1 | /* |
1 | /* |
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2 | <<<<<<< treasure.C |
2 | CrossFire, A Multiplayer game for X-windows |
3 | * CrossFire, A Multiplayer game |
3 | |
4 | * |
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5 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
8 | * |
7 | This program is free software; you can redistribute it and/or modify |
9 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
10 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
11 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
12 | * (at your option) any later version. |
11 | |
13 | * |
12 | This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
16 | |
18 | * |
17 | You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
20 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
22 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
24 | */ |
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25 | ======= |
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26 | * CrossFire, A Multiplayer game for X-windows |
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27 | * |
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28 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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29 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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30 | * Copyright (C) 1992 Frank Tore Johansen |
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31 | * |
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32 | * This program is free software; you can redistribute it and/or modify |
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33 | * it under the terms of the GNU General Public License as published by |
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34 | * the Free Software Foundation; either version 2 of the License, or |
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35 | * (at your option) any later version. |
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36 | * |
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37 | * This program is distributed in the hope that it will be useful, |
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38 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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39 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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40 | * GNU General Public License for more details. |
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41 | * |
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42 | * You should have received a copy of the GNU General Public License |
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43 | * along with this program; if not, write to the Free Software |
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44 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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45 | * |
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46 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
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47 | */ |
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48 | >>>>>>> 1.18 |
23 | |
49 | |
24 | /* placing treasure in maps, where appropriate. */ |
50 | /* placing treasure in maps, where appropriate. */ |
25 | |
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26 | |
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27 | |
51 | |
28 | #include <global.h> |
52 | #include <global.h> |
29 | #include <random_map.h> |
53 | #include <random_map.h> |
30 | #include <rproto.h> |
54 | #include <rproto.h> |
31 | |
55 | |
… | |
… | |
47 | |
71 | |
48 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
72 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
49 | * and doors but not monsters. |
73 | * and doors but not monsters. |
50 | * This function is not map tile aware. |
74 | * This function is not map tile aware. |
51 | */ |
75 | */ |
52 | |
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53 | int |
76 | int |
54 | wall_blocked (maptile *m, int x, int y) |
77 | wall_blocked (maptile *m, int x, int y) |
55 | { |
78 | { |
56 | int r; |
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57 | |
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58 | if (OUT_OF_REAL_MAP (m, x, y)) |
79 | if (OUT_OF_REAL_MAP (m, x, y)) |
59 | return 1; |
80 | return 1; |
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81 | |
60 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
82 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
61 | return r; |
83 | return r; |
62 | } |
84 | } |
63 | |
85 | |
64 | /* place treasures in the map, given the |
86 | /* place treasures in the map, given the |
65 | map, (required) |
87 | map, (required) |
66 | layout, (required) |
88 | layout, (required) |
67 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
89 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
68 | treasureoptions (may be 0 for random choices or positive) |
90 | treasureoptions (may be 0 for random choices or positive) |
69 | */ |
91 | */ |
70 | |
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71 | void |
92 | void |
72 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
93 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
73 | { |
94 | { |
74 | char styledirname[256]; |
95 | char styledirname[1024]; |
75 | char stylefilepath[256]; |
96 | char stylefilepath[1024]; |
76 | maptile *style_map = 0; |
97 | maptile *style_map = 0; |
77 | int num_treasures; |
98 | int num_treasures; |
78 | |
99 | |
79 | /* bail out if treasure isn't wanted. */ |
100 | /* bail out if treasure isn't wanted. */ |
80 | if (treasure_style) |
101 | if (treasure_style) |
… | |
… | |
113 | { |
134 | { |
114 | |
135 | |
115 | /* map_layout_style global, and is previously set */ |
136 | /* map_layout_style global, and is previously set */ |
116 | switch (RP->map_layout_style) |
137 | switch (RP->map_layout_style) |
117 | { |
138 | { |
118 | case ONION_LAYOUT: |
139 | case LAYOUT_ONION: |
119 | case SPIRAL_LAYOUT: |
140 | case LAYOUT_SPIRAL: |
120 | case SQUARE_SPIRAL_LAYOUT: |
141 | case LAYOUT_SQUARE_SPIRAL: |
121 | { |
142 | { |
122 | int i, j; |
143 | int i, j; |
123 | |
144 | |
124 | /* search the onion for C's or '>', and put treasure there. */ |
145 | /* search the onion for C's or '>', and put treasure there. */ |
125 | for (i = 0; i < RP->Xsize; i++) |
146 | for (i = 0; i < RP->Xsize; i++) |
126 | { |
147 | { |
127 | for (j = 0; j < RP->Ysize; j++) |
148 | for (j = 0; j < RP->Ysize; j++) |
128 | { |
149 | { |
129 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
150 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
130 | { |
151 | { |
131 | int tdiv = RP->symmetry_used; |
152 | int tdiv = RP->symmetry_used; |
132 | object **doorlist; |
153 | object **doorlist; |
133 | object *chest; |
154 | object *chest; |
134 | |
155 | |
135 | if (tdiv == 3) |
156 | if (tdiv == 3) |
136 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
157 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
137 | /* don't put a chest on an exit. */ |
158 | /* don't put a chest on an exit. */ |
138 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
159 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
139 | if (!chest) |
160 | if (!chest) |
140 | continue; /* if no chest was placed NEXT */ |
161 | continue; /* if no chest was placed NEXT */ |
141 | if (treasureoptions & (DOORED | HIDDEN)) |
162 | if (treasureoptions & (DOORED | HIDDEN)) |
142 | { |
163 | { |
143 | doorlist = find_doors_in_room (map, i, j, RP); |
164 | doorlist = find_doors_in_room (map, i, j, RP); |
144 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
165 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
145 | free (doorlist); |
166 | free (doorlist); |
146 | } |
167 | } |
147 | } |
168 | } |
148 | } |
169 | } |
149 | } |
170 | } |
150 | break; |
171 | break; |
151 | } |
172 | } |
152 | default: |
173 | default: |
153 | { |
174 | { |
154 | int i, j, tries; |
175 | int i, j, tries; |
155 | object *chest; |
176 | object *chest; |
156 | object **doorlist; |
177 | object **doorlist; |
157 | |
178 | |
158 | i = j = -1; |
179 | i = j = -1; |
159 | tries = 0; |
180 | tries = 0; |
160 | while (i == -1 && tries < 100) |
181 | while (i == -1 && tries < 100) |
161 | { |
182 | { |
162 | i = RANDOM () % (RP->Xsize - 2) + 1; |
183 | i = RANDOM () % (RP->Xsize - 2) + 1; |
163 | j = RANDOM () % (RP->Ysize - 2) + 1; |
184 | j = RANDOM () % (RP->Ysize - 2) + 1; |
164 | find_enclosed_spot (map, &i, &j, RP); |
185 | find_enclosed_spot (map, &i, &j, RP); |
165 | if (wall_blocked (map, i, j)) |
186 | if (wall_blocked (map, i, j)) |
166 | i = -1; |
187 | i = -1; |
167 | tries++; |
188 | tries++; |
168 | } |
189 | } |
169 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
190 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
170 | if (!chest) |
191 | if (!chest) |
171 | return; |
192 | return; |
172 | i = chest->x; |
193 | i = chest->x; |
173 | j = chest->y; |
194 | j = chest->y; |
174 | if (treasureoptions & (DOORED | HIDDEN)) |
195 | if (treasureoptions & (DOORED | HIDDEN)) |
175 | { |
196 | { |
176 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
197 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
177 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
198 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
178 | free (doorlist); |
199 | free (doorlist); |
179 | } |
200 | } |
180 | } |
201 | } |
181 | } |
202 | } |
182 | } |
203 | } |
183 | else |
204 | else |
184 | { /* DIFFUSE treasure layout */ |
205 | { /* DIFFUSE treasure layout */ |
185 | int ti, i, j; |
206 | int ti, i, j; |
… | |
… | |
191 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
212 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
192 | } |
213 | } |
193 | } |
214 | } |
194 | } |
215 | } |
195 | |
216 | |
196 | |
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197 | |
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198 | /* put a chest into the map, near x and y, with the treasure style |
217 | /* put a chest into the map, near x and y, with the treasure style |
199 | determined (may be null, or may be a treasure list from lib/treasures, |
218 | determined (may be null, or may be a treasure list from lib/treasures, |
200 | if the global variable "treasurestyle" is set to that treasure list's name */ |
219 | if the global variable "treasurestyle" is set to that treasure list's name */ |
201 | |
220 | |
202 | object * |
221 | object * |
203 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) |
222 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
204 | { |
223 | { |
205 | object *the_chest; |
224 | object *the_chest; |
206 | int i, xl, yl; |
225 | int i, xl, yl; |
207 | |
226 | |
208 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
227 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
… | |
… | |
212 | if (i == -1) |
231 | if (i == -1) |
213 | { |
232 | { |
214 | the_chest->destroy (); |
233 | the_chest->destroy (); |
215 | return NULL; |
234 | return NULL; |
216 | } |
235 | } |
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236 | |
217 | xl = x + freearr_x[i]; |
237 | xl = x + freearr_x[i]; |
218 | yl = y + freearr_y[i]; |
238 | yl = y + freearr_y[i]; |
219 | |
239 | |
220 | /* if the placement is blocked, return a fail. */ |
240 | /* if the placement is blocked, return a fail. */ |
221 | if (wall_blocked (map, xl, yl)) |
241 | if (wall_blocked (map, xl, yl)) |
222 | return 0; |
242 | return 0; |
223 | |
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224 | |
243 | |
225 | /* put the treasures in the chest. */ |
244 | /* put the treasures in the chest. */ |
226 | /* if(style_map) { */ |
245 | /* if(style_map) { */ |
227 | #if 0 /* don't use treasure style maps for now! */ |
246 | #if 0 /* don't use treasure style maps for now! */ |
228 | int ti; |
247 | int ti; |
… | |
… | |
241 | { /* use the style map */ |
260 | { /* use the style map */ |
242 | the_chest->randomitems = tlist; |
261 | the_chest->randomitems = tlist; |
243 | the_chest->stats.hp = n_treasures; |
262 | the_chest->stats.hp = n_treasures; |
244 | } |
263 | } |
245 | #endif |
264 | #endif |
246 | else |
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247 | { /* neither style_map no treasure list given */ |
265 | { /* neither style_map no treasure list given */ |
248 | treasurelist *tlist = find_treasurelist ("chest"); |
266 | treasurelist *tlist = find_treasurelist ("chest"); |
249 | |
267 | |
250 | the_chest->randomitems = tlist; |
268 | the_chest->randomitems = tlist; |
251 | the_chest->stats.hp = n_treasures; |
269 | the_chest->stats.hp = n_treasures; |
… | |
… | |
279 | the lockcode. It's not worth bothering to lock the chest if |
297 | the lockcode. It's not worth bothering to lock the chest if |
280 | there's only 1 treasure.... */ |
298 | there's only 1 treasure.... */ |
281 | |
299 | |
282 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
300 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
283 | { |
301 | { |
284 | char keybuf[256]; |
302 | char keybuf[1024]; |
285 | |
303 | |
286 | sprintf (keybuf, "%d", (int) RANDOM ()); |
304 | sprintf (keybuf, "%d", (int) RANDOM ()); |
287 | the_chest->slaying = keybuf; |
305 | the_chest->slaying = keybuf; |
288 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
306 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
289 | } |
307 | } |
… | |
… | |
297 | |
315 | |
298 | |
316 | |
299 | /* finds the closest monster and returns him, regardless of doors |
317 | /* finds the closest monster and returns him, regardless of doors |
300 | or walls */ |
318 | or walls */ |
301 | object * |
319 | object * |
302 | find_closest_monster (maptile *map, int x, int y, RMParms * RP) |
320 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
303 | { |
321 | { |
304 | int i; |
322 | int i; |
305 | |
323 | |
306 | for (i = 0; i < SIZEOFFREE; i++) |
324 | for (i = 0; i < SIZEOFFREE; i++) |
307 | { |
325 | { |
… | |
… | |
312 | /* boundscheck */ |
330 | /* boundscheck */ |
313 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
331 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
314 | /* don't bother searching this square unless the map says life exists. */ |
332 | /* don't bother searching this square unless the map says life exists. */ |
315 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
333 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
316 | { |
334 | { |
317 | object *the_monster = get_map_ob (map, lx, ly); |
335 | object *the_monster = GET_MAP_OB (map, lx, ly); |
318 | |
336 | |
319 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
337 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
320 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
338 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
321 | return the_monster; |
339 | return the_monster; |
322 | } |
340 | } |
… | |
… | |
334 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
352 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
335 | |
353 | |
336 | The idea is that you call keyplace on x,y where a door is, and it'll make |
354 | The idea is that you call keyplace on x,y where a door is, and it'll make |
337 | sure a key is placed on both sides of the door. |
355 | sure a key is placed on both sides of the door. |
338 | */ |
356 | */ |
339 | |
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340 | int |
357 | int |
341 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
358 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
342 | { |
359 | { |
343 | int i, j; |
360 | int i, j; |
344 | int kx, ky; |
361 | int kx = 0, ky = 0; |
345 | object *the_keymaster; /* the monster that gets the key. */ |
362 | object *the_keymaster; /* the monster that gets the key. */ |
346 | object *the_key; |
363 | object *the_key; |
347 | |
364 | |
348 | /* get a key and set its keycode */ |
365 | /* get a key and set its keycode */ |
349 | the_key = get_archetype ("key2"); |
366 | the_key = get_archetype ("key2"); |
… | |
… | |
351 | |
368 | |
352 | if (door_flag == PASS_DOORS) |
369 | if (door_flag == PASS_DOORS) |
353 | { |
370 | { |
354 | int tries = 0; |
371 | int tries = 0; |
355 | |
372 | |
356 | the_keymaster = NULL; |
373 | the_keymaster = 0; |
357 | while (tries < 15 && the_keymaster == NULL) |
374 | while (tries < 15 && !the_keymaster) |
358 | { |
375 | { |
359 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
376 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
360 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
377 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
361 | tries++; |
378 | tries++; |
362 | the_keymaster = find_closest_monster (map, i, j, RP); |
379 | the_keymaster = find_closest_monster (map, i, j, RP); |
363 | } |
380 | } |
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381 | |
364 | /* if we don't find a good keymaster, drop the key on the ground. */ |
382 | /* if we don't find a good keymaster, drop the key on the ground. */ |
365 | if (the_keymaster == NULL) |
383 | if (!the_keymaster) |
366 | { |
384 | { |
367 | int freeindex; |
385 | int freeindex; |
368 | |
386 | |
369 | freeindex = -1; |
387 | freeindex = -1; |
370 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
388 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
371 | { |
389 | { |
372 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
390 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
373 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
391 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
374 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
392 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
375 | } |
393 | } |
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394 | |
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395 | // can freeindex ever be < 0? |
376 | if (freeindex != -1) |
396 | if (freeindex >= 0) |
377 | { |
397 | { |
378 | kx += freearr_x[freeindex]; |
398 | kx += freearr_x [freeindex]; |
379 | ky += freearr_y[freeindex]; |
399 | ky += freearr_y [freeindex]; |
380 | } |
400 | } |
381 | } |
401 | } |
382 | } |
402 | } |
383 | else |
403 | else |
384 | { /* NO_PASS_DOORS --we have to work harder. */ |
404 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
386 | NO_PASS_DOORS is set. */ |
406 | NO_PASS_DOORS is set. */ |
387 | if (n_keys == 1) |
407 | if (n_keys == 1) |
388 | { |
408 | { |
389 | if (wall_blocked (map, x, y)) |
409 | if (wall_blocked (map, x, y)) |
390 | return 0; |
410 | return 0; |
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411 | |
391 | the_keymaster = find_monster_in_room (map, x, y, RP); |
412 | the_keymaster = find_monster_in_room (map, x, y, RP); |
392 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
413 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
393 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
414 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
394 | } |
415 | } |
395 | else |
416 | else |
396 | { |
417 | { |
397 | int sum = 0; /* count how many keys we actually place */ |
418 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
399 | /* I'm lazy, so just try to place in all 4 directions. */ |
420 | /* 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); |
421 | 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); |
422 | 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); |
423 | 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); |
424 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
425 | |
404 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
426 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
405 | { /* diagnoally this time. */ |
427 | { /* diagonally this time. */ |
406 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
428 | 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); |
429 | 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); |
430 | 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); |
431 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
410 | } |
432 | } |
|
|
433 | |
411 | return 1; |
434 | return 1; |
412 | } |
435 | } |
413 | } |
436 | } |
414 | |
437 | |
415 | if (the_keymaster == NULL) |
438 | if (!the_keymaster) |
416 | { |
439 | { |
417 | the_key->x = kx; |
440 | the_key->x = kx; |
418 | the_key->y = ky; |
441 | the_key->y = ky; |
419 | insert_ob_in_map (the_key, map, NULL, 0); |
442 | insert_ob_in_map (the_key, map, NULL, 0); |
420 | return 1; |
443 | return 1; |
… | |
… | |
432 | |
455 | |
433 | /* a recursive routine which will return a monster, eventually,if there is one. |
456 | /* a recursive routine which will return a monster, eventually,if there is one. |
434 | it does a check-off on the layout, converting 0's to 1's */ |
457 | it does a check-off on the layout, converting 0's to 1's */ |
435 | |
458 | |
436 | object * |
459 | object * |
437 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) |
460 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
438 | { |
461 | { |
439 | int i, j; |
462 | int i, j; |
440 | |
463 | |
441 | /* if we've found a monster already, leave */ |
464 | /* if we've found a monster already, leave */ |
442 | if (theMonsterToFind != NULL) |
465 | if (theMonsterToFind != NULL) |
… | |
… | |
453 | /* check the current square for a monster. If there is one, |
476 | /* check the current square for a monster. If there is one, |
454 | set theMonsterToFind and return it. */ |
477 | set theMonsterToFind and return it. */ |
455 | layout[x][y] = 1; |
478 | layout[x][y] = 1; |
456 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
479 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
457 | { |
480 | { |
458 | object *the_monster = get_map_ob (map, x, y); |
481 | object *the_monster = GET_MAP_OB (map, x, y); |
459 | |
482 | |
460 | /* check off this point */ |
483 | /* check off this point */ |
461 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
484 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
462 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
485 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
463 | { |
486 | { |
… | |
… | |
479 | |
502 | |
480 | /* sets up some data structures: the _recursive form does the |
503 | /* sets up some data structures: the _recursive form does the |
481 | real work. */ |
504 | real work. */ |
482 | |
505 | |
483 | object * |
506 | object * |
484 | find_monster_in_room (maptile *map, int x, int y, RMParms * RP) |
507 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
485 | { |
508 | { |
486 | char **layout2; |
509 | char **layout2; |
487 | int i, j; |
510 | int i, j; |
488 | |
511 | |
489 | theMonsterToFind = 0; |
512 | theMonsterToFind = 0; |
… | |
… | |
508 | free (layout2); |
531 | free (layout2); |
509 | |
532 | |
510 | return theMonsterToFind; |
533 | return theMonsterToFind; |
511 | } |
534 | } |
512 | |
535 | |
513 | |
|
|
514 | |
|
|
515 | |
|
|
516 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
536 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
517 | int *room_free_spots_x; |
537 | int *room_free_spots_x; |
518 | int *room_free_spots_y; |
538 | int *room_free_spots_y; |
519 | int number_of_free_spots_in_room; |
539 | int number_of_free_spots_in_room; |
520 | |
540 | |
521 | /* the workhorse routine, which finds the free spots in a room: |
541 | /* 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 |
542 | a datastructure of free points is set up, and a position chosen from |
523 | that datastructure. */ |
543 | that datastructure. */ |
524 | |
|
|
525 | void |
544 | void |
526 | find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
545 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
527 | { |
546 | { |
528 | int i, j; |
547 | int i, j; |
529 | |
548 | |
530 | /* bounds check x and y */ |
549 | /* bounds check x and y */ |
531 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
550 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
… | |
… | |
540 | /* check off this point */ |
559 | /* check off this point */ |
541 | layout[x][y] = 1; |
560 | layout[x][y] = 1; |
542 | room_free_spots_x[number_of_free_spots_in_room] = x; |
561 | room_free_spots_x[number_of_free_spots_in_room] = x; |
543 | room_free_spots_y[number_of_free_spots_in_room] = y; |
562 | room_free_spots_y[number_of_free_spots_in_room] = y; |
544 | number_of_free_spots_in_room++; |
563 | number_of_free_spots_in_room++; |
|
|
564 | |
545 | /* now search all the 8 squares around recursively for free spots,in random order */ |
565 | /* 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++) |
566 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
547 | { |
|
|
548 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
567 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 | } |
|
|
550 | |
568 | |
551 | } |
569 | } |
552 | |
570 | |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
571 | /* find a random non-blocked spot in this room to drop a key. */ |
554 | void |
572 | void |
555 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) |
573 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
556 | { |
574 | { |
557 | char **layout2; |
575 | char **layout2; |
558 | int i, j; |
576 | int i, j; |
559 | |
577 | |
560 | number_of_free_spots_in_room = 0; |
578 | number_of_free_spots_in_room = 0; |
… | |
… | |
565 | /* allocate and copy the layout, converting C to 0. */ |
583 | /* allocate and copy the layout, converting C to 0. */ |
566 | for (i = 0; i < RP->Xsize; i++) |
584 | for (i = 0; i < RP->Xsize; i++) |
567 | { |
585 | { |
568 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
586 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
569 | for (j = 0; j < RP->Ysize; j++) |
587 | for (j = 0; j < RP->Ysize; j++) |
570 | { |
|
|
571 | if (wall_blocked (map, i, j)) |
588 | if (wall_blocked (map, i, j)) |
572 | layout2[i][j] = '#'; |
589 | layout2[i][j] = '#'; |
573 | } |
|
|
574 | } |
590 | } |
575 | |
591 | |
576 | /* setup num_free_spots and room_free_spots */ |
592 | /* setup num_free_spots and room_free_spots */ |
577 | find_spot_in_room_recursive (layout2, x, y, RP); |
593 | find_spot_in_room_recursive (layout2, x, y, RP); |
578 | |
594 | |
… | |
… | |
583 | *ky = room_free_spots_y[i]; |
599 | *ky = room_free_spots_y[i]; |
584 | } |
600 | } |
585 | |
601 | |
586 | /* deallocate the temp. layout */ |
602 | /* deallocate the temp. layout */ |
587 | for (i = 0; i < RP->Xsize; i++) |
603 | for (i = 0; i < RP->Xsize; i++) |
588 | { |
|
|
589 | free (layout2[i]); |
604 | free (layout2[i]); |
590 | } |
605 | |
591 | free (layout2); |
606 | free (layout2); |
592 | free (room_free_spots_x); |
607 | free (room_free_spots_x); |
593 | free (room_free_spots_y); |
608 | free (room_free_spots_y); |
594 | } |
609 | } |
595 | |
610 | |
596 | |
611 | |
597 | /* searches the map for a spot with walls around it. The more |
612 | /* 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 |
613 | 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.*/ |
614 | it'll return 0 if no FREE spots are found.*/ |
600 | |
|
|
601 | void |
615 | void |
602 | find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) |
616 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
603 | { |
617 | { |
604 | int x, y; |
618 | int x, y; |
605 | int i; |
619 | int i; |
606 | |
620 | |
607 | x = *cx; |
621 | x = *cx; |
… | |
… | |
656 | *cy = ly; |
670 | *cy = ly; |
657 | return; |
671 | return; |
658 | } |
672 | } |
659 | } |
673 | } |
660 | /* give up and return the closest free spot. */ |
674 | /* give up and return the closest free spot. */ |
661 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
675 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
662 | if (i != -1 && i <= SIZEOFFREE1) |
676 | |
|
|
677 | if (i != -1) |
663 | { |
678 | { |
664 | *cx = x + freearr_x[i]; |
679 | *cx = x + freearr_x[i]; |
665 | *cy = y + freearr_y[i]; |
680 | *cy = y + freearr_y[i]; |
666 | return; |
681 | } |
|
|
682 | else |
667 | } |
683 | { |
668 | /* indicate failure */ |
684 | /* indicate failure */ |
|
|
685 | *cx = -1; |
669 | *cx = *cy = -1; |
686 | *cy = -1; |
|
|
687 | } |
670 | } |
688 | } |
671 | |
689 | |
672 | |
690 | |
673 | void |
691 | void |
674 | remove_monsters (int x, int y, maptile *map) |
692 | remove_monsters (int x, int y, maptile *map) |
675 | { |
693 | { |
676 | object *tmp; |
694 | object *tmp; |
677 | |
695 | |
678 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
696 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
679 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
697 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
680 | { |
698 | { |
681 | if (tmp->head) |
699 | if (tmp->head) |
682 | tmp = tmp->head; |
700 | tmp = tmp->head; |
683 | tmp->remove (); |
701 | tmp->remove (); |
684 | tmp->destroy (); |
702 | tmp->destroy (); |
685 | tmp = get_map_ob (map, x, y); |
703 | tmp = GET_MAP_OB (map, x, y); |
686 | if (tmp == NULL) |
704 | if (tmp == NULL) |
687 | break; |
705 | break; |
688 | }; |
706 | }; |
689 | } |
707 | } |
690 | |
708 | |
… | |
… | |
739 | object * |
757 | object * |
740 | door_in_square (maptile *map, int x, int y) |
758 | door_in_square (maptile *map, int x, int y) |
741 | { |
759 | { |
742 | object *tmp; |
760 | object *tmp; |
743 | |
761 | |
744 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
762 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
745 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
763 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
746 | return tmp; |
764 | return tmp; |
747 | return NULL; |
765 | return NULL; |
748 | } |
766 | } |
749 | |
767 | |
750 | |
768 | |
751 | /* the workhorse routine, which finds the doors in a room */ |
769 | /* the workhorse routine, which finds the doors in a room */ |
752 | void |
770 | void |
753 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
771 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
754 | { |
772 | { |
755 | int i, j; |
773 | int i, j; |
756 | object *door; |
774 | object *door; |
757 | |
775 | |
758 | /* bounds check x and y */ |
776 | /* bounds check x and y */ |
… | |
… | |
766 | /* check off this point */ |
784 | /* check off this point */ |
767 | if (layout[x][y] == '#') |
785 | if (layout[x][y] == '#') |
768 | { /* there could be a door here */ |
786 | { /* there could be a door here */ |
769 | layout[x][y] = 1; |
787 | layout[x][y] = 1; |
770 | door = door_in_square (map, x, y); |
788 | door = door_in_square (map, x, y); |
771 | if (door != NULL) |
789 | if (door) |
772 | { |
790 | { |
773 | doorlist[*ndoors] = door; |
791 | doorlist[*ndoors] = door; |
774 | if (*ndoors > 254) /* eek! out of memory */ |
792 | if (*ndoors > 1022) /* eek! out of memory */ |
775 | { |
793 | { |
776 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
794 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
777 | return; |
795 | return; |
778 | } |
796 | } |
|
|
797 | |
779 | *ndoors = *ndoors + 1; |
798 | *ndoors = *ndoors + 1; |
780 | } |
799 | } |
781 | } |
800 | } |
782 | else |
801 | else |
783 | { |
802 | { |
784 | layout[x][y] = 1; |
803 | layout[x][y] = 1; |
785 | /* now search all the 8 squares around recursively for free spots,in random order */ |
804 | /* now search all the 8 squares around recursively for free spots,in random order */ |
786 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
805 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
787 | { |
|
|
788 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
806 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
789 | } |
|
|
790 | } |
807 | } |
791 | } |
808 | } |
792 | |
809 | |
793 | /* find a random non-blocked spot in this room to drop a key. */ |
810 | /* find a random non-blocked spot in this room to drop a key. */ |
794 | object ** |
811 | object ** |
795 | find_doors_in_room (maptile *map, int x, int y, RMParms * RP) |
812 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
796 | { |
813 | { |
797 | char **layout2; |
814 | char **layout2; |
798 | object **doorlist; |
815 | object **doorlist; |
799 | int i, j; |
816 | int i, j; |
800 | int ndoors = 0; |
817 | int ndoors = 0; |
801 | |
818 | |
802 | doorlist = (object **) calloc (sizeof (int), 256); |
819 | doorlist = (object **) calloc (sizeof (int), 1024); |
803 | |
|
|
804 | |
820 | |
805 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
821 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
806 | /* allocate and copy the layout, converting C to 0. */ |
822 | /* allocate and copy the layout, converting C to 0. */ |
807 | for (i = 0; i < RP->Xsize; i++) |
823 | for (i = 0; i < RP->Xsize; i++) |
808 | { |
824 | { |
… | |
… | |
817 | /* setup num_free_spots and room_free_spots */ |
833 | /* setup num_free_spots and room_free_spots */ |
818 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
834 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
819 | |
835 | |
820 | /* deallocate the temp. layout */ |
836 | /* deallocate the temp. layout */ |
821 | for (i = 0; i < RP->Xsize; i++) |
837 | for (i = 0; i < RP->Xsize; i++) |
822 | { |
|
|
823 | free (layout2[i]); |
838 | free (layout2[i]); |
824 | } |
839 | |
825 | free (layout2); |
840 | free (layout2); |
826 | return doorlist; |
841 | return doorlist; |
827 | } |
842 | } |
828 | |
843 | |
829 | |
844 | |
830 | |
845 | |
831 | /* locks and/or hides all the doors in doorlist, or does nothing if |
846 | /* locks and/or hides all the doors in doorlist, or does nothing if |
832 | opts doesn't say to lock/hide doors. */ |
847 | opts doesn't say to lock/hide doors. */ |
833 | |
848 | |
834 | void |
849 | void |
835 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) |
850 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
836 | { |
851 | { |
837 | object *door; |
852 | object *door; |
838 | int i; |
853 | int i; |
839 | |
854 | |
840 | /* lock the doors and hide the keys. */ |
855 | /* lock the doors and hide the keys. */ |
… | |
… | |
842 | if (opts & DOORED) |
857 | if (opts & DOORED) |
843 | { |
858 | { |
844 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
859 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
845 | { |
860 | { |
846 | object *new_door = get_archetype ("locked_door1"); |
861 | object *new_door = get_archetype ("locked_door1"); |
847 | char keybuf[256]; |
862 | char keybuf[1024]; |
848 | |
863 | |
849 | door = doorlist[i]; |
864 | door = doorlist[i]; |
850 | new_door->face = door->face; |
865 | new_door->face = door->face; |
851 | new_door->x = door->x; |
866 | new_door->x = door->x; |
852 | new_door->y = door->y; |
867 | new_door->y = door->y; |