1 |
elmex |
1.1 |
/* |
2 |
root |
1.19 |
* CrossFire, A Multiplayer game |
3 |
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* |
4 |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 |
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* Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
7 |
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* |
8 |
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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 |
10 |
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* the Free Software Foundation; either version 2 of the License, or |
11 |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
14 |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
19 |
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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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* |
22 |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 |
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*/ |
24 |
elmex |
1.1 |
|
25 |
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/* placing treasure in maps, where appropriate. */ |
26 |
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27 |
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#include <global.h> |
28 |
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#include <random_map.h> |
29 |
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#include <rproto.h> |
30 |
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|
31 |
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/* some defines for various options which can be set. */ |
32 |
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|
33 |
root |
1.4 |
#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
34 |
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#define HIDDEN 2 /* doors to treasure are hidden. */ |
35 |
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#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
36 |
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#define DOORED 8 /* treasure has doors around it. */ |
37 |
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#define TRAPPED 16 /* trap dropped in same location as chest. */ |
38 |
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#define SPARSE 32 /* 1/2 as much treasure as default */ |
39 |
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#define RICH 64 /* 2x as much treasure as default */ |
40 |
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#define FILLED 128 /* Fill/tile the entire map with treasure */ |
41 |
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#define LAST_OPTION 64 /* set this to the last real option, for random */ |
42 |
elmex |
1.1 |
|
43 |
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#define NO_PASS_DOORS 0 |
44 |
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#define PASS_DOORS 1 |
45 |
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46 |
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|
47 |
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/* returns true if square x,y has P_NO_PASS set, which is true for walls |
48 |
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* and doors but not monsters. |
49 |
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* This function is not map tile aware. |
50 |
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*/ |
51 |
root |
1.4 |
int |
52 |
root |
1.7 |
wall_blocked (maptile *m, int x, int y) |
53 |
root |
1.4 |
{ |
54 |
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if (OUT_OF_REAL_MAP (m, x, y)) |
55 |
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return 1; |
56 |
root |
1.19 |
|
57 |
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int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
58 |
root |
1.4 |
return r; |
59 |
elmex |
1.1 |
} |
60 |
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|
61 |
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/* place treasures in the map, given the |
62 |
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map, (required) |
63 |
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layout, (required) |
64 |
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treasure style (may be empty or NULL, or "none" to cause no treasure.) |
65 |
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treasureoptions (may be 0 for random choices or positive) |
66 |
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*/ |
67 |
root |
1.4 |
void |
68 |
root |
1.12 |
place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
69 |
root |
1.4 |
{ |
70 |
root |
1.13 |
char styledirname[1024]; |
71 |
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char stylefilepath[1024]; |
72 |
root |
1.7 |
maptile *style_map = 0; |
73 |
elmex |
1.1 |
int num_treasures; |
74 |
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|
75 |
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/* bail out if treasure isn't wanted. */ |
76 |
root |
1.4 |
if (treasure_style) |
77 |
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if (!strcmp (treasure_style, "none")) |
78 |
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return; |
79 |
root |
1.22 |
|
80 |
root |
1.4 |
if (treasureoptions <= 0) |
81 |
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treasureoptions = RANDOM () % (2 * LAST_OPTION); |
82 |
elmex |
1.1 |
|
83 |
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/* filter out the mutually exclusive options */ |
84 |
root |
1.4 |
if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
85 |
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{ |
86 |
root |
1.21 |
if (rndm (2)) |
87 |
root |
1.4 |
treasureoptions -= 1; |
88 |
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else |
89 |
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treasureoptions -= 2; |
90 |
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} |
91 |
elmex |
1.1 |
|
92 |
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/* pick the number of treasures */ |
93 |
root |
1.4 |
if (treasureoptions & SPARSE) |
94 |
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num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
95 |
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else if (treasureoptions & RICH) |
96 |
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num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
97 |
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else |
98 |
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num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
99 |
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|
100 |
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if (num_treasures <= 0) |
101 |
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return; |
102 |
elmex |
1.1 |
|
103 |
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/* get the style map */ |
104 |
root |
1.4 |
sprintf (styledirname, "%s", "/styles/treasurestyles"); |
105 |
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sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
106 |
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style_map = find_style (styledirname, treasure_style, -1); |
107 |
elmex |
1.1 |
|
108 |
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/* all the treasure at one spot in the map. */ |
109 |
root |
1.4 |
if (treasureoptions & CONCENTRATED) |
110 |
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{ |
111 |
elmex |
1.1 |
|
112 |
root |
1.4 |
/* map_layout_style global, and is previously set */ |
113 |
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switch (RP->map_layout_style) |
114 |
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{ |
115 |
root |
1.12 |
case LAYOUT_ONION: |
116 |
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case LAYOUT_SPIRAL: |
117 |
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case LAYOUT_SQUARE_SPIRAL: |
118 |
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{ |
119 |
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int i, j; |
120 |
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|
121 |
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/* search the onion for C's or '>', and put treasure there. */ |
122 |
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for (i = 0; i < RP->Xsize; i++) |
123 |
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{ |
124 |
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for (j = 0; j < RP->Ysize; j++) |
125 |
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{ |
126 |
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if (layout[i][j] == 'C' || layout[i][j] == '>') |
127 |
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{ |
128 |
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int tdiv = RP->symmetry_used; |
129 |
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object **doorlist; |
130 |
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object *chest; |
131 |
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132 |
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if (tdiv == 3) |
133 |
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tdiv = 2; /* this symmetry uses a divisor of 2 */ |
134 |
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/* don't put a chest on an exit. */ |
135 |
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chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
136 |
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if (!chest) |
137 |
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continue; /* if no chest was placed NEXT */ |
138 |
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if (treasureoptions & (DOORED | HIDDEN)) |
139 |
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{ |
140 |
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doorlist = find_doors_in_room (map, i, j, RP); |
141 |
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lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
142 |
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free (doorlist); |
143 |
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} |
144 |
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} |
145 |
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} |
146 |
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} |
147 |
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break; |
148 |
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} |
149 |
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default: |
150 |
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{ |
151 |
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int i, j, tries; |
152 |
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object *chest; |
153 |
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object **doorlist; |
154 |
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155 |
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i = j = -1; |
156 |
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tries = 0; |
157 |
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while (i == -1 && tries < 100) |
158 |
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{ |
159 |
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i = RANDOM () % (RP->Xsize - 2) + 1; |
160 |
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j = RANDOM () % (RP->Ysize - 2) + 1; |
161 |
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find_enclosed_spot (map, &i, &j, RP); |
162 |
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if (wall_blocked (map, i, j)) |
163 |
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i = -1; |
164 |
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tries++; |
165 |
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} |
166 |
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chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
167 |
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if (!chest) |
168 |
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return; |
169 |
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i = chest->x; |
170 |
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j = chest->y; |
171 |
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if (treasureoptions & (DOORED | HIDDEN)) |
172 |
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{ |
173 |
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doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
174 |
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lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
175 |
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free (doorlist); |
176 |
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} |
177 |
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} |
178 |
elmex |
1.1 |
} |
179 |
root |
1.4 |
} |
180 |
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else |
181 |
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{ /* DIFFUSE treasure layout */ |
182 |
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int ti, i, j; |
183 |
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184 |
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for (ti = 0; ti < num_treasures; ti++) |
185 |
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{ |
186 |
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i = RANDOM () % (RP->Xsize - 2) + 1; |
187 |
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j = RANDOM () % (RP->Ysize - 2) + 1; |
188 |
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place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
189 |
elmex |
1.1 |
} |
190 |
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} |
191 |
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} |
192 |
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193 |
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/* put a chest into the map, near x and y, with the treasure style |
194 |
root |
1.2 |
determined (may be null, or may be a treasure list from lib/treasures, |
195 |
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if the global variable "treasurestyle" is set to that treasure list's name */ |
196 |
elmex |
1.1 |
|
197 |
root |
1.4 |
object * |
198 |
root |
1.12 |
place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
199 |
root |
1.4 |
{ |
200 |
elmex |
1.1 |
object *the_chest; |
201 |
root |
1.4 |
int i, xl, yl; |
202 |
elmex |
1.1 |
|
203 |
root |
1.4 |
the_chest = get_archetype ("chest"); /* was "chest_2" */ |
204 |
elmex |
1.1 |
|
205 |
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/* first, find a place to put the chest. */ |
206 |
root |
1.4 |
i = find_first_free_spot (the_chest, map, x, y); |
207 |
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if (i == -1) |
208 |
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{ |
209 |
root |
1.9 |
the_chest->destroy (); |
210 |
root |
1.4 |
return NULL; |
211 |
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} |
212 |
root |
1.17 |
|
213 |
root |
1.4 |
xl = x + freearr_x[i]; |
214 |
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yl = y + freearr_y[i]; |
215 |
elmex |
1.1 |
|
216 |
|
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/* if the placement is blocked, return a fail. */ |
217 |
root |
1.4 |
if (wall_blocked (map, xl, yl)) |
218 |
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return 0; |
219 |
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|
220 |
elmex |
1.1 |
/* put the treasures in the chest. */ |
221 |
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/* if(style_map) { */ |
222 |
root |
1.4 |
#if 0 /* don't use treasure style maps for now! */ |
223 |
elmex |
1.1 |
int ti; |
224 |
root |
1.4 |
|
225 |
elmex |
1.1 |
/* if treasurestyle lists a treasure list, use it. */ |
226 |
root |
1.4 |
treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
227 |
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|
228 |
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if (tlist != NULL) |
229 |
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for (ti = 0; ti < n_treasures; ti++) |
230 |
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{ /* use the treasure list */ |
231 |
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object *new_treasure = pick_random_object (style_map); |
232 |
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233 |
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insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
234 |
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} |
235 |
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else |
236 |
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{ /* use the style map */ |
237 |
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the_chest->randomitems = tlist; |
238 |
|
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the_chest->stats.hp = n_treasures; |
239 |
elmex |
1.1 |
} |
240 |
|
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#endif |
241 |
root |
1.4 |
{ /* neither style_map no treasure list given */ |
242 |
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treasurelist *tlist = find_treasurelist ("chest"); |
243 |
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|
244 |
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the_chest->randomitems = tlist; |
245 |
elmex |
1.1 |
the_chest->stats.hp = n_treasures; |
246 |
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} |
247 |
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|
248 |
|
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/* stick a trap in the chest if required */ |
249 |
root |
1.4 |
if (treasureoptions & TRAPPED) |
250 |
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{ |
251 |
root |
1.7 |
maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
252 |
root |
1.4 |
object *the_trap; |
253 |
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|
254 |
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if (trap_map) |
255 |
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{ |
256 |
|
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the_trap = pick_random_object (trap_map); |
257 |
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the_trap->stats.Cha = 10 + RP->difficulty; |
258 |
|
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the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
259 |
|
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if (the_trap) |
260 |
|
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{ |
261 |
|
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object *new_trap; |
262 |
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|
263 |
|
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new_trap = arch_to_object (the_trap->arch); |
264 |
root |
1.9 |
new_trap->copy_to (the_trap); |
265 |
root |
1.4 |
new_trap->x = x; |
266 |
|
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new_trap->y = y; |
267 |
|
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insert_ob_in_ob (new_trap, the_chest); |
268 |
|
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} |
269 |
|
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} |
270 |
elmex |
1.1 |
} |
271 |
|
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|
272 |
|
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/* set the chest lock code, and call the keyplacer routine with |
273 |
|
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the lockcode. It's not worth bothering to lock the chest if |
274 |
root |
1.4 |
there's only 1 treasure.... */ |
275 |
elmex |
1.1 |
|
276 |
root |
1.4 |
if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
277 |
|
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{ |
278 |
root |
1.13 |
char keybuf[1024]; |
279 |
root |
1.4 |
|
280 |
|
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sprintf (keybuf, "%d", (int) RANDOM ()); |
281 |
|
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the_chest->slaying = keybuf; |
282 |
|
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keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
283 |
|
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} |
284 |
elmex |
1.1 |
|
285 |
|
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/* actually place the chest. */ |
286 |
root |
1.4 |
the_chest->x = xl; |
287 |
|
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the_chest->y = yl; |
288 |
|
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insert_ob_in_map (the_chest, map, NULL, 0); |
289 |
elmex |
1.1 |
return the_chest; |
290 |
|
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} |
291 |
|
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|
292 |
|
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|
293 |
|
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/* finds the closest monster and returns him, regardless of doors |
294 |
root |
1.2 |
or walls */ |
295 |
root |
1.4 |
object * |
296 |
root |
1.12 |
find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
297 |
root |
1.4 |
{ |
298 |
elmex |
1.1 |
int i; |
299 |
root |
1.4 |
|
300 |
|
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for (i = 0; i < SIZEOFFREE; i++) |
301 |
|
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{ |
302 |
|
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int lx, ly; |
303 |
|
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|
304 |
|
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lx = x + freearr_x[i]; |
305 |
|
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ly = y + freearr_y[i]; |
306 |
|
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/* boundscheck */ |
307 |
|
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if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
308 |
|
|
/* don't bother searching this square unless the map says life exists. */ |
309 |
|
|
if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
310 |
|
|
{ |
311 |
root |
1.10 |
object *the_monster = GET_MAP_OB (map, lx, ly); |
312 |
root |
1.4 |
|
313 |
|
|
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
314 |
|
|
if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
315 |
|
|
return the_monster; |
316 |
|
|
} |
317 |
|
|
} |
318 |
elmex |
1.1 |
return NULL; |
319 |
|
|
} |
320 |
root |
1.4 |
|
321 |
elmex |
1.1 |
|
322 |
|
|
|
323 |
|
|
/* places keys in the map, preferably in something alive. |
324 |
root |
1.2 |
keycode is the key's code, |
325 |
|
|
door_flag is either PASS_DOORS or NO_PASS_DOORS. |
326 |
|
|
NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
327 |
|
|
if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
328 |
|
|
it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
329 |
elmex |
1.1 |
|
330 |
root |
1.2 |
The idea is that you call keyplace on x,y where a door is, and it'll make |
331 |
|
|
sure a key is placed on both sides of the door. |
332 |
elmex |
1.1 |
*/ |
333 |
root |
1.4 |
int |
334 |
root |
1.12 |
keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
335 |
root |
1.4 |
{ |
336 |
|
|
int i, j; |
337 |
root |
1.19 |
int kx = 0, ky = 0; |
338 |
root |
1.4 |
object *the_keymaster; /* the monster that gets the key. */ |
339 |
elmex |
1.1 |
object *the_key; |
340 |
|
|
|
341 |
|
|
/* get a key and set its keycode */ |
342 |
root |
1.4 |
the_key = get_archetype ("key2"); |
343 |
root |
1.3 |
the_key->slaying = keycode; |
344 |
elmex |
1.1 |
|
345 |
root |
1.4 |
if (door_flag == PASS_DOORS) |
346 |
|
|
{ |
347 |
|
|
int tries = 0; |
348 |
|
|
|
349 |
root |
1.19 |
the_keymaster = 0; |
350 |
|
|
while (tries < 15 && !the_keymaster) |
351 |
root |
1.4 |
{ |
352 |
|
|
i = (RANDOM () % (RP->Xsize - 2)) + 1; |
353 |
|
|
j = (RANDOM () % (RP->Ysize - 2)) + 1; |
354 |
|
|
tries++; |
355 |
|
|
the_keymaster = find_closest_monster (map, i, j, RP); |
356 |
|
|
} |
357 |
root |
1.19 |
|
358 |
root |
1.4 |
/* if we don't find a good keymaster, drop the key on the ground. */ |
359 |
root |
1.19 |
if (!the_keymaster) |
360 |
root |
1.4 |
{ |
361 |
|
|
int freeindex; |
362 |
|
|
|
363 |
|
|
freeindex = -1; |
364 |
|
|
for (tries = 0; tries < 15 && freeindex == -1; tries++) |
365 |
|
|
{ |
366 |
|
|
kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
367 |
|
|
ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
368 |
root |
1.16 |
freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
369 |
root |
1.4 |
} |
370 |
root |
1.15 |
|
371 |
root |
1.19 |
// can freeindex ever be < 0? |
372 |
|
|
if (freeindex >= 0) |
373 |
root |
1.4 |
{ |
374 |
root |
1.19 |
kx += freearr_x [freeindex]; |
375 |
|
|
ky += freearr_y [freeindex]; |
376 |
root |
1.4 |
} |
377 |
|
|
} |
378 |
elmex |
1.1 |
} |
379 |
root |
1.4 |
else |
380 |
|
|
{ /* NO_PASS_DOORS --we have to work harder. */ |
381 |
|
|
/* don't try to keyplace if we're sitting on a blocked square and |
382 |
|
|
NO_PASS_DOORS is set. */ |
383 |
|
|
if (n_keys == 1) |
384 |
|
|
{ |
385 |
|
|
if (wall_blocked (map, x, y)) |
386 |
|
|
return 0; |
387 |
root |
1.15 |
|
388 |
root |
1.4 |
the_keymaster = find_monster_in_room (map, x, y, RP); |
389 |
root |
1.19 |
if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
390 |
root |
1.4 |
find_spot_in_room (map, x, y, &kx, &ky, RP); |
391 |
|
|
} |
392 |
|
|
else |
393 |
|
|
{ |
394 |
|
|
int sum = 0; /* count how many keys we actually place */ |
395 |
|
|
|
396 |
|
|
/* I'm lazy, so just try to place in all 4 directions. */ |
397 |
|
|
sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
398 |
|
|
sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
399 |
|
|
sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
400 |
|
|
sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
401 |
root |
1.19 |
|
402 |
root |
1.4 |
if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
403 |
root |
1.19 |
{ /* diagonally this time. */ |
404 |
root |
1.4 |
keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
405 |
|
|
keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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 |
|
|
} |
409 |
root |
1.19 |
|
410 |
root |
1.4 |
return 1; |
411 |
elmex |
1.1 |
} |
412 |
root |
1.4 |
} |
413 |
|
|
|
414 |
root |
1.19 |
if (!the_keymaster) |
415 |
root |
1.4 |
{ |
416 |
|
|
the_key->x = kx; |
417 |
|
|
the_key->y = ky; |
418 |
|
|
insert_ob_in_map (the_key, map, NULL, 0); |
419 |
elmex |
1.1 |
return 1; |
420 |
root |
1.4 |
} |
421 |
elmex |
1.1 |
|
422 |
root |
1.4 |
insert_ob_in_ob (the_key, the_keymaster); |
423 |
elmex |
1.1 |
return 1; |
424 |
root |
1.4 |
} |
425 |
elmex |
1.1 |
|
426 |
|
|
|
427 |
|
|
|
428 |
root |
1.4 |
/* both find_monster_in_room routines need to have access to this. */ |
429 |
elmex |
1.1 |
|
430 |
|
|
object *theMonsterToFind; |
431 |
|
|
|
432 |
|
|
/* a recursive routine which will return a monster, eventually,if there is one. |
433 |
root |
1.4 |
it does a check-off on the layout, converting 0's to 1's */ |
434 |
|
|
|
435 |
|
|
object * |
436 |
root |
1.12 |
find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
437 |
root |
1.4 |
{ |
438 |
|
|
int i, j; |
439 |
elmex |
1.1 |
|
440 |
|
|
/* if we've found a monster already, leave */ |
441 |
root |
1.4 |
if (theMonsterToFind != NULL) |
442 |
|
|
return theMonsterToFind; |
443 |
elmex |
1.1 |
|
444 |
|
|
/* bounds check x and y */ |
445 |
root |
1.4 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
446 |
|
|
return theMonsterToFind; |
447 |
elmex |
1.1 |
|
448 |
|
|
/* if the square is blocked or searched already, leave */ |
449 |
root |
1.4 |
if (layout[x][y] != 0) |
450 |
|
|
return theMonsterToFind; /* might be NULL, that's fine. */ |
451 |
elmex |
1.1 |
|
452 |
|
|
/* check the current square for a monster. If there is one, |
453 |
|
|
set theMonsterToFind and return it. */ |
454 |
root |
1.4 |
layout[x][y] = 1; |
455 |
|
|
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
456 |
|
|
{ |
457 |
root |
1.10 |
object *the_monster = GET_MAP_OB (map, x, y); |
458 |
root |
1.4 |
|
459 |
|
|
/* check off this point */ |
460 |
|
|
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
461 |
|
|
if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
462 |
|
|
{ |
463 |
|
|
theMonsterToFind = the_monster; |
464 |
|
|
return theMonsterToFind; |
465 |
|
|
} |
466 |
elmex |
1.1 |
} |
467 |
root |
1.4 |
|
468 |
elmex |
1.1 |
/* now search all the 8 squares around recursively for a monster,in random order */ |
469 |
root |
1.21 |
for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
470 |
root |
1.4 |
{ |
471 |
|
|
theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
472 |
|
|
if (theMonsterToFind != NULL) |
473 |
|
|
return theMonsterToFind; |
474 |
|
|
} |
475 |
elmex |
1.1 |
return theMonsterToFind; |
476 |
|
|
} |
477 |
|
|
|
478 |
|
|
|
479 |
|
|
/* sets up some data structures: the _recursive form does the |
480 |
|
|
real work. */ |
481 |
|
|
|
482 |
root |
1.4 |
object * |
483 |
root |
1.12 |
find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
484 |
root |
1.4 |
{ |
485 |
elmex |
1.1 |
char **layout2; |
486 |
root |
1.4 |
int i, j; |
487 |
|
|
|
488 |
|
|
theMonsterToFind = 0; |
489 |
|
|
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
490 |
elmex |
1.1 |
/* allocate and copy the layout, converting C to 0. */ |
491 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
492 |
|
|
{ |
493 |
|
|
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
494 |
|
|
for (j = 0; j < RP->Ysize; j++) |
495 |
|
|
{ |
496 |
|
|
if (wall_blocked (map, i, j)) |
497 |
|
|
layout2[i][j] = '#'; |
498 |
|
|
} |
499 |
elmex |
1.1 |
} |
500 |
root |
1.4 |
theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
501 |
|
|
|
502 |
elmex |
1.1 |
/* deallocate the temp. layout */ |
503 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
504 |
|
|
{ |
505 |
|
|
free (layout2[i]); |
506 |
|
|
} |
507 |
|
|
free (layout2); |
508 |
elmex |
1.1 |
|
509 |
|
|
return theMonsterToFind; |
510 |
|
|
} |
511 |
|
|
|
512 |
root |
1.4 |
/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
513 |
elmex |
1.1 |
int *room_free_spots_x; |
514 |
|
|
int *room_free_spots_y; |
515 |
root |
1.4 |
int number_of_free_spots_in_room; |
516 |
elmex |
1.1 |
|
517 |
|
|
/* the workhorse routine, which finds the free spots in a room: |
518 |
|
|
a datastructure of free points is set up, and a position chosen from |
519 |
|
|
that datastructure. */ |
520 |
root |
1.4 |
void |
521 |
root |
1.12 |
find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
522 |
root |
1.4 |
{ |
523 |
|
|
int i, j; |
524 |
elmex |
1.1 |
|
525 |
|
|
/* bounds check x and y */ |
526 |
root |
1.4 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
527 |
|
|
return; |
528 |
elmex |
1.1 |
|
529 |
|
|
/* if the square is blocked or searched already, leave */ |
530 |
root |
1.4 |
if (layout[x][y] != 0) |
531 |
|
|
return; |
532 |
elmex |
1.1 |
|
533 |
|
|
/* set the current square as checked, and add it to the list. |
534 |
|
|
set theMonsterToFind and return it. */ |
535 |
|
|
/* check off this point */ |
536 |
root |
1.4 |
layout[x][y] = 1; |
537 |
|
|
room_free_spots_x[number_of_free_spots_in_room] = x; |
538 |
|
|
room_free_spots_y[number_of_free_spots_in_room] = y; |
539 |
elmex |
1.1 |
number_of_free_spots_in_room++; |
540 |
root |
1.19 |
|
541 |
elmex |
1.1 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
542 |
root |
1.21 |
for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
543 |
root |
1.19 |
find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
544 |
elmex |
1.1 |
|
545 |
|
|
} |
546 |
|
|
|
547 |
|
|
/* find a random non-blocked spot in this room to drop a key. */ |
548 |
root |
1.4 |
void |
549 |
root |
1.12 |
find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
550 |
root |
1.4 |
{ |
551 |
elmex |
1.1 |
char **layout2; |
552 |
root |
1.4 |
int i, j; |
553 |
elmex |
1.1 |
|
554 |
root |
1.4 |
number_of_free_spots_in_room = 0; |
555 |
|
|
room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
556 |
|
|
room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
557 |
|
|
|
558 |
|
|
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
559 |
elmex |
1.1 |
/* allocate and copy the layout, converting C to 0. */ |
560 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
561 |
|
|
{ |
562 |
|
|
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
563 |
|
|
for (j = 0; j < RP->Ysize; j++) |
564 |
root |
1.19 |
if (wall_blocked (map, i, j)) |
565 |
|
|
layout2[i][j] = '#'; |
566 |
root |
1.4 |
} |
567 |
|
|
|
568 |
|
|
/* setup num_free_spots and room_free_spots */ |
569 |
|
|
find_spot_in_room_recursive (layout2, x, y, RP); |
570 |
|
|
|
571 |
|
|
if (number_of_free_spots_in_room > 0) |
572 |
|
|
{ |
573 |
|
|
i = RANDOM () % number_of_free_spots_in_room; |
574 |
|
|
*kx = room_free_spots_x[i]; |
575 |
|
|
*ky = room_free_spots_y[i]; |
576 |
elmex |
1.1 |
} |
577 |
|
|
|
578 |
|
|
/* deallocate the temp. layout */ |
579 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
580 |
root |
1.19 |
free (layout2[i]); |
581 |
|
|
|
582 |
root |
1.4 |
free (layout2); |
583 |
|
|
free (room_free_spots_x); |
584 |
|
|
free (room_free_spots_y); |
585 |
elmex |
1.1 |
} |
586 |
|
|
|
587 |
|
|
|
588 |
|
|
/* searches the map for a spot with walls around it. The more |
589 |
root |
1.2 |
walls the better, but it'll settle for 1 wall, or even 0, but |
590 |
|
|
it'll return 0 if no FREE spots are found.*/ |
591 |
root |
1.4 |
void |
592 |
root |
1.12 |
find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
593 |
root |
1.4 |
{ |
594 |
|
|
int x, y; |
595 |
elmex |
1.1 |
int i; |
596 |
|
|
|
597 |
root |
1.4 |
x = *cx; |
598 |
|
|
y = *cy; |
599 |
|
|
|
600 |
|
|
for (i = 0; i <= SIZEOFFREE1; i++) |
601 |
|
|
{ |
602 |
|
|
int lx, ly, sindex; |
603 |
|
|
|
604 |
|
|
lx = x + freearr_x[i]; |
605 |
|
|
ly = y + freearr_y[i]; |
606 |
|
|
sindex = surround_flag3 (map, lx, ly, RP); |
607 |
|
|
/* if it's blocked on 3 sides, it's enclosed */ |
608 |
|
|
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
609 |
|
|
{ |
610 |
|
|
*cx = lx; |
611 |
|
|
*cy = ly; |
612 |
|
|
return; |
613 |
|
|
} |
614 |
elmex |
1.1 |
} |
615 |
|
|
|
616 |
|
|
/* OK, if we got here, we're obviously someplace where there's no enclosed |
617 |
|
|
spots--try to find someplace which is 2x enclosed. */ |
618 |
root |
1.4 |
for (i = 0; i <= SIZEOFFREE1; i++) |
619 |
|
|
{ |
620 |
|
|
int lx, ly, sindex; |
621 |
|
|
|
622 |
|
|
lx = x + freearr_x[i]; |
623 |
|
|
ly = y + freearr_y[i]; |
624 |
|
|
sindex = surround_flag3 (map, lx, ly, RP); |
625 |
|
|
/* if it's blocked on 3 sides, it's enclosed */ |
626 |
|
|
if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
627 |
|
|
{ |
628 |
|
|
*cx = lx; |
629 |
|
|
*cy = ly; |
630 |
|
|
return; |
631 |
|
|
} |
632 |
elmex |
1.1 |
} |
633 |
|
|
|
634 |
|
|
/* settle for one surround point */ |
635 |
root |
1.4 |
for (i = 0; i <= SIZEOFFREE1; i++) |
636 |
|
|
{ |
637 |
|
|
int lx, ly, sindex; |
638 |
|
|
|
639 |
|
|
lx = x + freearr_x[i]; |
640 |
|
|
ly = y + freearr_y[i]; |
641 |
|
|
sindex = surround_flag3 (map, lx, ly, RP); |
642 |
|
|
/* if it's blocked on 3 sides, it's enclosed */ |
643 |
|
|
if (sindex) |
644 |
|
|
{ |
645 |
|
|
*cx = lx; |
646 |
|
|
*cy = ly; |
647 |
|
|
return; |
648 |
|
|
} |
649 |
|
|
} |
650 |
|
|
/* give up and return the closest free spot. */ |
651 |
root |
1.17 |
i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
652 |
|
|
|
653 |
|
|
if (i != -1) |
654 |
root |
1.4 |
{ |
655 |
|
|
*cx = x + freearr_x[i]; |
656 |
|
|
*cy = y + freearr_y[i]; |
657 |
elmex |
1.1 |
} |
658 |
root |
1.17 |
else |
659 |
|
|
{ |
660 |
|
|
/* indicate failure */ |
661 |
|
|
*cx = -1; |
662 |
|
|
*cy = -1; |
663 |
|
|
} |
664 |
elmex |
1.1 |
} |
665 |
|
|
|
666 |
root |
1.4 |
void |
667 |
root |
1.7 |
remove_monsters (int x, int y, maptile *map) |
668 |
root |
1.4 |
{ |
669 |
elmex |
1.1 |
object *tmp; |
670 |
|
|
|
671 |
root |
1.22 |
for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
672 |
root |
1.4 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
673 |
|
|
{ |
674 |
|
|
if (tmp->head) |
675 |
|
|
tmp = tmp->head; |
676 |
root |
1.8 |
tmp->remove (); |
677 |
root |
1.9 |
tmp->destroy (); |
678 |
root |
1.10 |
tmp = GET_MAP_OB (map, x, y); |
679 |
root |
1.4 |
if (tmp == NULL) |
680 |
|
|
break; |
681 |
|
|
}; |
682 |
elmex |
1.1 |
} |
683 |
|
|
|
684 |
|
|
/* surrounds the point x,y by doors, so as to enclose something, like |
685 |
root |
1.2 |
a chest. It only goes as far as the 8 squares surrounding, and |
686 |
|
|
it'll remove any monsters it finds.*/ |
687 |
root |
1.4 |
object ** |
688 |
root |
1.7 |
surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
689 |
root |
1.4 |
{ |
690 |
elmex |
1.1 |
int i; |
691 |
|
|
char *doors[2]; |
692 |
|
|
object **doorlist; |
693 |
root |
1.4 |
int ndoors_made = 0; |
694 |
|
|
doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
695 |
elmex |
1.1 |
|
696 |
|
|
/* this is a list we pick from, for horizontal and vertical doors */ |
697 |
root |
1.4 |
if (opts & DOORED) |
698 |
|
|
{ |
699 |
|
|
doors[0] = "locked_door2"; |
700 |
|
|
doors[1] = "locked_door1"; |
701 |
|
|
} |
702 |
|
|
else |
703 |
|
|
{ |
704 |
|
|
doors[0] = "door_1"; |
705 |
|
|
doors[1] = "door_2"; |
706 |
|
|
} |
707 |
elmex |
1.1 |
|
708 |
|
|
/* place doors in all the 8 adjacent unblocked squares. */ |
709 |
root |
1.4 |
for (i = 1; i < 9; i++) |
710 |
|
|
{ |
711 |
|
|
int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
712 |
|
|
|
713 |
root |
1.22 |
if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
714 |
root |
1.4 |
{ /* place a door */ |
715 |
root |
1.22 |
remove_monsters (x1, y1, map); |
716 |
root |
1.4 |
|
717 |
root |
1.22 |
object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
718 |
|
|
map->insert (new_door, x1, y1); |
719 |
root |
1.4 |
doorlist[ndoors_made] = new_door; |
720 |
|
|
ndoors_made++; |
721 |
|
|
} |
722 |
elmex |
1.1 |
} |
723 |
root |
1.22 |
|
724 |
elmex |
1.1 |
return doorlist; |
725 |
|
|
} |
726 |
|
|
|
727 |
|
|
|
728 |
|
|
/* returns the first door in this square, or NULL if there isn't a door. */ |
729 |
root |
1.4 |
object * |
730 |
root |
1.7 |
door_in_square (maptile *map, int x, int y) |
731 |
root |
1.4 |
{ |
732 |
elmex |
1.1 |
object *tmp; |
733 |
root |
1.4 |
|
734 |
root |
1.10 |
for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
735 |
root |
1.4 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
736 |
|
|
return tmp; |
737 |
elmex |
1.1 |
return NULL; |
738 |
|
|
} |
739 |
root |
1.4 |
|
740 |
elmex |
1.1 |
|
741 |
|
|
/* the workhorse routine, which finds the doors in a room */ |
742 |
root |
1.4 |
void |
743 |
root |
1.12 |
find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
744 |
root |
1.4 |
{ |
745 |
|
|
int i, j; |
746 |
elmex |
1.1 |
object *door; |
747 |
|
|
|
748 |
|
|
/* bounds check x and y */ |
749 |
root |
1.4 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
750 |
|
|
return; |
751 |
elmex |
1.1 |
|
752 |
|
|
/* if the square is blocked or searched already, leave */ |
753 |
root |
1.4 |
if (layout[x][y] == 1) |
754 |
|
|
return; |
755 |
elmex |
1.1 |
|
756 |
|
|
/* check off this point */ |
757 |
root |
1.4 |
if (layout[x][y] == '#') |
758 |
|
|
{ /* there could be a door here */ |
759 |
|
|
layout[x][y] = 1; |
760 |
|
|
door = door_in_square (map, x, y); |
761 |
root |
1.13 |
if (door) |
762 |
elmex |
1.1 |
{ |
763 |
root |
1.4 |
doorlist[*ndoors] = door; |
764 |
root |
1.13 |
if (*ndoors > 1022) /* eek! out of memory */ |
765 |
root |
1.4 |
{ |
766 |
|
|
LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
767 |
|
|
return; |
768 |
|
|
} |
769 |
root |
1.13 |
|
770 |
root |
1.4 |
*ndoors = *ndoors + 1; |
771 |
elmex |
1.1 |
} |
772 |
|
|
} |
773 |
root |
1.4 |
else |
774 |
|
|
{ |
775 |
|
|
layout[x][y] = 1; |
776 |
|
|
/* now search all the 8 squares around recursively for free spots,in random order */ |
777 |
root |
1.21 |
for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
778 |
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); |
779 |
elmex |
1.1 |
} |
780 |
|
|
} |
781 |
|
|
|
782 |
|
|
/* find a random non-blocked spot in this room to drop a key. */ |
783 |
root |
1.4 |
object ** |
784 |
root |
1.12 |
find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
785 |
root |
1.4 |
{ |
786 |
elmex |
1.1 |
char **layout2; |
787 |
|
|
object **doorlist; |
788 |
root |
1.4 |
int i, j; |
789 |
|
|
int ndoors = 0; |
790 |
elmex |
1.1 |
|
791 |
root |
1.13 |
doorlist = (object **) calloc (sizeof (int), 1024); |
792 |
elmex |
1.1 |
|
793 |
root |
1.4 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
794 |
elmex |
1.1 |
/* allocate and copy the layout, converting C to 0. */ |
795 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
796 |
|
|
{ |
797 |
|
|
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
798 |
|
|
for (j = 0; j < RP->Ysize; j++) |
799 |
|
|
{ |
800 |
|
|
if (wall_blocked (map, i, j)) |
801 |
|
|
layout2[i][j] = '#'; |
802 |
|
|
} |
803 |
elmex |
1.1 |
} |
804 |
root |
1.4 |
|
805 |
|
|
/* setup num_free_spots and room_free_spots */ |
806 |
|
|
find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
807 |
elmex |
1.1 |
|
808 |
|
|
/* deallocate the temp. layout */ |
809 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
810 |
root |
1.13 |
free (layout2[i]); |
811 |
|
|
|
812 |
root |
1.4 |
free (layout2); |
813 |
elmex |
1.1 |
return doorlist; |
814 |
|
|
} |
815 |
|
|
|
816 |
|
|
|
817 |
|
|
|
818 |
|
|
/* locks and/or hides all the doors in doorlist, or does nothing if |
819 |
root |
1.2 |
opts doesn't say to lock/hide doors. */ |
820 |
elmex |
1.1 |
|
821 |
root |
1.4 |
void |
822 |
root |
1.12 |
lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
823 |
root |
1.4 |
{ |
824 |
elmex |
1.1 |
object *door; |
825 |
|
|
int i; |
826 |
root |
1.4 |
|
827 |
elmex |
1.1 |
/* lock the doors and hide the keys. */ |
828 |
root |
1.4 |
|
829 |
|
|
if (opts & DOORED) |
830 |
|
|
{ |
831 |
|
|
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
832 |
|
|
{ |
833 |
|
|
object *new_door = get_archetype ("locked_door1"); |
834 |
root |
1.13 |
char keybuf[1024]; |
835 |
root |
1.4 |
|
836 |
|
|
door = doorlist[i]; |
837 |
|
|
new_door->face = door->face; |
838 |
|
|
new_door->x = door->x; |
839 |
|
|
new_door->y = door->y; |
840 |
root |
1.8 |
door->remove (); |
841 |
root |
1.9 |
door->destroy (); |
842 |
root |
1.4 |
doorlist[i] = new_door; |
843 |
|
|
insert_ob_in_map (new_door, map, NULL, 0); |
844 |
|
|
sprintf (keybuf, "%d", (int) RANDOM ()); |
845 |
|
|
new_door->slaying = keybuf; |
846 |
|
|
keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
847 |
|
|
} |
848 |
elmex |
1.1 |
} |
849 |
|
|
|
850 |
|
|
/* change the faces of the doors and surrounding walls to hide them. */ |
851 |
root |
1.4 |
if (opts & HIDDEN) |
852 |
|
|
{ |
853 |
|
|
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
854 |
|
|
{ |
855 |
|
|
object *wallface; |
856 |
|
|
|
857 |
|
|
door = doorlist[i]; |
858 |
|
|
wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
859 |
|
|
if (wallface != NULL) |
860 |
|
|
{ |
861 |
|
|
retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
862 |
|
|
retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
863 |
|
|
retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
864 |
|
|
retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
865 |
|
|
door->face = wallface->face; |
866 |
|
|
if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
867 |
root |
1.8 |
wallface->remove (); |
868 |
root |
1.9 |
wallface->destroy (); |
869 |
root |
1.4 |
} |
870 |
|
|
} |
871 |
elmex |
1.1 |
} |
872 |
|
|
} |