1 |
elmex |
1.1 |
/* |
2 |
root |
1.32 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
root |
1.30 |
* |
4 |
root |
1.33 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
root |
1.30 |
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 |
|
|
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
|
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* |
8 |
root |
1.32 |
* Deliantra is free software: you can redistribute it and/or modify |
9 |
root |
1.19 |
* it under the terms of the GNU General Public License as published by |
10 |
root |
1.30 |
* the Free Software Foundation, either version 3 of the License, or |
11 |
root |
1.19 |
* (at your option) any later version. |
12 |
root |
1.30 |
* |
13 |
root |
1.19 |
* This program is distributed in the hope that it will be useful, |
14 |
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
root |
1.30 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
root |
1.19 |
* GNU General Public License for more details. |
17 |
root |
1.30 |
* |
18 |
root |
1.19 |
* You should have received a copy of the GNU General Public License |
19 |
root |
1.30 |
* along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 |
|
|
* |
21 |
root |
1.32 |
* The authors can be reached via e-mail to <support@deliantra.net> |
22 |
root |
1.19 |
*/ |
23 |
elmex |
1.1 |
|
24 |
|
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/* placing treasure in maps, where appropriate. */ |
25 |
|
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|
26 |
|
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#include <global.h> |
27 |
|
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#include <random_map.h> |
28 |
|
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#include <rproto.h> |
29 |
|
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|
30 |
|
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/* some defines for various options which can be set. */ |
31 |
|
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|
32 |
root |
1.4 |
#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
33 |
|
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#define HIDDEN 2 /* doors to treasure are hidden. */ |
34 |
|
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#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
35 |
|
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#define DOORED 8 /* treasure has doors around it. */ |
36 |
|
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#define TRAPPED 16 /* trap dropped in same location as chest. */ |
37 |
|
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#define SPARSE 32 /* 1/2 as much treasure as default */ |
38 |
|
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#define RICH 64 /* 2x as much treasure as default */ |
39 |
|
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#define FILLED 128 /* Fill/tile the entire map with treasure */ |
40 |
|
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#define LAST_OPTION 64 /* set this to the last real option, for random */ |
41 |
elmex |
1.1 |
|
42 |
|
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#define NO_PASS_DOORS 0 |
43 |
|
|
#define PASS_DOORS 1 |
44 |
|
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|
45 |
root |
1.24 |
/* a macro to get a strongly centered random distribution, |
46 |
|
|
from 0 to x, centered at x/2 */ |
47 |
|
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static int |
48 |
|
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bc_random (int x) |
49 |
|
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{ |
50 |
|
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return (rndm (x) + rndm (x) + rndm (x)) / 3; |
51 |
|
|
} |
52 |
elmex |
1.1 |
|
53 |
|
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/* returns true if square x,y has P_NO_PASS set, which is true for walls |
54 |
|
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* and doors but not monsters. |
55 |
|
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* This function is not map tile aware. |
56 |
|
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*/ |
57 |
root |
1.4 |
int |
58 |
root |
1.7 |
wall_blocked (maptile *m, int x, int y) |
59 |
root |
1.4 |
{ |
60 |
|
|
if (OUT_OF_REAL_MAP (m, x, y)) |
61 |
|
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return 1; |
62 |
root |
1.19 |
|
63 |
elmex |
1.27 |
m->at (x, y).update (); |
64 |
|
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return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
65 |
elmex |
1.1 |
} |
66 |
|
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|
67 |
|
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/* place treasures in the map, given the |
68 |
|
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map, (required) |
69 |
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layout, (required) |
70 |
|
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treasure style (may be empty or NULL, or "none" to cause no treasure.) |
71 |
|
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treasureoptions (may be 0 for random choices or positive) |
72 |
|
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*/ |
73 |
root |
1.4 |
void |
74 |
root |
1.12 |
place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
75 |
root |
1.4 |
{ |
76 |
root |
1.13 |
char styledirname[1024]; |
77 |
|
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char stylefilepath[1024]; |
78 |
root |
1.7 |
maptile *style_map = 0; |
79 |
elmex |
1.1 |
int num_treasures; |
80 |
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|
81 |
|
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/* bail out if treasure isn't wanted. */ |
82 |
root |
1.4 |
if (treasure_style) |
83 |
|
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if (!strcmp (treasure_style, "none")) |
84 |
|
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return; |
85 |
root |
1.22 |
|
86 |
root |
1.4 |
if (treasureoptions <= 0) |
87 |
root |
1.24 |
treasureoptions = rndm (2 * LAST_OPTION); |
88 |
elmex |
1.1 |
|
89 |
|
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/* filter out the mutually exclusive options */ |
90 |
root |
1.4 |
if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
91 |
|
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{ |
92 |
root |
1.21 |
if (rndm (2)) |
93 |
root |
1.4 |
treasureoptions -= 1; |
94 |
|
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else |
95 |
|
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treasureoptions -= 2; |
96 |
|
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} |
97 |
elmex |
1.1 |
|
98 |
|
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/* pick the number of treasures */ |
99 |
root |
1.4 |
if (treasureoptions & SPARSE) |
100 |
root |
1.24 |
num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
101 |
root |
1.4 |
else if (treasureoptions & RICH) |
102 |
root |
1.24 |
num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
103 |
root |
1.4 |
else |
104 |
root |
1.24 |
num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
105 |
root |
1.4 |
|
106 |
|
|
if (num_treasures <= 0) |
107 |
|
|
return; |
108 |
elmex |
1.1 |
|
109 |
|
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/* get the style map */ |
110 |
root |
1.4 |
sprintf (styledirname, "%s", "/styles/treasurestyles"); |
111 |
|
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sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
112 |
|
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style_map = find_style (styledirname, treasure_style, -1); |
113 |
elmex |
1.1 |
|
114 |
root |
1.23 |
if (!style_map) |
115 |
|
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{ |
116 |
|
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LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
117 |
|
|
return; |
118 |
|
|
} |
119 |
|
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|
120 |
elmex |
1.1 |
/* all the treasure at one spot in the map. */ |
121 |
root |
1.4 |
if (treasureoptions & CONCENTRATED) |
122 |
|
|
{ |
123 |
|
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/* map_layout_style global, and is previously set */ |
124 |
|
|
switch (RP->map_layout_style) |
125 |
|
|
{ |
126 |
root |
1.12 |
case LAYOUT_ONION: |
127 |
|
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case LAYOUT_SPIRAL: |
128 |
|
|
case LAYOUT_SQUARE_SPIRAL: |
129 |
|
|
{ |
130 |
|
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int i, j; |
131 |
|
|
|
132 |
|
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/* search the onion for C's or '>', and put treasure there. */ |
133 |
|
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for (i = 0; i < RP->Xsize; i++) |
134 |
|
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{ |
135 |
|
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for (j = 0; j < RP->Ysize; j++) |
136 |
|
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{ |
137 |
|
|
if (layout[i][j] == 'C' || layout[i][j] == '>') |
138 |
|
|
{ |
139 |
|
|
int tdiv = RP->symmetry_used; |
140 |
|
|
object *chest; |
141 |
|
|
|
142 |
|
|
if (tdiv == 3) |
143 |
|
|
tdiv = 2; /* this symmetry uses a divisor of 2 */ |
144 |
root |
1.34 |
|
145 |
root |
1.12 |
/* don't put a chest on an exit. */ |
146 |
|
|
chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
147 |
root |
1.33 |
|
148 |
root |
1.12 |
if (!chest) |
149 |
|
|
continue; /* if no chest was placed NEXT */ |
150 |
root |
1.33 |
|
151 |
root |
1.12 |
if (treasureoptions & (DOORED | HIDDEN)) |
152 |
|
|
{ |
153 |
root |
1.33 |
object **doorlist = find_doors_in_room (map, i, j, RP); |
154 |
root |
1.12 |
lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
155 |
|
|
free (doorlist); |
156 |
|
|
} |
157 |
|
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} |
158 |
|
|
} |
159 |
|
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} |
160 |
|
|
break; |
161 |
|
|
} |
162 |
|
|
default: |
163 |
|
|
{ |
164 |
|
|
int i, j, tries; |
165 |
|
|
object *chest; |
166 |
|
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object **doorlist; |
167 |
|
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|
168 |
|
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i = j = -1; |
169 |
|
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tries = 0; |
170 |
|
|
while (i == -1 && tries < 100) |
171 |
|
|
{ |
172 |
root |
1.24 |
i = rndm (RP->Xsize - 2) + 1; |
173 |
|
|
j = rndm (RP->Ysize - 2) + 1; |
174 |
root |
1.12 |
find_enclosed_spot (map, &i, &j, RP); |
175 |
root |
1.34 |
|
176 |
root |
1.12 |
if (wall_blocked (map, i, j)) |
177 |
|
|
i = -1; |
178 |
root |
1.34 |
|
179 |
root |
1.12 |
tries++; |
180 |
|
|
} |
181 |
root |
1.34 |
|
182 |
root |
1.12 |
chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
183 |
root |
1.34 |
|
184 |
root |
1.12 |
if (!chest) |
185 |
|
|
return; |
186 |
root |
1.34 |
|
187 |
root |
1.12 |
i = chest->x; |
188 |
|
|
j = chest->y; |
189 |
|
|
if (treasureoptions & (DOORED | HIDDEN)) |
190 |
|
|
{ |
191 |
|
|
doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
192 |
|
|
lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
193 |
|
|
free (doorlist); |
194 |
|
|
} |
195 |
|
|
} |
196 |
elmex |
1.1 |
} |
197 |
root |
1.4 |
} |
198 |
|
|
else |
199 |
|
|
{ /* DIFFUSE treasure layout */ |
200 |
|
|
int ti, i, j; |
201 |
|
|
|
202 |
|
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for (ti = 0; ti < num_treasures; ti++) |
203 |
|
|
{ |
204 |
root |
1.24 |
i = rndm (RP->Xsize - 2) + 1; |
205 |
|
|
j = rndm (RP->Ysize - 2) + 1; |
206 |
root |
1.4 |
place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
207 |
elmex |
1.1 |
} |
208 |
|
|
} |
209 |
|
|
} |
210 |
|
|
|
211 |
|
|
/* put a chest into the map, near x and y, with the treasure style |
212 |
root |
1.2 |
determined (may be null, or may be a treasure list from lib/treasures, |
213 |
|
|
if the global variable "treasurestyle" is set to that treasure list's name */ |
214 |
root |
1.4 |
object * |
215 |
root |
1.12 |
place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
216 |
root |
1.4 |
{ |
217 |
elmex |
1.1 |
object *the_chest; |
218 |
root |
1.4 |
int i, xl, yl; |
219 |
elmex |
1.1 |
|
220 |
root |
1.4 |
the_chest = get_archetype ("chest"); /* was "chest_2" */ |
221 |
elmex |
1.1 |
|
222 |
|
|
/* first, find a place to put the chest. */ |
223 |
root |
1.4 |
i = find_first_free_spot (the_chest, map, x, y); |
224 |
|
|
if (i == -1) |
225 |
|
|
{ |
226 |
root |
1.9 |
the_chest->destroy (); |
227 |
root |
1.4 |
return NULL; |
228 |
|
|
} |
229 |
root |
1.17 |
|
230 |
root |
1.4 |
xl = x + freearr_x[i]; |
231 |
|
|
yl = y + freearr_y[i]; |
232 |
elmex |
1.1 |
|
233 |
|
|
/* if the placement is blocked, return a fail. */ |
234 |
root |
1.4 |
if (wall_blocked (map, xl, yl)) |
235 |
|
|
return 0; |
236 |
|
|
|
237 |
elmex |
1.1 |
/* put the treasures in the chest. */ |
238 |
|
|
/* if(style_map) { */ |
239 |
root |
1.4 |
#if 0 /* don't use treasure style maps for now! */ |
240 |
elmex |
1.1 |
int ti; |
241 |
root |
1.4 |
|
242 |
elmex |
1.1 |
/* if treasurestyle lists a treasure list, use it. */ |
243 |
root |
1.4 |
treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
244 |
|
|
|
245 |
|
|
if (tlist != NULL) |
246 |
|
|
for (ti = 0; ti < n_treasures; ti++) |
247 |
|
|
{ /* use the treasure list */ |
248 |
root |
1.25 |
object *new_treasure = style_map->pick_random_object (); |
249 |
root |
1.4 |
|
250 |
|
|
insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
251 |
|
|
} |
252 |
|
|
else |
253 |
|
|
{ /* use the style map */ |
254 |
|
|
the_chest->randomitems = tlist; |
255 |
|
|
the_chest->stats.hp = n_treasures; |
256 |
elmex |
1.1 |
} |
257 |
|
|
#endif |
258 |
root |
1.4 |
{ /* neither style_map no treasure list given */ |
259 |
root |
1.28 |
treasurelist *tlist = treasurelist::find ("chest"); |
260 |
root |
1.4 |
|
261 |
|
|
the_chest->randomitems = tlist; |
262 |
elmex |
1.1 |
the_chest->stats.hp = n_treasures; |
263 |
|
|
} |
264 |
|
|
|
265 |
|
|
/* stick a trap in the chest if required */ |
266 |
root |
1.4 |
if (treasureoptions & TRAPPED) |
267 |
|
|
{ |
268 |
root |
1.7 |
maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
269 |
root |
1.4 |
object *the_trap; |
270 |
|
|
|
271 |
|
|
if (trap_map) |
272 |
|
|
{ |
273 |
root |
1.25 |
the_trap = trap_map->pick_random_object (); |
274 |
root |
1.4 |
the_trap->stats.Cha = 10 + RP->difficulty; |
275 |
root |
1.24 |
the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
276 |
root |
1.4 |
if (the_trap) |
277 |
|
|
{ |
278 |
|
|
object *new_trap; |
279 |
|
|
|
280 |
|
|
new_trap = arch_to_object (the_trap->arch); |
281 |
root |
1.9 |
new_trap->copy_to (the_trap); |
282 |
root |
1.4 |
new_trap->x = x; |
283 |
|
|
new_trap->y = y; |
284 |
|
|
insert_ob_in_ob (new_trap, the_chest); |
285 |
|
|
} |
286 |
|
|
} |
287 |
elmex |
1.1 |
} |
288 |
|
|
|
289 |
|
|
/* set the chest lock code, and call the keyplacer routine with |
290 |
|
|
the lockcode. It's not worth bothering to lock the chest if |
291 |
root |
1.4 |
there's only 1 treasure.... */ |
292 |
|
|
if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
293 |
|
|
{ |
294 |
root |
1.13 |
char keybuf[1024]; |
295 |
root |
1.4 |
|
296 |
root |
1.24 |
sprintf (keybuf, "%d", rndm (1000000000)); |
297 |
root |
1.4 |
the_chest->slaying = keybuf; |
298 |
|
|
keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
299 |
|
|
} |
300 |
elmex |
1.1 |
|
301 |
|
|
/* actually place the chest. */ |
302 |
root |
1.4 |
the_chest->x = xl; |
303 |
|
|
the_chest->y = yl; |
304 |
|
|
insert_ob_in_map (the_chest, map, NULL, 0); |
305 |
elmex |
1.1 |
return the_chest; |
306 |
|
|
} |
307 |
|
|
|
308 |
|
|
|
309 |
|
|
/* finds the closest monster and returns him, regardless of doors |
310 |
root |
1.2 |
or walls */ |
311 |
root |
1.4 |
object * |
312 |
root |
1.12 |
find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
313 |
root |
1.4 |
{ |
314 |
elmex |
1.1 |
int i; |
315 |
root |
1.4 |
|
316 |
|
|
for (i = 0; i < SIZEOFFREE; i++) |
317 |
|
|
{ |
318 |
|
|
int lx, ly; |
319 |
|
|
|
320 |
|
|
lx = x + freearr_x[i]; |
321 |
|
|
ly = y + freearr_y[i]; |
322 |
|
|
/* boundscheck */ |
323 |
|
|
if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
324 |
|
|
/* don't bother searching this square unless the map says life exists. */ |
325 |
|
|
if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
326 |
|
|
{ |
327 |
root |
1.10 |
object *the_monster = GET_MAP_OB (map, lx, ly); |
328 |
root |
1.4 |
|
329 |
|
|
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
330 |
|
|
if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
331 |
|
|
return the_monster; |
332 |
|
|
} |
333 |
|
|
} |
334 |
elmex |
1.1 |
return NULL; |
335 |
|
|
} |
336 |
root |
1.4 |
|
337 |
elmex |
1.1 |
|
338 |
|
|
|
339 |
|
|
/* places keys in the map, preferably in something alive. |
340 |
root |
1.2 |
keycode is the key's code, |
341 |
|
|
door_flag is either PASS_DOORS or NO_PASS_DOORS. |
342 |
|
|
NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
343 |
|
|
if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
344 |
|
|
it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
345 |
elmex |
1.1 |
|
346 |
root |
1.2 |
The idea is that you call keyplace on x,y where a door is, and it'll make |
347 |
|
|
sure a key is placed on both sides of the door. |
348 |
elmex |
1.1 |
*/ |
349 |
root |
1.4 |
int |
350 |
root |
1.12 |
keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
351 |
root |
1.4 |
{ |
352 |
|
|
int i, j; |
353 |
root |
1.19 |
int kx = 0, ky = 0; |
354 |
root |
1.4 |
object *the_keymaster; /* the monster that gets the key. */ |
355 |
elmex |
1.1 |
object *the_key; |
356 |
|
|
|
357 |
|
|
/* get a key and set its keycode */ |
358 |
root |
1.4 |
the_key = get_archetype ("key2"); |
359 |
root |
1.3 |
the_key->slaying = keycode; |
360 |
elmex |
1.1 |
|
361 |
root |
1.4 |
if (door_flag == PASS_DOORS) |
362 |
|
|
{ |
363 |
|
|
int tries = 0; |
364 |
|
|
|
365 |
root |
1.19 |
the_keymaster = 0; |
366 |
|
|
while (tries < 15 && !the_keymaster) |
367 |
root |
1.4 |
{ |
368 |
root |
1.24 |
i = rndm (RP->Xsize - 2) + 1; |
369 |
|
|
j = rndm (RP->Ysize - 2) + 1; |
370 |
root |
1.4 |
tries++; |
371 |
|
|
the_keymaster = find_closest_monster (map, i, j, RP); |
372 |
|
|
} |
373 |
root |
1.19 |
|
374 |
root |
1.4 |
/* if we don't find a good keymaster, drop the key on the ground. */ |
375 |
root |
1.19 |
if (!the_keymaster) |
376 |
root |
1.4 |
{ |
377 |
|
|
int freeindex; |
378 |
|
|
|
379 |
|
|
freeindex = -1; |
380 |
|
|
for (tries = 0; tries < 15 && freeindex == -1; tries++) |
381 |
|
|
{ |
382 |
root |
1.24 |
kx = rndm (RP->Xsize - 2) + 1; |
383 |
|
|
ky = rndm (RP->Ysize - 2) + 1; |
384 |
root |
1.16 |
freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
385 |
root |
1.4 |
} |
386 |
root |
1.15 |
|
387 |
root |
1.19 |
// can freeindex ever be < 0? |
388 |
|
|
if (freeindex >= 0) |
389 |
root |
1.4 |
{ |
390 |
root |
1.19 |
kx += freearr_x [freeindex]; |
391 |
|
|
ky += freearr_y [freeindex]; |
392 |
root |
1.4 |
} |
393 |
|
|
} |
394 |
elmex |
1.1 |
} |
395 |
root |
1.4 |
else |
396 |
|
|
{ /* NO_PASS_DOORS --we have to work harder. */ |
397 |
|
|
/* don't try to keyplace if we're sitting on a blocked square and |
398 |
|
|
NO_PASS_DOORS is set. */ |
399 |
|
|
if (n_keys == 1) |
400 |
|
|
{ |
401 |
|
|
if (wall_blocked (map, x, y)) |
402 |
|
|
return 0; |
403 |
root |
1.15 |
|
404 |
root |
1.4 |
the_keymaster = find_monster_in_room (map, x, y, RP); |
405 |
root |
1.19 |
if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
406 |
root |
1.4 |
find_spot_in_room (map, x, y, &kx, &ky, RP); |
407 |
|
|
} |
408 |
|
|
else |
409 |
|
|
{ |
410 |
|
|
int sum = 0; /* count how many keys we actually place */ |
411 |
|
|
|
412 |
|
|
/* I'm lazy, so just try to place in all 4 directions. */ |
413 |
|
|
sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
414 |
|
|
sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
415 |
|
|
sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
416 |
|
|
sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
417 |
root |
1.19 |
|
418 |
root |
1.4 |
if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
419 |
root |
1.19 |
{ /* diagonally this time. */ |
420 |
root |
1.4 |
keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
421 |
|
|
keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
422 |
|
|
keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
423 |
|
|
keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
424 |
|
|
} |
425 |
root |
1.19 |
|
426 |
root |
1.4 |
return 1; |
427 |
elmex |
1.1 |
} |
428 |
root |
1.4 |
} |
429 |
|
|
|
430 |
root |
1.19 |
if (!the_keymaster) |
431 |
root |
1.4 |
{ |
432 |
|
|
the_key->x = kx; |
433 |
|
|
the_key->y = ky; |
434 |
|
|
insert_ob_in_map (the_key, map, NULL, 0); |
435 |
elmex |
1.1 |
return 1; |
436 |
root |
1.4 |
} |
437 |
elmex |
1.1 |
|
438 |
root |
1.31 |
insert_ob_in_ob (the_key, the_keymaster->head_ ()); |
439 |
elmex |
1.1 |
return 1; |
440 |
root |
1.4 |
} |
441 |
elmex |
1.1 |
|
442 |
|
|
|
443 |
|
|
|
444 |
root |
1.4 |
/* both find_monster_in_room routines need to have access to this. */ |
445 |
elmex |
1.1 |
|
446 |
|
|
object *theMonsterToFind; |
447 |
|
|
|
448 |
|
|
/* a recursive routine which will return a monster, eventually,if there is one. |
449 |
root |
1.4 |
it does a check-off on the layout, converting 0's to 1's */ |
450 |
|
|
|
451 |
|
|
object * |
452 |
root |
1.12 |
find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
453 |
root |
1.4 |
{ |
454 |
|
|
int i, j; |
455 |
elmex |
1.1 |
|
456 |
|
|
/* if we've found a monster already, leave */ |
457 |
root |
1.4 |
if (theMonsterToFind != NULL) |
458 |
|
|
return theMonsterToFind; |
459 |
elmex |
1.1 |
|
460 |
|
|
/* bounds check x and y */ |
461 |
root |
1.4 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
462 |
|
|
return theMonsterToFind; |
463 |
elmex |
1.1 |
|
464 |
|
|
/* if the square is blocked or searched already, leave */ |
465 |
root |
1.4 |
if (layout[x][y] != 0) |
466 |
|
|
return theMonsterToFind; /* might be NULL, that's fine. */ |
467 |
elmex |
1.1 |
|
468 |
|
|
/* check the current square for a monster. If there is one, |
469 |
|
|
set theMonsterToFind and return it. */ |
470 |
root |
1.4 |
layout[x][y] = 1; |
471 |
|
|
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
472 |
|
|
{ |
473 |
root |
1.10 |
object *the_monster = GET_MAP_OB (map, x, y); |
474 |
root |
1.4 |
|
475 |
|
|
/* check off this point */ |
476 |
|
|
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
477 |
|
|
if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
478 |
|
|
{ |
479 |
|
|
theMonsterToFind = the_monster; |
480 |
|
|
return theMonsterToFind; |
481 |
|
|
} |
482 |
elmex |
1.1 |
} |
483 |
root |
1.4 |
|
484 |
elmex |
1.1 |
/* now search all the 8 squares around recursively for a monster,in random order */ |
485 |
root |
1.21 |
for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
486 |
root |
1.4 |
{ |
487 |
|
|
theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
488 |
|
|
if (theMonsterToFind != NULL) |
489 |
|
|
return theMonsterToFind; |
490 |
|
|
} |
491 |
root |
1.36 |
|
492 |
elmex |
1.1 |
return theMonsterToFind; |
493 |
|
|
} |
494 |
|
|
|
495 |
|
|
/* sets up some data structures: the _recursive form does the |
496 |
|
|
real work. */ |
497 |
root |
1.4 |
object * |
498 |
root |
1.12 |
find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
499 |
root |
1.4 |
{ |
500 |
root |
1.36 |
Layout layout2 (RP); |
501 |
|
|
|
502 |
|
|
layout2->clear (); |
503 |
root |
1.4 |
|
504 |
elmex |
1.1 |
/* allocate and copy the layout, converting C to 0. */ |
505 |
root |
1.36 |
for (int i = 0; i < layout2->w; i++) |
506 |
|
|
for (int j = 0; j < layout2->h; j++) |
507 |
|
|
if (wall_blocked (map, i, j)) |
508 |
|
|
layout2[i][j] = '#'; |
509 |
root |
1.33 |
|
510 |
root |
1.36 |
theMonsterToFind = 0; |
511 |
root |
1.4 |
theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
512 |
|
|
|
513 |
root |
1.36 |
layout2.free (); |
514 |
elmex |
1.1 |
|
515 |
|
|
return theMonsterToFind; |
516 |
|
|
} |
517 |
|
|
|
518 |
root |
1.4 |
/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
519 |
elmex |
1.1 |
int *room_free_spots_x; |
520 |
|
|
int *room_free_spots_y; |
521 |
root |
1.4 |
int number_of_free_spots_in_room; |
522 |
elmex |
1.1 |
|
523 |
|
|
/* the workhorse routine, which finds the free spots in a room: |
524 |
|
|
a datastructure of free points is set up, and a position chosen from |
525 |
|
|
that datastructure. */ |
526 |
root |
1.4 |
void |
527 |
root |
1.12 |
find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
528 |
root |
1.4 |
{ |
529 |
|
|
int i, j; |
530 |
elmex |
1.1 |
|
531 |
|
|
/* bounds check x and y */ |
532 |
root |
1.4 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
533 |
|
|
return; |
534 |
elmex |
1.1 |
|
535 |
|
|
/* if the square is blocked or searched already, leave */ |
536 |
root |
1.4 |
if (layout[x][y] != 0) |
537 |
|
|
return; |
538 |
elmex |
1.1 |
|
539 |
|
|
/* set the current square as checked, and add it to the list. |
540 |
|
|
set theMonsterToFind and return it. */ |
541 |
|
|
/* check off this point */ |
542 |
root |
1.4 |
layout[x][y] = 1; |
543 |
|
|
room_free_spots_x[number_of_free_spots_in_room] = x; |
544 |
|
|
room_free_spots_y[number_of_free_spots_in_room] = y; |
545 |
elmex |
1.1 |
number_of_free_spots_in_room++; |
546 |
root |
1.19 |
|
547 |
elmex |
1.1 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
548 |
root |
1.21 |
for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
549 |
root |
1.19 |
find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
550 |
elmex |
1.1 |
|
551 |
|
|
} |
552 |
|
|
|
553 |
|
|
/* find a random non-blocked spot in this room to drop a key. */ |
554 |
root |
1.4 |
void |
555 |
root |
1.12 |
find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
556 |
root |
1.4 |
{ |
557 |
elmex |
1.1 |
char **layout2; |
558 |
root |
1.4 |
int i, j; |
559 |
elmex |
1.1 |
|
560 |
root |
1.4 |
number_of_free_spots_in_room = 0; |
561 |
|
|
room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
562 |
|
|
room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
563 |
|
|
|
564 |
|
|
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
565 |
elmex |
1.1 |
/* allocate and copy the layout, converting C to 0. */ |
566 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
567 |
|
|
{ |
568 |
|
|
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
569 |
|
|
for (j = 0; j < RP->Ysize; j++) |
570 |
root |
1.19 |
if (wall_blocked (map, i, j)) |
571 |
|
|
layout2[i][j] = '#'; |
572 |
root |
1.4 |
} |
573 |
|
|
|
574 |
|
|
/* setup num_free_spots and room_free_spots */ |
575 |
|
|
find_spot_in_room_recursive (layout2, x, y, RP); |
576 |
|
|
|
577 |
|
|
if (number_of_free_spots_in_room > 0) |
578 |
|
|
{ |
579 |
root |
1.24 |
i = rndm (number_of_free_spots_in_room); |
580 |
root |
1.4 |
*kx = room_free_spots_x[i]; |
581 |
|
|
*ky = room_free_spots_y[i]; |
582 |
elmex |
1.1 |
} |
583 |
|
|
|
584 |
|
|
/* deallocate the temp. layout */ |
585 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
586 |
root |
1.19 |
free (layout2[i]); |
587 |
|
|
|
588 |
root |
1.4 |
free (layout2); |
589 |
|
|
free (room_free_spots_x); |
590 |
|
|
free (room_free_spots_y); |
591 |
elmex |
1.1 |
} |
592 |
|
|
|
593 |
|
|
|
594 |
|
|
/* searches the map for a spot with walls around it. The more |
595 |
root |
1.2 |
walls the better, but it'll settle for 1 wall, or even 0, but |
596 |
|
|
it'll return 0 if no FREE spots are found.*/ |
597 |
root |
1.4 |
void |
598 |
root |
1.12 |
find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
599 |
root |
1.4 |
{ |
600 |
|
|
int x, y; |
601 |
elmex |
1.1 |
int i; |
602 |
|
|
|
603 |
root |
1.4 |
x = *cx; |
604 |
|
|
y = *cy; |
605 |
|
|
|
606 |
|
|
for (i = 0; i <= SIZEOFFREE1; i++) |
607 |
|
|
{ |
608 |
|
|
int lx, ly, sindex; |
609 |
|
|
|
610 |
|
|
lx = x + freearr_x[i]; |
611 |
|
|
ly = y + freearr_y[i]; |
612 |
|
|
sindex = surround_flag3 (map, lx, ly, RP); |
613 |
|
|
/* if it's blocked on 3 sides, it's enclosed */ |
614 |
|
|
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
615 |
|
|
{ |
616 |
|
|
*cx = lx; |
617 |
|
|
*cy = ly; |
618 |
|
|
return; |
619 |
|
|
} |
620 |
elmex |
1.1 |
} |
621 |
|
|
|
622 |
|
|
/* OK, if we got here, we're obviously someplace where there's no enclosed |
623 |
|
|
spots--try to find someplace which is 2x enclosed. */ |
624 |
root |
1.4 |
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 == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
633 |
|
|
{ |
634 |
|
|
*cx = lx; |
635 |
|
|
*cy = ly; |
636 |
|
|
return; |
637 |
|
|
} |
638 |
elmex |
1.1 |
} |
639 |
|
|
|
640 |
|
|
/* settle for one surround point */ |
641 |
root |
1.4 |
for (i = 0; i <= SIZEOFFREE1; i++) |
642 |
|
|
{ |
643 |
|
|
int lx, ly, sindex; |
644 |
|
|
|
645 |
|
|
lx = x + freearr_x[i]; |
646 |
|
|
ly = y + freearr_y[i]; |
647 |
|
|
sindex = surround_flag3 (map, lx, ly, RP); |
648 |
|
|
/* if it's blocked on 3 sides, it's enclosed */ |
649 |
|
|
if (sindex) |
650 |
|
|
{ |
651 |
|
|
*cx = lx; |
652 |
|
|
*cy = ly; |
653 |
|
|
return; |
654 |
|
|
} |
655 |
|
|
} |
656 |
|
|
/* give up and return the closest free spot. */ |
657 |
root |
1.29 |
i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
658 |
root |
1.17 |
|
659 |
|
|
if (i != -1) |
660 |
root |
1.4 |
{ |
661 |
|
|
*cx = x + freearr_x[i]; |
662 |
|
|
*cy = y + freearr_y[i]; |
663 |
elmex |
1.1 |
} |
664 |
root |
1.17 |
else |
665 |
|
|
{ |
666 |
|
|
/* indicate failure */ |
667 |
|
|
*cx = -1; |
668 |
|
|
*cy = -1; |
669 |
|
|
} |
670 |
elmex |
1.1 |
} |
671 |
|
|
|
672 |
root |
1.4 |
void |
673 |
root |
1.7 |
remove_monsters (int x, int y, maptile *map) |
674 |
root |
1.4 |
{ |
675 |
elmex |
1.1 |
object *tmp; |
676 |
|
|
|
677 |
root |
1.22 |
for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
678 |
root |
1.4 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
679 |
|
|
{ |
680 |
|
|
if (tmp->head) |
681 |
|
|
tmp = tmp->head; |
682 |
root |
1.8 |
tmp->remove (); |
683 |
root |
1.9 |
tmp->destroy (); |
684 |
root |
1.10 |
tmp = GET_MAP_OB (map, x, y); |
685 |
root |
1.4 |
if (tmp == NULL) |
686 |
|
|
break; |
687 |
|
|
}; |
688 |
elmex |
1.1 |
} |
689 |
|
|
|
690 |
|
|
/* surrounds the point x,y by doors, so as to enclose something, like |
691 |
root |
1.2 |
a chest. It only goes as far as the 8 squares surrounding, and |
692 |
|
|
it'll remove any monsters it finds.*/ |
693 |
root |
1.4 |
object ** |
694 |
root |
1.7 |
surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
695 |
root |
1.4 |
{ |
696 |
elmex |
1.1 |
int i; |
697 |
root |
1.26 |
const char *doors[2]; |
698 |
elmex |
1.1 |
object **doorlist; |
699 |
root |
1.4 |
int ndoors_made = 0; |
700 |
|
|
doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
701 |
elmex |
1.1 |
|
702 |
|
|
/* this is a list we pick from, for horizontal and vertical doors */ |
703 |
root |
1.4 |
if (opts & DOORED) |
704 |
|
|
{ |
705 |
|
|
doors[0] = "locked_door2"; |
706 |
|
|
doors[1] = "locked_door1"; |
707 |
|
|
} |
708 |
|
|
else |
709 |
|
|
{ |
710 |
|
|
doors[0] = "door_1"; |
711 |
|
|
doors[1] = "door_2"; |
712 |
|
|
} |
713 |
elmex |
1.1 |
|
714 |
|
|
/* place doors in all the 8 adjacent unblocked squares. */ |
715 |
root |
1.4 |
for (i = 1; i < 9; i++) |
716 |
|
|
{ |
717 |
|
|
int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
718 |
|
|
|
719 |
root |
1.22 |
if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
720 |
root |
1.4 |
{ /* place a door */ |
721 |
root |
1.22 |
remove_monsters (x1, y1, map); |
722 |
root |
1.4 |
|
723 |
root |
1.22 |
object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
724 |
|
|
map->insert (new_door, x1, y1); |
725 |
root |
1.4 |
doorlist[ndoors_made] = new_door; |
726 |
|
|
ndoors_made++; |
727 |
|
|
} |
728 |
elmex |
1.1 |
} |
729 |
root |
1.22 |
|
730 |
elmex |
1.1 |
return doorlist; |
731 |
|
|
} |
732 |
|
|
|
733 |
|
|
|
734 |
|
|
/* returns the first door in this square, or NULL if there isn't a door. */ |
735 |
root |
1.4 |
object * |
736 |
root |
1.7 |
door_in_square (maptile *map, int x, int y) |
737 |
root |
1.4 |
{ |
738 |
elmex |
1.1 |
object *tmp; |
739 |
root |
1.4 |
|
740 |
root |
1.10 |
for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
741 |
root |
1.4 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
742 |
|
|
return tmp; |
743 |
elmex |
1.1 |
return NULL; |
744 |
|
|
} |
745 |
root |
1.4 |
|
746 |
elmex |
1.1 |
/* the workhorse routine, which finds the doors in a room */ |
747 |
root |
1.4 |
void |
748 |
root |
1.12 |
find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
749 |
root |
1.4 |
{ |
750 |
|
|
int i, j; |
751 |
elmex |
1.1 |
object *door; |
752 |
|
|
|
753 |
|
|
/* bounds check x and y */ |
754 |
root |
1.4 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
755 |
|
|
return; |
756 |
elmex |
1.1 |
|
757 |
|
|
/* if the square is blocked or searched already, leave */ |
758 |
root |
1.4 |
if (layout[x][y] == 1) |
759 |
|
|
return; |
760 |
elmex |
1.1 |
|
761 |
|
|
/* check off this point */ |
762 |
root |
1.4 |
if (layout[x][y] == '#') |
763 |
|
|
{ /* there could be a door here */ |
764 |
|
|
layout[x][y] = 1; |
765 |
|
|
door = door_in_square (map, x, y); |
766 |
root |
1.13 |
if (door) |
767 |
elmex |
1.1 |
{ |
768 |
root |
1.4 |
doorlist[*ndoors] = door; |
769 |
root |
1.33 |
|
770 |
root |
1.13 |
if (*ndoors > 1022) /* eek! out of memory */ |
771 |
root |
1.4 |
{ |
772 |
|
|
LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
773 |
|
|
return; |
774 |
|
|
} |
775 |
root |
1.13 |
|
776 |
root |
1.4 |
*ndoors = *ndoors + 1; |
777 |
elmex |
1.1 |
} |
778 |
|
|
} |
779 |
root |
1.4 |
else |
780 |
|
|
{ |
781 |
|
|
layout[x][y] = 1; |
782 |
root |
1.24 |
|
783 |
root |
1.4 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
784 |
root |
1.24 |
for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
785 |
|
|
find_doors_in_room_recursive (layout, map, |
786 |
|
|
x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
787 |
|
|
doorlist, ndoors, RP); |
788 |
elmex |
1.1 |
} |
789 |
|
|
} |
790 |
|
|
|
791 |
|
|
/* find a random non-blocked spot in this room to drop a key. */ |
792 |
root |
1.4 |
object ** |
793 |
root |
1.12 |
find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
794 |
root |
1.4 |
{ |
795 |
|
|
int i, j; |
796 |
|
|
int ndoors = 0; |
797 |
elmex |
1.1 |
|
798 |
root |
1.35 |
object **doorlist = (object **)calloc (sizeof (int), 1024); |
799 |
root |
1.33 |
|
800 |
root |
1.36 |
LayoutData layout2 (RP->Xsize, RP->Ysize); |
801 |
|
|
layout2.clear (); |
802 |
elmex |
1.1 |
|
803 |
|
|
/* allocate and copy the layout, converting C to 0. */ |
804 |
root |
1.4 |
for (i = 0; i < RP->Xsize; i++) |
805 |
root |
1.33 |
for (j = 0; j < RP->Ysize; j++) |
806 |
root |
1.36 |
layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
807 |
root |
1.4 |
|
808 |
|
|
/* setup num_free_spots and room_free_spots */ |
809 |
|
|
find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
810 |
elmex |
1.1 |
|
811 |
|
|
return doorlist; |
812 |
|
|
} |
813 |
|
|
|
814 |
|
|
/* locks and/or hides all the doors in doorlist, or does nothing if |
815 |
root |
1.2 |
opts doesn't say to lock/hide doors. */ |
816 |
root |
1.4 |
void |
817 |
root |
1.12 |
lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
818 |
root |
1.4 |
{ |
819 |
elmex |
1.1 |
object *door; |
820 |
|
|
int i; |
821 |
root |
1.4 |
|
822 |
elmex |
1.1 |
/* lock the doors and hide the keys. */ |
823 |
root |
1.4 |
|
824 |
|
|
if (opts & DOORED) |
825 |
|
|
{ |
826 |
|
|
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
827 |
|
|
{ |
828 |
|
|
object *new_door = get_archetype ("locked_door1"); |
829 |
root |
1.13 |
char keybuf[1024]; |
830 |
root |
1.4 |
|
831 |
|
|
door = doorlist[i]; |
832 |
|
|
new_door->face = door->face; |
833 |
|
|
new_door->x = door->x; |
834 |
|
|
new_door->y = door->y; |
835 |
root |
1.8 |
door->remove (); |
836 |
root |
1.9 |
door->destroy (); |
837 |
root |
1.4 |
doorlist[i] = new_door; |
838 |
|
|
insert_ob_in_map (new_door, map, NULL, 0); |
839 |
root |
1.24 |
sprintf (keybuf, "%d", rndm (1000000000)); |
840 |
root |
1.4 |
new_door->slaying = keybuf; |
841 |
|
|
keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
842 |
|
|
} |
843 |
elmex |
1.1 |
} |
844 |
|
|
|
845 |
|
|
/* change the faces of the doors and surrounding walls to hide them. */ |
846 |
root |
1.4 |
if (opts & HIDDEN) |
847 |
|
|
{ |
848 |
|
|
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
849 |
|
|
{ |
850 |
|
|
object *wallface; |
851 |
|
|
|
852 |
|
|
door = doorlist[i]; |
853 |
|
|
wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
854 |
|
|
if (wallface != NULL) |
855 |
|
|
{ |
856 |
|
|
retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
857 |
|
|
retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
858 |
|
|
retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
859 |
|
|
retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
860 |
root |
1.36 |
|
861 |
root |
1.4 |
door->face = wallface->face; |
862 |
root |
1.36 |
|
863 |
root |
1.4 |
if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
864 |
root |
1.8 |
wallface->remove (); |
865 |
root |
1.36 |
|
866 |
root |
1.9 |
wallface->destroy (); |
867 |
root |
1.4 |
} |
868 |
|
|
} |
869 |
elmex |
1.1 |
} |
870 |
|
|
} |