 |
|
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treasurelist *tlist = find_treasurelist ("chest"); |
267 |
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|
268 |
|
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the_chest->randomitems = tlist; |
269 |
elmex |
1.1 |
the_chest->stats.hp = n_treasures; |
270 |
|
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} |
271 |
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|
272 |
|
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/* stick a trap in the chest if required */ |
273 |
root |
1.4 |
if (treasureoptions & TRAPPED) |
274 |
|
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{ |
275 |
root |
1.7 |
maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
276 |
root |
1.4 |
object *the_trap; |
277 |
|
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|
278 |
|
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if (trap_map) |
279 |
|
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{ |
280 |
|
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the_trap = pick_random_object (trap_map); |
281 |
|
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the_trap->stats.Cha = 10 + RP->difficulty; |
282 |
|
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the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
283 |
|
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if (the_trap) |
284 |
|
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{ |
285 |
|
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object *new_trap; |
286 |
|
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|
287 |
|
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new_trap = arch_to_object (the_trap->arch); |
288 |
root |
1.9 |
new_trap->copy_to (the_trap); |
289 |
root |
1.4 |
new_trap->x = x; |
290 |
|
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new_trap->y = y; |
291 |
|
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insert_ob_in_ob (new_trap, the_chest); |
292 |
|
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} |
293 |
|
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} |
294 |
elmex |
1.1 |
} |
295 |
|
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|
296 |
|
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/* set the chest lock code, and call the keyplacer routine with |
297 |
|
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the lockcode. It's not worth bothering to lock the chest if |
298 |
root |
1.4 |
there's only 1 treasure.... */ |
299 |
elmex |
1.1 |
|
300 |
root |
1.4 |
if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
301 |
|
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{ |
302 |
root |
1.13 |
char keybuf[1024]; |
303 |
root |
1.4 |
|
304 |
|
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sprintf (keybuf, "%d", (int) RANDOM ()); |
305 |
|
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the_chest->slaying = keybuf; |
306 |
|
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keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
307 |
|
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} |
308 |
elmex |
1.1 |
|
309 |
|
|
/* actually place the chest. */ |
310 |
root |
1.4 |
the_chest->x = xl; |
311 |
|
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the_chest->y = yl; |
312 |
|
|
insert_ob_in_map (the_chest, map, NULL, 0); |
313 |
elmex |
1.1 |
return the_chest; |
314 |
|
|
} |
315 |
|
|
|
316 |
|
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|
317 |
|
|
/* finds the closest monster and returns him, regardless of doors |
318 |
root |
1.2 |
or walls */ |
319 |
root |
1.4 |
object * |
320 |
root |
1.12 |
find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
321 |
root |
1.4 |
{ |
322 |
elmex |
1.1 |
int i; |
323 |
root |
1.4 |
|
324 |
|
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for (i = 0; i < SIZEOFFREE; i++) |
325 |
|
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{ |
326 |
|
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int lx, ly; |
327 |
|
|
|
328 |
|
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lx = x + freearr_x[i]; |
329 |
|
|
ly = y + freearr_y[i]; |
330 |
|
|
/* boundscheck */ |
331 |
|
|
if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
332 |
|
|
/* don't bother searching this square unless the map says life exists. */ |
333 |
|
|
if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
334 |
|
|
{ |
335 |
root |
1.10 |
object *the_monster = GET_MAP_OB (map, lx, ly); |
336 |
root |
1.4 |
|
337 |
|
|
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
338 |
|
|
if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
339 |
|
|
return the_monster; |
340 |
|
|
} |
341 |
|
|
} |
342 |
elmex |
1.1 |
return NULL; |
343 |
|
|
} |
344 |
root |
1.4 |
|
345 |
elmex |
1.1 |
|
346 |
|
|
|
347 |
|
|
/* places keys in the map, preferably in something alive. |
348 |
root |
1.2 |
keycode is the key's code, |
349 |
|
|
door_flag is either PASS_DOORS or NO_PASS_DOORS. |
350 |
|
|
NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
351 |
|
|
if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
352 |
|
|
it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
353 |
elmex |
1.1 |
|
354 |
root |
1.2 |
The idea is that you call keyplace on x,y where a door is, and it'll make |
355 |
|
|
sure a key is placed on both sides of the door. |
356 |
elmex |
1.1 |
*/ |
357 |
root |
1.4 |
int |
358 |
root |
1.12 |
keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
359 |
root |
1.4 |
{ |
360 |
|
|
int i, j; |
361 |
root |
1.19 |
int kx = 0, ky = 0; |
362 |
root |
1.4 |
object *the_keymaster; /* the monster that gets the key. */ |
363 |
elmex |
1.1 |
object *the_key; |
364 |
|
|
|
365 |
|
|
/* get a key and set its keycode */ |
366 |
root |
1.4 |
the_key = get_archetype ("key2"); |
367 |
root |
1.3 |
the_key->slaying = keycode; |
368 |
elmex |
1.1 |
|
369 |
root |
1.4 |
if (door_flag == PASS_DOORS) |
370 |
|
|
{ |
371 |
|
|
int tries = 0; |
372 |
|
|
|
373 |
root |
1.19 |
the_keymaster = 0; |
374 |
|
|
while (tries < 15 && !the_keymaster) |
375 |
root |
1.4 |
{ |
376 |
|
|
i = (RANDOM () % (RP->Xsize - 2)) + 1; |
377 |
|
|
j = (RANDOM () % (RP->Ysize - 2)) + 1; |
378 |
|
|
tries++; |
379 |
|
|
the_keymaster = find_closest_monster (map, i, j, RP); |
380 |
|
|
} |
381 |
root |
1.19 |
|
382 |
root |
1.4 |
/* if we don't find a good keymaster, drop the key on the ground. */ |
383 |
root |
1.19 |
if (!the_keymaster) |
384 |
root |
1.4 |
{ |
385 |
|
|
int freeindex; |
386 |
|
|
|
387 |
|
|
freeindex = -1; |
388 |
|
|
for (tries = 0; tries < 15 && freeindex == -1; tries++) |
389 |
|
|
{ |
390 |
|
|
kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
391 |
|
|
ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
392 |
root |
1.16 |
freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
393 |
root |
1.4 |
} |
394 |
root |
1.15 |
|
395 |
root |
1.19 |
// can freeindex ever be < 0? |
396 |
|
|
if (freeindex >= 0) |
397 |
root |
1.4 |
{ |
398 |
root |
1.19 |
kx += freearr_x [freeindex]; |
399 |
|
|
ky += freearr_y [freeindex]; |
400 |
root |
1.4 |
} |
401 |
|
|
} |
402 |
elmex |
1.1 |
} |
403 |
root |
1.4 |
else |
404 |
|
|
{ /* NO_PASS_DOORS --we have to work harder. */ |
405 |
|
|
/* don't try to keyplace if we're sitting on a blocked square and |
406 |
|
|
NO_PASS_DOORS is set. */ |
407 |
|
|
if (n_keys == 1) |
408 |
|
|
{ |
409 |
|
|
if (wall_blocked (map, x, y)) |
410 |
|
|
return 0; |
411 |
root |
1.15 |
|
412 |
root |
1.4 |
the_keymaster = find_monster_in_room (map, x, y, RP); |
413 |
root |
1.19 |
if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
414 |
root |
1.4 |
find_spot_in_room (map, x, y, &kx, &ky, RP); |
415 |
|
|
} |
416 |
|
|
else |
417 |
|
|
{ |
418 |
|
|
int sum = 0; /* count how many keys we actually place */ |
419 |
|
|
|
420 |
|
|
/* I'm lazy, so just try to place in all 4 directions. */ |
421 |
|
|
sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
422 |
|
|
sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
423 |
|
|
sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
424 |
|
|
sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
425 |
root |
1.19 |
|
426 |
root |
1.4 |
if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
427 |
root |
1.19 |
{ /* diagonally this time. */ |
428 |
root |
1.4 |
keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
429 |
|
|
keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
430 |
|
|
keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
431 |
|
|
keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
432 |
|
|
} |
433 |
root |
1.19 |
|
434 |
root |
1.4 |
return 1; |
435 |
elmex |
1.1 |
} |
436 |
root |
1.4 |
} |
437 |
|
|
|
438 |
root |
1.19 |
if (!the_keymaster) |
439 |
root |
1.4 |
{ |
440 |
|
|
the_key->x = kx; |
441 |
|
|
the_key->y = ky; |
442 |
|
|
insert_ob_in_map (the_key, map, NULL, 0); |
443 |
elmex |
1.1 |
return 1; |
444 |
root |
1.4 |
} |
445 |
elmex |
1.1 |
|
446 |
root |
1.4 |
insert_ob_in_ob (the_key, the_keymaster); |
447 |
elmex |
1.1 |
return 1; |
448 |
root |
1.4 |
} |
449 |
elmex |
1.1 |
|
450 |
|
|
|
451 |
|
|
|
452 |
root |
1.4 |
/* both find_monster_in_room routines need to have access to this. */ |
453 |
elmex |
1.1 |
|
454 |
|
|
object *theMonsterToFind; |
455 |
|
|
|
456 |
|
|
/* a recursive routine which will return a monster, eventually,if there is one. |
457 |
root |
1.4 |
it does a check-off on the layout, converting 0's to 1's */ |
458 |
|
|
|
459 |
|
|
object * |
460 |
root |
1.12 |
find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
461 |
root |
1.4 |
{ |
462 |
|
|
int i, j; |
463 |
elmex |
1.1 |
|
464 |
|
|
/* if we've found a monster already, leave */ |
465 |
root |
1.4 |
if (theMonsterToFind != NULL) |
466 |
|
|
return theMonsterToFind; |
467 |
elmex |
1.1 |
|
468 |
|
|
/* bounds check x and y */ |
469 |
root |
1.4 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
470 |
|
|
return theMonsterToFind; |
471 |
elmex |
1.1 |
|
472 |
|
|
/* if the square is blocked or searched already, leave */ |
473 |
root |
1.4 |
if (layout[x][y] != 0) |
474 |
|
|
return theMonsterToFind; /* might be NULL, that's fine. */ |
475 |
elmex |
1.1 |
|
476 |
|
|
/* check the current square for a monster. If there is one, |
477 |
|
|
set theMonsterToFind and return it. */ |
478 |
root |
1.4 |
layout[x][y] = 1; |
479 |
|
|
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
480 |
|
|
{ |
481 |
root |
1.10 |
object *the_monster = GET_MAP_OB (map, x, y); |
482 |
root |
1.4 |
|
483 |
|
|
/* check off this point */ |
484 |
|
|
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
485 |
|
|
if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
486 |
|
|
{ |
487 |
|
|
theMonsterToFind = the_monster; |
488 |
|
|
return theMonsterToFind; |
489 |
|
|
} |
490 |
elmex |
1.1 |
} |
491 |
root |
1.4 |
|
492 |
elmex |
1.1 |
/* now search all the 8 squares around recursively for a monster,in random order */ |
493 |
root |
1.4 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
494 |
|
|
{ |
495 |
|
|
theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
496 |
|
|
if (theMonsterToFind != NULL) |
497 |
|
|
return theMonsterToFind; |
498 |
|
|
} |
499 |
elmex |
1.1 |
return theMonsterToFind; |
500 |
|
|
} |
501 |
|
|
|
502 |
|
|
|
503 |
|
|
/* sets up some data structures: the _recursive form does the |
504 |
|
|
real work. */ |
505 |
|
|
|
506 |
root |
1.4 |
object * |
507 |
root |
1.12 |
find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
508 |
root |
1.4 |
{ |
509 |
elmex |
1.1 |
char **layout2; |
510 |
root |
1.4 |
int i, j; |
511 |
|
|
|
512 |
|
|
theMonsterToFind = 0; |
513 |
|
|
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
514 |
elmex |
1.1 |
/* allocate and copy the layout, converting C to 0. */ |
515 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
516 |
|
|
{ |
517 |
|
|
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
518 |
|
|
for (j = 0; j < RP->Ysize; j++) |
519 |
|
|
{ |
520 |
|
|
if (wall_blocked (map, i, j)) |
521 |
|
|
layout2[i][j] = '#'; |
522 |
|
|
} |
523 |
elmex |
1.1 |
} |
524 |
root |
1.4 |
theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
525 |
|
|
|
526 |
elmex |
1.1 |
/* deallocate the temp. layout */ |
527 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
528 |
|
|
{ |
529 |
|
|
free (layout2[i]); |
530 |
|
|
} |
531 |
|
|
free (layout2); |
532 |
elmex |
1.1 |
|
533 |
|
|
return theMonsterToFind; |
534 |
|
|
} |
535 |
|
|
|
536 |
root |
1.4 |
/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
537 |
elmex |
1.1 |
int *room_free_spots_x; |
538 |
|
|
int *room_free_spots_y; |
539 |
root |
1.4 |
int number_of_free_spots_in_room; |
540 |
elmex |
1.1 |
|
541 |
|
|
/* the workhorse routine, which finds the free spots in a room: |
542 |
|
|
a datastructure of free points is set up, and a position chosen from |
543 |
|
|
that datastructure. */ |
544 |
root |
1.4 |
void |
545 |
root |
1.12 |
find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
546 |
root |
1.4 |
{ |
547 |
|
|
int i, j; |
548 |
elmex |
1.1 |
|
549 |
|
|
/* bounds check x and y */ |
550 |
root |
1.4 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
551 |
|
|
return; |
552 |
elmex |
1.1 |
|
553 |
|
|
/* if the square is blocked or searched already, leave */ |
554 |
root |
1.4 |
if (layout[x][y] != 0) |
555 |
|
|
return; |
556 |
elmex |
1.1 |
|
557 |
|
|
/* set the current square as checked, and add it to the list. |
558 |
|
|
set theMonsterToFind and return it. */ |
559 |
|
|
/* check off this point */ |
560 |
root |
1.4 |
layout[x][y] = 1; |
561 |
|
|
room_free_spots_x[number_of_free_spots_in_room] = x; |
562 |
|
|
room_free_spots_y[number_of_free_spots_in_room] = y; |
563 |
elmex |
1.1 |
number_of_free_spots_in_room++; |
564 |
root |
1.19 |
|
565 |
elmex |
1.1 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
566 |
root |
1.4 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
567 |
root |
1.19 |
find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
568 |
elmex |
1.1 |
|
569 |
|
|
} |
570 |
|
|
|
571 |
|
|
/* find a random non-blocked spot in this room to drop a key. */ |
572 |
root |
1.4 |
void |
573 |
root |
1.12 |
find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
574 |
root |
1.4 |
{ |
575 |
elmex |
1.1 |
char **layout2; |
576 |
root |
1.4 |
int i, j; |
577 |
elmex |
1.1 |
|
578 |
root |
1.4 |
number_of_free_spots_in_room = 0; |
579 |
|
|
room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
580 |
|
|
room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
581 |
|
|
|
582 |
|
|
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
583 |
elmex |
1.1 |
/* allocate and copy the layout, converting C to 0. */ |
584 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
585 |
|
|
{ |
586 |
|
|
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
587 |
|
|
for (j = 0; j < RP->Ysize; j++) |
588 |
root |
1.19 |
if (wall_blocked (map, i, j)) |
589 |
|
|
layout2[i][j] = '#'; |
590 |
root |
1.4 |
} |
591 |
|
|
|
592 |
|
|
/* setup num_free_spots and room_free_spots */ |
593 |
|
|
find_spot_in_room_recursive (layout2, x, y, RP); |
594 |
|
|
|
595 |
|
|
if (number_of_free_spots_in_room > 0) |
596 |
|
|
{ |
597 |
|
|
i = RANDOM () % number_of_free_spots_in_room; |
598 |
|
|
*kx = room_free_spots_x[i]; |
599 |
|
|
*ky = room_free_spots_y[i]; |
600 |
elmex |
1.1 |
} |
601 |
|
|
|
602 |
|
|
/* deallocate the temp. layout */ |
603 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
604 |
root |
1.19 |
free (layout2[i]); |
605 |
|
|
|
606 |
root |
1.4 |
free (layout2); |
607 |
|
|
free (room_free_spots_x); |
608 |
|
|
free (room_free_spots_y); |
609 |
elmex |
1.1 |
} |
610 |
|
|
|
611 |
|
|
|
612 |
|
|
/* searches the map for a spot with walls around it. The more |
613 |
root |
1.2 |
walls the better, but it'll settle for 1 wall, or even 0, but |
614 |
|
|
it'll return 0 if no FREE spots are found.*/ |
615 |
root |
1.4 |
void |
616 |
root |
1.12 |
find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
617 |
root |
1.4 |
{ |
618 |
|
|
int x, y; |
619 |
elmex |
1.1 |
int i; |
620 |
|
|
|
621 |
root |
1.4 |
x = *cx; |
622 |
|
|
y = *cy; |
623 |
|
|
|
624 |
|
|
for (i = 0; i <= SIZEOFFREE1; i++) |
625 |
|
|
{ |
626 |
|
|
int lx, ly, sindex; |
627 |
|
|
|
628 |
|
|
lx = x + freearr_x[i]; |
629 |
|
|
ly = y + freearr_y[i]; |
630 |
|
|
sindex = surround_flag3 (map, lx, ly, RP); |
631 |
|
|
/* if it's blocked on 3 sides, it's enclosed */ |
632 |
|
|
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
633 |
|
|
{ |
634 |
|
|
*cx = lx; |
635 |
|
|
*cy = ly; |
636 |
|
|
return; |
637 |
|
|
} |
638 |
elmex |
1.1 |
} |
639 |
|
|
|
640 |
|
|
/* OK, if we got here, we're obviously someplace where there's no enclosed |
641 |
|
|
spots--try to find someplace which is 2x enclosed. */ |
642 |
root |
1.4 |
for (i = 0; i <= SIZEOFFREE1; i++) |
643 |
|
|
{ |
644 |
|
|
int lx, ly, sindex; |
645 |
|
|
|
646 |
|
|
lx = x + freearr_x[i]; |
647 |
|
|
ly = y + freearr_y[i]; |
648 |
|
|
sindex = surround_flag3 (map, lx, ly, RP); |
649 |
|
|
/* if it's blocked on 3 sides, it's enclosed */ |
650 |
|
|
if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
651 |
|
|
{ |
652 |
|
|
*cx = lx; |
653 |
|
|
*cy = ly; |
654 |
|
|
return; |
655 |
|
|
} |
656 |
elmex |
1.1 |
} |
657 |
|
|
|
658 |
|
|
/* settle for one surround point */ |
659 |
root |
1.4 |
for (i = 0; i <= SIZEOFFREE1; i++) |
660 |
|
|
{ |
661 |
|
|
int lx, ly, sindex; |
662 |
|
|
|
663 |
|
|
lx = x + freearr_x[i]; |
664 |
|
|
ly = y + freearr_y[i]; |
665 |
|
|
sindex = surround_flag3 (map, lx, ly, RP); |
666 |
|
|
/* if it's blocked on 3 sides, it's enclosed */ |
667 |
|
|
if (sindex) |
668 |
|
|
{ |
669 |
|
|
*cx = lx; |
670 |
|
|
*cy = ly; |
671 |
|
|
return; |
672 |
|
|
} |
673 |
|
|
} |
674 |
|
|
/* give up and return the closest free spot. */ |
675 |
root |
1.17 |
i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
676 |
|
|
|
677 |
|
|
if (i != -1) |
678 |
root |
1.4 |
{ |
679 |
|
|
*cx = x + freearr_x[i]; |
680 |
|
|
*cy = y + freearr_y[i]; |
681 |
elmex |
1.1 |
} |
682 |
root |
1.17 |
else |
683 |
|
|
{ |
684 |
|
|
/* indicate failure */ |
685 |
|
|
*cx = -1; |
686 |
|
|
*cy = -1; |
687 |
|
|
} |
688 |
elmex |
1.1 |
} |
689 |
|
|
|
690 |
|
|
|
691 |
root |
1.4 |
void |
692 |
root |
1.7 |
remove_monsters (int x, int y, maptile *map) |
693 |
root |
1.4 |
{ |
694 |
elmex |
1.1 |
object *tmp; |
695 |
|
|
|
696 |
root |
1.10 |
for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
697 |
root |
1.4 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
698 |
|
|
{ |
699 |
|
|
if (tmp->head) |
700 |
|
|
tmp = tmp->head; |
701 |
root |
1.8 |
tmp->remove (); |
702 |
root |
1.9 |
tmp->destroy (); |
703 |
root |
1.10 |
tmp = GET_MAP_OB (map, x, y); |
704 |
root |
1.4 |
if (tmp == NULL) |
705 |
|
|
break; |
706 |
|
|
}; |
707 |
elmex |
1.1 |
} |
708 |
|
|
|
709 |
|
|
|
710 |
|
|
/* surrounds the point x,y by doors, so as to enclose something, like |
711 |
root |
1.2 |
a chest. It only goes as far as the 8 squares surrounding, and |
712 |
|
|
it'll remove any monsters it finds.*/ |
713 |
elmex |
1.1 |
|
714 |
root |
1.4 |
object ** |
715 |
root |
1.7 |
surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
716 |
root |
1.4 |
{ |
717 |
elmex |
1.1 |
int i; |
718 |
|
|
char *doors[2]; |
719 |
|
|
object **doorlist; |
720 |
root |
1.4 |
int ndoors_made = 0; |
721 |
|
|
doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
722 |
elmex |
1.1 |
|
723 |
|
|
/* this is a list we pick from, for horizontal and vertical doors */ |
724 |
root |
1.4 |
if (opts & DOORED) |
725 |
|
|
{ |
726 |
|
|
doors[0] = "locked_door2"; |
727 |
|
|
doors[1] = "locked_door1"; |
728 |
|
|
} |
729 |
|
|
else |
730 |
|
|
{ |
731 |
|
|
doors[0] = "door_1"; |
732 |
|
|
doors[1] = "door_2"; |
733 |
|
|
} |
734 |
elmex |
1.1 |
|
735 |
|
|
/* place doors in all the 8 adjacent unblocked squares. */ |
736 |
root |
1.4 |
for (i = 1; i < 9; i++) |
737 |
|
|
{ |
738 |
|
|
int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
739 |
|
|
|
740 |
|
|
if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
741 |
|
|
{ /* place a door */ |
742 |
|
|
object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
743 |
|
|
|
744 |
|
|
new_door->x = x + freearr_x[i]; |
745 |
|
|
new_door->y = y + freearr_y[i]; |
746 |
|
|
remove_monsters (new_door->x, new_door->y, map); |
747 |
|
|
insert_ob_in_map (new_door, map, NULL, 0); |
748 |
|
|
doorlist[ndoors_made] = new_door; |
749 |
|
|
ndoors_made++; |
750 |
|
|
} |
751 |
elmex |
1.1 |
} |
752 |
|
|
return doorlist; |
753 |
|
|
} |
754 |
|
|
|
755 |
|
|
|
756 |
|
|
/* returns the first door in this square, or NULL if there isn't a door. */ |
757 |
root |
1.4 |
object * |
758 |
root |
1.7 |
door_in_square (maptile *map, int x, int y) |
759 |
root |
1.4 |
{ |
760 |
elmex |
1.1 |
object *tmp; |
761 |
root |
1.4 |
|
762 |
root |
1.10 |
for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
763 |
root |
1.4 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
764 |
|
|
return tmp; |
765 |
elmex |
1.1 |
return NULL; |
766 |
|
|
} |
767 |
root |
1.4 |
|
768 |
elmex |
1.1 |
|
769 |
|
|
/* the workhorse routine, which finds the doors in a room */ |
770 |
root |
1.4 |
void |
771 |
root |
1.12 |
find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
772 |
root |
1.4 |
{ |
773 |
|
|
int i, j; |
774 |
elmex |
1.1 |
object *door; |
775 |
|
|
|
776 |
|
|
/* bounds check x and y */ |
777 |
root |
1.4 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
778 |
|
|
return; |
779 |
elmex |
1.1 |
|
780 |
|
|
/* if the square is blocked or searched already, leave */ |
781 |
root |
1.4 |
if (layout[x][y] == 1) |
782 |
|
|
return; |
783 |
elmex |
1.1 |
|
784 |
|
|
/* check off this point */ |
785 |
root |
1.4 |
if (layout[x][y] == '#') |
786 |
|
|
{ /* there could be a door here */ |
787 |
|
|
layout[x][y] = 1; |
788 |
|
|
door = door_in_square (map, x, y); |
789 |
root |
1.13 |
if (door) |
790 |
elmex |
1.1 |
{ |
791 |
root |
1.4 |
doorlist[*ndoors] = door; |
792 |
root |
1.13 |
if (*ndoors > 1022) /* eek! out of memory */ |
793 |
root |
1.4 |
{ |
794 |
|
|
LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
795 |
|
|
return; |
796 |
|
|
} |
797 |
root |
1.13 |
|
798 |
root |
1.4 |
*ndoors = *ndoors + 1; |
799 |
elmex |
1.1 |
} |
800 |
|
|
} |
801 |
root |
1.4 |
else |
802 |
|
|
{ |
803 |
|
|
layout[x][y] = 1; |
804 |
|
|
/* now search all the 8 squares around recursively for free spots,in random order */ |
805 |
|
|
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
806 |
root |
1.13 |
find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
807 |
elmex |
1.1 |
} |
808 |
|
|
} |
809 |
|
|
|
810 |
|
|
/* find a random non-blocked spot in this room to drop a key. */ |
811 |
root |
1.4 |
object ** |
812 |
root |
1.12 |
find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
813 |
root |
1.4 |
{ |
814 |
elmex |
1.1 |
char **layout2; |
815 |
|
|
object **doorlist; |
816 |
root |
1.4 |
int i, j; |
817 |
|
|
int ndoors = 0; |
818 |
elmex |
1.1 |
|
819 |
root |
1.13 |
doorlist = (object **) calloc (sizeof (int), 1024); |
820 |
elmex |
1.1 |
|
821 |
root |
1.4 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
822 |
elmex |
1.1 |
/* allocate and copy the layout, converting C to 0. */ |
823 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
824 |
|
|
{ |
825 |
|
|
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
826 |
|
|
for (j = 0; j < RP->Ysize; j++) |
827 |
|
|
{ |
828 |
|
|
if (wall_blocked (map, i, j)) |
829 |
|
|
layout2[i][j] = '#'; |
830 |
|
|
} |
831 |
elmex |
1.1 |
} |
832 |
root |
1.4 |
|
833 |
|
|
/* setup num_free_spots and room_free_spots */ |
834 |
|
|
find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
835 |
elmex |
1.1 |
|
836 |
|
|
/* deallocate the temp. layout */ |
837 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
838 |
root |
1.13 |
free (layout2[i]); |
839 |
|
|
|
840 |
root |
1.4 |
free (layout2); |
841 |
elmex |
1.1 |
return doorlist; |
842 |
|
|
} |
843 |
|
|
|
844 |
|
|
|
845 |
|
|
|
846 |
|
|
/* locks and/or hides all the doors in doorlist, or does nothing if |
847 |
root |
1.2 |
opts doesn't say to lock/hide doors. */ |
848 |
elmex |
1.1 |
|
849 |
root |
1.4 |
void |
850 |
root |
1.12 |
lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
851 |
root |
1.4 |
{ |
852 |
elmex |
1.1 |
object *door; |
853 |
|
|
int i; |
854 |
root |
1.4 |
|
855 |
elmex |
1.1 |
/* lock the doors and hide the keys. */ |
856 |
root |
1.4 |
|
857 |
|
|
if (opts & DOORED) |
858 |
|
|
{ |
859 |
|
|
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
860 |
|
|
{ |
861 |
|
|
object *new_door = get_archetype ("locked_door1"); |
862 |
root |
1.13 |
char keybuf[1024]; |
863 |
root |
1.4 |
|
864 |
|
|
door = doorlist[i]; |
865 |
|
|
new_door->face = door->face; |
866 |
|
|
new_door->x = door->x; |
867 |
|
|
new_door->y = door->y; |
868 |
root |
1.8 |
door->remove (); |
869 |
root |
1.9 |
door->destroy (); |
870 |
root |
1.4 |
doorlist[i] = new_door; |
871 |
|
|
insert_ob_in_map (new_door, map, NULL, 0); |
872 |
|
|
sprintf (keybuf, "%d", (int) RANDOM ()); |
873 |
|
|
new_door->slaying = keybuf; |
874 |
|
|
keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
875 |
|
|
} |
876 |
elmex |
1.1 |
} |
877 |
|
|
|
878 |
|
|
/* change the faces of the doors and surrounding walls to hide them. */ |
879 |
root |
1.4 |
if (opts & HIDDEN) |
880 |
|
|
{ |
881 |
|
|
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
882 |
|
|
{ |
883 |
|
|
object *wallface; |
884 |
|
|
|
885 |
|
|
door = doorlist[i]; |
886 |
|
|
wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
887 |
|
|
if (wallface != NULL) |
888 |
|
|
{ |
889 |
|
|
retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
890 |
|
|
retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
891 |
|
|
retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
892 |
|
|
retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
893 |
|
|
door->face = wallface->face; |
894 |
|
|
if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
895 |
root |
1.8 |
wallface->remove (); |
896 |
root |
1.9 |
wallface->destroy (); |
897 |
root |
1.4 |
} |
898 |
|
|
} |
899 |
elmex |
1.1 |
} |
900 |
|
|
} |