1 | /* |
1 | /* |
2 | * static char *rcsid_treasure_c = |
2 | * CrossFire, A Multiplayer game |
3 | * "$Id: treasure.C,v 1.2 2006/08/29 08:01:36 root Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
4 | */ |
23 | */ |
5 | |
24 | |
6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
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29 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
30 | |
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31 | |
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32 | |
26 | |
33 | #include <global.h> |
27 | #include <global.h> |
34 | #include <random_map.h> |
28 | #include <random_map.h> |
35 | #include <rproto.h> |
29 | #include <rproto.h> |
36 | |
30 | |
37 | /* some defines for various options which can be set. */ |
31 | /* some defines for various options which can be set. */ |
38 | |
32 | |
39 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
33 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
40 | #define HIDDEN 2 /* doors to treasure are hidden. */ |
34 | #define HIDDEN 2 /* doors to treasure are hidden. */ |
41 | #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
35 | #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
42 | #define DOORED 8 /* treasure has doors around it. */ |
36 | #define DOORED 8 /* treasure has doors around it. */ |
43 | #define TRAPPED 16 /* trap dropped in same location as chest. */ |
37 | #define TRAPPED 16 /* trap dropped in same location as chest. */ |
44 | #define SPARSE 32 /* 1/2 as much treasure as default */ |
38 | #define SPARSE 32 /* 1/2 as much treasure as default */ |
45 | #define RICH 64 /* 2x as much treasure as default */ |
39 | #define RICH 64 /* 2x as much treasure as default */ |
46 | #define FILLED 128 /* Fill/tile the entire map with treasure */ |
40 | #define FILLED 128 /* Fill/tile the entire map with treasure */ |
47 | #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 */ |
48 | |
42 | |
49 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
50 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
51 | |
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 | } |
52 | |
53 | |
53 | /* 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 |
54 | * and doors but not monsters. |
55 | * and doors but not monsters. |
55 | * This function is not map tile aware. |
56 | * This function is not map tile aware. |
56 | */ |
57 | */ |
57 | |
58 | int |
58 | int wall_blocked(mapstruct *m, int x, int y) { |
59 | wall_blocked (maptile *m, int x, int y) |
59 | int r; |
60 | { |
60 | |
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61 | if(OUT_OF_REAL_MAP(m,x,y)) |
61 | if (OUT_OF_REAL_MAP (m, x, y)) |
62 | return 1; |
62 | return 1; |
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63 | |
63 | r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT; |
64 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | return r; |
65 | return r; |
65 | } |
66 | } |
66 | |
67 | |
67 | /* place treasures in the map, given the |
68 | /* place treasures in the map, given the |
68 | map, (required) |
69 | map, (required) |
69 | layout, (required) |
70 | layout, (required) |
70 | 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.) |
71 | treasureoptions (may be 0 for random choices or positive) |
72 | treasureoptions (may be 0 for random choices or positive) |
72 | */ |
73 | */ |
73 | |
74 | void |
74 | void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { |
75 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
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76 | { |
75 | char styledirname[256]; |
77 | char styledirname[1024]; |
76 | char stylefilepath[256]; |
78 | char stylefilepath[1024]; |
77 | mapstruct *style_map=0; |
79 | maptile *style_map = 0; |
78 | int num_treasures; |
80 | int num_treasures; |
79 | |
81 | |
80 | /* bail out if treasure isn't wanted. */ |
82 | /* bail out if treasure isn't wanted. */ |
81 | if(treasure_style) if(!strcmp(treasure_style,"none")) return; |
83 | if (treasure_style) |
82 | if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); |
84 | if (!strcmp (treasure_style, "none")) |
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85 | return; |
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86 | |
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87 | if (treasureoptions <= 0) |
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88 | treasureoptions = rndm (2 * LAST_OPTION); |
83 | |
89 | |
84 | /* filter out the mutually exclusive options */ |
90 | /* filter out the mutually exclusive options */ |
85 | if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { |
91 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
86 | if(RANDOM()%2) treasureoptions -=1; |
92 | { |
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93 | if (rndm (2)) |
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94 | treasureoptions -= 1; |
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95 | else |
87 | else treasureoptions-=2;} |
96 | treasureoptions -= 2; |
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97 | } |
88 | |
98 | |
89 | /* pick the number of treasures */ |
99 | /* pick the number of treasures */ |
90 | if(treasureoptions & SPARSE) |
100 | if (treasureoptions & SPARSE) |
91 | 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); |
92 | else if(treasureoptions & RICH) |
102 | else if (treasureoptions & RICH) |
93 | 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); |
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104 | else |
94 | else 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); |
95 | |
106 | |
96 | if(num_treasures <= 0 ) return; |
107 | if (num_treasures <= 0) |
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108 | return; |
97 | |
109 | |
98 | /* get the style map */ |
110 | /* get the style map */ |
99 | sprintf(styledirname,"%s","/styles/treasurestyles"); |
111 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
100 | sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); |
112 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
101 | 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 | } |
102 | |
120 | |
103 | /* all the treasure at one spot in the map. */ |
121 | /* all the treasure at one spot in the map. */ |
104 | if(treasureoptions & CONCENTRATED) { |
122 | if (treasureoptions & CONCENTRATED) |
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123 | { |
105 | |
124 | |
106 | /* map_layout_style global, and is previously set */ |
125 | /* map_layout_style global, and is previously set */ |
107 | switch(RP->map_layout_style) { |
126 | switch (RP->map_layout_style) |
108 | case ONION_LAYOUT: |
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109 | case SPIRAL_LAYOUT: |
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110 | case SQUARE_SPIRAL_LAYOUT: |
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111 | { |
127 | { |
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128 | case LAYOUT_ONION: |
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129 | case LAYOUT_SPIRAL: |
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130 | case LAYOUT_SQUARE_SPIRAL: |
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131 | { |
112 | int i,j; |
132 | int i, j; |
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133 | |
113 | /* search the onion for C's or '>', and put treasure there. */ |
134 | /* search the onion for C's or '>', and put treasure there. */ |
114 | for(i=0;i<RP->Xsize;i++) { |
135 | for (i = 0; i < RP->Xsize; i++) |
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136 | { |
115 | for(j=0;j<RP->Ysize;j++) { |
137 | for (j = 0; j < RP->Ysize; j++) |
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138 | { |
116 | if(layout[i][j]=='C' || layout[i][j]=='>') { |
139 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
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140 | { |
117 | int tdiv = RP->symmetry_used; |
141 | int tdiv = RP->symmetry_used; |
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142 | object **doorlist; |
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143 | object *chest; |
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144 | |
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145 | if (tdiv == 3) |
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146 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
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147 | /* don't put a chest on an exit. */ |
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148 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
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149 | if (!chest) |
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150 | continue; /* if no chest was placed NEXT */ |
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151 | if (treasureoptions & (DOORED | HIDDEN)) |
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152 | { |
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153 | doorlist = find_doors_in_room (map, i, j, RP); |
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154 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
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155 | free (doorlist); |
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156 | } |
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157 | } |
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158 | } |
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159 | } |
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160 | break; |
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161 | } |
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162 | default: |
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163 | { |
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164 | int i, j, tries; |
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165 | object *chest; |
118 | object **doorlist; |
166 | object **doorlist; |
119 | object *chest; |
167 | |
120 | if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ |
168 | i = j = -1; |
121 | /* don't put a chest on an exit. */ |
169 | tries = 0; |
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170 | while (i == -1 && tries < 100) |
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171 | { |
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172 | i = rndm (RP->Xsize - 2) + 1; |
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173 | j = rndm (RP->Ysize - 2) + 1; |
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174 | find_enclosed_spot (map, &i, &j, RP); |
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175 | if (wall_blocked (map, i, j)) |
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176 | i = -1; |
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177 | tries++; |
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178 | } |
122 | chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); |
179 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
123 | if(!chest) continue; /* if no chest was placed NEXT */ |
180 | if (!chest) |
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181 | return; |
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182 | i = chest->x; |
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183 | j = chest->y; |
124 | if(treasureoptions & (DOORED|HIDDEN)) { |
184 | if (treasureoptions & (DOORED | HIDDEN)) |
125 | doorlist=find_doors_in_room(map,i,j,RP); |
185 | { |
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186 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
126 | lock_and_hide_doors(doorlist,map,treasureoptions,RP); |
187 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
127 | free(doorlist); |
188 | free (doorlist); |
128 | } |
189 | } |
129 | } |
190 | } |
130 | } |
191 | } |
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192 | } |
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193 | else |
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194 | { /* DIFFUSE treasure layout */ |
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195 | int ti, i, j; |
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196 | |
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197 | for (ti = 0; ti < num_treasures; ti++) |
131 | } |
198 | { |
132 | break; |
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133 | } |
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134 | default: |
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135 | { |
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136 | int i,j,tries; |
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137 | object *chest; |
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138 | object **doorlist; |
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139 | i=j=-1;tries=0; |
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140 | while(i==-1&&tries<100) { |
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141 | i = RANDOM()%(RP->Xsize-2)+1; |
199 | i = rndm (RP->Xsize - 2) + 1; |
142 | j = RANDOM()%(RP->Ysize-2)+1; |
200 | j = rndm (RP->Ysize - 2) + 1; |
143 | find_enclosed_spot(map,&i,&j,RP); |
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144 | if(wall_blocked(map,i,j)) i=-1; |
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145 | tries++; |
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146 | } |
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147 | chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP); |
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148 | if(!chest) return; |
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149 | i = chest->x; j = chest->y; |
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150 | if(treasureoptions & (DOORED|HIDDEN)) { |
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151 | doorlist=surround_by_doors(map,layout,i,j,treasureoptions); |
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152 | lock_and_hide_doors(doorlist,map,treasureoptions,RP); |
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153 | free(doorlist); |
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154 | } |
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155 | } |
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156 | } |
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157 | } |
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158 | else { /* DIFFUSE treasure layout */ |
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159 | int ti,i,j; |
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160 | for(ti=0;ti<num_treasures;ti++) { |
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161 | i = RANDOM()%(RP->Xsize-2)+1; |
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162 | j = RANDOM()%(RP->Ysize-2)+1; |
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163 | place_chest(treasureoptions,i,j,map,style_map,1,RP); |
201 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
164 | } |
202 | } |
165 | } |
203 | } |
166 | } |
204 | } |
167 | |
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168 | |
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169 | |
205 | |
170 | /* put a chest into the map, near x and y, with the treasure style |
206 | /* put a chest into the map, near x and y, with the treasure style |
171 | determined (may be null, or may be a treasure list from lib/treasures, |
207 | determined (may be null, or may be a treasure list from lib/treasures, |
172 | if the global variable "treasurestyle" is set to that treasure list's name */ |
208 | if the global variable "treasurestyle" is set to that treasure list's name */ |
173 | |
209 | |
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210 | object * |
174 | object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { |
211 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
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212 | { |
175 | object *the_chest; |
213 | object *the_chest; |
176 | int i,xl,yl; |
214 | int i, xl, yl; |
177 | |
215 | |
178 | the_chest = get_archetype("chest"); /* was "chest_2" */ |
216 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
179 | |
217 | |
180 | /* first, find a place to put the chest. */ |
218 | /* first, find a place to put the chest. */ |
181 | i = find_first_free_spot(the_chest,map,x,y); |
219 | i = find_first_free_spot (the_chest, map, x, y); |
182 | if (i == -1) { |
220 | if (i == -1) |
183 | free_object(the_chest); |
221 | { |
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222 | the_chest->destroy (); |
184 | return NULL; |
223 | return NULL; |
185 | } |
224 | } |
186 | xl = x + freearr_x[i]; yl = y + freearr_y[i]; |
225 | |
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226 | xl = x + freearr_x[i]; |
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227 | yl = y + freearr_y[i]; |
187 | |
228 | |
188 | /* if the placement is blocked, return a fail. */ |
229 | /* if the placement is blocked, return a fail. */ |
189 | if(wall_blocked(map,xl,yl)) return 0; |
230 | if (wall_blocked (map, xl, yl)) |
190 | |
231 | return 0; |
191 | |
232 | |
192 | /* put the treasures in the chest. */ |
233 | /* put the treasures in the chest. */ |
193 | /* if(style_map) { */ |
234 | /* if(style_map) { */ |
194 | #if 0 /* don't use treasure style maps for now! */ |
235 | #if 0 /* don't use treasure style maps for now! */ |
195 | int ti; |
236 | int ti; |
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237 | |
196 | /* if treasurestyle lists a treasure list, use it. */ |
238 | /* if treasurestyle lists a treasure list, use it. */ |
197 | treasurelist *tlist=find_treasurelist(RP->treasurestyle); |
239 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
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240 | |
198 | if(tlist!=NULL) |
241 | if (tlist != NULL) |
199 | for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ |
242 | for (ti = 0; ti < n_treasures; ti++) |
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243 | { /* use the treasure list */ |
200 | object *new_treasure=pick_random_object(style_map); |
244 | object *new_treasure = style_map->pick_random_object (); |
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245 | |
201 | 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); |
202 | } |
247 | } |
203 | else { /* use the style map */ |
248 | else |
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249 | { /* use the style map */ |
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250 | the_chest->randomitems = tlist; |
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251 | the_chest->stats.hp = n_treasures; |
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252 | } |
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253 | #endif |
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254 | { /* neither style_map no treasure list given */ |
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255 | treasurelist *tlist = find_treasurelist ("chest"); |
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256 | |
204 | the_chest->randomitems=tlist; |
257 | the_chest->randomitems = tlist; |
205 | the_chest->stats.hp = n_treasures; |
258 | the_chest->stats.hp = n_treasures; |
206 | } |
259 | } |
207 | #endif |
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208 | else { /* neither style_map no treasure list given */ |
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209 | treasurelist *tlist=find_treasurelist("chest"); |
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210 | the_chest->randomitems=tlist; |
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211 | the_chest->stats.hp = n_treasures; |
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212 | } |
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213 | |
260 | |
214 | /* stick a trap in the chest if required */ |
261 | /* stick a trap in the chest if required */ |
215 | if(treasureoptions & TRAPPED) { |
262 | if (treasureoptions & TRAPPED) |
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263 | { |
216 | mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); |
264 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
217 | object *the_trap; |
265 | object *the_trap; |
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266 | |
218 | if(trap_map) { |
267 | if (trap_map) |
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268 | { |
219 | the_trap= pick_random_object(trap_map); |
269 | the_trap = trap_map->pick_random_object (); |
220 | the_trap->stats.Cha = 10+RP->difficulty; |
270 | the_trap->stats.Cha = 10 + RP->difficulty; |
221 | the_trap->level = BC_RANDOM((3*RP->difficulty)/2); |
271 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
222 | if(the_trap) { |
272 | if (the_trap) |
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273 | { |
223 | object *new_trap; |
274 | object *new_trap; |
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275 | |
224 | new_trap = arch_to_object(the_trap->arch); |
276 | new_trap = arch_to_object (the_trap->arch); |
225 | copy_object(new_trap,the_trap); |
277 | new_trap->copy_to (the_trap); |
226 | new_trap->x = x; |
278 | new_trap->x = x; |
227 | new_trap->y = y; |
279 | new_trap->y = y; |
228 | insert_ob_in_ob(new_trap,the_chest); |
280 | insert_ob_in_ob (new_trap, the_chest); |
|
|
281 | } |
229 | } |
282 | } |
230 | } |
|
|
231 | } |
283 | } |
232 | |
284 | |
233 | /* set the chest lock code, and call the keyplacer routine with |
285 | /* set the chest lock code, and call the keyplacer routine with |
234 | 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 |
235 | there's only 1 treasure....*/ |
287 | there's only 1 treasure.... */ |
236 | |
|
|
237 | if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { |
288 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
|
|
289 | { |
238 | char keybuf[256]; |
290 | char keybuf[1024]; |
239 | sprintf(keybuf,"%d",(int)RANDOM()); |
291 | |
|
|
292 | sprintf (keybuf, "%d", rndm (1000000000)); |
240 | the_chest->slaying = add_string(keybuf); |
293 | the_chest->slaying = keybuf; |
241 | keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); |
294 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
242 | } |
295 | } |
243 | |
296 | |
244 | /* actually place the chest. */ |
297 | /* actually place the chest. */ |
245 | the_chest->x = xl; the_chest->y = yl; |
298 | the_chest->x = xl; |
|
|
299 | the_chest->y = yl; |
246 | insert_ob_in_map(the_chest,map,NULL,0); |
300 | insert_ob_in_map (the_chest, map, NULL, 0); |
247 | return the_chest; |
301 | return the_chest; |
248 | } |
302 | } |
249 | |
303 | |
250 | |
304 | |
251 | /* finds the closest monster and returns him, regardless of doors |
305 | /* finds the closest monster and returns him, regardless of doors |
252 | or walls */ |
306 | or walls */ |
253 | object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { |
307 | object * |
|
|
308 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
|
|
309 | { |
254 | int i; |
310 | int i; |
|
|
311 | |
255 | for(i=0;i<SIZEOFFREE;i++) { |
312 | for (i = 0; i < SIZEOFFREE; i++) |
|
|
313 | { |
256 | int lx,ly; |
314 | int lx, ly; |
|
|
315 | |
257 | lx=x+freearr_x[i]; |
316 | lx = x + freearr_x[i]; |
258 | ly=y+freearr_y[i]; |
317 | ly = y + freearr_y[i]; |
259 | /* boundscheck */ |
318 | /* boundscheck */ |
260 | if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
319 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
261 | /* don't bother searching this square unless the map says life exists.*/ |
320 | /* don't bother searching this square unless the map says life exists. */ |
262 | if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { |
321 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
|
|
322 | { |
263 | object *the_monster=get_map_ob(map,lx,ly); |
323 | object *the_monster = GET_MAP_OB (map, lx, ly); |
|
|
324 | |
264 | for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); |
325 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
265 | if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) |
326 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
266 | return the_monster; |
327 | return the_monster; |
|
|
328 | } |
267 | } |
329 | } |
268 | } |
|
|
269 | return NULL; |
330 | return NULL; |
270 | } |
331 | } |
271 | |
332 | |
272 | |
333 | |
273 | |
334 | |
274 | /* places keys in the map, preferably in something alive. |
335 | /* places keys in the map, preferably in something alive. |
275 | keycode is the key's code, |
336 | keycode is the key's code, |
276 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
337 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
… | |
… | |
279 | 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. |
280 | |
341 | |
281 | 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 |
282 | sure a key is placed on both sides of the door. |
343 | sure a key is placed on both sides of the door. |
283 | */ |
344 | */ |
284 | |
345 | int |
285 | int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { |
346 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
|
|
347 | { |
286 | int i,j; |
348 | int i, j; |
287 | int kx,ky; |
349 | int kx = 0, ky = 0; |
288 | object *the_keymaster; /* the monster that gets the key. */ |
350 | object *the_keymaster; /* the monster that gets the key. */ |
289 | object *the_key; |
351 | object *the_key; |
290 | |
352 | |
291 | /* get a key and set its keycode */ |
353 | /* get a key and set its keycode */ |
292 | the_key = get_archetype("key2"); |
354 | the_key = get_archetype ("key2"); |
293 | the_key->slaying = add_string(keycode); |
355 | the_key->slaying = keycode; |
294 | |
356 | |
295 | |
|
|
296 | if(door_flag==PASS_DOORS) { |
357 | if (door_flag == PASS_DOORS) |
|
|
358 | { |
297 | int tries=0; |
359 | int tries = 0; |
|
|
360 | |
298 | the_keymaster=NULL; |
361 | the_keymaster = 0; |
299 | while(tries<15&&the_keymaster==NULL) { |
362 | while (tries < 15 && !the_keymaster) |
300 | i = (RANDOM()%(RP->Xsize-2))+1; |
363 | { |
301 | j = (RANDOM()%(RP->Ysize-2))+1; |
364 | i = rndm (RP->Xsize - 2) + 1; |
|
|
365 | j = rndm (RP->Ysize - 2) + 1; |
302 | tries++; |
366 | tries++; |
303 | the_keymaster=find_closest_monster(map,i,j,RP); |
367 | the_keymaster = find_closest_monster (map, i, j, RP); |
304 | } |
368 | } |
|
|
369 | |
305 | /* 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. */ |
306 | if(the_keymaster==NULL) { |
371 | if (!the_keymaster) |
|
|
372 | { |
307 | int freeindex; |
373 | int freeindex; |
308 | |
374 | |
309 | freeindex = -1; |
375 | freeindex = -1; |
310 | for(tries = 0; tries < 15 && freeindex == -1; tries++) { |
376 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
311 | kx = (RANDOM()%(RP->Xsize-2))+1; |
377 | { |
312 | ky = (RANDOM()%(RP->Ysize-2))+1; |
378 | kx = rndm (RP->Xsize - 2) + 1; |
|
|
379 | ky = rndm (RP->Ysize - 2) + 1; |
313 | freeindex = find_first_free_spot(the_key,map,kx,ky); |
380 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
314 | } |
381 | } |
|
|
382 | |
|
|
383 | // can freeindex ever be < 0? |
315 | if(freeindex != -1) { |
384 | if (freeindex >= 0) |
|
|
385 | { |
316 | kx += freearr_x[freeindex]; |
386 | kx += freearr_x [freeindex]; |
317 | ky += freearr_y[freeindex]; |
387 | ky += freearr_y [freeindex]; |
|
|
388 | } |
318 | } |
389 | } |
319 | } |
|
|
320 | } |
390 | } |
|
|
391 | else |
321 | else { /* NO_PASS_DOORS --we have to work harder.*/ |
392 | { /* NO_PASS_DOORS --we have to work harder. */ |
322 | /* don't try to keyplace if we're sitting on a blocked square and |
393 | /* don't try to keyplace if we're sitting on a blocked square and |
323 | NO_PASS_DOORS is set. */ |
394 | NO_PASS_DOORS is set. */ |
324 | if(n_keys==1) { |
395 | if (n_keys == 1) |
|
|
396 | { |
325 | if(wall_blocked(map,x,y)) return 0; |
397 | if (wall_blocked (map, x, y)) |
|
|
398 | return 0; |
|
|
399 | |
326 | the_keymaster=find_monster_in_room(map,x,y,RP); |
400 | the_keymaster = find_monster_in_room (map, x, y, RP); |
327 | 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. */ |
328 | find_spot_in_room(map,x,y,&kx,&ky,RP); |
402 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
329 | } |
403 | } |
330 | else { |
404 | else |
|
|
405 | { |
331 | int sum=0; /* count how many keys we actually place */ |
406 | int sum = 0; /* count how many keys we actually place */ |
|
|
407 | |
332 | /* 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. */ |
333 | 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); |
334 | 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); |
335 | 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); |
336 | 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 | |
337 | 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. */ |
338 | { /* diagnoally this time. */ |
415 | { /* diagonally this time. */ |
339 | 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); |
340 | 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); |
341 | 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); |
342 | 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); |
343 | } |
420 | } |
|
|
421 | |
|
|
422 | return 1; |
|
|
423 | } |
|
|
424 | } |
|
|
425 | |
|
|
426 | if (!the_keymaster) |
|
|
427 | { |
|
|
428 | the_key->x = kx; |
|
|
429 | the_key->y = ky; |
|
|
430 | insert_ob_in_map (the_key, map, NULL, 0); |
344 | return 1; |
431 | return 1; |
345 | } |
|
|
346 | } |
432 | } |
347 | |
433 | |
348 | if(the_keymaster==NULL) { |
|
|
349 | the_key->x = kx; |
|
|
350 | the_key->y = ky; |
|
|
351 | insert_ob_in_map(the_key,map,NULL,0); |
|
|
352 | return 1; |
|
|
353 | } |
|
|
354 | |
|
|
355 | insert_ob_in_ob(the_key,the_keymaster); |
434 | insert_ob_in_ob (the_key, the_keymaster); |
356 | return 1; |
435 | return 1; |
357 | } |
436 | } |
358 | |
437 | |
359 | |
438 | |
360 | |
439 | |
361 | /* both find_monster_in_room routines need to have access to this. */ |
440 | /* both find_monster_in_room routines need to have access to this. */ |
362 | |
441 | |
363 | object *theMonsterToFind; |
442 | object *theMonsterToFind; |
364 | |
443 | |
365 | /* a recursive routine which will return a monster, eventually,if there is one. |
444 | /* a recursive routine which will return a monster, eventually,if there is one. |
366 | it does a check-off on the layout, converting 0's to 1's */ |
445 | it does a check-off on the layout, converting 0's to 1's */ |
367 | |
446 | |
|
|
447 | object * |
368 | object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { |
448 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
|
|
449 | { |
369 | int i,j; |
450 | int i, j; |
|
|
451 | |
370 | /* if we've found a monster already, leave */ |
452 | /* if we've found a monster already, leave */ |
371 | if(theMonsterToFind!=NULL) return theMonsterToFind; |
453 | if (theMonsterToFind != NULL) |
|
|
454 | return theMonsterToFind; |
372 | |
455 | |
373 | /* bounds check x and y */ |
456 | /* bounds check x and y */ |
374 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; |
457 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
|
|
458 | return theMonsterToFind; |
375 | |
459 | |
376 | /* if the square is blocked or searched already, leave */ |
460 | /* if the square is blocked or searched already, leave */ |
|
|
461 | if (layout[x][y] != 0) |
377 | if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ |
462 | return theMonsterToFind; /* might be NULL, that's fine. */ |
378 | |
463 | |
379 | /* check the current square for a monster. If there is one, |
464 | /* check the current square for a monster. If there is one, |
380 | set theMonsterToFind and return it. */ |
465 | set theMonsterToFind and return it. */ |
381 | layout[x][y]=1; |
466 | layout[x][y] = 1; |
382 | if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { |
467 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
|
|
468 | { |
383 | object *the_monster = get_map_ob(map,x,y); |
469 | object *the_monster = GET_MAP_OB (map, x, y); |
|
|
470 | |
384 | /* check off this point */ |
471 | /* check off this point */ |
385 | for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); |
472 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
386 | if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { |
473 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
|
|
474 | { |
387 | theMonsterToFind=the_monster; |
475 | theMonsterToFind = the_monster; |
388 | return theMonsterToFind; |
476 | return theMonsterToFind; |
389 | } |
477 | } |
390 | } |
478 | } |
391 | |
479 | |
392 | /* 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 */ |
393 | 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++) |
|
|
482 | { |
394 | 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); |
395 | if(theMonsterToFind!=NULL) return theMonsterToFind; |
484 | if (theMonsterToFind != NULL) |
|
|
485 | return theMonsterToFind; |
396 | } |
486 | } |
397 | return theMonsterToFind; |
487 | return theMonsterToFind; |
398 | } |
488 | } |
399 | |
489 | |
400 | |
490 | |
401 | /* sets up some data structures: the _recursive form does the |
491 | /* sets up some data structures: the _recursive form does the |
402 | real work. */ |
492 | real work. */ |
403 | |
493 | |
404 | object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { |
494 | object * |
|
|
495 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
|
|
496 | { |
405 | char **layout2; |
497 | char **layout2; |
406 | int i,j; |
498 | int i, j; |
|
|
499 | |
407 | theMonsterToFind=0; |
500 | theMonsterToFind = 0; |
408 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
501 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
409 | /* allocate and copy the layout, converting C to 0. */ |
502 | /* allocate and copy the layout, converting C to 0. */ |
410 | for(i=0;i<RP->Xsize;i++) { |
503 | for (i = 0; i < RP->Xsize; i++) |
|
|
504 | { |
411 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
505 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
412 | for(j=0;j<RP->Ysize;j++) { |
506 | for (j = 0; j < RP->Ysize; j++) |
413 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
507 | { |
414 | } |
508 | if (wall_blocked (map, i, j)) |
|
|
509 | layout2[i][j] = '#'; |
|
|
510 | } |
415 | } |
511 | } |
416 | theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); |
512 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
417 | |
513 | |
418 | /* deallocate the temp. layout */ |
514 | /* deallocate the temp. layout */ |
419 | for(i=0;i<RP->Xsize;i++) { |
515 | for (i = 0; i < RP->Xsize; i++) |
|
|
516 | { |
420 | free(layout2[i]); |
517 | free (layout2[i]); |
421 | } |
518 | } |
422 | free(layout2); |
519 | free (layout2); |
423 | |
520 | |
424 | return theMonsterToFind; |
521 | return theMonsterToFind; |
425 | } |
522 | } |
426 | |
|
|
427 | |
523 | |
428 | |
|
|
429 | |
|
|
430 | /* 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 */ |
431 | int *room_free_spots_x; |
525 | int *room_free_spots_x; |
432 | int *room_free_spots_y; |
526 | int *room_free_spots_y; |
433 | int number_of_free_spots_in_room; |
527 | int number_of_free_spots_in_room; |
434 | |
528 | |
435 | /* the workhorse routine, which finds the free spots in a room: |
529 | /* the workhorse routine, which finds the free spots in a room: |
436 | 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 |
437 | that datastructure. */ |
531 | that datastructure. */ |
438 | |
532 | void |
439 | void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { |
533 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
|
|
534 | { |
440 | int i,j; |
535 | int i, j; |
441 | |
536 | |
442 | /* bounds check x and y */ |
537 | /* bounds check x and y */ |
443 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; |
538 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
|
|
539 | return; |
444 | |
540 | |
445 | /* if the square is blocked or searched already, leave */ |
541 | /* if the square is blocked or searched already, leave */ |
446 | if(layout[x][y]!=0) return; |
542 | if (layout[x][y] != 0) |
|
|
543 | return; |
447 | |
544 | |
448 | /* set the current square as checked, and add it to the list. |
545 | /* set the current square as checked, and add it to the list. |
449 | set theMonsterToFind and return it. */ |
546 | set theMonsterToFind and return it. */ |
450 | /* check off this point */ |
547 | /* check off this point */ |
451 | layout[x][y]=1; |
548 | layout[x][y] = 1; |
452 | room_free_spots_x[number_of_free_spots_in_room]=x; |
549 | room_free_spots_x[number_of_free_spots_in_room] = x; |
453 | room_free_spots_y[number_of_free_spots_in_room]=y; |
550 | room_free_spots_y[number_of_free_spots_in_room] = y; |
454 | number_of_free_spots_in_room++; |
551 | number_of_free_spots_in_room++; |
|
|
552 | |
455 | /* 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 */ |
456 | 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++) |
457 | 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); |
458 | } |
|
|
459 | |
556 | |
460 | } |
557 | } |
461 | |
558 | |
462 | /* 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. */ |
|
|
560 | void |
463 | void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { |
561 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
|
|
562 | { |
464 | char **layout2; |
563 | char **layout2; |
465 | int i,j; |
564 | int i, j; |
|
|
565 | |
466 | number_of_free_spots_in_room=0; |
566 | number_of_free_spots_in_room = 0; |
467 | room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); |
567 | room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
468 | room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); |
568 | room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
469 | |
569 | |
470 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
570 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
471 | /* allocate and copy the layout, converting C to 0. */ |
571 | /* allocate and copy the layout, converting C to 0. */ |
472 | for(i=0;i<RP->Xsize;i++) { |
572 | for (i = 0; i < RP->Xsize; i++) |
|
|
573 | { |
473 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
574 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
474 | for(j=0;j<RP->Ysize;j++) { |
575 | for (j = 0; j < RP->Ysize; j++) |
475 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
576 | if (wall_blocked (map, i, j)) |
476 | } |
577 | layout2[i][j] = '#'; |
477 | } |
578 | } |
478 | |
579 | |
479 | /* setup num_free_spots and room_free_spots */ |
580 | /* setup num_free_spots and room_free_spots */ |
480 | find_spot_in_room_recursive(layout2,x,y,RP); |
581 | find_spot_in_room_recursive (layout2, x, y, RP); |
481 | |
582 | |
482 | if(number_of_free_spots_in_room > 0) { |
583 | if (number_of_free_spots_in_room > 0) |
|
|
584 | { |
483 | i = RANDOM()%number_of_free_spots_in_room; |
585 | i = rndm (number_of_free_spots_in_room); |
484 | *kx = room_free_spots_x[i]; |
586 | *kx = room_free_spots_x[i]; |
485 | *ky = room_free_spots_y[i]; |
587 | *ky = room_free_spots_y[i]; |
486 | } |
588 | } |
487 | |
589 | |
488 | /* deallocate the temp. layout */ |
590 | /* deallocate the temp. layout */ |
489 | for(i=0;i<RP->Xsize;i++) { |
591 | for (i = 0; i < RP->Xsize; i++) |
490 | free(layout2[i]); |
592 | free (layout2[i]); |
491 | } |
593 | |
492 | free(layout2); |
594 | free (layout2); |
493 | free(room_free_spots_x); |
595 | free (room_free_spots_x); |
494 | free(room_free_spots_y); |
596 | free (room_free_spots_y); |
495 | } |
597 | } |
496 | |
598 | |
497 | |
599 | |
498 | /* 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 |
499 | 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 |
500 | it'll return 0 if no FREE spots are found.*/ |
602 | it'll return 0 if no FREE spots are found.*/ |
501 | |
603 | void |
502 | void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { |
604 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
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|
605 | { |
503 | int x,y; |
606 | int x, y; |
504 | int i; |
607 | int i; |
|
|
608 | |
505 | x = *cx;y=*cy; |
609 | x = *cx; |
|
|
610 | y = *cy; |
506 | |
611 | |
507 | for(i=0;i<=SIZEOFFREE1;i++) { |
612 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
613 | { |
508 | int lx,ly,sindex; |
614 | int lx, ly, sindex; |
|
|
615 | |
509 | lx = x +freearr_x[i]; |
616 | lx = x + freearr_x[i]; |
510 | ly = y +freearr_y[i]; |
617 | ly = y + freearr_y[i]; |
511 | sindex = surround_flag3(map,lx,ly,RP); |
618 | sindex = surround_flag3 (map, lx, ly, RP); |
512 | /* if it's blocked on 3 sides, it's enclosed */ |
619 | /* if it's blocked on 3 sides, it's enclosed */ |
513 | if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { |
620 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
514 | *cx= lx;*cy= ly; |
621 | { |
|
|
622 | *cx = lx; |
|
|
623 | *cy = ly; |
515 | return; |
624 | return; |
516 | } |
625 | } |
517 | } |
626 | } |
518 | |
627 | |
519 | /* OK, if we got here, we're obviously someplace where there's no enclosed |
628 | /* OK, if we got here, we're obviously someplace where there's no enclosed |
520 | spots--try to find someplace which is 2x enclosed. */ |
629 | spots--try to find someplace which is 2x enclosed. */ |
521 | for(i=0;i<=SIZEOFFREE1;i++) { |
630 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
631 | { |
522 | int lx,ly,sindex; |
632 | int lx, ly, sindex; |
|
|
633 | |
523 | lx = x +freearr_x[i]; |
634 | lx = x + freearr_x[i]; |
524 | ly = y +freearr_y[i]; |
635 | ly = y + freearr_y[i]; |
525 | sindex = surround_flag3(map,lx,ly,RP); |
636 | sindex = surround_flag3 (map, lx, ly, RP); |
526 | /* if it's blocked on 3 sides, it's enclosed */ |
637 | /* if it's blocked on 3 sides, it's enclosed */ |
527 | if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { |
638 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
528 | *cx= lx;*cy= ly; |
639 | { |
|
|
640 | *cx = lx; |
|
|
641 | *cy = ly; |
529 | return; |
642 | return; |
530 | } |
643 | } |
531 | } |
644 | } |
532 | |
645 | |
533 | /* settle for one surround point */ |
646 | /* settle for one surround point */ |
534 | for(i=0;i<=SIZEOFFREE1;i++) { |
647 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
648 | { |
535 | int lx,ly,sindex; |
649 | int lx, ly, sindex; |
|
|
650 | |
536 | lx = x +freearr_x[i]; |
651 | lx = x + freearr_x[i]; |
537 | ly = y +freearr_y[i]; |
652 | ly = y + freearr_y[i]; |
538 | sindex = surround_flag3(map,lx,ly,RP); |
653 | sindex = surround_flag3 (map, lx, ly, RP); |
539 | /* if it's blocked on 3 sides, it's enclosed */ |
654 | /* if it's blocked on 3 sides, it's enclosed */ |
540 | if(sindex) { |
655 | if (sindex) |
541 | *cx= lx;*cy= ly; |
656 | { |
|
|
657 | *cx = lx; |
|
|
658 | *cy = ly; |
542 | return; |
659 | return; |
543 | } |
660 | } |
544 | } |
661 | } |
545 | /* give up and return the closest free spot. */ |
662 | /* give up and return the closest free spot. */ |
546 | i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); |
663 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
547 | if(i!=-1&&i<=SIZEOFFREE1) { |
664 | |
|
|
665 | if (i != -1) |
|
|
666 | { |
548 | *cx = x +freearr_x[i]; |
667 | *cx = x + freearr_x[i]; |
549 | *cy = y +freearr_y[i]; |
668 | *cy = y + freearr_y[i]; |
550 | return; |
|
|
551 | } |
669 | } |
|
|
670 | else |
|
|
671 | { |
552 | /* indicate failure */ |
672 | /* indicate failure */ |
553 | *cx=*cy=-1; |
673 | *cx = -1; |
|
|
674 | *cy = -1; |
|
|
675 | } |
554 | } |
676 | } |
555 | |
677 | |
556 | |
678 | void |
557 | void remove_monsters(int x,int y,mapstruct *map) { |
679 | remove_monsters (int x, int y, maptile *map) |
|
|
680 | { |
558 | object *tmp; |
681 | object *tmp; |
559 | |
682 | |
560 | 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) |
561 | if(QUERY_FLAG(tmp,FLAG_ALIVE)) { |
684 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
562 | if(tmp->head) tmp=tmp->head; |
685 | { |
563 | remove_ob(tmp); |
686 | if (tmp->head) |
564 | free_object(tmp); |
687 | tmp = tmp->head; |
565 | tmp=get_map_ob(map,x,y); |
688 | tmp->remove (); |
|
|
689 | tmp->destroy (); |
|
|
690 | tmp = GET_MAP_OB (map, x, y); |
566 | if(tmp==NULL) break; |
691 | if (tmp == NULL) |
|
|
692 | break; |
567 | }; |
693 | }; |
568 | } |
694 | } |
569 | |
|
|
570 | |
695 | |
571 | /* 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 |
572 | 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 |
573 | it'll remove any monsters it finds.*/ |
698 | it'll remove any monsters it finds.*/ |
574 | |
699 | object ** |
575 | object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { |
700 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
|
|
701 | { |
576 | int i; |
702 | int i; |
577 | char *doors[2]; |
703 | char *doors[2]; |
578 | object **doorlist; |
704 | object **doorlist; |
579 | int ndoors_made=0; |
705 | int ndoors_made = 0; |
580 | 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 */ |
581 | |
707 | |
582 | /* 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 */ |
583 | if(opts&DOORED) { |
709 | if (opts & DOORED) |
|
|
710 | { |
584 | doors[0]="locked_door2"; |
711 | doors[0] = "locked_door2"; |
585 | doors[1]="locked_door1"; |
712 | doors[1] = "locked_door1"; |
586 | } |
713 | } |
587 | else { |
714 | else |
|
|
715 | { |
588 | doors[0]="door_1"; |
716 | doors[0] = "door_1"; |
589 | doors[1]="door_2"; |
717 | doors[1] = "door_2"; |
590 | } |
718 | } |
591 | |
719 | |
592 | /* place doors in all the 8 adjacent unblocked squares. */ |
720 | /* place doors in all the 8 adjacent unblocked squares. */ |
593 | for(i=1;i<9;i++) { |
721 | for (i = 1; i < 9; i++) |
|
|
722 | { |
594 | int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; |
723 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
595 | |
724 | |
596 | if(!wall_blocked(map,x1,y1) |
725 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
597 | || layout[x1][y1]=='>') {/* place a door */ |
726 | { /* place a door */ |
|
|
727 | remove_monsters (x1, y1, map); |
|
|
728 | |
598 | 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]); |
599 | new_door->x = x + freearr_x[i]; |
730 | map->insert (new_door, x1, y1); |
600 | new_door->y = y + freearr_y[i]; |
|
|
601 | remove_monsters(new_door->x,new_door->y,map); |
|
|
602 | insert_ob_in_map(new_door,map,NULL,0); |
|
|
603 | doorlist[ndoors_made]=new_door; |
731 | doorlist[ndoors_made] = new_door; |
604 | ndoors_made++; |
732 | ndoors_made++; |
605 | } |
733 | } |
606 | } |
734 | } |
|
|
735 | |
607 | return doorlist; |
736 | return doorlist; |
608 | } |
737 | } |
609 | |
738 | |
610 | |
739 | |
611 | /* 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. */ |
|
|
741 | object * |
612 | object *door_in_square(mapstruct *map,int x,int y) { |
742 | door_in_square (maptile *map, int x, int y) |
|
|
743 | { |
613 | object *tmp; |
744 | object *tmp; |
|
|
745 | |
614 | for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) |
746 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
615 | if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; |
747 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
|
|
748 | return tmp; |
616 | return NULL; |
749 | return NULL; |
617 | } |
750 | } |
618 | |
751 | |
619 | |
752 | |
620 | /* the workhorse routine, which finds the doors in a room */ |
753 | /* the workhorse routine, which finds the doors in a room */ |
|
|
754 | void |
621 | void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { |
755 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
|
|
756 | { |
622 | int i,j; |
757 | int i, j; |
623 | object *door; |
758 | object *door; |
624 | |
759 | |
625 | /* bounds check x and y */ |
760 | /* bounds check x and y */ |
626 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; |
761 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
|
|
762 | return; |
627 | |
763 | |
628 | /* if the square is blocked or searched already, leave */ |
764 | /* if the square is blocked or searched already, leave */ |
629 | if(layout[x][y]==1) return; |
765 | if (layout[x][y] == 1) |
|
|
766 | return; |
630 | |
767 | |
631 | /* check off this point */ |
768 | /* check off this point */ |
632 | if(layout[x][y]=='#') { /* there could be a door here */ |
769 | if (layout[x][y] == '#') |
|
|
770 | { /* there could be a door here */ |
633 | layout[x][y]=1; |
771 | layout[x][y] = 1; |
634 | door=door_in_square(map,x,y); |
772 | door = door_in_square (map, x, y); |
635 | if(door!=NULL) { |
773 | if (door) |
|
|
774 | { |
636 | doorlist[*ndoors]=door; |
775 | doorlist[*ndoors] = door; |
637 | if(*ndoors>254) /* eek! out of memory */ |
776 | if (*ndoors > 1022) /* eek! out of memory */ |
638 | { |
777 | { |
639 | LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
778 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
640 | return; |
779 | return; |
641 | } |
780 | } |
|
|
781 | |
642 | *ndoors=*ndoors+1; |
782 | *ndoors = *ndoors + 1; |
643 | } |
783 | } |
644 | } |
784 | } |
645 | else { |
785 | else |
|
|
786 | { |
646 | layout[x][y]=1; |
787 | layout[x][y] = 1; |
|
|
788 | |
647 | /* 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 */ |
648 | for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { |
790 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
649 | 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, |
650 | } |
792 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
793 | doorlist, ndoors, RP); |
651 | } |
794 | } |
652 | } |
795 | } |
653 | |
796 | |
654 | /* 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. */ |
655 | object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { |
798 | object ** |
|
|
799 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
|
|
800 | { |
656 | char **layout2; |
801 | char **layout2; |
657 | object **doorlist; |
802 | object **doorlist; |
658 | int i,j; |
803 | int i, j; |
659 | int ndoors=0; |
804 | int ndoors = 0; |
660 | |
805 | |
661 | doorlist = (object **)calloc(sizeof(int),256); |
806 | doorlist = (object **) calloc (sizeof (int), 1024); |
662 | |
807 | |
663 | |
|
|
664 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
808 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
665 | /* allocate and copy the layout, converting C to 0. */ |
809 | /* allocate and copy the layout, converting C to 0. */ |
666 | for(i=0;i<RP->Xsize;i++) { |
810 | for (i = 0; i < RP->Xsize; i++) |
|
|
811 | { |
667 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
812 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
668 | for(j=0;j<RP->Ysize;j++) { |
813 | for (j = 0; j < RP->Ysize; j++) |
669 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
814 | { |
670 | } |
815 | if (wall_blocked (map, i, j)) |
|
|
816 | layout2[i][j] = '#'; |
|
|
817 | } |
671 | } |
818 | } |
672 | |
819 | |
673 | /* setup num_free_spots and room_free_spots */ |
820 | /* setup num_free_spots and room_free_spots */ |
674 | find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); |
821 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
675 | |
822 | |
676 | /* deallocate the temp. layout */ |
823 | /* deallocate the temp. layout */ |
677 | for(i=0;i<RP->Xsize;i++) { |
824 | for (i = 0; i < RP->Xsize; i++) |
678 | free(layout2[i]); |
825 | free (layout2[i]); |
679 | } |
826 | |
680 | free(layout2); |
827 | free (layout2); |
681 | return doorlist; |
828 | return doorlist; |
682 | } |
829 | } |
683 | |
830 | |
684 | |
831 | |
685 | |
832 | |
686 | /* locks and/or hides all the doors in doorlist, or does nothing if |
833 | /* locks and/or hides all the doors in doorlist, or does nothing if |
687 | opts doesn't say to lock/hide doors. */ |
834 | opts doesn't say to lock/hide doors. */ |
688 | |
835 | |
|
|
836 | void |
689 | void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { |
837 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
|
|
838 | { |
690 | object *door; |
839 | object *door; |
691 | int i; |
840 | int i; |
|
|
841 | |
692 | /* lock the doors and hide the keys. */ |
842 | /* lock the doors and hide the keys. */ |
693 | |
843 | |
694 | if(opts & DOORED) { |
844 | if (opts & DOORED) |
|
|
845 | { |
695 | for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { |
846 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
|
|
847 | { |
696 | object *new_door=get_archetype("locked_door1"); |
848 | object *new_door = get_archetype ("locked_door1"); |
697 | char keybuf[256]; |
849 | char keybuf[1024]; |
|
|
850 | |
698 | door=doorlist[i]; |
851 | door = doorlist[i]; |
699 | new_door->face = door->face; |
852 | new_door->face = door->face; |
700 | new_door->x = door->x; |
853 | new_door->x = door->x; |
701 | new_door->y = door->y; |
854 | new_door->y = door->y; |
702 | remove_ob(door); |
855 | door->remove (); |
703 | free_object(door); |
856 | door->destroy (); |
704 | doorlist[i]=new_door; |
857 | doorlist[i] = new_door; |
705 | insert_ob_in_map(new_door,map,NULL,0); |
858 | insert_ob_in_map (new_door, map, NULL, 0); |
706 | sprintf(keybuf,"%d",(int)RANDOM()); |
859 | sprintf (keybuf, "%d", rndm (1000000000)); |
707 | new_door->slaying = add_string(keybuf); |
860 | new_door->slaying = keybuf; |
708 | 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); |
709 | } |
862 | } |
710 | } |
863 | } |
711 | |
864 | |
712 | /* change the faces of the doors and surrounding walls to hide them. */ |
865 | /* change the faces of the doors and surrounding walls to hide them. */ |
713 | if(opts & HIDDEN) { |
866 | if (opts & HIDDEN) |
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867 | { |
714 | for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { |
868 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
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869 | { |
715 | object *wallface; |
870 | object *wallface; |
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871 | |
716 | door=doorlist[i]; |
872 | door = doorlist[i]; |
717 | wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); |
873 | wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
718 | if(wallface!=NULL) { |
874 | if (wallface != NULL) |
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875 | { |
719 | retrofit_joined_wall(map,door->x-1,door->y,0,RP); |
876 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
720 | retrofit_joined_wall(map,door->x+1,door->y,0,RP); |
877 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
721 | retrofit_joined_wall(map,door->x,door->y-1,0,RP); |
878 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
722 | retrofit_joined_wall(map,door->x,door->y+1,0,RP); |
879 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
723 | door->face = wallface->face; |
880 | door->face = wallface->face; |
724 | if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); |
881 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
725 | free_object(wallface); |
882 | wallface->remove (); |
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883 | wallface->destroy (); |
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884 | } |
726 | } |
885 | } |
727 | } |
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728 | } |
886 | } |
729 | } |
887 | } |