1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
25 | |
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26 | |
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27 | |
26 | |
28 | #include <global.h> |
27 | #include <global.h> |
29 | #include <random_map.h> |
28 | #include <random_map.h> |
30 | #include <rproto.h> |
29 | #include <rproto.h> |
31 | |
30 | |
… | |
… | |
47 | |
46 | |
48 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
47 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
49 | * and doors but not monsters. |
48 | * and doors but not monsters. |
50 | * This function is not map tile aware. |
49 | * This function is not map tile aware. |
51 | */ |
50 | */ |
52 | |
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|
53 | int |
51 | int |
54 | wall_blocked (maptile *m, int x, int y) |
52 | wall_blocked (maptile *m, int x, int y) |
55 | { |
53 | { |
56 | int r; |
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57 | |
|
|
58 | if (OUT_OF_REAL_MAP (m, x, y)) |
54 | if (OUT_OF_REAL_MAP (m, x, y)) |
59 | return 1; |
55 | return 1; |
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|
56 | |
60 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
57 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
61 | return r; |
58 | return r; |
62 | } |
59 | } |
63 | |
60 | |
64 | /* place treasures in the map, given the |
61 | /* place treasures in the map, given the |
65 | map, (required) |
62 | map, (required) |
66 | layout, (required) |
63 | layout, (required) |
67 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
64 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
68 | treasureoptions (may be 0 for random choices or positive) |
65 | treasureoptions (may be 0 for random choices or positive) |
69 | */ |
66 | */ |
70 | |
|
|
71 | void |
67 | void |
72 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
68 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
73 | { |
69 | { |
74 | char styledirname[256]; |
70 | char styledirname[1024]; |
75 | char stylefilepath[256]; |
71 | char stylefilepath[1024]; |
76 | maptile *style_map = 0; |
72 | maptile *style_map = 0; |
77 | int num_treasures; |
73 | int num_treasures; |
78 | |
74 | |
79 | /* bail out if treasure isn't wanted. */ |
75 | /* bail out if treasure isn't wanted. */ |
80 | if (treasure_style) |
76 | if (treasure_style) |
… | |
… | |
113 | { |
109 | { |
114 | |
110 | |
115 | /* map_layout_style global, and is previously set */ |
111 | /* map_layout_style global, and is previously set */ |
116 | switch (RP->map_layout_style) |
112 | switch (RP->map_layout_style) |
117 | { |
113 | { |
118 | case ONION_LAYOUT: |
114 | case LAYOUT_ONION: |
119 | case SPIRAL_LAYOUT: |
115 | case LAYOUT_SPIRAL: |
120 | case SQUARE_SPIRAL_LAYOUT: |
116 | case LAYOUT_SQUARE_SPIRAL: |
121 | { |
117 | { |
122 | int i, j; |
118 | int i, j; |
123 | |
119 | |
124 | /* search the onion for C's or '>', and put treasure there. */ |
120 | /* search the onion for C's or '>', and put treasure there. */ |
125 | for (i = 0; i < RP->Xsize; i++) |
121 | for (i = 0; i < RP->Xsize; i++) |
126 | { |
122 | { |
127 | for (j = 0; j < RP->Ysize; j++) |
123 | for (j = 0; j < RP->Ysize; j++) |
128 | { |
124 | { |
129 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
125 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
130 | { |
126 | { |
131 | int tdiv = RP->symmetry_used; |
127 | int tdiv = RP->symmetry_used; |
132 | object **doorlist; |
128 | object **doorlist; |
133 | object *chest; |
129 | object *chest; |
134 | |
130 | |
135 | if (tdiv == 3) |
131 | if (tdiv == 3) |
136 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
132 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
137 | /* don't put a chest on an exit. */ |
133 | /* don't put a chest on an exit. */ |
138 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
134 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
139 | if (!chest) |
135 | if (!chest) |
140 | continue; /* if no chest was placed NEXT */ |
136 | continue; /* if no chest was placed NEXT */ |
141 | if (treasureoptions & (DOORED | HIDDEN)) |
137 | if (treasureoptions & (DOORED | HIDDEN)) |
142 | { |
138 | { |
143 | doorlist = find_doors_in_room (map, i, j, RP); |
139 | doorlist = find_doors_in_room (map, i, j, RP); |
144 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
140 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
145 | free (doorlist); |
141 | free (doorlist); |
146 | } |
142 | } |
147 | } |
143 | } |
148 | } |
144 | } |
149 | } |
145 | } |
150 | break; |
146 | break; |
151 | } |
147 | } |
152 | default: |
148 | default: |
153 | { |
149 | { |
154 | int i, j, tries; |
150 | int i, j, tries; |
155 | object *chest; |
151 | object *chest; |
156 | object **doorlist; |
152 | object **doorlist; |
157 | |
153 | |
158 | i = j = -1; |
154 | i = j = -1; |
159 | tries = 0; |
155 | tries = 0; |
160 | while (i == -1 && tries < 100) |
156 | while (i == -1 && tries < 100) |
161 | { |
157 | { |
162 | i = RANDOM () % (RP->Xsize - 2) + 1; |
158 | i = RANDOM () % (RP->Xsize - 2) + 1; |
163 | j = RANDOM () % (RP->Ysize - 2) + 1; |
159 | j = RANDOM () % (RP->Ysize - 2) + 1; |
164 | find_enclosed_spot (map, &i, &j, RP); |
160 | find_enclosed_spot (map, &i, &j, RP); |
165 | if (wall_blocked (map, i, j)) |
161 | if (wall_blocked (map, i, j)) |
166 | i = -1; |
162 | i = -1; |
167 | tries++; |
163 | tries++; |
168 | } |
164 | } |
169 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
165 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
170 | if (!chest) |
166 | if (!chest) |
171 | return; |
167 | return; |
172 | i = chest->x; |
168 | i = chest->x; |
173 | j = chest->y; |
169 | j = chest->y; |
174 | if (treasureoptions & (DOORED | HIDDEN)) |
170 | if (treasureoptions & (DOORED | HIDDEN)) |
175 | { |
171 | { |
176 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
172 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
177 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
173 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
178 | free (doorlist); |
174 | free (doorlist); |
179 | } |
175 | } |
180 | } |
176 | } |
181 | } |
177 | } |
182 | } |
178 | } |
183 | else |
179 | else |
184 | { /* DIFFUSE treasure layout */ |
180 | { /* DIFFUSE treasure layout */ |
185 | int ti, i, j; |
181 | int ti, i, j; |
… | |
… | |
191 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
187 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
192 | } |
188 | } |
193 | } |
189 | } |
194 | } |
190 | } |
195 | |
191 | |
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 |
192 | /* 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, |
193 | 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 */ |
194 | if the global variable "treasurestyle" is set to that treasure list's name */ |
201 | |
195 | |
202 | object * |
196 | object * |
203 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) |
197 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
204 | { |
198 | { |
205 | object *the_chest; |
199 | object *the_chest; |
206 | int i, xl, yl; |
200 | int i, xl, yl; |
207 | |
201 | |
208 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
202 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
… | |
… | |
212 | if (i == -1) |
206 | if (i == -1) |
213 | { |
207 | { |
214 | the_chest->destroy (); |
208 | the_chest->destroy (); |
215 | return NULL; |
209 | return NULL; |
216 | } |
210 | } |
|
|
211 | |
217 | xl = x + freearr_x[i]; |
212 | xl = x + freearr_x[i]; |
218 | yl = y + freearr_y[i]; |
213 | yl = y + freearr_y[i]; |
219 | |
214 | |
220 | /* if the placement is blocked, return a fail. */ |
215 | /* if the placement is blocked, return a fail. */ |
221 | if (wall_blocked (map, xl, yl)) |
216 | if (wall_blocked (map, xl, yl)) |
222 | return 0; |
217 | return 0; |
223 | |
|
|
224 | |
218 | |
225 | /* put the treasures in the chest. */ |
219 | /* put the treasures in the chest. */ |
226 | /* if(style_map) { */ |
220 | /* if(style_map) { */ |
227 | #if 0 /* don't use treasure style maps for now! */ |
221 | #if 0 /* don't use treasure style maps for now! */ |
228 | int ti; |
222 | int ti; |
… | |
… | |
241 | { /* use the style map */ |
235 | { /* use the style map */ |
242 | the_chest->randomitems = tlist; |
236 | the_chest->randomitems = tlist; |
243 | the_chest->stats.hp = n_treasures; |
237 | the_chest->stats.hp = n_treasures; |
244 | } |
238 | } |
245 | #endif |
239 | #endif |
246 | else |
|
|
247 | { /* neither style_map no treasure list given */ |
240 | { /* neither style_map no treasure list given */ |
248 | treasurelist *tlist = find_treasurelist ("chest"); |
241 | treasurelist *tlist = find_treasurelist ("chest"); |
249 | |
242 | |
250 | the_chest->randomitems = tlist; |
243 | the_chest->randomitems = tlist; |
251 | the_chest->stats.hp = n_treasures; |
244 | the_chest->stats.hp = n_treasures; |
… | |
… | |
279 | the lockcode. It's not worth bothering to lock the chest if |
272 | the lockcode. It's not worth bothering to lock the chest if |
280 | there's only 1 treasure.... */ |
273 | there's only 1 treasure.... */ |
281 | |
274 | |
282 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
275 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
283 | { |
276 | { |
284 | char keybuf[256]; |
277 | char keybuf[1024]; |
285 | |
278 | |
286 | sprintf (keybuf, "%d", (int) RANDOM ()); |
279 | sprintf (keybuf, "%d", (int) RANDOM ()); |
287 | the_chest->slaying = keybuf; |
280 | the_chest->slaying = keybuf; |
288 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
281 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
289 | } |
282 | } |
… | |
… | |
297 | |
290 | |
298 | |
291 | |
299 | /* finds the closest monster and returns him, regardless of doors |
292 | /* finds the closest monster and returns him, regardless of doors |
300 | or walls */ |
293 | or walls */ |
301 | object * |
294 | object * |
302 | find_closest_monster (maptile *map, int x, int y, RMParms * RP) |
295 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
303 | { |
296 | { |
304 | int i; |
297 | int i; |
305 | |
298 | |
306 | for (i = 0; i < SIZEOFFREE; i++) |
299 | for (i = 0; i < SIZEOFFREE; i++) |
307 | { |
300 | { |
… | |
… | |
334 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
327 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
335 | |
328 | |
336 | The idea is that you call keyplace on x,y where a door is, and it'll make |
329 | 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. |
330 | sure a key is placed on both sides of the door. |
338 | */ |
331 | */ |
339 | |
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340 | int |
332 | int |
341 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
333 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
342 | { |
334 | { |
343 | int i, j; |
335 | int i, j; |
344 | int kx, ky; |
336 | int kx = 0, ky = 0; |
345 | object *the_keymaster; /* the monster that gets the key. */ |
337 | object *the_keymaster; /* the monster that gets the key. */ |
346 | object *the_key; |
338 | object *the_key; |
347 | |
339 | |
348 | /* get a key and set its keycode */ |
340 | /* get a key and set its keycode */ |
349 | the_key = get_archetype ("key2"); |
341 | the_key = get_archetype ("key2"); |
… | |
… | |
351 | |
343 | |
352 | if (door_flag == PASS_DOORS) |
344 | if (door_flag == PASS_DOORS) |
353 | { |
345 | { |
354 | int tries = 0; |
346 | int tries = 0; |
355 | |
347 | |
356 | the_keymaster = NULL; |
348 | the_keymaster = 0; |
357 | while (tries < 15 && the_keymaster == NULL) |
349 | while (tries < 15 && !the_keymaster) |
358 | { |
350 | { |
359 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
351 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
360 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
352 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
361 | tries++; |
353 | tries++; |
362 | the_keymaster = find_closest_monster (map, i, j, RP); |
354 | the_keymaster = find_closest_monster (map, i, j, RP); |
363 | } |
355 | } |
|
|
356 | |
364 | /* if we don't find a good keymaster, drop the key on the ground. */ |
357 | /* if we don't find a good keymaster, drop the key on the ground. */ |
365 | if (the_keymaster == NULL) |
358 | if (!the_keymaster) |
366 | { |
359 | { |
367 | int freeindex; |
360 | int freeindex; |
368 | |
361 | |
369 | freeindex = -1; |
362 | freeindex = -1; |
370 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
363 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
371 | { |
364 | { |
372 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
365 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
373 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
366 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
374 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
367 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
375 | } |
368 | } |
|
|
369 | |
|
|
370 | // can freeindex ever be < 0? |
376 | if (freeindex != -1) |
371 | if (freeindex >= 0) |
377 | { |
372 | { |
378 | kx += freearr_x[freeindex]; |
373 | kx += freearr_x [freeindex]; |
379 | ky += freearr_y[freeindex]; |
374 | ky += freearr_y [freeindex]; |
380 | } |
375 | } |
381 | } |
376 | } |
382 | } |
377 | } |
383 | else |
378 | else |
384 | { /* NO_PASS_DOORS --we have to work harder. */ |
379 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
386 | NO_PASS_DOORS is set. */ |
381 | NO_PASS_DOORS is set. */ |
387 | if (n_keys == 1) |
382 | if (n_keys == 1) |
388 | { |
383 | { |
389 | if (wall_blocked (map, x, y)) |
384 | if (wall_blocked (map, x, y)) |
390 | return 0; |
385 | return 0; |
|
|
386 | |
391 | the_keymaster = find_monster_in_room (map, x, y, RP); |
387 | the_keymaster = find_monster_in_room (map, x, y, RP); |
392 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
388 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
393 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
389 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
394 | } |
390 | } |
395 | else |
391 | else |
396 | { |
392 | { |
397 | int sum = 0; /* count how many keys we actually place */ |
393 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
399 | /* I'm lazy, so just try to place in all 4 directions. */ |
395 | /* 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); |
396 | 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); |
397 | 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); |
398 | 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); |
399 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
400 | |
404 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
401 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
405 | { /* diagnoally this time. */ |
402 | { /* diagonally this time. */ |
406 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
403 | 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); |
404 | 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); |
405 | 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); |
406 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
410 | } |
407 | } |
|
|
408 | |
411 | return 1; |
409 | return 1; |
412 | } |
410 | } |
413 | } |
411 | } |
414 | |
412 | |
415 | if (the_keymaster == NULL) |
413 | if (!the_keymaster) |
416 | { |
414 | { |
417 | the_key->x = kx; |
415 | the_key->x = kx; |
418 | the_key->y = ky; |
416 | the_key->y = ky; |
419 | insert_ob_in_map (the_key, map, NULL, 0); |
417 | insert_ob_in_map (the_key, map, NULL, 0); |
420 | return 1; |
418 | return 1; |
… | |
… | |
432 | |
430 | |
433 | /* a recursive routine which will return a monster, eventually,if there is one. |
431 | /* 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 */ |
432 | it does a check-off on the layout, converting 0's to 1's */ |
435 | |
433 | |
436 | object * |
434 | object * |
437 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) |
435 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
438 | { |
436 | { |
439 | int i, j; |
437 | int i, j; |
440 | |
438 | |
441 | /* if we've found a monster already, leave */ |
439 | /* if we've found a monster already, leave */ |
442 | if (theMonsterToFind != NULL) |
440 | if (theMonsterToFind != NULL) |
… | |
… | |
479 | |
477 | |
480 | /* sets up some data structures: the _recursive form does the |
478 | /* sets up some data structures: the _recursive form does the |
481 | real work. */ |
479 | real work. */ |
482 | |
480 | |
483 | object * |
481 | object * |
484 | find_monster_in_room (maptile *map, int x, int y, RMParms * RP) |
482 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
485 | { |
483 | { |
486 | char **layout2; |
484 | char **layout2; |
487 | int i, j; |
485 | int i, j; |
488 | |
486 | |
489 | theMonsterToFind = 0; |
487 | theMonsterToFind = 0; |
… | |
… | |
508 | free (layout2); |
506 | free (layout2); |
509 | |
507 | |
510 | return theMonsterToFind; |
508 | return theMonsterToFind; |
511 | } |
509 | } |
512 | |
510 | |
513 | |
|
|
514 | |
|
|
515 | |
|
|
516 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
511 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
517 | int *room_free_spots_x; |
512 | int *room_free_spots_x; |
518 | int *room_free_spots_y; |
513 | int *room_free_spots_y; |
519 | int number_of_free_spots_in_room; |
514 | int number_of_free_spots_in_room; |
520 | |
515 | |
521 | /* the workhorse routine, which finds the free spots in a room: |
516 | /* 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 |
517 | a datastructure of free points is set up, and a position chosen from |
523 | that datastructure. */ |
518 | that datastructure. */ |
524 | |
|
|
525 | void |
519 | void |
526 | find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
520 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
527 | { |
521 | { |
528 | int i, j; |
522 | int i, j; |
529 | |
523 | |
530 | /* bounds check x and y */ |
524 | /* bounds check x and y */ |
531 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
525 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
… | |
… | |
540 | /* check off this point */ |
534 | /* check off this point */ |
541 | layout[x][y] = 1; |
535 | layout[x][y] = 1; |
542 | room_free_spots_x[number_of_free_spots_in_room] = x; |
536 | room_free_spots_x[number_of_free_spots_in_room] = x; |
543 | room_free_spots_y[number_of_free_spots_in_room] = y; |
537 | room_free_spots_y[number_of_free_spots_in_room] = y; |
544 | number_of_free_spots_in_room++; |
538 | number_of_free_spots_in_room++; |
|
|
539 | |
545 | /* now search all the 8 squares around recursively for free spots,in random order */ |
540 | /* 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++) |
541 | 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); |
542 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
549 | } |
|
|
550 | |
543 | |
551 | } |
544 | } |
552 | |
545 | |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
546 | /* find a random non-blocked spot in this room to drop a key. */ |
554 | void |
547 | void |
555 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) |
548 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
556 | { |
549 | { |
557 | char **layout2; |
550 | char **layout2; |
558 | int i, j; |
551 | int i, j; |
559 | |
552 | |
560 | number_of_free_spots_in_room = 0; |
553 | number_of_free_spots_in_room = 0; |
… | |
… | |
565 | /* allocate and copy the layout, converting C to 0. */ |
558 | /* allocate and copy the layout, converting C to 0. */ |
566 | for (i = 0; i < RP->Xsize; i++) |
559 | for (i = 0; i < RP->Xsize; i++) |
567 | { |
560 | { |
568 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
561 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
569 | for (j = 0; j < RP->Ysize; j++) |
562 | for (j = 0; j < RP->Ysize; j++) |
570 | { |
|
|
571 | if (wall_blocked (map, i, j)) |
563 | if (wall_blocked (map, i, j)) |
572 | layout2[i][j] = '#'; |
564 | layout2[i][j] = '#'; |
573 | } |
|
|
574 | } |
565 | } |
575 | |
566 | |
576 | /* setup num_free_spots and room_free_spots */ |
567 | /* setup num_free_spots and room_free_spots */ |
577 | find_spot_in_room_recursive (layout2, x, y, RP); |
568 | find_spot_in_room_recursive (layout2, x, y, RP); |
578 | |
569 | |
… | |
… | |
583 | *ky = room_free_spots_y[i]; |
574 | *ky = room_free_spots_y[i]; |
584 | } |
575 | } |
585 | |
576 | |
586 | /* deallocate the temp. layout */ |
577 | /* deallocate the temp. layout */ |
587 | for (i = 0; i < RP->Xsize; i++) |
578 | for (i = 0; i < RP->Xsize; i++) |
588 | { |
|
|
589 | free (layout2[i]); |
579 | free (layout2[i]); |
590 | } |
580 | |
591 | free (layout2); |
581 | free (layout2); |
592 | free (room_free_spots_x); |
582 | free (room_free_spots_x); |
593 | free (room_free_spots_y); |
583 | free (room_free_spots_y); |
594 | } |
584 | } |
595 | |
585 | |
596 | |
586 | |
597 | /* searches the map for a spot with walls around it. The more |
587 | /* 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 |
588 | 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.*/ |
589 | it'll return 0 if no FREE spots are found.*/ |
600 | |
|
|
601 | void |
590 | void |
602 | find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) |
591 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
603 | { |
592 | { |
604 | int x, y; |
593 | int x, y; |
605 | int i; |
594 | int i; |
606 | |
595 | |
607 | x = *cx; |
596 | x = *cx; |
… | |
… | |
656 | *cy = ly; |
645 | *cy = ly; |
657 | return; |
646 | return; |
658 | } |
647 | } |
659 | } |
648 | } |
660 | /* give up and return the closest free spot. */ |
649 | /* give up and return the closest free spot. */ |
661 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
650 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
662 | if (i != -1 && i <= SIZEOFFREE1) |
651 | |
|
|
652 | if (i != -1) |
663 | { |
653 | { |
664 | *cx = x + freearr_x[i]; |
654 | *cx = x + freearr_x[i]; |
665 | *cy = y + freearr_y[i]; |
655 | *cy = y + freearr_y[i]; |
666 | return; |
656 | } |
|
|
657 | else |
667 | } |
658 | { |
668 | /* indicate failure */ |
659 | /* indicate failure */ |
|
|
660 | *cx = -1; |
669 | *cx = *cy = -1; |
661 | *cy = -1; |
|
|
662 | } |
670 | } |
663 | } |
671 | |
664 | |
672 | |
665 | |
673 | void |
666 | void |
674 | remove_monsters (int x, int y, maptile *map) |
667 | remove_monsters (int x, int y, maptile *map) |
… | |
… | |
748 | } |
741 | } |
749 | |
742 | |
750 | |
743 | |
751 | /* the workhorse routine, which finds the doors in a room */ |
744 | /* the workhorse routine, which finds the doors in a room */ |
752 | void |
745 | void |
753 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
746 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
754 | { |
747 | { |
755 | int i, j; |
748 | int i, j; |
756 | object *door; |
749 | object *door; |
757 | |
750 | |
758 | /* bounds check x and y */ |
751 | /* bounds check x and y */ |
… | |
… | |
766 | /* check off this point */ |
759 | /* check off this point */ |
767 | if (layout[x][y] == '#') |
760 | if (layout[x][y] == '#') |
768 | { /* there could be a door here */ |
761 | { /* there could be a door here */ |
769 | layout[x][y] = 1; |
762 | layout[x][y] = 1; |
770 | door = door_in_square (map, x, y); |
763 | door = door_in_square (map, x, y); |
771 | if (door != NULL) |
764 | if (door) |
772 | { |
765 | { |
773 | doorlist[*ndoors] = door; |
766 | doorlist[*ndoors] = door; |
774 | if (*ndoors > 254) /* eek! out of memory */ |
767 | if (*ndoors > 1022) /* eek! out of memory */ |
775 | { |
768 | { |
776 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
769 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
777 | return; |
770 | return; |
778 | } |
771 | } |
|
|
772 | |
779 | *ndoors = *ndoors + 1; |
773 | *ndoors = *ndoors + 1; |
780 | } |
774 | } |
781 | } |
775 | } |
782 | else |
776 | else |
783 | { |
777 | { |
784 | layout[x][y] = 1; |
778 | layout[x][y] = 1; |
785 | /* now search all the 8 squares around recursively for free spots,in random order */ |
779 | /* 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++) |
780 | 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); |
781 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
789 | } |
|
|
790 | } |
782 | } |
791 | } |
783 | } |
792 | |
784 | |
793 | /* find a random non-blocked spot in this room to drop a key. */ |
785 | /* find a random non-blocked spot in this room to drop a key. */ |
794 | object ** |
786 | object ** |
795 | find_doors_in_room (maptile *map, int x, int y, RMParms * RP) |
787 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
796 | { |
788 | { |
797 | char **layout2; |
789 | char **layout2; |
798 | object **doorlist; |
790 | object **doorlist; |
799 | int i, j; |
791 | int i, j; |
800 | int ndoors = 0; |
792 | int ndoors = 0; |
801 | |
793 | |
802 | doorlist = (object **) calloc (sizeof (int), 256); |
794 | doorlist = (object **) calloc (sizeof (int), 1024); |
803 | |
|
|
804 | |
795 | |
805 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
796 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
806 | /* allocate and copy the layout, converting C to 0. */ |
797 | /* allocate and copy the layout, converting C to 0. */ |
807 | for (i = 0; i < RP->Xsize; i++) |
798 | for (i = 0; i < RP->Xsize; i++) |
808 | { |
799 | { |
… | |
… | |
817 | /* setup num_free_spots and room_free_spots */ |
808 | /* setup num_free_spots and room_free_spots */ |
818 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
809 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
819 | |
810 | |
820 | /* deallocate the temp. layout */ |
811 | /* deallocate the temp. layout */ |
821 | for (i = 0; i < RP->Xsize; i++) |
812 | for (i = 0; i < RP->Xsize; i++) |
822 | { |
|
|
823 | free (layout2[i]); |
813 | free (layout2[i]); |
824 | } |
814 | |
825 | free (layout2); |
815 | free (layout2); |
826 | return doorlist; |
816 | return doorlist; |
827 | } |
817 | } |
828 | |
818 | |
829 | |
819 | |
830 | |
820 | |
831 | /* locks and/or hides all the doors in doorlist, or does nothing if |
821 | /* locks and/or hides all the doors in doorlist, or does nothing if |
832 | opts doesn't say to lock/hide doors. */ |
822 | opts doesn't say to lock/hide doors. */ |
833 | |
823 | |
834 | void |
824 | void |
835 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) |
825 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
836 | { |
826 | { |
837 | object *door; |
827 | object *door; |
838 | int i; |
828 | int i; |
839 | |
829 | |
840 | /* lock the doors and hide the keys. */ |
830 | /* lock the doors and hide the keys. */ |
… | |
… | |
842 | if (opts & DOORED) |
832 | if (opts & DOORED) |
843 | { |
833 | { |
844 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
834 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
845 | { |
835 | { |
846 | object *new_door = get_archetype ("locked_door1"); |
836 | object *new_door = get_archetype ("locked_door1"); |
847 | char keybuf[256]; |
837 | char keybuf[1024]; |
848 | |
838 | |
849 | door = doorlist[i]; |
839 | door = doorlist[i]; |
850 | new_door->face = door->face; |
840 | new_door->face = door->face; |
851 | new_door->x = door->x; |
841 | new_door->x = door->x; |
852 | new_door->y = door->y; |
842 | new_door->y = door->y; |