1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
4 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | 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> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
26 | |
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27 | |
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28 | |
26 | |
29 | #include <global.h> |
27 | #include <global.h> |
30 | #include <random_map.h> |
28 | #include <random_map.h> |
31 | #include <rproto.h> |
29 | #include <rproto.h> |
32 | |
30 | |
… | |
… | |
43 | #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 */ |
44 | |
42 | |
45 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
46 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
47 | |
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 | } |
48 | |
53 | |
49 | /* 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 |
50 | * and doors but not monsters. |
55 | * and doors but not monsters. |
51 | * This function is not map tile aware. |
56 | * This function is not map tile aware. |
52 | */ |
57 | */ |
53 | |
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54 | int |
58 | int |
55 | wall_blocked (maptile *m, int x, int y) |
59 | wall_blocked (maptile *m, int x, int y) |
56 | { |
60 | { |
57 | int r; |
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58 | |
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59 | if (OUT_OF_REAL_MAP (m, x, y)) |
61 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | return 1; |
62 | return 1; |
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63 | |
61 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
62 | return r; |
65 | return r; |
63 | } |
66 | } |
64 | |
67 | |
65 | /* place treasures in the map, given the |
68 | /* place treasures in the map, given the |
66 | map, (required) |
69 | map, (required) |
67 | layout, (required) |
70 | layout, (required) |
68 | 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.) |
69 | treasureoptions (may be 0 for random choices or positive) |
72 | treasureoptions (may be 0 for random choices or positive) |
70 | */ |
73 | */ |
71 | |
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72 | void |
74 | void |
73 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
75 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
74 | { |
76 | { |
75 | char styledirname[256]; |
77 | char styledirname[1024]; |
76 | char stylefilepath[256]; |
78 | char stylefilepath[1024]; |
77 | maptile *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) |
83 | if (treasure_style) |
82 | if (!strcmp (treasure_style, "none")) |
84 | if (!strcmp (treasure_style, "none")) |
83 | return; |
85 | return; |
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86 | |
84 | if (treasureoptions <= 0) |
87 | if (treasureoptions <= 0) |
85 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
88 | treasureoptions = rndm (2 * LAST_OPTION); |
86 | |
89 | |
87 | /* filter out the mutually exclusive options */ |
90 | /* filter out the mutually exclusive options */ |
88 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
91 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
89 | { |
92 | { |
90 | if (RANDOM () % 2) |
93 | if (rndm (2)) |
91 | treasureoptions -= 1; |
94 | treasureoptions -= 1; |
92 | else |
95 | else |
93 | treasureoptions -= 2; |
96 | treasureoptions -= 2; |
94 | } |
97 | } |
95 | |
98 | |
96 | /* pick the number of treasures */ |
99 | /* pick the number of treasures */ |
97 | if (treasureoptions & SPARSE) |
100 | if (treasureoptions & SPARSE) |
98 | 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); |
99 | else if (treasureoptions & RICH) |
102 | else if (treasureoptions & RICH) |
100 | 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); |
101 | else |
104 | else |
102 | 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); |
103 | |
106 | |
104 | if (num_treasures <= 0) |
107 | if (num_treasures <= 0) |
105 | return; |
108 | return; |
106 | |
109 | |
107 | /* get the style map */ |
110 | /* get the style map */ |
108 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
111 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
109 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
112 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
110 | 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 | } |
111 | |
120 | |
112 | /* all the treasure at one spot in the map. */ |
121 | /* all the treasure at one spot in the map. */ |
113 | if (treasureoptions & CONCENTRATED) |
122 | if (treasureoptions & CONCENTRATED) |
114 | { |
123 | { |
115 | |
124 | |
… | |
… | |
158 | |
167 | |
159 | i = j = -1; |
168 | i = j = -1; |
160 | tries = 0; |
169 | tries = 0; |
161 | while (i == -1 && tries < 100) |
170 | while (i == -1 && tries < 100) |
162 | { |
171 | { |
163 | i = RANDOM () % (RP->Xsize - 2) + 1; |
172 | i = rndm (RP->Xsize - 2) + 1; |
164 | j = RANDOM () % (RP->Ysize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
165 | find_enclosed_spot (map, &i, &j, RP); |
174 | find_enclosed_spot (map, &i, &j, RP); |
166 | if (wall_blocked (map, i, j)) |
175 | if (wall_blocked (map, i, j)) |
167 | i = -1; |
176 | i = -1; |
168 | tries++; |
177 | tries++; |
169 | } |
178 | } |
… | |
… | |
185 | { /* DIFFUSE treasure layout */ |
194 | { /* DIFFUSE treasure layout */ |
186 | int ti, i, j; |
195 | int ti, i, j; |
187 | |
196 | |
188 | for (ti = 0; ti < num_treasures; ti++) |
197 | for (ti = 0; ti < num_treasures; ti++) |
189 | { |
198 | { |
190 | i = RANDOM () % (RP->Xsize - 2) + 1; |
199 | i = rndm (RP->Xsize - 2) + 1; |
191 | j = RANDOM () % (RP->Ysize - 2) + 1; |
200 | j = rndm (RP->Ysize - 2) + 1; |
192 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
201 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
193 | } |
202 | } |
194 | } |
203 | } |
195 | } |
204 | } |
196 | |
205 | |
… | |
… | |
211 | if (i == -1) |
220 | if (i == -1) |
212 | { |
221 | { |
213 | the_chest->destroy (); |
222 | the_chest->destroy (); |
214 | return NULL; |
223 | return NULL; |
215 | } |
224 | } |
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225 | |
216 | xl = x + freearr_x[i]; |
226 | xl = x + freearr_x[i]; |
217 | yl = y + freearr_y[i]; |
227 | yl = y + freearr_y[i]; |
218 | |
228 | |
219 | /* if the placement is blocked, return a fail. */ |
229 | /* if the placement is blocked, return a fail. */ |
220 | if (wall_blocked (map, xl, yl)) |
230 | if (wall_blocked (map, xl, yl)) |
… | |
… | |
229 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
239 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
230 | |
240 | |
231 | if (tlist != NULL) |
241 | if (tlist != NULL) |
232 | for (ti = 0; ti < n_treasures; ti++) |
242 | for (ti = 0; ti < n_treasures; ti++) |
233 | { /* use the treasure list */ |
243 | { /* use the treasure list */ |
234 | object *new_treasure = pick_random_object (style_map); |
244 | object *new_treasure = style_map->pick_random_object (); |
235 | |
245 | |
236 | 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); |
237 | } |
247 | } |
238 | else |
248 | else |
239 | { /* use the style map */ |
249 | { /* use the style map */ |
… | |
… | |
254 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
264 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
255 | object *the_trap; |
265 | object *the_trap; |
256 | |
266 | |
257 | if (trap_map) |
267 | if (trap_map) |
258 | { |
268 | { |
259 | the_trap = pick_random_object (trap_map); |
269 | the_trap = trap_map->pick_random_object (); |
260 | the_trap->stats.Cha = 10 + RP->difficulty; |
270 | the_trap->stats.Cha = 10 + RP->difficulty; |
261 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
271 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
262 | if (the_trap) |
272 | if (the_trap) |
263 | { |
273 | { |
264 | object *new_trap; |
274 | object *new_trap; |
265 | |
275 | |
266 | new_trap = arch_to_object (the_trap->arch); |
276 | new_trap = arch_to_object (the_trap->arch); |
… | |
… | |
273 | } |
283 | } |
274 | |
284 | |
275 | /* set the chest lock code, and call the keyplacer routine with |
285 | /* set the chest lock code, and call the keyplacer routine with |
276 | 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 |
277 | there's only 1 treasure.... */ |
287 | there's only 1 treasure.... */ |
278 | |
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279 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
288 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
280 | { |
289 | { |
281 | char keybuf[256]; |
290 | char keybuf[1024]; |
282 | |
291 | |
283 | sprintf (keybuf, "%d", (int) RANDOM ()); |
292 | sprintf (keybuf, "%d", rndm (1000000000)); |
284 | the_chest->slaying = keybuf; |
293 | the_chest->slaying = keybuf; |
285 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
294 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
286 | } |
295 | } |
287 | |
296 | |
288 | /* actually place the chest. */ |
297 | /* actually place the chest. */ |
… | |
… | |
331 | 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. |
332 | |
341 | |
333 | 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 |
334 | sure a key is placed on both sides of the door. |
343 | sure a key is placed on both sides of the door. |
335 | */ |
344 | */ |
336 | |
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337 | int |
345 | int |
338 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
346 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
339 | { |
347 | { |
340 | int i, j; |
348 | int i, j; |
341 | int kx, ky; |
349 | int kx = 0, ky = 0; |
342 | object *the_keymaster; /* the monster that gets the key. */ |
350 | object *the_keymaster; /* the monster that gets the key. */ |
343 | object *the_key; |
351 | object *the_key; |
344 | |
352 | |
345 | /* get a key and set its keycode */ |
353 | /* get a key and set its keycode */ |
346 | the_key = get_archetype ("key2"); |
354 | the_key = get_archetype ("key2"); |
… | |
… | |
348 | |
356 | |
349 | if (door_flag == PASS_DOORS) |
357 | if (door_flag == PASS_DOORS) |
350 | { |
358 | { |
351 | int tries = 0; |
359 | int tries = 0; |
352 | |
360 | |
353 | the_keymaster = NULL; |
361 | the_keymaster = 0; |
354 | while (tries < 15 && the_keymaster == NULL) |
362 | while (tries < 15 && !the_keymaster) |
355 | { |
363 | { |
356 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
364 | i = rndm (RP->Xsize - 2) + 1; |
357 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
365 | j = rndm (RP->Ysize - 2) + 1; |
358 | tries++; |
366 | tries++; |
359 | the_keymaster = find_closest_monster (map, i, j, RP); |
367 | the_keymaster = find_closest_monster (map, i, j, RP); |
360 | } |
368 | } |
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369 | |
361 | /* 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. */ |
362 | if (the_keymaster == NULL) |
371 | if (!the_keymaster) |
363 | { |
372 | { |
364 | int freeindex; |
373 | int freeindex; |
365 | |
374 | |
366 | freeindex = -1; |
375 | freeindex = -1; |
367 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
376 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
368 | { |
377 | { |
369 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
378 | kx = rndm (RP->Xsize - 2) + 1; |
370 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
379 | ky = rndm (RP->Ysize - 2) + 1; |
371 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
380 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
372 | } |
381 | } |
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382 | |
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383 | // can freeindex ever be < 0? |
373 | if (freeindex != -1) |
384 | if (freeindex >= 0) |
374 | { |
385 | { |
375 | kx += freearr_x[freeindex]; |
386 | kx += freearr_x [freeindex]; |
376 | ky += freearr_y[freeindex]; |
387 | ky += freearr_y [freeindex]; |
377 | } |
388 | } |
378 | } |
389 | } |
379 | } |
390 | } |
380 | else |
391 | else |
381 | { /* NO_PASS_DOORS --we have to work harder. */ |
392 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
383 | NO_PASS_DOORS is set. */ |
394 | NO_PASS_DOORS is set. */ |
384 | if (n_keys == 1) |
395 | if (n_keys == 1) |
385 | { |
396 | { |
386 | if (wall_blocked (map, x, y)) |
397 | if (wall_blocked (map, x, y)) |
387 | return 0; |
398 | return 0; |
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399 | |
388 | the_keymaster = find_monster_in_room (map, x, y, RP); |
400 | the_keymaster = find_monster_in_room (map, x, y, RP); |
389 | 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. */ |
390 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
402 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
391 | } |
403 | } |
392 | else |
404 | else |
393 | { |
405 | { |
394 | int sum = 0; /* count how many keys we actually place */ |
406 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
396 | /* 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. */ |
397 | 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); |
398 | 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); |
399 | 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); |
400 | 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); |
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413 | |
401 | 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. */ |
402 | { /* diagnoally this time. */ |
415 | { /* diagonally this time. */ |
403 | 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); |
404 | 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); |
405 | 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); |
406 | 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); |
407 | } |
420 | } |
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|
421 | |
408 | return 1; |
422 | return 1; |
409 | } |
423 | } |
410 | } |
424 | } |
411 | |
425 | |
412 | if (the_keymaster == NULL) |
426 | if (!the_keymaster) |
413 | { |
427 | { |
414 | the_key->x = kx; |
428 | the_key->x = kx; |
415 | the_key->y = ky; |
429 | the_key->y = ky; |
416 | insert_ob_in_map (the_key, map, NULL, 0); |
430 | insert_ob_in_map (the_key, map, NULL, 0); |
417 | return 1; |
431 | return 1; |
… | |
… | |
462 | return theMonsterToFind; |
476 | return theMonsterToFind; |
463 | } |
477 | } |
464 | } |
478 | } |
465 | |
479 | |
466 | /* 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 */ |
467 | 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++) |
468 | { |
482 | { |
469 | 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); |
470 | if (theMonsterToFind != NULL) |
484 | if (theMonsterToFind != NULL) |
471 | return theMonsterToFind; |
485 | return theMonsterToFind; |
472 | } |
486 | } |
… | |
… | |
505 | free (layout2); |
519 | free (layout2); |
506 | |
520 | |
507 | return theMonsterToFind; |
521 | return theMonsterToFind; |
508 | } |
522 | } |
509 | |
523 | |
510 | |
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511 | |
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512 | |
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513 | /* 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 */ |
514 | int *room_free_spots_x; |
525 | int *room_free_spots_x; |
515 | int *room_free_spots_y; |
526 | int *room_free_spots_y; |
516 | int number_of_free_spots_in_room; |
527 | int number_of_free_spots_in_room; |
517 | |
528 | |
518 | /* the workhorse routine, which finds the free spots in a room: |
529 | /* the workhorse routine, which finds the free spots in a room: |
519 | 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 |
520 | that datastructure. */ |
531 | that datastructure. */ |
521 | |
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|
522 | void |
532 | void |
523 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
533 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
524 | { |
534 | { |
525 | int i, j; |
535 | int i, j; |
526 | |
536 | |
… | |
… | |
537 | /* check off this point */ |
547 | /* check off this point */ |
538 | layout[x][y] = 1; |
548 | layout[x][y] = 1; |
539 | room_free_spots_x[number_of_free_spots_in_room] = x; |
549 | room_free_spots_x[number_of_free_spots_in_room] = x; |
540 | room_free_spots_y[number_of_free_spots_in_room] = y; |
550 | room_free_spots_y[number_of_free_spots_in_room] = y; |
541 | number_of_free_spots_in_room++; |
551 | number_of_free_spots_in_room++; |
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|
552 | |
542 | /* 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 */ |
543 | 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++) |
544 | { |
|
|
545 | 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); |
546 | } |
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|
547 | |
556 | |
548 | } |
557 | } |
549 | |
558 | |
550 | /* 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. */ |
551 | void |
560 | void |
… | |
… | |
562 | /* allocate and copy the layout, converting C to 0. */ |
571 | /* allocate and copy the layout, converting C to 0. */ |
563 | for (i = 0; i < RP->Xsize; i++) |
572 | for (i = 0; i < RP->Xsize; i++) |
564 | { |
573 | { |
565 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
574 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
566 | for (j = 0; j < RP->Ysize; j++) |
575 | for (j = 0; j < RP->Ysize; j++) |
567 | { |
|
|
568 | if (wall_blocked (map, i, j)) |
576 | if (wall_blocked (map, i, j)) |
569 | layout2[i][j] = '#'; |
577 | layout2[i][j] = '#'; |
570 | } |
|
|
571 | } |
578 | } |
572 | |
579 | |
573 | /* setup num_free_spots and room_free_spots */ |
580 | /* setup num_free_spots and room_free_spots */ |
574 | find_spot_in_room_recursive (layout2, x, y, RP); |
581 | find_spot_in_room_recursive (layout2, x, y, RP); |
575 | |
582 | |
576 | if (number_of_free_spots_in_room > 0) |
583 | if (number_of_free_spots_in_room > 0) |
577 | { |
584 | { |
578 | i = RANDOM () % number_of_free_spots_in_room; |
585 | i = rndm (number_of_free_spots_in_room); |
579 | *kx = room_free_spots_x[i]; |
586 | *kx = room_free_spots_x[i]; |
580 | *ky = room_free_spots_y[i]; |
587 | *ky = room_free_spots_y[i]; |
581 | } |
588 | } |
582 | |
589 | |
583 | /* deallocate the temp. layout */ |
590 | /* deallocate the temp. layout */ |
584 | for (i = 0; i < RP->Xsize; i++) |
591 | for (i = 0; i < RP->Xsize; i++) |
585 | { |
|
|
586 | free (layout2[i]); |
592 | free (layout2[i]); |
587 | } |
593 | |
588 | free (layout2); |
594 | free (layout2); |
589 | free (room_free_spots_x); |
595 | free (room_free_spots_x); |
590 | free (room_free_spots_y); |
596 | free (room_free_spots_y); |
591 | } |
597 | } |
592 | |
598 | |
593 | |
599 | |
594 | /* 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 |
595 | 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 |
596 | it'll return 0 if no FREE spots are found.*/ |
602 | it'll return 0 if no FREE spots are found.*/ |
597 | |
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|
598 | void |
603 | void |
599 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
604 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
600 | { |
605 | { |
601 | int x, y; |
606 | int x, y; |
602 | int i; |
607 | int i; |
… | |
… | |
653 | *cy = ly; |
658 | *cy = ly; |
654 | return; |
659 | return; |
655 | } |
660 | } |
656 | } |
661 | } |
657 | /* give up and return the closest free spot. */ |
662 | /* give up and return the closest free spot. */ |
658 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
663 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
659 | if (i != -1 && i <= SIZEOFFREE1) |
664 | |
|
|
665 | if (i != -1) |
660 | { |
666 | { |
661 | *cx = x + freearr_x[i]; |
667 | *cx = x + freearr_x[i]; |
662 | *cy = y + freearr_y[i]; |
668 | *cy = y + freearr_y[i]; |
663 | return; |
669 | } |
|
|
670 | else |
664 | } |
671 | { |
665 | /* indicate failure */ |
672 | /* indicate failure */ |
|
|
673 | *cx = -1; |
666 | *cx = *cy = -1; |
674 | *cy = -1; |
|
|
675 | } |
667 | } |
676 | } |
668 | |
|
|
669 | |
677 | |
670 | void |
678 | void |
671 | remove_monsters (int x, int y, maptile *map) |
679 | remove_monsters (int x, int y, maptile *map) |
672 | { |
680 | { |
673 | object *tmp; |
681 | object *tmp; |
674 | |
682 | |
675 | 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) |
676 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
684 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
677 | { |
685 | { |
678 | if (tmp->head) |
686 | if (tmp->head) |
679 | tmp = tmp->head; |
687 | tmp = tmp->head; |
680 | tmp->remove (); |
688 | tmp->remove (); |
… | |
… | |
683 | if (tmp == NULL) |
691 | if (tmp == NULL) |
684 | break; |
692 | break; |
685 | }; |
693 | }; |
686 | } |
694 | } |
687 | |
695 | |
688 | |
|
|
689 | /* 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 |
690 | 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 |
691 | it'll remove any monsters it finds.*/ |
698 | it'll remove any monsters it finds.*/ |
692 | |
|
|
693 | object ** |
699 | object ** |
694 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
700 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
695 | { |
701 | { |
696 | int i; |
702 | int i; |
697 | char *doors[2]; |
703 | char *doors[2]; |
… | |
… | |
714 | /* place doors in all the 8 adjacent unblocked squares. */ |
720 | /* place doors in all the 8 adjacent unblocked squares. */ |
715 | for (i = 1; i < 9; i++) |
721 | for (i = 1; i < 9; i++) |
716 | { |
722 | { |
717 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
723 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
718 | |
724 | |
719 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
725 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
720 | { /* place a door */ |
726 | { /* place a door */ |
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|
727 | remove_monsters (x1, y1, map); |
|
|
728 | |
721 | 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]); |
722 | |
730 | map->insert (new_door, x1, y1); |
723 | new_door->x = x + freearr_x[i]; |
|
|
724 | new_door->y = y + freearr_y[i]; |
|
|
725 | remove_monsters (new_door->x, new_door->y, map); |
|
|
726 | insert_ob_in_map (new_door, map, NULL, 0); |
|
|
727 | doorlist[ndoors_made] = new_door; |
731 | doorlist[ndoors_made] = new_door; |
728 | ndoors_made++; |
732 | ndoors_made++; |
729 | } |
733 | } |
730 | } |
734 | } |
|
|
735 | |
731 | return doorlist; |
736 | return doorlist; |
732 | } |
737 | } |
733 | |
738 | |
734 | |
739 | |
735 | /* 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. */ |
… | |
… | |
763 | /* check off this point */ |
768 | /* check off this point */ |
764 | if (layout[x][y] == '#') |
769 | if (layout[x][y] == '#') |
765 | { /* there could be a door here */ |
770 | { /* there could be a door here */ |
766 | layout[x][y] = 1; |
771 | layout[x][y] = 1; |
767 | door = door_in_square (map, x, y); |
772 | door = door_in_square (map, x, y); |
768 | if (door != NULL) |
773 | if (door) |
769 | { |
774 | { |
770 | doorlist[*ndoors] = door; |
775 | doorlist[*ndoors] = door; |
771 | if (*ndoors > 254) /* eek! out of memory */ |
776 | if (*ndoors > 1022) /* eek! out of memory */ |
772 | { |
777 | { |
773 | 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"); |
774 | return; |
779 | return; |
775 | } |
780 | } |
|
|
781 | |
776 | *ndoors = *ndoors + 1; |
782 | *ndoors = *ndoors + 1; |
777 | } |
783 | } |
778 | } |
784 | } |
779 | else |
785 | else |
780 | { |
786 | { |
781 | layout[x][y] = 1; |
787 | layout[x][y] = 1; |
|
|
788 | |
782 | /* 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 */ |
783 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
790 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
784 | { |
791 | find_doors_in_room_recursive (layout, map, |
785 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
792 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
786 | } |
793 | doorlist, ndoors, RP); |
787 | } |
794 | } |
788 | } |
795 | } |
789 | |
796 | |
790 | /* 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. */ |
791 | object ** |
798 | object ** |
… | |
… | |
794 | char **layout2; |
801 | char **layout2; |
795 | object **doorlist; |
802 | object **doorlist; |
796 | int i, j; |
803 | int i, j; |
797 | int ndoors = 0; |
804 | int ndoors = 0; |
798 | |
805 | |
799 | doorlist = (object **) calloc (sizeof (int), 256); |
806 | doorlist = (object **) calloc (sizeof (int), 1024); |
800 | |
|
|
801 | |
807 | |
802 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
808 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
803 | /* allocate and copy the layout, converting C to 0. */ |
809 | /* allocate and copy the layout, converting C to 0. */ |
804 | for (i = 0; i < RP->Xsize; i++) |
810 | for (i = 0; i < RP->Xsize; i++) |
805 | { |
811 | { |
… | |
… | |
814 | /* setup num_free_spots and room_free_spots */ |
820 | /* setup num_free_spots and room_free_spots */ |
815 | 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); |
816 | |
822 | |
817 | /* deallocate the temp. layout */ |
823 | /* deallocate the temp. layout */ |
818 | for (i = 0; i < RP->Xsize; i++) |
824 | for (i = 0; i < RP->Xsize; i++) |
819 | { |
|
|
820 | free (layout2[i]); |
825 | free (layout2[i]); |
821 | } |
826 | |
822 | free (layout2); |
827 | free (layout2); |
823 | return doorlist; |
828 | return doorlist; |
824 | } |
829 | } |
825 | |
830 | |
826 | |
831 | |
… | |
… | |
839 | if (opts & DOORED) |
844 | if (opts & DOORED) |
840 | { |
845 | { |
841 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
846 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
842 | { |
847 | { |
843 | object *new_door = get_archetype ("locked_door1"); |
848 | object *new_door = get_archetype ("locked_door1"); |
844 | char keybuf[256]; |
849 | char keybuf[1024]; |
845 | |
850 | |
846 | door = doorlist[i]; |
851 | door = doorlist[i]; |
847 | new_door->face = door->face; |
852 | new_door->face = door->face; |
848 | new_door->x = door->x; |
853 | new_door->x = door->x; |
849 | new_door->y = door->y; |
854 | new_door->y = door->y; |
850 | door->remove (); |
855 | door->remove (); |
851 | door->destroy (); |
856 | door->destroy (); |
852 | doorlist[i] = new_door; |
857 | doorlist[i] = new_door; |
853 | insert_ob_in_map (new_door, map, NULL, 0); |
858 | insert_ob_in_map (new_door, map, NULL, 0); |
854 | sprintf (keybuf, "%d", (int) RANDOM ()); |
859 | sprintf (keybuf, "%d", rndm (1000000000)); |
855 | new_door->slaying = keybuf; |
860 | new_door->slaying = keybuf; |
856 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
861 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
857 | } |
862 | } |
858 | } |
863 | } |
859 | |
864 | |