1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
4 | |
3 | * |
5 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
6 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
7 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
8 | |
7 | * |
9 | This program is free software; you can redistribute it and/or modify |
8 | * 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 |
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 2 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, write to the Free Software |
21 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
22 | |
21 | * |
23 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
24 | */ |
23 | */ |
25 | |
24 | |
26 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
27 | |
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28 | |
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29 | |
26 | |
30 | #include <global.h> |
27 | #include <global.h> |
31 | #include <random_map.h> |
28 | #include <random_map.h> |
32 | #include <rproto.h> |
29 | #include <rproto.h> |
33 | |
30 | |
… | |
… | |
44 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
45 | |
42 | |
46 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
47 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
48 | |
45 | |
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46 | /* a macro to get a strongly centered random distribution, |
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47 | from 0 to x, centered at x/2 */ |
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48 | static int |
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49 | bc_random (int x) |
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50 | { |
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51 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
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52 | } |
49 | |
53 | |
50 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
54 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
51 | * and doors but not monsters. |
55 | * and doors but not monsters. |
52 | * This function is not map tile aware. |
56 | * This function is not map tile aware. |
53 | */ |
57 | */ |
54 | |
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55 | int |
58 | int |
56 | wall_blocked (maptile *m, int x, int y) |
59 | wall_blocked (maptile *m, int x, int y) |
57 | { |
60 | { |
58 | int r; |
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59 | |
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60 | if (OUT_OF_REAL_MAP (m, x, y)) |
61 | if (OUT_OF_REAL_MAP (m, x, y)) |
61 | return 1; |
62 | return 1; |
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63 | |
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64 | m->at (x, y).update (); |
62 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
65 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
63 | return r; |
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64 | } |
66 | } |
65 | |
67 | |
66 | /* place treasures in the map, given the |
68 | /* place treasures in the map, given the |
67 | map, (required) |
69 | map, (required) |
68 | layout, (required) |
70 | layout, (required) |
69 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
71 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
70 | treasureoptions (may be 0 for random choices or positive) |
72 | treasureoptions (may be 0 for random choices or positive) |
71 | */ |
73 | */ |
72 | |
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73 | void |
74 | void |
74 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
75 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
75 | { |
76 | { |
76 | char styledirname[1024]; |
77 | char styledirname[1024]; |
77 | char stylefilepath[1024]; |
78 | char stylefilepath[1024]; |
… | |
… | |
80 | |
81 | |
81 | /* bail out if treasure isn't wanted. */ |
82 | /* bail out if treasure isn't wanted. */ |
82 | if (treasure_style) |
83 | if (treasure_style) |
83 | if (!strcmp (treasure_style, "none")) |
84 | if (!strcmp (treasure_style, "none")) |
84 | return; |
85 | return; |
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86 | |
85 | if (treasureoptions <= 0) |
87 | if (treasureoptions <= 0) |
86 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
88 | treasureoptions = rndm (2 * LAST_OPTION); |
87 | |
89 | |
88 | /* filter out the mutually exclusive options */ |
90 | /* filter out the mutually exclusive options */ |
89 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
91 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 | { |
92 | { |
91 | if (RANDOM () % 2) |
93 | if (rndm (2)) |
92 | treasureoptions -= 1; |
94 | treasureoptions -= 1; |
93 | else |
95 | else |
94 | treasureoptions -= 2; |
96 | treasureoptions -= 2; |
95 | } |
97 | } |
96 | |
98 | |
97 | /* pick the number of treasures */ |
99 | /* pick the number of treasures */ |
98 | if (treasureoptions & SPARSE) |
100 | if (treasureoptions & SPARSE) |
99 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
101 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
100 | else if (treasureoptions & RICH) |
102 | else if (treasureoptions & RICH) |
101 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
103 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
102 | else |
104 | else |
103 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
105 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
104 | |
106 | |
105 | if (num_treasures <= 0) |
107 | if (num_treasures <= 0) |
106 | return; |
108 | return; |
107 | |
109 | |
108 | /* get the style map */ |
110 | /* get the style map */ |
109 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
111 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
110 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
112 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
111 | style_map = find_style (styledirname, treasure_style, -1); |
113 | style_map = find_style (styledirname, treasure_style, -1); |
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114 | |
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115 | if (!style_map) |
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116 | { |
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117 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
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118 | return; |
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119 | } |
112 | |
120 | |
113 | /* all the treasure at one spot in the map. */ |
121 | /* all the treasure at one spot in the map. */ |
114 | if (treasureoptions & CONCENTRATED) |
122 | if (treasureoptions & CONCENTRATED) |
115 | { |
123 | { |
116 | |
124 | |
… | |
… | |
159 | |
167 | |
160 | i = j = -1; |
168 | i = j = -1; |
161 | tries = 0; |
169 | tries = 0; |
162 | while (i == -1 && tries < 100) |
170 | while (i == -1 && tries < 100) |
163 | { |
171 | { |
164 | i = RANDOM () % (RP->Xsize - 2) + 1; |
172 | i = rndm (RP->Xsize - 2) + 1; |
165 | j = RANDOM () % (RP->Ysize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
166 | find_enclosed_spot (map, &i, &j, RP); |
174 | find_enclosed_spot (map, &i, &j, RP); |
167 | if (wall_blocked (map, i, j)) |
175 | if (wall_blocked (map, i, j)) |
168 | i = -1; |
176 | i = -1; |
169 | tries++; |
177 | tries++; |
170 | } |
178 | } |
… | |
… | |
186 | { /* DIFFUSE treasure layout */ |
194 | { /* DIFFUSE treasure layout */ |
187 | int ti, i, j; |
195 | int ti, i, j; |
188 | |
196 | |
189 | for (ti = 0; ti < num_treasures; ti++) |
197 | for (ti = 0; ti < num_treasures; ti++) |
190 | { |
198 | { |
191 | i = RANDOM () % (RP->Xsize - 2) + 1; |
199 | i = rndm (RP->Xsize - 2) + 1; |
192 | j = RANDOM () % (RP->Ysize - 2) + 1; |
200 | j = rndm (RP->Ysize - 2) + 1; |
193 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
201 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
194 | } |
202 | } |
195 | } |
203 | } |
196 | } |
204 | } |
197 | |
205 | |
… | |
… | |
212 | if (i == -1) |
220 | if (i == -1) |
213 | { |
221 | { |
214 | the_chest->destroy (); |
222 | the_chest->destroy (); |
215 | return NULL; |
223 | return NULL; |
216 | } |
224 | } |
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|
225 | |
217 | xl = x + freearr_x[i]; |
226 | xl = x + freearr_x[i]; |
218 | yl = y + freearr_y[i]; |
227 | yl = y + freearr_y[i]; |
219 | |
228 | |
220 | /* if the placement is blocked, return a fail. */ |
229 | /* if the placement is blocked, return a fail. */ |
221 | if (wall_blocked (map, xl, yl)) |
230 | if (wall_blocked (map, xl, yl)) |
… | |
… | |
230 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
239 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
231 | |
240 | |
232 | if (tlist != NULL) |
241 | if (tlist != NULL) |
233 | for (ti = 0; ti < n_treasures; ti++) |
242 | for (ti = 0; ti < n_treasures; ti++) |
234 | { /* use the treasure list */ |
243 | { /* use the treasure list */ |
235 | object *new_treasure = pick_random_object (style_map); |
244 | object *new_treasure = style_map->pick_random_object (); |
236 | |
245 | |
237 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
246 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
238 | } |
247 | } |
239 | else |
248 | else |
240 | { /* use the style map */ |
249 | { /* use the style map */ |
… | |
… | |
255 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
264 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
256 | object *the_trap; |
265 | object *the_trap; |
257 | |
266 | |
258 | if (trap_map) |
267 | if (trap_map) |
259 | { |
268 | { |
260 | the_trap = pick_random_object (trap_map); |
269 | the_trap = trap_map->pick_random_object (); |
261 | the_trap->stats.Cha = 10 + RP->difficulty; |
270 | the_trap->stats.Cha = 10 + RP->difficulty; |
262 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
271 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
263 | if (the_trap) |
272 | if (the_trap) |
264 | { |
273 | { |
265 | object *new_trap; |
274 | object *new_trap; |
266 | |
275 | |
267 | new_trap = arch_to_object (the_trap->arch); |
276 | new_trap = arch_to_object (the_trap->arch); |
… | |
… | |
274 | } |
283 | } |
275 | |
284 | |
276 | /* set the chest lock code, and call the keyplacer routine with |
285 | /* set the chest lock code, and call the keyplacer routine with |
277 | the lockcode. It's not worth bothering to lock the chest if |
286 | the lockcode. It's not worth bothering to lock the chest if |
278 | there's only 1 treasure.... */ |
287 | there's only 1 treasure.... */ |
279 | |
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280 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
288 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
281 | { |
289 | { |
282 | char keybuf[1024]; |
290 | char keybuf[1024]; |
283 | |
291 | |
284 | sprintf (keybuf, "%d", (int) RANDOM ()); |
292 | sprintf (keybuf, "%d", rndm (1000000000)); |
285 | the_chest->slaying = keybuf; |
293 | the_chest->slaying = keybuf; |
286 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
294 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
287 | } |
295 | } |
288 | |
296 | |
289 | /* actually place the chest. */ |
297 | /* actually place the chest. */ |
… | |
… | |
332 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
340 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
333 | |
341 | |
334 | The idea is that you call keyplace on x,y where a door is, and it'll make |
342 | 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. |
343 | sure a key is placed on both sides of the door. |
336 | */ |
344 | */ |
337 | |
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338 | int |
345 | int |
339 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
346 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
340 | { |
347 | { |
341 | int i, j; |
348 | int i, j; |
342 | int kx, ky; |
349 | int kx = 0, ky = 0; |
343 | object *the_keymaster; /* the monster that gets the key. */ |
350 | object *the_keymaster; /* the monster that gets the key. */ |
344 | object *the_key; |
351 | object *the_key; |
345 | |
352 | |
346 | /* get a key and set its keycode */ |
353 | /* get a key and set its keycode */ |
347 | the_key = get_archetype ("key2"); |
354 | the_key = get_archetype ("key2"); |
… | |
… | |
349 | |
356 | |
350 | if (door_flag == PASS_DOORS) |
357 | if (door_flag == PASS_DOORS) |
351 | { |
358 | { |
352 | int tries = 0; |
359 | int tries = 0; |
353 | |
360 | |
354 | the_keymaster = NULL; |
361 | the_keymaster = 0; |
355 | while (tries < 15 && the_keymaster == NULL) |
362 | while (tries < 15 && !the_keymaster) |
356 | { |
363 | { |
357 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
364 | i = rndm (RP->Xsize - 2) + 1; |
358 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
365 | j = rndm (RP->Ysize - 2) + 1; |
359 | tries++; |
366 | tries++; |
360 | the_keymaster = find_closest_monster (map, i, j, RP); |
367 | the_keymaster = find_closest_monster (map, i, j, RP); |
361 | } |
368 | } |
|
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369 | |
362 | /* if we don't find a good keymaster, drop the key on the ground. */ |
370 | /* if we don't find a good keymaster, drop the key on the ground. */ |
363 | if (the_keymaster == NULL) |
371 | if (!the_keymaster) |
364 | { |
372 | { |
365 | int freeindex; |
373 | int freeindex; |
366 | |
374 | |
367 | freeindex = -1; |
375 | freeindex = -1; |
368 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
376 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
369 | { |
377 | { |
370 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
378 | kx = rndm (RP->Xsize - 2) + 1; |
371 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
379 | ky = rndm (RP->Ysize - 2) + 1; |
372 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
380 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
373 | } |
381 | } |
374 | |
382 | |
|
|
383 | // can freeindex ever be < 0? |
375 | if (freeindex != -1) |
384 | if (freeindex >= 0) |
376 | { |
385 | { |
377 | kx += freearr_x[freeindex]; |
386 | kx += freearr_x [freeindex]; |
378 | ky += freearr_y[freeindex]; |
387 | ky += freearr_y [freeindex]; |
379 | } |
388 | } |
380 | } |
389 | } |
381 | } |
390 | } |
382 | else |
391 | else |
383 | { /* NO_PASS_DOORS --we have to work harder. */ |
392 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
387 | { |
396 | { |
388 | if (wall_blocked (map, x, y)) |
397 | if (wall_blocked (map, x, y)) |
389 | return 0; |
398 | return 0; |
390 | |
399 | |
391 | the_keymaster = find_monster_in_room (map, x, y, RP); |
400 | the_keymaster = find_monster_in_room (map, x, y, RP); |
392 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
401 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
393 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
402 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
394 | } |
403 | } |
395 | else |
404 | else |
396 | { |
405 | { |
397 | int sum = 0; /* count how many keys we actually place */ |
406 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
399 | /* I'm lazy, so just try to place in all 4 directions. */ |
408 | /* I'm lazy, so just try to place in all 4 directions. */ |
400 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
409 | 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); |
410 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
402 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
411 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
403 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
412 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
413 | |
404 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
414 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
405 | { /* diagnoally this time. */ |
415 | { /* diagonally this time. */ |
406 | 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); |
407 | 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); |
408 | 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); |
409 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
419 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
410 | } |
420 | } |
|
|
421 | |
411 | return 1; |
422 | return 1; |
412 | } |
423 | } |
413 | } |
424 | } |
414 | |
425 | |
415 | if (the_keymaster == NULL) |
426 | if (!the_keymaster) |
416 | { |
427 | { |
417 | the_key->x = kx; |
428 | the_key->x = kx; |
418 | the_key->y = ky; |
429 | the_key->y = ky; |
419 | insert_ob_in_map (the_key, map, NULL, 0); |
430 | insert_ob_in_map (the_key, map, NULL, 0); |
420 | return 1; |
431 | return 1; |
… | |
… | |
465 | return theMonsterToFind; |
476 | return theMonsterToFind; |
466 | } |
477 | } |
467 | } |
478 | } |
468 | |
479 | |
469 | /* now search all the 8 squares around recursively for a monster,in random order */ |
480 | /* now search all the 8 squares around recursively for a monster,in random order */ |
470 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
481 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
471 | { |
482 | { |
472 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
483 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
473 | if (theMonsterToFind != NULL) |
484 | if (theMonsterToFind != NULL) |
474 | return theMonsterToFind; |
485 | return theMonsterToFind; |
475 | } |
486 | } |
… | |
… | |
508 | free (layout2); |
519 | free (layout2); |
509 | |
520 | |
510 | return theMonsterToFind; |
521 | return theMonsterToFind; |
511 | } |
522 | } |
512 | |
523 | |
513 | |
|
|
514 | |
|
|
515 | |
|
|
516 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
524 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
517 | int *room_free_spots_x; |
525 | int *room_free_spots_x; |
518 | int *room_free_spots_y; |
526 | int *room_free_spots_y; |
519 | int number_of_free_spots_in_room; |
527 | int number_of_free_spots_in_room; |
520 | |
528 | |
521 | /* the workhorse routine, which finds the free spots in a room: |
529 | /* the workhorse routine, which finds the free spots in a room: |
522 | a datastructure of free points is set up, and a position chosen from |
530 | a datastructure of free points is set up, and a position chosen from |
523 | that datastructure. */ |
531 | that datastructure. */ |
524 | |
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|
525 | void |
532 | void |
526 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
533 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
527 | { |
534 | { |
528 | int i, j; |
535 | int i, j; |
529 | |
536 | |
… | |
… | |
540 | /* check off this point */ |
547 | /* check off this point */ |
541 | layout[x][y] = 1; |
548 | layout[x][y] = 1; |
542 | room_free_spots_x[number_of_free_spots_in_room] = x; |
549 | room_free_spots_x[number_of_free_spots_in_room] = x; |
543 | room_free_spots_y[number_of_free_spots_in_room] = y; |
550 | room_free_spots_y[number_of_free_spots_in_room] = y; |
544 | number_of_free_spots_in_room++; |
551 | number_of_free_spots_in_room++; |
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|
552 | |
545 | /* now search all the 8 squares around recursively for free spots,in random order */ |
553 | /* now search all the 8 squares around recursively for free spots,in random order */ |
546 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
554 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
547 | { |
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|
548 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
555 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 | } |
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|
550 | |
556 | |
551 | } |
557 | } |
552 | |
558 | |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
559 | /* find a random non-blocked spot in this room to drop a key. */ |
554 | void |
560 | void |
… | |
… | |
565 | /* allocate and copy the layout, converting C to 0. */ |
571 | /* allocate and copy the layout, converting C to 0. */ |
566 | for (i = 0; i < RP->Xsize; i++) |
572 | for (i = 0; i < RP->Xsize; i++) |
567 | { |
573 | { |
568 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
574 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
569 | for (j = 0; j < RP->Ysize; j++) |
575 | for (j = 0; j < RP->Ysize; j++) |
570 | { |
|
|
571 | if (wall_blocked (map, i, j)) |
576 | if (wall_blocked (map, i, j)) |
572 | layout2[i][j] = '#'; |
577 | layout2[i][j] = '#'; |
573 | } |
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|
574 | } |
578 | } |
575 | |
579 | |
576 | /* setup num_free_spots and room_free_spots */ |
580 | /* setup num_free_spots and room_free_spots */ |
577 | find_spot_in_room_recursive (layout2, x, y, RP); |
581 | find_spot_in_room_recursive (layout2, x, y, RP); |
578 | |
582 | |
579 | if (number_of_free_spots_in_room > 0) |
583 | if (number_of_free_spots_in_room > 0) |
580 | { |
584 | { |
581 | i = RANDOM () % number_of_free_spots_in_room; |
585 | i = rndm (number_of_free_spots_in_room); |
582 | *kx = room_free_spots_x[i]; |
586 | *kx = room_free_spots_x[i]; |
583 | *ky = room_free_spots_y[i]; |
587 | *ky = room_free_spots_y[i]; |
584 | } |
588 | } |
585 | |
589 | |
586 | /* deallocate the temp. layout */ |
590 | /* deallocate the temp. layout */ |
587 | for (i = 0; i < RP->Xsize; i++) |
591 | for (i = 0; i < RP->Xsize; i++) |
588 | { |
|
|
589 | free (layout2[i]); |
592 | free (layout2[i]); |
590 | } |
593 | |
591 | free (layout2); |
594 | free (layout2); |
592 | free (room_free_spots_x); |
595 | free (room_free_spots_x); |
593 | free (room_free_spots_y); |
596 | free (room_free_spots_y); |
594 | } |
597 | } |
595 | |
598 | |
596 | |
599 | |
597 | /* searches the map for a spot with walls around it. The more |
600 | /* searches the map for a spot with walls around it. The more |
598 | walls the better, but it'll settle for 1 wall, or even 0, but |
601 | walls the better, but it'll settle for 1 wall, or even 0, but |
599 | it'll return 0 if no FREE spots are found.*/ |
602 | it'll return 0 if no FREE spots are found.*/ |
600 | |
|
|
601 | void |
603 | void |
602 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
604 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
603 | { |
605 | { |
604 | int x, y; |
606 | int x, y; |
605 | int i; |
607 | int i; |
… | |
… | |
656 | *cy = ly; |
658 | *cy = ly; |
657 | return; |
659 | return; |
658 | } |
660 | } |
659 | } |
661 | } |
660 | /* give up and return the closest free spot. */ |
662 | /* give up and return the closest free spot. */ |
661 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
663 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
662 | if (i != -1 && i <= SIZEOFFREE1) |
664 | |
|
|
665 | if (i != -1) |
663 | { |
666 | { |
664 | *cx = x + freearr_x[i]; |
667 | *cx = x + freearr_x[i]; |
665 | *cy = y + freearr_y[i]; |
668 | *cy = y + freearr_y[i]; |
666 | return; |
669 | } |
|
|
670 | else |
667 | } |
671 | { |
668 | /* indicate failure */ |
672 | /* indicate failure */ |
|
|
673 | *cx = -1; |
669 | *cx = *cy = -1; |
674 | *cy = -1; |
|
|
675 | } |
670 | } |
676 | } |
671 | |
|
|
672 | |
677 | |
673 | void |
678 | void |
674 | remove_monsters (int x, int y, maptile *map) |
679 | remove_monsters (int x, int y, maptile *map) |
675 | { |
680 | { |
676 | object *tmp; |
681 | object *tmp; |
677 | |
682 | |
678 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
683 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
679 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
684 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
680 | { |
685 | { |
681 | if (tmp->head) |
686 | if (tmp->head) |
682 | tmp = tmp->head; |
687 | tmp = tmp->head; |
683 | tmp->remove (); |
688 | tmp->remove (); |
… | |
… | |
686 | if (tmp == NULL) |
691 | if (tmp == NULL) |
687 | break; |
692 | break; |
688 | }; |
693 | }; |
689 | } |
694 | } |
690 | |
695 | |
691 | |
|
|
692 | /* surrounds the point x,y by doors, so as to enclose something, like |
696 | /* surrounds the point x,y by doors, so as to enclose something, like |
693 | a chest. It only goes as far as the 8 squares surrounding, and |
697 | a chest. It only goes as far as the 8 squares surrounding, and |
694 | it'll remove any monsters it finds.*/ |
698 | it'll remove any monsters it finds.*/ |
695 | |
|
|
696 | object ** |
699 | object ** |
697 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
700 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
698 | { |
701 | { |
699 | int i; |
702 | int i; |
700 | char *doors[2]; |
703 | const char *doors[2]; |
701 | object **doorlist; |
704 | object **doorlist; |
702 | int ndoors_made = 0; |
705 | int ndoors_made = 0; |
703 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
706 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
704 | |
707 | |
705 | /* this is a list we pick from, for horizontal and vertical doors */ |
708 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
717 | /* place doors in all the 8 adjacent unblocked squares. */ |
720 | /* place doors in all the 8 adjacent unblocked squares. */ |
718 | for (i = 1; i < 9; i++) |
721 | for (i = 1; i < 9; i++) |
719 | { |
722 | { |
720 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
723 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
721 | |
724 | |
722 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
725 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
723 | { /* place a door */ |
726 | { /* place a door */ |
|
|
727 | remove_monsters (x1, y1, map); |
|
|
728 | |
724 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
729 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
725 | |
730 | map->insert (new_door, x1, y1); |
726 | new_door->x = x + freearr_x[i]; |
|
|
727 | new_door->y = y + freearr_y[i]; |
|
|
728 | remove_monsters (new_door->x, new_door->y, map); |
|
|
729 | insert_ob_in_map (new_door, map, NULL, 0); |
|
|
730 | doorlist[ndoors_made] = new_door; |
731 | doorlist[ndoors_made] = new_door; |
731 | ndoors_made++; |
732 | ndoors_made++; |
732 | } |
733 | } |
733 | } |
734 | } |
|
|
735 | |
734 | return doorlist; |
736 | return doorlist; |
735 | } |
737 | } |
736 | |
738 | |
737 | |
739 | |
738 | /* returns the first door in this square, or NULL if there isn't a door. */ |
740 | /* returns the first door in this square, or NULL if there isn't a door. */ |
… | |
… | |
781 | } |
783 | } |
782 | } |
784 | } |
783 | else |
785 | else |
784 | { |
786 | { |
785 | layout[x][y] = 1; |
787 | layout[x][y] = 1; |
|
|
788 | |
786 | /* now search all the 8 squares around recursively for free spots,in random order */ |
789 | /* now search all the 8 squares around recursively for free spots,in random order */ |
787 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
790 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
788 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
791 | find_doors_in_room_recursive (layout, map, |
|
|
792 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
793 | doorlist, ndoors, RP); |
789 | } |
794 | } |
790 | } |
795 | } |
791 | |
796 | |
792 | /* find a random non-blocked spot in this room to drop a key. */ |
797 | /* find a random non-blocked spot in this room to drop a key. */ |
793 | object ** |
798 | object ** |
… | |
… | |
849 | new_door->y = door->y; |
854 | new_door->y = door->y; |
850 | door->remove (); |
855 | door->remove (); |
851 | door->destroy (); |
856 | door->destroy (); |
852 | doorlist[i] = new_door; |
857 | doorlist[i] = new_door; |
853 | insert_ob_in_map (new_door, map, NULL, 0); |
858 | insert_ob_in_map (new_door, map, NULL, 0); |
854 | sprintf (keybuf, "%d", (int) RANDOM ()); |
859 | sprintf (keybuf, "%d", rndm (1000000000)); |
855 | new_door->slaying = keybuf; |
860 | new_door->slaying = keybuf; |
856 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
861 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
857 | } |
862 | } |
858 | } |
863 | } |
859 | |
864 | |