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/* |
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* CrossFire, A Multiplayer game |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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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, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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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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|
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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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int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
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return r; |
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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) |
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{ |
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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; |
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if (treasureoptions <= 0) |
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treasureoptions = RANDOM () % (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 (RANDOM () % 2) |
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treasureoptions -= 1; |
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else |
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treasureoptions -= 2; |
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} |
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|
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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); |
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|
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if (num_treasures <= 0) |
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return; |
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|
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/* get the style map */ |
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sprintf (styledirname, "%s", "/styles/treasurestyles"); |
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sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
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style_map = find_style (styledirname, treasure_style, -1); |
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|
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/* all the treasure at one spot in the map. */ |
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if (treasureoptions & CONCENTRATED) |
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{ |
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|
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/* map_layout_style global, and is previously set */ |
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switch (RP->map_layout_style) |
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{ |
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case LAYOUT_ONION: |
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case LAYOUT_SPIRAL: |
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case LAYOUT_SQUARE_SPIRAL: |
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{ |
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int i, j; |
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|
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/* search the onion for C's or '>', and put treasure there. */ |
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for (i = 0; i < RP->Xsize; i++) |
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{ |
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for (j = 0; j < RP->Ysize; j++) |
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{ |
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if (layout[i][j] == 'C' || layout[i][j] == '>') |
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{ |
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int tdiv = RP->symmetry_used; |
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object **doorlist; |
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object *chest; |
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|
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if (tdiv == 3) |
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tdiv = 2; /* this symmetry uses a divisor of 2 */ |
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/* don't put a chest on an exit. */ |
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chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
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if (!chest) |
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continue; /* if no chest was placed NEXT */ |
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if (treasureoptions & (DOORED | HIDDEN)) |
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{ |
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doorlist = find_doors_in_room (map, i, j, RP); |
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lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
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free (doorlist); |
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} |
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} |
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} |
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} |
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break; |
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} |
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default: |
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{ |
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int i, j, tries; |
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object *chest; |
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object **doorlist; |
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|
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i = j = -1; |
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tries = 0; |
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while (i == -1 && tries < 100) |
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{ |
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i = RANDOM () % (RP->Xsize - 2) + 1; |
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j = RANDOM () % (RP->Ysize - 2) + 1; |
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find_enclosed_spot (map, &i, &j, RP); |
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if (wall_blocked (map, i, j)) |
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i = -1; |
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tries++; |
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} |
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chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
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if (!chest) |
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return; |
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i = chest->x; |
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j = chest->y; |
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if (treasureoptions & (DOORED | HIDDEN)) |
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{ |
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doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
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lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
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free (doorlist); |
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} |
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} |
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} |
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} |
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else |
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{ /* DIFFUSE treasure layout */ |
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int ti, i, j; |
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|
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for (ti = 0; ti < num_treasures; ti++) |
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{ |
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i = RANDOM () % (RP->Xsize - 2) + 1; |
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j = RANDOM () % (RP->Ysize - 2) + 1; |
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place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
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} |
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} |
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} |
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|
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/* put a chest into the map, near x and y, with the treasure style |
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determined (may be null, or may be a treasure list from lib/treasures, |
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if the global variable "treasurestyle" is set to that treasure list's name */ |
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|
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object * |
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place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
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{ |
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object *the_chest; |
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int i, xl, yl; |
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|
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the_chest = get_archetype ("chest"); /* was "chest_2" */ |
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|
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/* first, find a place to put the chest. */ |
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i = find_first_free_spot (the_chest, map, x, y); |
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if (i == -1) |
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{ |
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the_chest->destroy (); |
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return NULL; |
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} |
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|
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xl = x + freearr_x[i]; |
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yl = y + freearr_y[i]; |
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|
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/* if the placement is blocked, return a fail. */ |
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if (wall_blocked (map, xl, yl)) |
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return 0; |
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|
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/* put the treasures in the chest. */ |
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/* if(style_map) { */ |
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#if 0 /* don't use treasure style maps for now! */ |
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int ti; |
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|
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/* if treasurestyle lists a treasure list, use it. */ |
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treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
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|
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if (tlist != NULL) |
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for (ti = 0; ti < n_treasures; ti++) |
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{ /* use the treasure list */ |
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object *new_treasure = pick_random_object (style_map); |
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|
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insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
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} |
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else |
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{ /* use the style map */ |
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the_chest->randomitems = tlist; |
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the_chest->stats.hp = n_treasures; |
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} |
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#endif |
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{ /* neither style_map no treasure list given */ |
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treasurelist *tlist = find_treasurelist ("chest"); |
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|
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the_chest->randomitems = tlist; |
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the_chest->stats.hp = n_treasures; |
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} |
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|
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/* stick a trap in the chest if required */ |
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if (treasureoptions & TRAPPED) |
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{ |
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maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
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object *the_trap; |
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|
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if (trap_map) |
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{ |
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the_trap = pick_random_object (trap_map); |
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the_trap->stats.Cha = 10 + RP->difficulty; |
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the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
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if (the_trap) |
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{ |
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object *new_trap; |
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|
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new_trap = arch_to_object (the_trap->arch); |
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new_trap->copy_to (the_trap); |
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new_trap->x = x; |
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new_trap->y = y; |
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insert_ob_in_ob (new_trap, the_chest); |
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} |
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} |
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} |
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|
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/* set the chest lock code, and call the keyplacer routine with |
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the lockcode. It's not worth bothering to lock the chest if |
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there's only 1 treasure.... */ |
274 |
|
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if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
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{ |
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char keybuf[1024]; |
278 |
|
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sprintf (keybuf, "%d", (int) RANDOM ()); |
280 |
the_chest->slaying = keybuf; |
281 |
keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
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} |
283 |
|
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/* actually place the chest. */ |
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the_chest->x = xl; |
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the_chest->y = yl; |
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insert_ob_in_map (the_chest, map, NULL, 0); |
288 |
return the_chest; |
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} |
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|
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|
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/* finds the closest monster and returns him, regardless of doors |
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or walls */ |
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object * |
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find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
296 |
{ |
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int i; |
298 |
|
299 |
for (i = 0; i < SIZEOFFREE; i++) |
300 |
{ |
301 |
int lx, ly; |
302 |
|
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lx = x + freearr_x[i]; |
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ly = y + freearr_y[i]; |
305 |
/* boundscheck */ |
306 |
if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
307 |
/* don't bother searching this square unless the map says life exists. */ |
308 |
if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
309 |
{ |
310 |
object *the_monster = GET_MAP_OB (map, lx, ly); |
311 |
|
312 |
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
313 |
if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
314 |
return the_monster; |
315 |
} |
316 |
} |
317 |
return NULL; |
318 |
} |
319 |
|
320 |
|
321 |
|
322 |
/* places keys in the map, preferably in something alive. |
323 |
keycode is the key's code, |
324 |
door_flag is either PASS_DOORS or NO_PASS_DOORS. |
325 |
NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
326 |
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. |
328 |
|
329 |
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. |
331 |
*/ |
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int |
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keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
334 |
{ |
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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. */ |
338 |
object *the_key; |
339 |
|
340 |
/* get a key and set its keycode */ |
341 |
the_key = get_archetype ("key2"); |
342 |
the_key->slaying = keycode; |
343 |
|
344 |
if (door_flag == PASS_DOORS) |
345 |
{ |
346 |
int tries = 0; |
347 |
|
348 |
the_keymaster = 0; |
349 |
while (tries < 15 && !the_keymaster) |
350 |
{ |
351 |
i = (RANDOM () % (RP->Xsize - 2)) + 1; |
352 |
j = (RANDOM () % (RP->Ysize - 2)) + 1; |
353 |
tries++; |
354 |
the_keymaster = find_closest_monster (map, i, j, RP); |
355 |
} |
356 |
|
357 |
/* if we don't find a good keymaster, drop the key on the ground. */ |
358 |
if (!the_keymaster) |
359 |
{ |
360 |
int freeindex; |
361 |
|
362 |
freeindex = -1; |
363 |
for (tries = 0; tries < 15 && freeindex == -1; tries++) |
364 |
{ |
365 |
kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
366 |
ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
367 |
freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
368 |
} |
369 |
|
370 |
// can freeindex ever be < 0? |
371 |
if (freeindex >= 0) |
372 |
{ |
373 |
kx += freearr_x [freeindex]; |
374 |
ky += freearr_y [freeindex]; |
375 |
} |
376 |
} |
377 |
} |
378 |
else |
379 |
{ /* NO_PASS_DOORS --we have to work harder. */ |
380 |
/* don't try to keyplace if we're sitting on a blocked square and |
381 |
NO_PASS_DOORS is set. */ |
382 |
if (n_keys == 1) |
383 |
{ |
384 |
if (wall_blocked (map, x, y)) |
385 |
return 0; |
386 |
|
387 |
the_keymaster = find_monster_in_room (map, x, y, RP); |
388 |
if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
389 |
find_spot_in_room (map, x, y, &kx, &ky, RP); |
390 |
} |
391 |
else |
392 |
{ |
393 |
int sum = 0; /* count how many keys we actually place */ |
394 |
|
395 |
/* I'm lazy, so just try to place in all 4 directions. */ |
396 |
sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
397 |
sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
398 |
sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
399 |
sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
400 |
|
401 |
if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
402 |
{ /* diagonally this time. */ |
403 |
keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
404 |
keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
405 |
keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
406 |
keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
407 |
} |
408 |
|
409 |
return 1; |
410 |
} |
411 |
} |
412 |
|
413 |
if (!the_keymaster) |
414 |
{ |
415 |
the_key->x = kx; |
416 |
the_key->y = ky; |
417 |
insert_ob_in_map (the_key, map, NULL, 0); |
418 |
return 1; |
419 |
} |
420 |
|
421 |
insert_ob_in_ob (the_key, the_keymaster); |
422 |
return 1; |
423 |
} |
424 |
|
425 |
|
426 |
|
427 |
/* both find_monster_in_room routines need to have access to this. */ |
428 |
|
429 |
object *theMonsterToFind; |
430 |
|
431 |
/* a recursive routine which will return a monster, eventually,if there is one. |
432 |
it does a check-off on the layout, converting 0's to 1's */ |
433 |
|
434 |
object * |
435 |
find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
436 |
{ |
437 |
int i, j; |
438 |
|
439 |
/* if we've found a monster already, leave */ |
440 |
if (theMonsterToFind != NULL) |
441 |
return theMonsterToFind; |
442 |
|
443 |
/* bounds check x and y */ |
444 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
445 |
return theMonsterToFind; |
446 |
|
447 |
/* if the square is blocked or searched already, leave */ |
448 |
if (layout[x][y] != 0) |
449 |
return theMonsterToFind; /* might be NULL, that's fine. */ |
450 |
|
451 |
/* check the current square for a monster. If there is one, |
452 |
set theMonsterToFind and return it. */ |
453 |
layout[x][y] = 1; |
454 |
if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
455 |
{ |
456 |
object *the_monster = GET_MAP_OB (map, x, y); |
457 |
|
458 |
/* check off this point */ |
459 |
for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
460 |
if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
461 |
{ |
462 |
theMonsterToFind = the_monster; |
463 |
return theMonsterToFind; |
464 |
} |
465 |
} |
466 |
|
467 |
/* now search all the 8 squares around recursively for a monster,in random order */ |
468 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
469 |
{ |
470 |
theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
471 |
if (theMonsterToFind != NULL) |
472 |
return theMonsterToFind; |
473 |
} |
474 |
return theMonsterToFind; |
475 |
} |
476 |
|
477 |
|
478 |
/* sets up some data structures: the _recursive form does the |
479 |
real work. */ |
480 |
|
481 |
object * |
482 |
find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
483 |
{ |
484 |
char **layout2; |
485 |
int i, j; |
486 |
|
487 |
theMonsterToFind = 0; |
488 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
489 |
/* allocate and copy the layout, converting C to 0. */ |
490 |
for (i = 0; i < RP->Xsize; i++) |
491 |
{ |
492 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
493 |
for (j = 0; j < RP->Ysize; j++) |
494 |
{ |
495 |
if (wall_blocked (map, i, j)) |
496 |
layout2[i][j] = '#'; |
497 |
} |
498 |
} |
499 |
theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
500 |
|
501 |
/* deallocate the temp. layout */ |
502 |
for (i = 0; i < RP->Xsize; i++) |
503 |
{ |
504 |
free (layout2[i]); |
505 |
} |
506 |
free (layout2); |
507 |
|
508 |
return theMonsterToFind; |
509 |
} |
510 |
|
511 |
/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
512 |
int *room_free_spots_x; |
513 |
int *room_free_spots_y; |
514 |
int number_of_free_spots_in_room; |
515 |
|
516 |
/* the workhorse routine, which finds the free spots in a room: |
517 |
a datastructure of free points is set up, and a position chosen from |
518 |
that datastructure. */ |
519 |
void |
520 |
find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
521 |
{ |
522 |
int i, j; |
523 |
|
524 |
/* bounds check x and y */ |
525 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
526 |
return; |
527 |
|
528 |
/* if the square is blocked or searched already, leave */ |
529 |
if (layout[x][y] != 0) |
530 |
return; |
531 |
|
532 |
/* set the current square as checked, and add it to the list. |
533 |
set theMonsterToFind and return it. */ |
534 |
/* check off this point */ |
535 |
layout[x][y] = 1; |
536 |
room_free_spots_x[number_of_free_spots_in_room] = x; |
537 |
room_free_spots_y[number_of_free_spots_in_room] = y; |
538 |
number_of_free_spots_in_room++; |
539 |
|
540 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
541 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
542 |
find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
543 |
|
544 |
} |
545 |
|
546 |
/* find a random non-blocked spot in this room to drop a key. */ |
547 |
void |
548 |
find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
549 |
{ |
550 |
char **layout2; |
551 |
int i, j; |
552 |
|
553 |
number_of_free_spots_in_room = 0; |
554 |
room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
555 |
room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
556 |
|
557 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
558 |
/* allocate and copy the layout, converting C to 0. */ |
559 |
for (i = 0; i < RP->Xsize; i++) |
560 |
{ |
561 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
562 |
for (j = 0; j < RP->Ysize; j++) |
563 |
if (wall_blocked (map, i, j)) |
564 |
layout2[i][j] = '#'; |
565 |
} |
566 |
|
567 |
/* setup num_free_spots and room_free_spots */ |
568 |
find_spot_in_room_recursive (layout2, x, y, RP); |
569 |
|
570 |
if (number_of_free_spots_in_room > 0) |
571 |
{ |
572 |
i = RANDOM () % number_of_free_spots_in_room; |
573 |
*kx = room_free_spots_x[i]; |
574 |
*ky = room_free_spots_y[i]; |
575 |
} |
576 |
|
577 |
/* deallocate the temp. layout */ |
578 |
for (i = 0; i < RP->Xsize; i++) |
579 |
free (layout2[i]); |
580 |
|
581 |
free (layout2); |
582 |
free (room_free_spots_x); |
583 |
free (room_free_spots_y); |
584 |
} |
585 |
|
586 |
|
587 |
/* searches the map for a spot with walls around it. The more |
588 |
walls the better, but it'll settle for 1 wall, or even 0, but |
589 |
it'll return 0 if no FREE spots are found.*/ |
590 |
void |
591 |
find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
592 |
{ |
593 |
int x, y; |
594 |
int i; |
595 |
|
596 |
x = *cx; |
597 |
y = *cy; |
598 |
|
599 |
for (i = 0; i <= SIZEOFFREE1; i++) |
600 |
{ |
601 |
int lx, ly, sindex; |
602 |
|
603 |
lx = x + freearr_x[i]; |
604 |
ly = y + freearr_y[i]; |
605 |
sindex = surround_flag3 (map, lx, ly, RP); |
606 |
/* if it's blocked on 3 sides, it's enclosed */ |
607 |
if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
608 |
{ |
609 |
*cx = lx; |
610 |
*cy = ly; |
611 |
return; |
612 |
} |
613 |
} |
614 |
|
615 |
/* OK, if we got here, we're obviously someplace where there's no enclosed |
616 |
spots--try to find someplace which is 2x enclosed. */ |
617 |
for (i = 0; i <= SIZEOFFREE1; i++) |
618 |
{ |
619 |
int lx, ly, sindex; |
620 |
|
621 |
lx = x + freearr_x[i]; |
622 |
ly = y + freearr_y[i]; |
623 |
sindex = surround_flag3 (map, lx, ly, RP); |
624 |
/* if it's blocked on 3 sides, it's enclosed */ |
625 |
if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
626 |
{ |
627 |
*cx = lx; |
628 |
*cy = ly; |
629 |
return; |
630 |
} |
631 |
} |
632 |
|
633 |
/* settle for one surround point */ |
634 |
for (i = 0; i <= SIZEOFFREE1; i++) |
635 |
{ |
636 |
int lx, ly, sindex; |
637 |
|
638 |
lx = x + freearr_x[i]; |
639 |
ly = y + freearr_y[i]; |
640 |
sindex = surround_flag3 (map, lx, ly, RP); |
641 |
/* if it's blocked on 3 sides, it's enclosed */ |
642 |
if (sindex) |
643 |
{ |
644 |
*cx = lx; |
645 |
*cy = ly; |
646 |
return; |
647 |
} |
648 |
} |
649 |
/* give up and return the closest free spot. */ |
650 |
i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
651 |
|
652 |
if (i != -1) |
653 |
{ |
654 |
*cx = x + freearr_x[i]; |
655 |
*cy = y + freearr_y[i]; |
656 |
} |
657 |
else |
658 |
{ |
659 |
/* indicate failure */ |
660 |
*cx = -1; |
661 |
*cy = -1; |
662 |
} |
663 |
} |
664 |
|
665 |
|
666 |
void |
667 |
remove_monsters (int x, int y, maptile *map) |
668 |
{ |
669 |
object *tmp; |
670 |
|
671 |
for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
672 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
673 |
{ |
674 |
if (tmp->head) |
675 |
tmp = tmp->head; |
676 |
tmp->remove (); |
677 |
tmp->destroy (); |
678 |
tmp = GET_MAP_OB (map, x, y); |
679 |
if (tmp == NULL) |
680 |
break; |
681 |
}; |
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 |
|
689 |
object ** |
690 |
surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
691 |
{ |
692 |
int i; |
693 |
char *doors[2]; |
694 |
object **doorlist; |
695 |
int ndoors_made = 0; |
696 |
doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
697 |
|
698 |
/* this is a list we pick from, for horizontal and vertical doors */ |
699 |
if (opts & DOORED) |
700 |
{ |
701 |
doors[0] = "locked_door2"; |
702 |
doors[1] = "locked_door1"; |
703 |
} |
704 |
else |
705 |
{ |
706 |
doors[0] = "door_1"; |
707 |
doors[1] = "door_2"; |
708 |
} |
709 |
|
710 |
/* place doors in all the 8 adjacent unblocked squares. */ |
711 |
for (i = 1; i < 9; i++) |
712 |
{ |
713 |
int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
714 |
|
715 |
if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
716 |
{ /* place a door */ |
717 |
object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
718 |
|
719 |
new_door->x = x + freearr_x[i]; |
720 |
new_door->y = y + freearr_y[i]; |
721 |
remove_monsters (new_door->x, new_door->y, map); |
722 |
insert_ob_in_map (new_door, map, NULL, 0); |
723 |
doorlist[ndoors_made] = new_door; |
724 |
ndoors_made++; |
725 |
} |
726 |
} |
727 |
return doorlist; |
728 |
} |
729 |
|
730 |
|
731 |
/* returns the first door in this square, or NULL if there isn't a door. */ |
732 |
object * |
733 |
door_in_square (maptile *map, int x, int y) |
734 |
{ |
735 |
object *tmp; |
736 |
|
737 |
for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
738 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
739 |
return tmp; |
740 |
return NULL; |
741 |
} |
742 |
|
743 |
|
744 |
/* the workhorse routine, which finds the doors in a room */ |
745 |
void |
746 |
find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
747 |
{ |
748 |
int i, j; |
749 |
object *door; |
750 |
|
751 |
/* bounds check x and y */ |
752 |
if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
753 |
return; |
754 |
|
755 |
/* if the square is blocked or searched already, leave */ |
756 |
if (layout[x][y] == 1) |
757 |
return; |
758 |
|
759 |
/* check off this point */ |
760 |
if (layout[x][y] == '#') |
761 |
{ /* there could be a door here */ |
762 |
layout[x][y] = 1; |
763 |
door = door_in_square (map, x, y); |
764 |
if (door) |
765 |
{ |
766 |
doorlist[*ndoors] = door; |
767 |
if (*ndoors > 1022) /* eek! out of memory */ |
768 |
{ |
769 |
LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
770 |
return; |
771 |
} |
772 |
|
773 |
*ndoors = *ndoors + 1; |
774 |
} |
775 |
} |
776 |
else |
777 |
{ |
778 |
layout[x][y] = 1; |
779 |
/* now search all the 8 squares around recursively for free spots,in random order */ |
780 |
for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
781 |
find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
782 |
} |
783 |
} |
784 |
|
785 |
/* find a random non-blocked spot in this room to drop a key. */ |
786 |
object ** |
787 |
find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
788 |
{ |
789 |
char **layout2; |
790 |
object **doorlist; |
791 |
int i, j; |
792 |
int ndoors = 0; |
793 |
|
794 |
doorlist = (object **) calloc (sizeof (int), 1024); |
795 |
|
796 |
layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
797 |
/* allocate and copy the layout, converting C to 0. */ |
798 |
for (i = 0; i < RP->Xsize; i++) |
799 |
{ |
800 |
layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
801 |
for (j = 0; j < RP->Ysize; j++) |
802 |
{ |
803 |
if (wall_blocked (map, i, j)) |
804 |
layout2[i][j] = '#'; |
805 |
} |
806 |
} |
807 |
|
808 |
/* setup num_free_spots and room_free_spots */ |
809 |
find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
810 |
|
811 |
/* deallocate the temp. layout */ |
812 |
for (i = 0; i < RP->Xsize; i++) |
813 |
free (layout2[i]); |
814 |
|
815 |
free (layout2); |
816 |
return doorlist; |
817 |
} |
818 |
|
819 |
|
820 |
|
821 |
/* locks and/or hides all the doors in doorlist, or does nothing if |
822 |
opts doesn't say to lock/hide doors. */ |
823 |
|
824 |
void |
825 |
lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
826 |
{ |
827 |
object *door; |
828 |
int i; |
829 |
|
830 |
/* lock the doors and hide the keys. */ |
831 |
|
832 |
if (opts & DOORED) |
833 |
{ |
834 |
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
835 |
{ |
836 |
object *new_door = get_archetype ("locked_door1"); |
837 |
char keybuf[1024]; |
838 |
|
839 |
door = doorlist[i]; |
840 |
new_door->face = door->face; |
841 |
new_door->x = door->x; |
842 |
new_door->y = door->y; |
843 |
door->remove (); |
844 |
door->destroy (); |
845 |
doorlist[i] = new_door; |
846 |
insert_ob_in_map (new_door, map, NULL, 0); |
847 |
sprintf (keybuf, "%d", (int) RANDOM ()); |
848 |
new_door->slaying = keybuf; |
849 |
keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
850 |
} |
851 |
} |
852 |
|
853 |
/* change the faces of the doors and surrounding walls to hide them. */ |
854 |
if (opts & HIDDEN) |
855 |
{ |
856 |
for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
857 |
{ |
858 |
object *wallface; |
859 |
|
860 |
door = doorlist[i]; |
861 |
wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
862 |
if (wallface != NULL) |
863 |
{ |
864 |
retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
865 |
retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
866 |
retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
867 |
retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
868 |
door->face = wallface->face; |
869 |
if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
870 |
wallface->remove (); |
871 |
wallface->destroy (); |
872 |
} |
873 |
} |
874 |
} |
875 |
} |