1 | |
|
|
2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
4 | |
3 | * |
5 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
6 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
7 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
8 | |
7 | * |
9 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
10 | it under the terms of the GNU General Public License as published by |
9 | * 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 |
10 | * the Free Software Foundation, either version 3 of the License, or |
12 | (at your option) any later version. |
11 | * (at your option) any later version. |
13 | |
12 | * |
14 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
15 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
17 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
18 | |
17 | * |
19 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
20 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
21 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
22 | |
|
|
23 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
24 | */ |
22 | */ |
25 | |
23 | |
26 | /* placing treasure in maps, where appropriate. */ |
24 | /* placing treasure in maps, where appropriate. */ |
27 | |
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28 | |
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29 | |
25 | |
30 | #include <global.h> |
26 | #include <global.h> |
31 | #include <random_map.h> |
27 | #include <random_map.h> |
32 | #include <rproto.h> |
28 | #include <rproto.h> |
33 | |
29 | |
… | |
… | |
44 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
40 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
45 | |
41 | |
46 | #define NO_PASS_DOORS 0 |
42 | #define NO_PASS_DOORS 0 |
47 | #define PASS_DOORS 1 |
43 | #define PASS_DOORS 1 |
48 | |
44 | |
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|
45 | /* a macro to get a strongly centered random distribution, |
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46 | from 0 to x, centered at x/2 */ |
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47 | static int |
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48 | bc_random (int x) |
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49 | { |
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50 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
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51 | } |
49 | |
52 | |
50 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
51 | * and doors but not monsters. |
54 | * and doors but not monsters. |
52 | * This function is not map tile aware. |
55 | * This function is not map tile aware. |
53 | */ |
56 | */ |
54 | |
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|
55 | int |
57 | int |
56 | wall_blocked (maptile *m, int x, int y) |
58 | wall_blocked (maptile *m, int x, int y) |
57 | { |
59 | { |
58 | int r; |
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59 | |
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60 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | if (OUT_OF_REAL_MAP (m, x, y)) |
61 | return 1; |
61 | return 1; |
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62 | |
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63 | m->at (x, y).update (); |
62 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
63 | return r; |
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|
64 | } |
65 | } |
65 | |
66 | |
66 | /* place treasures in the map, given the |
67 | /* place treasures in the map, given the |
67 | map, (required) |
68 | map, (required) |
68 | layout, (required) |
69 | layout, (required) |
69 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
70 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
70 | treasureoptions (may be 0 for random choices or positive) |
71 | treasureoptions (may be 0 for random choices or positive) |
71 | */ |
72 | */ |
72 | |
|
|
73 | void |
73 | void |
74 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
74 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
75 | { |
75 | { |
76 | char styledirname[1024]; |
76 | char styledirname[1024]; |
77 | char stylefilepath[1024]; |
77 | char stylefilepath[1024]; |
… | |
… | |
80 | |
80 | |
81 | /* bail out if treasure isn't wanted. */ |
81 | /* bail out if treasure isn't wanted. */ |
82 | if (treasure_style) |
82 | if (treasure_style) |
83 | if (!strcmp (treasure_style, "none")) |
83 | if (!strcmp (treasure_style, "none")) |
84 | return; |
84 | return; |
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85 | |
85 | if (treasureoptions <= 0) |
86 | if (treasureoptions <= 0) |
86 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
87 | treasureoptions = rndm (2 * LAST_OPTION); |
87 | |
88 | |
88 | /* filter out the mutually exclusive options */ |
89 | /* filter out the mutually exclusive options */ |
89 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 | { |
91 | { |
91 | if (RANDOM () % 2) |
92 | if (rndm (2)) |
92 | treasureoptions -= 1; |
93 | treasureoptions -= 1; |
93 | else |
94 | else |
94 | treasureoptions -= 2; |
95 | treasureoptions -= 2; |
95 | } |
96 | } |
96 | |
97 | |
97 | /* pick the number of treasures */ |
98 | /* pick the number of treasures */ |
98 | if (treasureoptions & SPARSE) |
99 | if (treasureoptions & SPARSE) |
99 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
100 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
100 | else if (treasureoptions & RICH) |
101 | else if (treasureoptions & RICH) |
101 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
102 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
102 | else |
103 | else |
103 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
104 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
104 | |
105 | |
105 | if (num_treasures <= 0) |
106 | if (num_treasures <= 0) |
106 | return; |
107 | return; |
107 | |
108 | |
108 | /* get the style map */ |
109 | /* get the style map */ |
109 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
110 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
110 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
111 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
111 | style_map = find_style (styledirname, treasure_style, -1); |
112 | style_map = find_style (styledirname, treasure_style, -1); |
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113 | |
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114 | if (!style_map) |
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115 | { |
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116 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
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117 | return; |
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118 | } |
112 | |
119 | |
113 | /* all the treasure at one spot in the map. */ |
120 | /* all the treasure at one spot in the map. */ |
114 | if (treasureoptions & CONCENTRATED) |
121 | if (treasureoptions & CONCENTRATED) |
115 | { |
122 | { |
116 | |
123 | |
… | |
… | |
159 | |
166 | |
160 | i = j = -1; |
167 | i = j = -1; |
161 | tries = 0; |
168 | tries = 0; |
162 | while (i == -1 && tries < 100) |
169 | while (i == -1 && tries < 100) |
163 | { |
170 | { |
164 | i = RANDOM () % (RP->Xsize - 2) + 1; |
171 | i = rndm (RP->Xsize - 2) + 1; |
165 | j = RANDOM () % (RP->Ysize - 2) + 1; |
172 | j = rndm (RP->Ysize - 2) + 1; |
166 | find_enclosed_spot (map, &i, &j, RP); |
173 | find_enclosed_spot (map, &i, &j, RP); |
167 | if (wall_blocked (map, i, j)) |
174 | if (wall_blocked (map, i, j)) |
168 | i = -1; |
175 | i = -1; |
169 | tries++; |
176 | tries++; |
170 | } |
177 | } |
… | |
… | |
186 | { /* DIFFUSE treasure layout */ |
193 | { /* DIFFUSE treasure layout */ |
187 | int ti, i, j; |
194 | int ti, i, j; |
188 | |
195 | |
189 | for (ti = 0; ti < num_treasures; ti++) |
196 | for (ti = 0; ti < num_treasures; ti++) |
190 | { |
197 | { |
191 | i = RANDOM () % (RP->Xsize - 2) + 1; |
198 | i = rndm (RP->Xsize - 2) + 1; |
192 | j = RANDOM () % (RP->Ysize - 2) + 1; |
199 | j = rndm (RP->Ysize - 2) + 1; |
193 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
200 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
194 | } |
201 | } |
195 | } |
202 | } |
196 | } |
203 | } |
197 | |
204 | |
… | |
… | |
212 | if (i == -1) |
219 | if (i == -1) |
213 | { |
220 | { |
214 | the_chest->destroy (); |
221 | the_chest->destroy (); |
215 | return NULL; |
222 | return NULL; |
216 | } |
223 | } |
|
|
224 | |
217 | xl = x + freearr_x[i]; |
225 | xl = x + freearr_x[i]; |
218 | yl = y + freearr_y[i]; |
226 | yl = y + freearr_y[i]; |
219 | |
227 | |
220 | /* if the placement is blocked, return a fail. */ |
228 | /* if the placement is blocked, return a fail. */ |
221 | if (wall_blocked (map, xl, yl)) |
229 | if (wall_blocked (map, xl, yl)) |
… | |
… | |
230 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
238 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
231 | |
239 | |
232 | if (tlist != NULL) |
240 | if (tlist != NULL) |
233 | for (ti = 0; ti < n_treasures; ti++) |
241 | for (ti = 0; ti < n_treasures; ti++) |
234 | { /* use the treasure list */ |
242 | { /* use the treasure list */ |
235 | object *new_treasure = pick_random_object (style_map); |
243 | object *new_treasure = style_map->pick_random_object (); |
236 | |
244 | |
237 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
245 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
238 | } |
246 | } |
239 | else |
247 | else |
240 | { /* use the style map */ |
248 | { /* use the style map */ |
241 | the_chest->randomitems = tlist; |
249 | the_chest->randomitems = tlist; |
242 | the_chest->stats.hp = n_treasures; |
250 | the_chest->stats.hp = n_treasures; |
243 | } |
251 | } |
244 | #endif |
252 | #endif |
245 | { /* neither style_map no treasure list given */ |
253 | { /* neither style_map no treasure list given */ |
246 | treasurelist *tlist = find_treasurelist ("chest"); |
254 | treasurelist *tlist = treasurelist::find ("chest"); |
247 | |
255 | |
248 | the_chest->randomitems = tlist; |
256 | the_chest->randomitems = tlist; |
249 | the_chest->stats.hp = n_treasures; |
257 | the_chest->stats.hp = n_treasures; |
250 | } |
258 | } |
251 | |
259 | |
… | |
… | |
255 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
263 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
256 | object *the_trap; |
264 | object *the_trap; |
257 | |
265 | |
258 | if (trap_map) |
266 | if (trap_map) |
259 | { |
267 | { |
260 | the_trap = pick_random_object (trap_map); |
268 | the_trap = trap_map->pick_random_object (); |
261 | the_trap->stats.Cha = 10 + RP->difficulty; |
269 | the_trap->stats.Cha = 10 + RP->difficulty; |
262 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
270 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
263 | if (the_trap) |
271 | if (the_trap) |
264 | { |
272 | { |
265 | object *new_trap; |
273 | object *new_trap; |
266 | |
274 | |
267 | new_trap = arch_to_object (the_trap->arch); |
275 | new_trap = arch_to_object (the_trap->arch); |
… | |
… | |
274 | } |
282 | } |
275 | |
283 | |
276 | /* set the chest lock code, and call the keyplacer routine with |
284 | /* set the chest lock code, and call the keyplacer routine with |
277 | the lockcode. It's not worth bothering to lock the chest if |
285 | the lockcode. It's not worth bothering to lock the chest if |
278 | there's only 1 treasure.... */ |
286 | there's only 1 treasure.... */ |
279 | |
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|
280 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
287 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
281 | { |
288 | { |
282 | char keybuf[1024]; |
289 | char keybuf[1024]; |
283 | |
290 | |
284 | sprintf (keybuf, "%d", (int) RANDOM ()); |
291 | sprintf (keybuf, "%d", rndm (1000000000)); |
285 | the_chest->slaying = keybuf; |
292 | the_chest->slaying = keybuf; |
286 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
293 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
287 | } |
294 | } |
288 | |
295 | |
289 | /* actually place the chest. */ |
296 | /* actually place the chest. */ |
… | |
… | |
332 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
339 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
333 | |
340 | |
334 | The idea is that you call keyplace on x,y where a door is, and it'll make |
341 | The idea is that you call keyplace on x,y where a door is, and it'll make |
335 | sure a key is placed on both sides of the door. |
342 | sure a key is placed on both sides of the door. |
336 | */ |
343 | */ |
337 | |
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338 | int |
344 | int |
339 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
345 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
340 | { |
346 | { |
341 | int i, j; |
347 | int i, j; |
342 | int kx, ky; |
348 | int kx = 0, ky = 0; |
343 | object *the_keymaster; /* the monster that gets the key. */ |
349 | object *the_keymaster; /* the monster that gets the key. */ |
344 | object *the_key; |
350 | object *the_key; |
345 | |
351 | |
346 | /* get a key and set its keycode */ |
352 | /* get a key and set its keycode */ |
347 | the_key = get_archetype ("key2"); |
353 | the_key = get_archetype ("key2"); |
… | |
… | |
349 | |
355 | |
350 | if (door_flag == PASS_DOORS) |
356 | if (door_flag == PASS_DOORS) |
351 | { |
357 | { |
352 | int tries = 0; |
358 | int tries = 0; |
353 | |
359 | |
354 | the_keymaster = NULL; |
360 | the_keymaster = 0; |
355 | while (tries < 15 && the_keymaster == NULL) |
361 | while (tries < 15 && !the_keymaster) |
356 | { |
362 | { |
357 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
363 | i = rndm (RP->Xsize - 2) + 1; |
358 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
364 | j = rndm (RP->Ysize - 2) + 1; |
359 | tries++; |
365 | tries++; |
360 | the_keymaster = find_closest_monster (map, i, j, RP); |
366 | the_keymaster = find_closest_monster (map, i, j, RP); |
361 | } |
367 | } |
|
|
368 | |
362 | /* if we don't find a good keymaster, drop the key on the ground. */ |
369 | /* if we don't find a good keymaster, drop the key on the ground. */ |
363 | if (the_keymaster == NULL) |
370 | if (!the_keymaster) |
364 | { |
371 | { |
365 | int freeindex; |
372 | int freeindex; |
366 | |
373 | |
367 | freeindex = -1; |
374 | freeindex = -1; |
368 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
375 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
369 | { |
376 | { |
370 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
377 | kx = rndm (RP->Xsize - 2) + 1; |
371 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
378 | ky = rndm (RP->Ysize - 2) + 1; |
372 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
379 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
373 | } |
380 | } |
|
|
381 | |
|
|
382 | // can freeindex ever be < 0? |
374 | if (freeindex != -1) |
383 | if (freeindex >= 0) |
375 | { |
384 | { |
376 | kx += freearr_x[freeindex]; |
385 | kx += freearr_x [freeindex]; |
377 | ky += freearr_y[freeindex]; |
386 | ky += freearr_y [freeindex]; |
378 | } |
387 | } |
379 | } |
388 | } |
380 | } |
389 | } |
381 | else |
390 | else |
382 | { /* NO_PASS_DOORS --we have to work harder. */ |
391 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
384 | NO_PASS_DOORS is set. */ |
393 | NO_PASS_DOORS is set. */ |
385 | if (n_keys == 1) |
394 | if (n_keys == 1) |
386 | { |
395 | { |
387 | if (wall_blocked (map, x, y)) |
396 | if (wall_blocked (map, x, y)) |
388 | return 0; |
397 | return 0; |
|
|
398 | |
389 | the_keymaster = find_monster_in_room (map, x, y, RP); |
399 | the_keymaster = find_monster_in_room (map, x, y, RP); |
390 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
400 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
391 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
401 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
392 | } |
402 | } |
393 | else |
403 | else |
394 | { |
404 | { |
395 | int sum = 0; /* count how many keys we actually place */ |
405 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
397 | /* I'm lazy, so just try to place in all 4 directions. */ |
407 | /* I'm lazy, so just try to place in all 4 directions. */ |
398 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
408 | 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); |
409 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
400 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
410 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
401 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
411 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
412 | |
402 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
413 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
403 | { /* diagnoally this time. */ |
414 | { /* diagonally this time. */ |
404 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
415 | 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); |
416 | 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); |
417 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
407 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
418 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
408 | } |
419 | } |
|
|
420 | |
409 | return 1; |
421 | return 1; |
410 | } |
422 | } |
411 | } |
423 | } |
412 | |
424 | |
413 | if (the_keymaster == NULL) |
425 | if (!the_keymaster) |
414 | { |
426 | { |
415 | the_key->x = kx; |
427 | the_key->x = kx; |
416 | the_key->y = ky; |
428 | the_key->y = ky; |
417 | insert_ob_in_map (the_key, map, NULL, 0); |
429 | insert_ob_in_map (the_key, map, NULL, 0); |
418 | return 1; |
430 | return 1; |
… | |
… | |
463 | return theMonsterToFind; |
475 | return theMonsterToFind; |
464 | } |
476 | } |
465 | } |
477 | } |
466 | |
478 | |
467 | /* now search all the 8 squares around recursively for a monster,in random order */ |
479 | /* 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++) |
480 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
469 | { |
481 | { |
470 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
482 | 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) |
483 | if (theMonsterToFind != NULL) |
472 | return theMonsterToFind; |
484 | return theMonsterToFind; |
473 | } |
485 | } |
… | |
… | |
506 | free (layout2); |
518 | free (layout2); |
507 | |
519 | |
508 | return theMonsterToFind; |
520 | return theMonsterToFind; |
509 | } |
521 | } |
510 | |
522 | |
511 | |
|
|
512 | |
|
|
513 | |
|
|
514 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
523 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
515 | int *room_free_spots_x; |
524 | int *room_free_spots_x; |
516 | int *room_free_spots_y; |
525 | int *room_free_spots_y; |
517 | int number_of_free_spots_in_room; |
526 | int number_of_free_spots_in_room; |
518 | |
527 | |
519 | /* the workhorse routine, which finds the free spots in a room: |
528 | /* the workhorse routine, which finds the free spots in a room: |
520 | a datastructure of free points is set up, and a position chosen from |
529 | a datastructure of free points is set up, and a position chosen from |
521 | that datastructure. */ |
530 | that datastructure. */ |
522 | |
|
|
523 | void |
531 | void |
524 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
532 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
525 | { |
533 | { |
526 | int i, j; |
534 | int i, j; |
527 | |
535 | |
… | |
… | |
538 | /* check off this point */ |
546 | /* check off this point */ |
539 | layout[x][y] = 1; |
547 | layout[x][y] = 1; |
540 | room_free_spots_x[number_of_free_spots_in_room] = x; |
548 | room_free_spots_x[number_of_free_spots_in_room] = x; |
541 | room_free_spots_y[number_of_free_spots_in_room] = y; |
549 | room_free_spots_y[number_of_free_spots_in_room] = y; |
542 | number_of_free_spots_in_room++; |
550 | number_of_free_spots_in_room++; |
|
|
551 | |
543 | /* now search all the 8 squares around recursively for free spots,in random order */ |
552 | /* now search all the 8 squares around recursively for free spots,in random order */ |
544 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
553 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
545 | { |
|
|
546 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
554 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
547 | } |
|
|
548 | |
555 | |
549 | } |
556 | } |
550 | |
557 | |
551 | /* find a random non-blocked spot in this room to drop a key. */ |
558 | /* find a random non-blocked spot in this room to drop a key. */ |
552 | void |
559 | void |
… | |
… | |
563 | /* allocate and copy the layout, converting C to 0. */ |
570 | /* allocate and copy the layout, converting C to 0. */ |
564 | for (i = 0; i < RP->Xsize; i++) |
571 | for (i = 0; i < RP->Xsize; i++) |
565 | { |
572 | { |
566 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
573 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
567 | for (j = 0; j < RP->Ysize; j++) |
574 | for (j = 0; j < RP->Ysize; j++) |
568 | { |
|
|
569 | if (wall_blocked (map, i, j)) |
575 | if (wall_blocked (map, i, j)) |
570 | layout2[i][j] = '#'; |
576 | layout2[i][j] = '#'; |
571 | } |
|
|
572 | } |
577 | } |
573 | |
578 | |
574 | /* setup num_free_spots and room_free_spots */ |
579 | /* setup num_free_spots and room_free_spots */ |
575 | find_spot_in_room_recursive (layout2, x, y, RP); |
580 | find_spot_in_room_recursive (layout2, x, y, RP); |
576 | |
581 | |
577 | if (number_of_free_spots_in_room > 0) |
582 | if (number_of_free_spots_in_room > 0) |
578 | { |
583 | { |
579 | i = RANDOM () % number_of_free_spots_in_room; |
584 | i = rndm (number_of_free_spots_in_room); |
580 | *kx = room_free_spots_x[i]; |
585 | *kx = room_free_spots_x[i]; |
581 | *ky = room_free_spots_y[i]; |
586 | *ky = room_free_spots_y[i]; |
582 | } |
587 | } |
583 | |
588 | |
584 | /* deallocate the temp. layout */ |
589 | /* deallocate the temp. layout */ |
585 | for (i = 0; i < RP->Xsize; i++) |
590 | for (i = 0; i < RP->Xsize; i++) |
586 | { |
|
|
587 | free (layout2[i]); |
591 | free (layout2[i]); |
588 | } |
592 | |
589 | free (layout2); |
593 | free (layout2); |
590 | free (room_free_spots_x); |
594 | free (room_free_spots_x); |
591 | free (room_free_spots_y); |
595 | free (room_free_spots_y); |
592 | } |
596 | } |
593 | |
597 | |
594 | |
598 | |
595 | /* searches the map for a spot with walls around it. The more |
599 | /* searches the map for a spot with walls around it. The more |
596 | walls the better, but it'll settle for 1 wall, or even 0, but |
600 | walls the better, but it'll settle for 1 wall, or even 0, but |
597 | it'll return 0 if no FREE spots are found.*/ |
601 | it'll return 0 if no FREE spots are found.*/ |
598 | |
|
|
599 | void |
602 | void |
600 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
603 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
601 | { |
604 | { |
602 | int x, y; |
605 | int x, y; |
603 | int i; |
606 | int i; |
… | |
… | |
654 | *cy = ly; |
657 | *cy = ly; |
655 | return; |
658 | return; |
656 | } |
659 | } |
657 | } |
660 | } |
658 | /* give up and return the closest free spot. */ |
661 | /* give up and return the closest free spot. */ |
659 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
662 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
660 | if (i != -1 && i <= SIZEOFFREE1) |
663 | |
|
|
664 | if (i != -1) |
661 | { |
665 | { |
662 | *cx = x + freearr_x[i]; |
666 | *cx = x + freearr_x[i]; |
663 | *cy = y + freearr_y[i]; |
667 | *cy = y + freearr_y[i]; |
664 | return; |
668 | } |
|
|
669 | else |
665 | } |
670 | { |
666 | /* indicate failure */ |
671 | /* indicate failure */ |
|
|
672 | *cx = -1; |
667 | *cx = *cy = -1; |
673 | *cy = -1; |
|
|
674 | } |
668 | } |
675 | } |
669 | |
|
|
670 | |
676 | |
671 | void |
677 | void |
672 | remove_monsters (int x, int y, maptile *map) |
678 | remove_monsters (int x, int y, maptile *map) |
673 | { |
679 | { |
674 | object *tmp; |
680 | object *tmp; |
675 | |
681 | |
676 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
682 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
677 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
683 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
678 | { |
684 | { |
679 | if (tmp->head) |
685 | if (tmp->head) |
680 | tmp = tmp->head; |
686 | tmp = tmp->head; |
681 | tmp->remove (); |
687 | tmp->remove (); |
… | |
… | |
684 | if (tmp == NULL) |
690 | if (tmp == NULL) |
685 | break; |
691 | break; |
686 | }; |
692 | }; |
687 | } |
693 | } |
688 | |
694 | |
689 | |
|
|
690 | /* surrounds the point x,y by doors, so as to enclose something, like |
695 | /* surrounds the point x,y by doors, so as to enclose something, like |
691 | a chest. It only goes as far as the 8 squares surrounding, and |
696 | a chest. It only goes as far as the 8 squares surrounding, and |
692 | it'll remove any monsters it finds.*/ |
697 | it'll remove any monsters it finds.*/ |
693 | |
|
|
694 | object ** |
698 | object ** |
695 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
699 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
696 | { |
700 | { |
697 | int i; |
701 | int i; |
698 | char *doors[2]; |
702 | const char *doors[2]; |
699 | object **doorlist; |
703 | object **doorlist; |
700 | int ndoors_made = 0; |
704 | int ndoors_made = 0; |
701 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
705 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
702 | |
706 | |
703 | /* this is a list we pick from, for horizontal and vertical doors */ |
707 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
715 | /* place doors in all the 8 adjacent unblocked squares. */ |
719 | /* place doors in all the 8 adjacent unblocked squares. */ |
716 | for (i = 1; i < 9; i++) |
720 | for (i = 1; i < 9; i++) |
717 | { |
721 | { |
718 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
722 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
719 | |
723 | |
720 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
724 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
721 | { /* place a door */ |
725 | { /* place a door */ |
|
|
726 | remove_monsters (x1, y1, map); |
|
|
727 | |
722 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
728 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
723 | |
729 | map->insert (new_door, x1, y1); |
724 | new_door->x = x + freearr_x[i]; |
|
|
725 | new_door->y = y + freearr_y[i]; |
|
|
726 | remove_monsters (new_door->x, new_door->y, map); |
|
|
727 | insert_ob_in_map (new_door, map, NULL, 0); |
|
|
728 | doorlist[ndoors_made] = new_door; |
730 | doorlist[ndoors_made] = new_door; |
729 | ndoors_made++; |
731 | ndoors_made++; |
730 | } |
732 | } |
731 | } |
733 | } |
|
|
734 | |
732 | return doorlist; |
735 | return doorlist; |
733 | } |
736 | } |
734 | |
737 | |
735 | |
738 | |
736 | /* returns the first door in this square, or NULL if there isn't a door. */ |
739 | /* returns the first door in this square, or NULL if there isn't a door. */ |
… | |
… | |
779 | } |
782 | } |
780 | } |
783 | } |
781 | else |
784 | else |
782 | { |
785 | { |
783 | layout[x][y] = 1; |
786 | layout[x][y] = 1; |
|
|
787 | |
784 | /* now search all the 8 squares around recursively for free spots,in random order */ |
788 | /* now search all the 8 squares around recursively for free spots,in random order */ |
785 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
789 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
786 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
790 | find_doors_in_room_recursive (layout, map, |
|
|
791 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
792 | doorlist, ndoors, RP); |
787 | } |
793 | } |
788 | } |
794 | } |
789 | |
795 | |
790 | /* find a random non-blocked spot in this room to drop a key. */ |
796 | /* find a random non-blocked spot in this room to drop a key. */ |
791 | object ** |
797 | object ** |
… | |
… | |
847 | new_door->y = door->y; |
853 | new_door->y = door->y; |
848 | door->remove (); |
854 | door->remove (); |
849 | door->destroy (); |
855 | door->destroy (); |
850 | doorlist[i] = new_door; |
856 | doorlist[i] = new_door; |
851 | insert_ob_in_map (new_door, map, NULL, 0); |
857 | insert_ob_in_map (new_door, map, NULL, 0); |
852 | sprintf (keybuf, "%d", (int) RANDOM ()); |
858 | sprintf (keybuf, "%d", rndm (1000000000)); |
853 | new_door->slaying = keybuf; |
859 | new_door->slaying = keybuf; |
854 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
860 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
855 | } |
861 | } |
856 | } |
862 | } |
857 | |
863 | |