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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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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, |
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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 |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* placing treasure in maps, where appropriate. */ |
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|
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#include <global.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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|
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/* some defines for various options which can be set. */ |
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|
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#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
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#define HIDDEN 2 /* doors to treasure are hidden. */ |
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#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
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#define DOORED 8 /* treasure has doors around it. */ |
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#define TRAPPED 16 /* trap dropped in same location as chest. */ |
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#define SPARSE 32 /* 1/2 as much treasure as default */ |
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#define RICH 64 /* 2x as much treasure as default */ |
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#define FILLED 128 /* Fill/tile the entire map with treasure */ |
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#define LAST_OPTION 64 /* set this to the last real option, for random */ |
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|
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#define NO_PASS_DOORS 0 |
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#define PASS_DOORS 1 |
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|
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/* a macro to get a strongly centered random distribution, |
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from 0 to x, centered at x/2 */ |
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static int |
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bc_random (int x) |
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{ |
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return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
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} |
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|
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static object * |
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gen_key (const shstr &keycode) |
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{ |
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/* get a key and set its keycode */ |
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object *key = archetype::get (shstr_key_random_map); |
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key->slaying = keycode; |
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return key; |
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} |
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|
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/* places keys in the map, preferably in something alive. |
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keycode is the key's code, |
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door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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|
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The idea is that you call keyplace on x,y where a door is, and it'll make |
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sure a key is placed on both sides of the door. |
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*/ |
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static int |
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keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
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{ |
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int i, j; |
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int kx = 0, ky = 0; |
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object *the_keymaster; /* the monster that gets the key. */ |
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object *the_key = gen_key (keycode); |
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|
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if (door_flag == PASS_DOORS) |
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{ |
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int tries = 0; |
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|
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the_keymaster = 0; |
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while (tries < 15 && !the_keymaster) |
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{ |
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i = rmg_rndm (RP->Xsize - 2) + 1; |
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j = rmg_rndm (RP->Ysize - 2) + 1; |
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tries++; |
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the_keymaster = find_closest_monster (map, i, j, RP); |
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} |
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|
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/* if we don't find a good keymaster, drop the key on the ground. */ |
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if (!the_keymaster) |
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{ |
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int freeindex; |
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|
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freeindex = -1; |
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for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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{ |
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kx = rmg_rndm (RP->Xsize - 2) + 1; |
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ky = rmg_rndm (RP->Ysize - 2) + 1; |
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freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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} |
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|
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// can freeindex ever be < 0? |
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if (freeindex >= 0) |
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{ |
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kx += freearr_x [freeindex]; |
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ky += freearr_y [freeindex]; |
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} |
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} |
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} |
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else |
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{ /* NO_PASS_DOORS --we have to work harder. */ |
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/* don't try to keyplace if we're sitting on a blocked square and |
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NO_PASS_DOORS is set. */ |
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if (n_keys == 1) |
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{ |
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if (wall_blocked (map, x, y)) |
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{ |
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the_key->destroy (); |
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return 0; |
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} |
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|
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the_keymaster = find_monster_in_room (map, x, y, RP); |
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if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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find_spot_in_room (map, x, y, &kx, &ky, RP); |
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} |
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else |
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{ |
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int sum = 0; /* count how many keys we actually place */ |
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|
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/* I'm lazy, so just try to place in all 4 directions. */ |
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sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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|
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if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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{ /* diagonally this time. */ |
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keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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} |
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|
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the_key->destroy (); |
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return 1; |
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} |
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} |
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|
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if (the_keymaster) |
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the_keymaster->head_ ()->insert (the_key); |
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else |
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{ |
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the_key->x = kx; |
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the_key->y = ky; |
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insert_ob_in_map (the_key, map, NULL, 0); |
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} |
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|
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return 1; |
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} |
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|
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/* returns true if square x,y has P_NO_PASS set, which is true for walls |
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* and doors but not monsters. |
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* This function is not map tile aware. |
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*/ |
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int |
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wall_blocked (maptile *m, int x, int y) |
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{ |
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if (OUT_OF_REAL_MAP (m, x, y)) |
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return 1; |
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|
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m->at (x, y).update (); |
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return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
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} |
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|
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/* place treasures in the map, given the |
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map, (required) |
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layout, (required) |
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treasure style (may be empty or NULL, or "none" to cause no treasure.) |
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treasureoptions (may be 0 for random choices or positive) |
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*/ |
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void |
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place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
187 |
{ |
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char styledirname[1024]; |
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char stylefilepath[1024]; |
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maptile *style_map = 0; |
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int num_treasures; |
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|
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/* bail out if treasure isn't wanted. */ |
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if (treasure_style) |
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if (!strcmp (treasure_style, "none")) |
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return; |
197 |
|
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if (treasureoptions <= 0) |
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treasureoptions = rmg_rndm (2 * LAST_OPTION); |
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|
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/* filter out the mutually exclusive options */ |
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if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
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{ |
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if (rmg_rndm (2)) |
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treasureoptions -= 1; |
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else |
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treasureoptions -= 2; |
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} |
209 |
|
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/* pick the number of treasures */ |
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if (treasureoptions & SPARSE) |
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num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
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else if (treasureoptions & RICH) |
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num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
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else |
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num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
217 |
|
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if (num_treasures <= 0) |
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return; |
220 |
|
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/* get the style map */ |
222 |
sprintf (styledirname, "%s", "/styles/treasurestyles"); |
223 |
sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
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style_map = find_style (styledirname, treasure_style, -1); |
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|
226 |
if (!style_map) |
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{ |
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LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
229 |
return; |
230 |
} |
231 |
|
232 |
/* all the treasure at one spot in the map. */ |
233 |
if (treasureoptions & CONCENTRATED) |
234 |
{ |
235 |
/* map_layout_style global, and is previously set */ |
236 |
switch (RP->map_layout_style) |
237 |
{ |
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case LAYOUT_ONION: |
239 |
case LAYOUT_SPIRAL: |
240 |
case LAYOUT_SQUARE_SPIRAL: |
241 |
{ |
242 |
int i, j; |
243 |
|
244 |
/* search the onion for C's or '>', and put treasure there. */ |
245 |
for (i = 0; i < RP->Xsize; i++) |
246 |
{ |
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for (j = 0; j < RP->Ysize; j++) |
248 |
{ |
249 |
if (layout[i][j] == 'C' || layout[i][j] == '>') |
250 |
{ |
251 |
int tdiv = RP->symmetry_used; |
252 |
object *chest; |
253 |
|
254 |
if (tdiv == 3) |
255 |
tdiv = 2; /* this symmetry uses a divisor of 2 */ |
256 |
|
257 |
/* don't put a chest on an exit. */ |
258 |
chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
259 |
|
260 |
if (!chest) |
261 |
continue; /* if no chest was placed NEXT */ |
262 |
|
263 |
if (treasureoptions & (DOORED | HIDDEN)) |
264 |
{ |
265 |
object **doorlist = find_doors_in_room (map, i, j, RP); |
266 |
lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
267 |
free (doorlist); |
268 |
} |
269 |
} |
270 |
} |
271 |
} |
272 |
break; |
273 |
} |
274 |
|
275 |
default: |
276 |
{ |
277 |
int i, j, tries; |
278 |
object *chest; |
279 |
object **doorlist; |
280 |
|
281 |
i = j = -1; |
282 |
tries = 0; |
283 |
while (i == -1 && tries < 100) |
284 |
{ |
285 |
i = rmg_rndm (RP->Xsize - 2) + 1; |
286 |
j = rmg_rndm (RP->Ysize - 2) + 1; |
287 |
find_enclosed_spot (map, &i, &j, RP); |
288 |
|
289 |
if (wall_blocked (map, i, j)) |
290 |
i = -1; |
291 |
|
292 |
tries++; |
293 |
} |
294 |
|
295 |
chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
296 |
|
297 |
if (!chest) |
298 |
return; |
299 |
|
300 |
i = chest->x; |
301 |
j = chest->y; |
302 |
if (treasureoptions & (DOORED | HIDDEN)) |
303 |
{ |
304 |
doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
305 |
lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
306 |
free (doorlist); |
307 |
} |
308 |
} |
309 |
} |
310 |
} |
311 |
else |
312 |
{ /* DIFFUSE treasure layout */ |
313 |
int ti, i, j; |
314 |
|
315 |
for (ti = 0; ti < num_treasures; ti++) |
316 |
{ |
317 |
i = rmg_rndm (RP->Xsize - 2) + 1; |
318 |
j = rmg_rndm (RP->Ysize - 2) + 1; |
319 |
place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
320 |
} |
321 |
} |
322 |
} |
323 |
|
324 |
/* put a chest into the map, near x and y, with the treasure style |
325 |
determined (may be null, or may be a treasure list from lib/treasures, |
326 |
if the global variable "treasurestyle" is set to that treasure list's name */ |
327 |
object * |
328 |
place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
329 |
{ |
330 |
object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
331 |
|
332 |
/* first, find a place to put the chest. */ |
333 |
int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
334 |
if (i == -1) |
335 |
{ |
336 |
the_chest->destroy (); |
337 |
return NULL; |
338 |
} |
339 |
|
340 |
int xl = x + freearr_x[i]; |
341 |
int yl = y + freearr_y[i]; |
342 |
|
343 |
/* if the placement is blocked, return a fail. */ |
344 |
if (wall_blocked (map, xl, yl)) |
345 |
return 0; |
346 |
|
347 |
/* put the treasures in the chest. */ |
348 |
/* if(style_map) { */ |
349 |
#if 0 /* don't use treasure style maps for now! */ |
350 |
int ti; |
351 |
|
352 |
/* if treasurestyle lists a treasure list, use it. */ |
353 |
treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
354 |
|
355 |
if (tlist != NULL) |
356 |
for (ti = 0; ti < n_treasures; ti++) |
357 |
{ /* use the treasure list */ |
358 |
object *new_treasure = style_map->pick_random_object (rmg_rndm); |
359 |
|
360 |
insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
361 |
} |
362 |
else |
363 |
{ /* use the style map */ |
364 |
the_chest->randomitems = tlist; |
365 |
the_chest->stats.hp = n_treasures; |
366 |
} |
367 |
#endif |
368 |
{ /* neither style_map no treasure list given */ |
369 |
treasurelist *tlist = treasurelist::find ("chest"); |
370 |
|
371 |
the_chest->randomitems = tlist; |
372 |
the_chest->stats.hp = n_treasures; |
373 |
} |
374 |
|
375 |
/* stick a trap in the chest if required */ |
376 |
if (treasureoptions & TRAPPED) |
377 |
{ |
378 |
maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
379 |
|
380 |
if (trap_map) |
381 |
{ |
382 |
object *the_trap = trap_map->pick_random_object (rmg_rndm); |
383 |
|
384 |
the_trap->stats.Cha = 10 + RP->difficulty; |
385 |
the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
386 |
|
387 |
if (the_trap) |
388 |
{ |
389 |
object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
390 |
|
391 |
new_trap->x = x; |
392 |
new_trap->y = y; |
393 |
insert_ob_in_ob (new_trap, the_chest); |
394 |
} |
395 |
} |
396 |
} |
397 |
|
398 |
/* set the chest lock code, and call the keyplacer routine with |
399 |
the lockcode. It's not worth bothering to lock the chest if |
400 |
there's only 1 treasure.... */ |
401 |
if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
402 |
{ |
403 |
the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
404 |
keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
405 |
} |
406 |
|
407 |
/* actually place the chest. */ |
408 |
the_chest->x = xl; |
409 |
the_chest->y = yl; |
410 |
insert_ob_in_map (the_chest, map, NULL, 0); |
411 |
return the_chest; |
412 |
} |
413 |
|
414 |
|
415 |
/* finds the closest monster and returns him, regardless of doors |
416 |
or walls */ |
417 |
object * |
418 |
find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
419 |
{ |
420 |
int i; |
421 |
|
422 |
for (i = 0; i < SIZEOFFREE; i++) |
423 |
{ |
424 |
int lx, ly; |
425 |
|
426 |
lx = x + freearr_x[i]; |
427 |
ly = y + freearr_y[i]; |
428 |
/* boundscheck */ |
429 |
if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
430 |
/* don't bother searching this square unless the map says life exists. */ |
431 |
if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
432 |
{ |
433 |
object *the_monster = GET_MAP_OB (map, lx, ly); |
434 |
|
435 |
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
436 |
if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
437 |
return the_monster; |
438 |
} |
439 |
} |
440 |
return NULL; |
441 |
} |
442 |
|
443 |
/* both find_monster_in_room routines need to have access to this. */ |
444 |
|
445 |
object *theMonsterToFind; |
446 |
|
447 |
/* a recursive routine which will return a monster, eventually,if there is one. |
448 |
it does a check-off on the layout, converting 0's to 1's */ |
449 |
|
450 |
object * |
451 |
find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
452 |
{ |
453 |
int i, j; |
454 |
|
455 |
/* if we've found a monster already, leave */ |
456 |
if (theMonsterToFind != NULL) |
457 |
return theMonsterToFind; |
458 |
|
459 |
/* bounds check x and y */ |
460 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
461 |
return theMonsterToFind; |
462 |
|
463 |
/* if the square is blocked or searched already, leave */ |
464 |
if (layout[x][y] != 0) |
465 |
return theMonsterToFind; /* might be NULL, that's fine. */ |
466 |
|
467 |
/* check the current square for a monster. If there is one, |
468 |
set theMonsterToFind and return it. */ |
469 |
layout[x][y] = 1; |
470 |
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
471 |
{ |
472 |
object *the_monster = GET_MAP_OB (map, x, y); |
473 |
|
474 |
/* check off this point */ |
475 |
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
476 |
if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
477 |
{ |
478 |
theMonsterToFind = the_monster; |
479 |
return theMonsterToFind; |
480 |
} |
481 |
} |
482 |
|
483 |
/* now search all the 8 squares around recursively for a monster,in random order */ |
484 |
for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
485 |
{ |
486 |
theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
487 |
if (theMonsterToFind != NULL) |
488 |
return theMonsterToFind; |
489 |
} |
490 |
|
491 |
return theMonsterToFind; |
492 |
} |
493 |
|
494 |
/* sets up some data structures: the _recursive form does the |
495 |
real work. */ |
496 |
object * |
497 |
find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
498 |
{ |
499 |
Layout layout2 (RP); |
500 |
|
501 |
layout2->clear (); |
502 |
|
503 |
/* allocate and copy the layout, converting C to 0. */ |
504 |
for (int i = 0; i < layout2->w; i++) |
505 |
for (int j = 0; j < layout2->h; j++) |
506 |
if (wall_blocked (map, i, j)) |
507 |
layout2[i][j] = '#'; |
508 |
|
509 |
theMonsterToFind = 0; |
510 |
theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
511 |
|
512 |
layout2.free (); |
513 |
|
514 |
return theMonsterToFind; |
515 |
} |
516 |
|
517 |
/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
518 |
int *room_free_spots_x; |
519 |
int *room_free_spots_y; |
520 |
int number_of_free_spots_in_room; |
521 |
|
522 |
/* the workhorse routine, which finds the free spots in a room: |
523 |
a datastructure of free points is set up, and a position chosen from |
524 |
that datastructure. */ |
525 |
void |
526 |
find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
527 |
{ |
528 |
int i, j; |
529 |
|
530 |
/* bounds check x and y */ |
531 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
532 |
return; |
533 |
|
534 |
/* if the square is blocked or searched already, leave */ |
535 |
if (layout[x][y] != 0) |
536 |
return; |
537 |
|
538 |
/* set the current square as checked, and add it to the list. |
539 |
set theMonsterToFind and return it. */ |
540 |
/* check off this point */ |
541 |
layout[x][y] = 1; |
542 |
room_free_spots_x[number_of_free_spots_in_room] = x; |
543 |
room_free_spots_y[number_of_free_spots_in_room] = y; |
544 |
number_of_free_spots_in_room++; |
545 |
|
546 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
547 |
for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
548 |
find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 |
|
550 |
} |
551 |
|
552 |
/* find a random non-blocked spot in this room to drop a key. */ |
553 |
void |
554 |
find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
555 |
{ |
556 |
char **layout2; |
557 |
int i, j; |
558 |
|
559 |
number_of_free_spots_in_room = 0; |
560 |
room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
561 |
room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
562 |
|
563 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
564 |
/* allocate and copy the layout, converting C to 0. */ |
565 |
for (i = 0; i < RP->Xsize; i++) |
566 |
{ |
567 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
568 |
for (j = 0; j < RP->Ysize; j++) |
569 |
if (wall_blocked (map, i, j)) |
570 |
layout2[i][j] = '#'; |
571 |
} |
572 |
|
573 |
/* setup num_free_spots and room_free_spots */ |
574 |
find_spot_in_room_recursive (layout2, x, y, RP); |
575 |
|
576 |
if (number_of_free_spots_in_room > 0) |
577 |
{ |
578 |
i = rmg_rndm (number_of_free_spots_in_room); |
579 |
*kx = room_free_spots_x[i]; |
580 |
*ky = room_free_spots_y[i]; |
581 |
} |
582 |
|
583 |
/* deallocate the temp. layout */ |
584 |
for (i = 0; i < RP->Xsize; i++) |
585 |
free (layout2[i]); |
586 |
|
587 |
free (layout2); |
588 |
free (room_free_spots_x); |
589 |
free (room_free_spots_y); |
590 |
} |
591 |
|
592 |
|
593 |
/* searches the map for a spot with walls around it. The more |
594 |
walls the better, but it'll settle for 1 wall, or even 0, but |
595 |
it'll return 0 if no FREE spots are found.*/ |
596 |
void |
597 |
find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
598 |
{ |
599 |
int x, y; |
600 |
int i; |
601 |
|
602 |
x = *cx; |
603 |
y = *cy; |
604 |
|
605 |
for (i = 0; i <= SIZEOFFREE1; i++) |
606 |
{ |
607 |
int lx, ly, sindex; |
608 |
|
609 |
lx = x + freearr_x[i]; |
610 |
ly = y + freearr_y[i]; |
611 |
sindex = surround_flag3 (map, lx, ly, RP); |
612 |
/* if it's blocked on 3 sides, it's enclosed */ |
613 |
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
614 |
{ |
615 |
*cx = lx; |
616 |
*cy = ly; |
617 |
return; |
618 |
} |
619 |
} |
620 |
|
621 |
/* OK, if we got here, we're obviously someplace where there's no enclosed |
622 |
spots--try to find someplace which is 2x enclosed. */ |
623 |
for (i = 0; i <= SIZEOFFREE1; i++) |
624 |
{ |
625 |
int lx, ly, sindex; |
626 |
|
627 |
lx = x + freearr_x[i]; |
628 |
ly = y + freearr_y[i]; |
629 |
sindex = surround_flag3 (map, lx, ly, RP); |
630 |
/* if it's blocked on 3 sides, it's enclosed */ |
631 |
if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
632 |
{ |
633 |
*cx = lx; |
634 |
*cy = ly; |
635 |
return; |
636 |
} |
637 |
} |
638 |
|
639 |
/* settle for one surround point */ |
640 |
for (i = 0; i <= SIZEOFFREE1; i++) |
641 |
{ |
642 |
int lx, ly, sindex; |
643 |
|
644 |
lx = x + freearr_x[i]; |
645 |
ly = y + freearr_y[i]; |
646 |
sindex = surround_flag3 (map, lx, ly, RP); |
647 |
/* if it's blocked on 3 sides, it's enclosed */ |
648 |
if (sindex) |
649 |
{ |
650 |
*cx = lx; |
651 |
*cy = ly; |
652 |
return; |
653 |
} |
654 |
} |
655 |
/* give up and return the closest free spot. */ |
656 |
i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
657 |
|
658 |
if (i != -1) |
659 |
{ |
660 |
*cx = x + freearr_x[i]; |
661 |
*cy = y + freearr_y[i]; |
662 |
} |
663 |
else |
664 |
{ |
665 |
/* indicate failure */ |
666 |
*cx = -1; |
667 |
*cy = -1; |
668 |
} |
669 |
} |
670 |
|
671 |
void |
672 |
remove_monsters (int x, int y, maptile *map) |
673 |
{ |
674 |
for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
675 |
{ |
676 |
object *next = tmp->above; |
677 |
|
678 |
if (tmp->flag [FLAG_ALIVE]) |
679 |
tmp->head_ ()->destroy (); |
680 |
|
681 |
tmp = next; |
682 |
} |
683 |
} |
684 |
|
685 |
/* surrounds the point x,y by doors, so as to enclose something, like |
686 |
a chest. It only goes as far as the 8 squares surrounding, and |
687 |
it'll remove any monsters it finds.*/ |
688 |
object ** |
689 |
surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
690 |
{ |
691 |
int i; |
692 |
const char *doors[2]; |
693 |
object **doorlist; |
694 |
int ndoors_made = 0; |
695 |
doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
696 |
|
697 |
/* this is a list we pick from, for horizontal and vertical doors */ |
698 |
if (opts & DOORED) |
699 |
{ |
700 |
doors[0] = "locked_door2"; |
701 |
doors[1] = "locked_door1"; |
702 |
} |
703 |
else |
704 |
{ |
705 |
doors[0] = "door_1"; |
706 |
doors[1] = "door_2"; |
707 |
} |
708 |
|
709 |
/* place doors in all the 8 adjacent unblocked squares. */ |
710 |
for (i = 1; i < 9; i++) |
711 |
{ |
712 |
int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
713 |
|
714 |
if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
715 |
{ /* place a door */ |
716 |
remove_monsters (x1, y1, map); |
717 |
|
718 |
object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
719 |
map->insert (new_door, x1, y1); |
720 |
doorlist[ndoors_made] = new_door; |
721 |
ndoors_made++; |
722 |
} |
723 |
} |
724 |
|
725 |
return doorlist; |
726 |
} |
727 |
|
728 |
|
729 |
/* returns the first door in this square, or NULL if there isn't a door. */ |
730 |
object * |
731 |
door_in_square (maptile *map, int x, int y) |
732 |
{ |
733 |
object *tmp; |
734 |
|
735 |
for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
736 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
737 |
return tmp; |
738 |
return NULL; |
739 |
} |
740 |
|
741 |
/* the workhorse routine, which finds the doors in a room */ |
742 |
void |
743 |
find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
744 |
{ |
745 |
int i, j; |
746 |
object *door; |
747 |
|
748 |
/* bounds check x and y */ |
749 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
750 |
return; |
751 |
|
752 |
/* if the square is blocked or searched already, leave */ |
753 |
if (layout[x][y] == 1) |
754 |
return; |
755 |
|
756 |
/* check off this point */ |
757 |
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 |
if (door) |
762 |
{ |
763 |
doorlist[*ndoors] = door; |
764 |
|
765 |
if (*ndoors > 1022) /* eek! out of memory */ |
766 |
{ |
767 |
LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
768 |
return; |
769 |
} |
770 |
|
771 |
*ndoors = *ndoors + 1; |
772 |
} |
773 |
} |
774 |
else |
775 |
{ |
776 |
layout[x][y] = 1; |
777 |
|
778 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
779 |
for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
780 |
find_doors_in_room_recursive (layout, map, |
781 |
x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
782 |
doorlist, ndoors, RP); |
783 |
} |
784 |
} |
785 |
|
786 |
/* find a random non-blocked spot in this room to drop a key. */ |
787 |
object ** |
788 |
find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
789 |
{ |
790 |
int i, j; |
791 |
int ndoors = 0; |
792 |
|
793 |
object **doorlist = (object **)calloc (sizeof (int), 1024); |
794 |
|
795 |
LayoutData layout2 (RP->Xsize, RP->Ysize); |
796 |
layout2.clear (); |
797 |
|
798 |
/* allocate and copy the layout, converting C to 0. */ |
799 |
for (i = 0; i < RP->Xsize; i++) |
800 |
for (j = 0; j < RP->Ysize; j++) |
801 |
layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
802 |
|
803 |
/* setup num_free_spots and room_free_spots */ |
804 |
find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
805 |
|
806 |
return doorlist; |
807 |
} |
808 |
|
809 |
/* locks and/or hides all the doors in doorlist, or does nothing if |
810 |
opts doesn't say to lock/hide doors. */ |
811 |
void |
812 |
lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
813 |
{ |
814 |
object *door; |
815 |
int i; |
816 |
|
817 |
/* lock the doors and hide the keys. */ |
818 |
|
819 |
if (opts & DOORED) |
820 |
{ |
821 |
for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
822 |
{ |
823 |
object *new_door = get_archetype (shstr_locked_door1); |
824 |
|
825 |
door = doorlist[i]; |
826 |
new_door->face = door->face; |
827 |
new_door->x = door->x; |
828 |
new_door->y = door->y; |
829 |
door->destroy (); |
830 |
doorlist[i] = new_door; |
831 |
insert_ob_in_map (new_door, map, NULL, 0); |
832 |
new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
833 |
keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
834 |
} |
835 |
} |
836 |
|
837 |
/* change the faces of the doors and surrounding walls to hide them. */ |
838 |
if (opts & HIDDEN) |
839 |
{ |
840 |
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
841 |
{ |
842 |
object *wallface; |
843 |
|
844 |
door = doorlist[i]; |
845 |
wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
846 |
if (wallface != NULL) |
847 |
{ |
848 |
retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
849 |
retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
850 |
retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
851 |
retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
852 |
|
853 |
door->face = wallface->face; |
854 |
|
855 |
wallface->destroy (); |
856 |
} |
857 |
} |
858 |
} |
859 |
} |