1 |
|
2 |
/* |
3 |
CrossFire, A Multiplayer game for X-windows |
4 |
|
5 |
Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
6 |
Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
7 |
Copyright (C) 1992 Frank Tore Johansen |
8 |
|
9 |
This program is free software; you can redistribute it and/or modify |
10 |
it under the terms of the GNU General Public License as published by |
11 |
the Free Software Foundation; either version 2 of the License, or |
12 |
(at your option) any later version. |
13 |
|
14 |
This program is distributed in the hope that it will be useful, |
15 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
16 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
17 |
GNU General Public License for more details. |
18 |
|
19 |
You should have received a copy of the GNU General Public License |
20 |
along with this program; if not, write to the Free Software |
21 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
22 |
|
23 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
24 |
*/ |
25 |
|
26 |
/* placing treasure in maps, where appropriate. */ |
27 |
|
28 |
|
29 |
|
30 |
#include <global.h> |
31 |
#include <random_map.h> |
32 |
#include <rproto.h> |
33 |
|
34 |
/* some defines for various options which can be set. */ |
35 |
|
36 |
#define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
37 |
#define HIDDEN 2 /* doors to treasure are hidden. */ |
38 |
#define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
39 |
#define DOORED 8 /* treasure has doors around it. */ |
40 |
#define TRAPPED 16 /* trap dropped in same location as chest. */ |
41 |
#define SPARSE 32 /* 1/2 as much treasure as default */ |
42 |
#define RICH 64 /* 2x as much treasure as default */ |
43 |
#define FILLED 128 /* Fill/tile the entire map with treasure */ |
44 |
#define LAST_OPTION 64 /* set this to the last real option, for random */ |
45 |
|
46 |
#define NO_PASS_DOORS 0 |
47 |
#define PASS_DOORS 1 |
48 |
|
49 |
|
50 |
/* returns true if square x,y has P_NO_PASS set, which is true for walls |
51 |
* and doors but not monsters. |
52 |
* This function is not map tile aware. |
53 |
*/ |
54 |
|
55 |
int |
56 |
wall_blocked (maptile *m, int x, int y) |
57 |
{ |
58 |
int r; |
59 |
|
60 |
if (OUT_OF_REAL_MAP (m, x, y)) |
61 |
return 1; |
62 |
r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
63 |
return r; |
64 |
} |
65 |
|
66 |
/* place treasures in the map, given the |
67 |
map, (required) |
68 |
layout, (required) |
69 |
treasure style (may be empty or NULL, or "none" to cause no treasure.) |
70 |
treasureoptions (may be 0 for random choices or positive) |
71 |
*/ |
72 |
|
73 |
void |
74 |
place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
75 |
{ |
76 |
char styledirname[1024]; |
77 |
char stylefilepath[1024]; |
78 |
maptile *style_map = 0; |
79 |
int num_treasures; |
80 |
|
81 |
/* bail out if treasure isn't wanted. */ |
82 |
if (treasure_style) |
83 |
if (!strcmp (treasure_style, "none")) |
84 |
return; |
85 |
if (treasureoptions <= 0) |
86 |
treasureoptions = RANDOM () % (2 * LAST_OPTION); |
87 |
|
88 |
/* filter out the mutually exclusive options */ |
89 |
if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 |
{ |
91 |
if (RANDOM () % 2) |
92 |
treasureoptions -= 1; |
93 |
else |
94 |
treasureoptions -= 2; |
95 |
} |
96 |
|
97 |
/* pick the number of treasures */ |
98 |
if (treasureoptions & SPARSE) |
99 |
num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
100 |
else if (treasureoptions & RICH) |
101 |
num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
102 |
else |
103 |
num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
104 |
|
105 |
if (num_treasures <= 0) |
106 |
return; |
107 |
|
108 |
/* get the style map */ |
109 |
sprintf (styledirname, "%s", "/styles/treasurestyles"); |
110 |
sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
111 |
style_map = find_style (styledirname, treasure_style, -1); |
112 |
|
113 |
/* all the treasure at one spot in the map. */ |
114 |
if (treasureoptions & CONCENTRATED) |
115 |
{ |
116 |
|
117 |
/* map_layout_style global, and is previously set */ |
118 |
switch (RP->map_layout_style) |
119 |
{ |
120 |
case LAYOUT_ONION: |
121 |
case LAYOUT_SPIRAL: |
122 |
case LAYOUT_SQUARE_SPIRAL: |
123 |
{ |
124 |
int i, j; |
125 |
|
126 |
/* search the onion for C's or '>', and put treasure there. */ |
127 |
for (i = 0; i < RP->Xsize; i++) |
128 |
{ |
129 |
for (j = 0; j < RP->Ysize; j++) |
130 |
{ |
131 |
if (layout[i][j] == 'C' || layout[i][j] == '>') |
132 |
{ |
133 |
int tdiv = RP->symmetry_used; |
134 |
object **doorlist; |
135 |
object *chest; |
136 |
|
137 |
if (tdiv == 3) |
138 |
tdiv = 2; /* this symmetry uses a divisor of 2 */ |
139 |
/* don't put a chest on an exit. */ |
140 |
chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
141 |
if (!chest) |
142 |
continue; /* if no chest was placed NEXT */ |
143 |
if (treasureoptions & (DOORED | HIDDEN)) |
144 |
{ |
145 |
doorlist = find_doors_in_room (map, i, j, RP); |
146 |
lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
147 |
free (doorlist); |
148 |
} |
149 |
} |
150 |
} |
151 |
} |
152 |
break; |
153 |
} |
154 |
default: |
155 |
{ |
156 |
int i, j, tries; |
157 |
object *chest; |
158 |
object **doorlist; |
159 |
|
160 |
i = j = -1; |
161 |
tries = 0; |
162 |
while (i == -1 && tries < 100) |
163 |
{ |
164 |
i = RANDOM () % (RP->Xsize - 2) + 1; |
165 |
j = RANDOM () % (RP->Ysize - 2) + 1; |
166 |
find_enclosed_spot (map, &i, &j, RP); |
167 |
if (wall_blocked (map, i, j)) |
168 |
i = -1; |
169 |
tries++; |
170 |
} |
171 |
chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
172 |
if (!chest) |
173 |
return; |
174 |
i = chest->x; |
175 |
j = chest->y; |
176 |
if (treasureoptions & (DOORED | HIDDEN)) |
177 |
{ |
178 |
doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
179 |
lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
180 |
free (doorlist); |
181 |
} |
182 |
} |
183 |
} |
184 |
} |
185 |
else |
186 |
{ /* DIFFUSE treasure layout */ |
187 |
int ti, i, j; |
188 |
|
189 |
for (ti = 0; ti < num_treasures; ti++) |
190 |
{ |
191 |
i = RANDOM () % (RP->Xsize - 2) + 1; |
192 |
j = RANDOM () % (RP->Ysize - 2) + 1; |
193 |
place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
194 |
} |
195 |
} |
196 |
} |
197 |
|
198 |
/* put a chest into the map, near x and y, with the treasure style |
199 |
determined (may be null, or may be a treasure list from lib/treasures, |
200 |
if the global variable "treasurestyle" is set to that treasure list's name */ |
201 |
|
202 |
object * |
203 |
place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
204 |
{ |
205 |
object *the_chest; |
206 |
int i, xl, yl; |
207 |
|
208 |
the_chest = get_archetype ("chest"); /* was "chest_2" */ |
209 |
|
210 |
/* first, find a place to put the chest. */ |
211 |
i = find_first_free_spot (the_chest, map, x, y); |
212 |
if (i == -1) |
213 |
{ |
214 |
the_chest->destroy (); |
215 |
return NULL; |
216 |
} |
217 |
|
218 |
xl = x + freearr_x[i]; |
219 |
yl = y + freearr_y[i]; |
220 |
|
221 |
/* if the placement is blocked, return a fail. */ |
222 |
if (wall_blocked (map, xl, yl)) |
223 |
return 0; |
224 |
|
225 |
/* put the treasures in the chest. */ |
226 |
/* if(style_map) { */ |
227 |
#if 0 /* don't use treasure style maps for now! */ |
228 |
int ti; |
229 |
|
230 |
/* if treasurestyle lists a treasure list, use it. */ |
231 |
treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
232 |
|
233 |
if (tlist != NULL) |
234 |
for (ti = 0; ti < n_treasures; ti++) |
235 |
{ /* use the treasure list */ |
236 |
object *new_treasure = pick_random_object (style_map); |
237 |
|
238 |
insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
239 |
} |
240 |
else |
241 |
{ /* use the style map */ |
242 |
the_chest->randomitems = tlist; |
243 |
the_chest->stats.hp = n_treasures; |
244 |
} |
245 |
#endif |
246 |
{ /* neither style_map no treasure list given */ |
247 |
treasurelist *tlist = find_treasurelist ("chest"); |
248 |
|
249 |
the_chest->randomitems = tlist; |
250 |
the_chest->stats.hp = n_treasures; |
251 |
} |
252 |
|
253 |
/* stick a trap in the chest if required */ |
254 |
if (treasureoptions & TRAPPED) |
255 |
{ |
256 |
maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
257 |
object *the_trap; |
258 |
|
259 |
if (trap_map) |
260 |
{ |
261 |
the_trap = pick_random_object (trap_map); |
262 |
the_trap->stats.Cha = 10 + RP->difficulty; |
263 |
the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
264 |
if (the_trap) |
265 |
{ |
266 |
object *new_trap; |
267 |
|
268 |
new_trap = arch_to_object (the_trap->arch); |
269 |
new_trap->copy_to (the_trap); |
270 |
new_trap->x = x; |
271 |
new_trap->y = y; |
272 |
insert_ob_in_ob (new_trap, the_chest); |
273 |
} |
274 |
} |
275 |
} |
276 |
|
277 |
/* set the chest lock code, and call the keyplacer routine with |
278 |
the lockcode. It's not worth bothering to lock the chest if |
279 |
there's only 1 treasure.... */ |
280 |
|
281 |
if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
282 |
{ |
283 |
char keybuf[1024]; |
284 |
|
285 |
sprintf (keybuf, "%d", (int) RANDOM ()); |
286 |
the_chest->slaying = keybuf; |
287 |
keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
288 |
} |
289 |
|
290 |
/* actually place the chest. */ |
291 |
the_chest->x = xl; |
292 |
the_chest->y = yl; |
293 |
insert_ob_in_map (the_chest, map, NULL, 0); |
294 |
return the_chest; |
295 |
} |
296 |
|
297 |
|
298 |
/* finds the closest monster and returns him, regardless of doors |
299 |
or walls */ |
300 |
object * |
301 |
find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
302 |
{ |
303 |
int i; |
304 |
|
305 |
for (i = 0; i < SIZEOFFREE; i++) |
306 |
{ |
307 |
int lx, ly; |
308 |
|
309 |
lx = x + freearr_x[i]; |
310 |
ly = y + freearr_y[i]; |
311 |
/* boundscheck */ |
312 |
if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
313 |
/* don't bother searching this square unless the map says life exists. */ |
314 |
if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
315 |
{ |
316 |
object *the_monster = GET_MAP_OB (map, lx, ly); |
317 |
|
318 |
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
319 |
if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
320 |
return the_monster; |
321 |
} |
322 |
} |
323 |
return NULL; |
324 |
} |
325 |
|
326 |
|
327 |
|
328 |
/* places keys in the map, preferably in something alive. |
329 |
keycode is the key's code, |
330 |
door_flag is either PASS_DOORS or NO_PASS_DOORS. |
331 |
NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
332 |
if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
333 |
it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
334 |
|
335 |
The idea is that you call keyplace on x,y where a door is, and it'll make |
336 |
sure a key is placed on both sides of the door. |
337 |
*/ |
338 |
|
339 |
int |
340 |
keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
341 |
{ |
342 |
int i, j; |
343 |
int kx, ky; |
344 |
object *the_keymaster; /* the monster that gets the key. */ |
345 |
object *the_key; |
346 |
|
347 |
/* get a key and set its keycode */ |
348 |
the_key = get_archetype ("key2"); |
349 |
the_key->slaying = keycode; |
350 |
|
351 |
if (door_flag == PASS_DOORS) |
352 |
{ |
353 |
int tries = 0; |
354 |
|
355 |
the_keymaster = NULL; |
356 |
while (tries < 15 && the_keymaster == NULL) |
357 |
{ |
358 |
i = (RANDOM () % (RP->Xsize - 2)) + 1; |
359 |
j = (RANDOM () % (RP->Ysize - 2)) + 1; |
360 |
tries++; |
361 |
the_keymaster = find_closest_monster (map, i, j, RP); |
362 |
} |
363 |
/* if we don't find a good keymaster, drop the key on the ground. */ |
364 |
if (the_keymaster == NULL) |
365 |
{ |
366 |
int freeindex; |
367 |
|
368 |
freeindex = -1; |
369 |
for (tries = 0; tries < 15 && freeindex == -1; tries++) |
370 |
{ |
371 |
kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
372 |
ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
373 |
freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
374 |
} |
375 |
|
376 |
if (freeindex != -1) |
377 |
{ |
378 |
kx += freearr_x[freeindex]; |
379 |
ky += freearr_y[freeindex]; |
380 |
} |
381 |
} |
382 |
} |
383 |
else |
384 |
{ /* NO_PASS_DOORS --we have to work harder. */ |
385 |
/* don't try to keyplace if we're sitting on a blocked square and |
386 |
NO_PASS_DOORS is set. */ |
387 |
if (n_keys == 1) |
388 |
{ |
389 |
if (wall_blocked (map, x, y)) |
390 |
return 0; |
391 |
|
392 |
the_keymaster = find_monster_in_room (map, x, y, RP); |
393 |
if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
394 |
find_spot_in_room (map, x, y, &kx, &ky, RP); |
395 |
} |
396 |
else |
397 |
{ |
398 |
int sum = 0; /* count how many keys we actually place */ |
399 |
|
400 |
/* I'm lazy, so just try to place in all 4 directions. */ |
401 |
sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
402 |
sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
403 |
sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
404 |
sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
405 |
if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
406 |
{ /* diagnoally this time. */ |
407 |
keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
408 |
keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
409 |
keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
410 |
keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
411 |
} |
412 |
return 1; |
413 |
} |
414 |
} |
415 |
|
416 |
if (the_keymaster == NULL) |
417 |
{ |
418 |
the_key->x = kx; |
419 |
the_key->y = ky; |
420 |
insert_ob_in_map (the_key, map, NULL, 0); |
421 |
return 1; |
422 |
} |
423 |
|
424 |
insert_ob_in_ob (the_key, the_keymaster); |
425 |
return 1; |
426 |
} |
427 |
|
428 |
|
429 |
|
430 |
/* both find_monster_in_room routines need to have access to this. */ |
431 |
|
432 |
object *theMonsterToFind; |
433 |
|
434 |
/* a recursive routine which will return a monster, eventually,if there is one. |
435 |
it does a check-off on the layout, converting 0's to 1's */ |
436 |
|
437 |
object * |
438 |
find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
439 |
{ |
440 |
int i, j; |
441 |
|
442 |
/* if we've found a monster already, leave */ |
443 |
if (theMonsterToFind != NULL) |
444 |
return theMonsterToFind; |
445 |
|
446 |
/* bounds check x and y */ |
447 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
448 |
return theMonsterToFind; |
449 |
|
450 |
/* if the square is blocked or searched already, leave */ |
451 |
if (layout[x][y] != 0) |
452 |
return theMonsterToFind; /* might be NULL, that's fine. */ |
453 |
|
454 |
/* check the current square for a monster. If there is one, |
455 |
set theMonsterToFind and return it. */ |
456 |
layout[x][y] = 1; |
457 |
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
458 |
{ |
459 |
object *the_monster = GET_MAP_OB (map, x, y); |
460 |
|
461 |
/* check off this point */ |
462 |
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
463 |
if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
464 |
{ |
465 |
theMonsterToFind = the_monster; |
466 |
return theMonsterToFind; |
467 |
} |
468 |
} |
469 |
|
470 |
/* now search all the 8 squares around recursively for a monster,in random order */ |
471 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
472 |
{ |
473 |
theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
474 |
if (theMonsterToFind != NULL) |
475 |
return theMonsterToFind; |
476 |
} |
477 |
return theMonsterToFind; |
478 |
} |
479 |
|
480 |
|
481 |
/* sets up some data structures: the _recursive form does the |
482 |
real work. */ |
483 |
|
484 |
object * |
485 |
find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
486 |
{ |
487 |
char **layout2; |
488 |
int i, j; |
489 |
|
490 |
theMonsterToFind = 0; |
491 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
492 |
/* allocate and copy the layout, converting C to 0. */ |
493 |
for (i = 0; i < RP->Xsize; i++) |
494 |
{ |
495 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
496 |
for (j = 0; j < RP->Ysize; j++) |
497 |
{ |
498 |
if (wall_blocked (map, i, j)) |
499 |
layout2[i][j] = '#'; |
500 |
} |
501 |
} |
502 |
theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
503 |
|
504 |
/* deallocate the temp. layout */ |
505 |
for (i = 0; i < RP->Xsize; i++) |
506 |
{ |
507 |
free (layout2[i]); |
508 |
} |
509 |
free (layout2); |
510 |
|
511 |
return theMonsterToFind; |
512 |
} |
513 |
|
514 |
|
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 |
|
526 |
void |
527 |
find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
528 |
{ |
529 |
int i, j; |
530 |
|
531 |
/* bounds check x and y */ |
532 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
533 |
return; |
534 |
|
535 |
/* if the square is blocked or searched already, leave */ |
536 |
if (layout[x][y] != 0) |
537 |
return; |
538 |
|
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 |
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 |
number_of_free_spots_in_room++; |
546 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
547 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
548 |
{ |
549 |
find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
550 |
} |
551 |
|
552 |
} |
553 |
|
554 |
/* find a random non-blocked spot in this room to drop a key. */ |
555 |
void |
556 |
find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
557 |
{ |
558 |
char **layout2; |
559 |
int i, j; |
560 |
|
561 |
number_of_free_spots_in_room = 0; |
562 |
room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
563 |
room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
564 |
|
565 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
566 |
/* allocate and copy the layout, converting C to 0. */ |
567 |
for (i = 0; i < RP->Xsize; i++) |
568 |
{ |
569 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
570 |
for (j = 0; j < RP->Ysize; j++) |
571 |
{ |
572 |
if (wall_blocked (map, i, j)) |
573 |
layout2[i][j] = '#'; |
574 |
} |
575 |
} |
576 |
|
577 |
/* setup num_free_spots and room_free_spots */ |
578 |
find_spot_in_room_recursive (layout2, x, y, RP); |
579 |
|
580 |
if (number_of_free_spots_in_room > 0) |
581 |
{ |
582 |
i = RANDOM () % number_of_free_spots_in_room; |
583 |
*kx = room_free_spots_x[i]; |
584 |
*ky = room_free_spots_y[i]; |
585 |
} |
586 |
|
587 |
/* deallocate the temp. layout */ |
588 |
for (i = 0; i < RP->Xsize; i++) |
589 |
{ |
590 |
free (layout2[i]); |
591 |
} |
592 |
free (layout2); |
593 |
free (room_free_spots_x); |
594 |
free (room_free_spots_y); |
595 |
} |
596 |
|
597 |
|
598 |
/* searches the map for a spot with walls around it. The more |
599 |
walls the better, but it'll settle for 1 wall, or even 0, but |
600 |
it'll return 0 if no FREE spots are found.*/ |
601 |
|
602 |
void |
603 |
find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
604 |
{ |
605 |
int x, y; |
606 |
int i; |
607 |
|
608 |
x = *cx; |
609 |
y = *cy; |
610 |
|
611 |
for (i = 0; i <= SIZEOFFREE1; i++) |
612 |
{ |
613 |
int lx, ly, sindex; |
614 |
|
615 |
lx = x + freearr_x[i]; |
616 |
ly = y + freearr_y[i]; |
617 |
sindex = surround_flag3 (map, lx, ly, RP); |
618 |
/* if it's blocked on 3 sides, it's enclosed */ |
619 |
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
620 |
{ |
621 |
*cx = lx; |
622 |
*cy = ly; |
623 |
return; |
624 |
} |
625 |
} |
626 |
|
627 |
/* OK, if we got here, we're obviously someplace where there's no enclosed |
628 |
spots--try to find someplace which is 2x enclosed. */ |
629 |
for (i = 0; i <= SIZEOFFREE1; i++) |
630 |
{ |
631 |
int lx, ly, sindex; |
632 |
|
633 |
lx = x + freearr_x[i]; |
634 |
ly = y + freearr_y[i]; |
635 |
sindex = surround_flag3 (map, lx, ly, RP); |
636 |
/* if it's blocked on 3 sides, it's enclosed */ |
637 |
if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
638 |
{ |
639 |
*cx = lx; |
640 |
*cy = ly; |
641 |
return; |
642 |
} |
643 |
} |
644 |
|
645 |
/* settle for one surround point */ |
646 |
for (i = 0; i <= SIZEOFFREE1; i++) |
647 |
{ |
648 |
int lx, ly, sindex; |
649 |
|
650 |
lx = x + freearr_x[i]; |
651 |
ly = y + freearr_y[i]; |
652 |
sindex = surround_flag3 (map, lx, ly, RP); |
653 |
/* if it's blocked on 3 sides, it's enclosed */ |
654 |
if (sindex) |
655 |
{ |
656 |
*cx = lx; |
657 |
*cy = ly; |
658 |
return; |
659 |
} |
660 |
} |
661 |
/* give up and return the closest free spot. */ |
662 |
i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
663 |
|
664 |
if (i != -1) |
665 |
{ |
666 |
*cx = x + freearr_x[i]; |
667 |
*cy = y + freearr_y[i]; |
668 |
} |
669 |
else |
670 |
{ |
671 |
/* indicate failure */ |
672 |
*cx = -1; |
673 |
*cy = -1; |
674 |
} |
675 |
} |
676 |
|
677 |
|
678 |
void |
679 |
remove_monsters (int x, int y, maptile *map) |
680 |
{ |
681 |
object *tmp; |
682 |
|
683 |
for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
684 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
685 |
{ |
686 |
if (tmp->head) |
687 |
tmp = tmp->head; |
688 |
tmp->remove (); |
689 |
tmp->destroy (); |
690 |
tmp = GET_MAP_OB (map, x, y); |
691 |
if (tmp == NULL) |
692 |
break; |
693 |
}; |
694 |
} |
695 |
|
696 |
|
697 |
/* surrounds the point x,y by doors, so as to enclose something, like |
698 |
a chest. It only goes as far as the 8 squares surrounding, and |
699 |
it'll remove any monsters it finds.*/ |
700 |
|
701 |
object ** |
702 |
surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
703 |
{ |
704 |
int i; |
705 |
char *doors[2]; |
706 |
object **doorlist; |
707 |
int ndoors_made = 0; |
708 |
doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
709 |
|
710 |
/* this is a list we pick from, for horizontal and vertical doors */ |
711 |
if (opts & DOORED) |
712 |
{ |
713 |
doors[0] = "locked_door2"; |
714 |
doors[1] = "locked_door1"; |
715 |
} |
716 |
else |
717 |
{ |
718 |
doors[0] = "door_1"; |
719 |
doors[1] = "door_2"; |
720 |
} |
721 |
|
722 |
/* place doors in all the 8 adjacent unblocked squares. */ |
723 |
for (i = 1; i < 9; i++) |
724 |
{ |
725 |
int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
726 |
|
727 |
if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
728 |
{ /* place a door */ |
729 |
object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
730 |
|
731 |
new_door->x = x + freearr_x[i]; |
732 |
new_door->y = y + freearr_y[i]; |
733 |
remove_monsters (new_door->x, new_door->y, map); |
734 |
insert_ob_in_map (new_door, map, NULL, 0); |
735 |
doorlist[ndoors_made] = new_door; |
736 |
ndoors_made++; |
737 |
} |
738 |
} |
739 |
return doorlist; |
740 |
} |
741 |
|
742 |
|
743 |
/* returns the first door in this square, or NULL if there isn't a door. */ |
744 |
object * |
745 |
door_in_square (maptile *map, int x, int y) |
746 |
{ |
747 |
object *tmp; |
748 |
|
749 |
for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
750 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
751 |
return tmp; |
752 |
return NULL; |
753 |
} |
754 |
|
755 |
|
756 |
/* the workhorse routine, which finds the doors in a room */ |
757 |
void |
758 |
find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
759 |
{ |
760 |
int i, j; |
761 |
object *door; |
762 |
|
763 |
/* bounds check x and y */ |
764 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
765 |
return; |
766 |
|
767 |
/* if the square is blocked or searched already, leave */ |
768 |
if (layout[x][y] == 1) |
769 |
return; |
770 |
|
771 |
/* check off this point */ |
772 |
if (layout[x][y] == '#') |
773 |
{ /* there could be a door here */ |
774 |
layout[x][y] = 1; |
775 |
door = door_in_square (map, x, y); |
776 |
if (door) |
777 |
{ |
778 |
doorlist[*ndoors] = door; |
779 |
if (*ndoors > 1022) /* eek! out of memory */ |
780 |
{ |
781 |
LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
782 |
return; |
783 |
} |
784 |
|
785 |
*ndoors = *ndoors + 1; |
786 |
} |
787 |
} |
788 |
else |
789 |
{ |
790 |
layout[x][y] = 1; |
791 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
792 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
793 |
find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
794 |
} |
795 |
} |
796 |
|
797 |
/* find a random non-blocked spot in this room to drop a key. */ |
798 |
object ** |
799 |
find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
800 |
{ |
801 |
char **layout2; |
802 |
object **doorlist; |
803 |
int i, j; |
804 |
int ndoors = 0; |
805 |
|
806 |
doorlist = (object **) calloc (sizeof (int), 1024); |
807 |
|
808 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
809 |
/* allocate and copy the layout, converting C to 0. */ |
810 |
for (i = 0; i < RP->Xsize; i++) |
811 |
{ |
812 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
813 |
for (j = 0; j < RP->Ysize; j++) |
814 |
{ |
815 |
if (wall_blocked (map, i, j)) |
816 |
layout2[i][j] = '#'; |
817 |
} |
818 |
} |
819 |
|
820 |
/* setup num_free_spots and room_free_spots */ |
821 |
find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
822 |
|
823 |
/* deallocate the temp. layout */ |
824 |
for (i = 0; i < RP->Xsize; i++) |
825 |
free (layout2[i]); |
826 |
|
827 |
free (layout2); |
828 |
return doorlist; |
829 |
} |
830 |
|
831 |
|
832 |
|
833 |
/* locks and/or hides all the doors in doorlist, or does nothing if |
834 |
opts doesn't say to lock/hide doors. */ |
835 |
|
836 |
void |
837 |
lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
838 |
{ |
839 |
object *door; |
840 |
int i; |
841 |
|
842 |
/* lock the doors and hide the keys. */ |
843 |
|
844 |
if (opts & DOORED) |
845 |
{ |
846 |
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
847 |
{ |
848 |
object *new_door = get_archetype ("locked_door1"); |
849 |
char keybuf[1024]; |
850 |
|
851 |
door = doorlist[i]; |
852 |
new_door->face = door->face; |
853 |
new_door->x = door->x; |
854 |
new_door->y = door->y; |
855 |
door->remove (); |
856 |
door->destroy (); |
857 |
doorlist[i] = new_door; |
858 |
insert_ob_in_map (new_door, map, NULL, 0); |
859 |
sprintf (keybuf, "%d", (int) RANDOM ()); |
860 |
new_door->slaying = keybuf; |
861 |
keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
862 |
} |
863 |
} |
864 |
|
865 |
/* change the faces of the doors and surrounding walls to hide them. */ |
866 |
if (opts & HIDDEN) |
867 |
{ |
868 |
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
869 |
{ |
870 |
object *wallface; |
871 |
|
872 |
door = doorlist[i]; |
873 |
wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
874 |
if (wallface != NULL) |
875 |
{ |
876 |
retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
877 |
retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
878 |
retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
879 |
retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
880 |
door->face = wallface->face; |
881 |
if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
882 |
wallface->remove (); |
883 |
wallface->destroy (); |
884 |
} |
885 |
} |
886 |
} |
887 |
} |