1 | |
|
|
2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
4 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
|
|
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* placing treasure in maps, where appropriate. */ |
24 | /* placing treasure in maps, where appropriate. */ |
26 | |
|
|
27 | |
|
|
28 | |
25 | |
29 | #include <global.h> |
26 | #include <global.h> |
30 | #include <random_map.h> |
27 | #include <random_map.h> |
31 | #include <rproto.h> |
28 | #include <rproto.h> |
32 | |
29 | |
… | |
… | |
43 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
40 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
44 | |
41 | |
45 | #define NO_PASS_DOORS 0 |
42 | #define NO_PASS_DOORS 0 |
46 | #define PASS_DOORS 1 |
43 | #define PASS_DOORS 1 |
47 | |
44 | |
|
|
45 | /* a macro to get a strongly centered random distribution, |
|
|
46 | from 0 to x, centered at x/2 */ |
|
|
47 | static int |
|
|
48 | bc_random (int x) |
|
|
49 | { |
|
|
50 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
|
|
51 | } |
48 | |
52 | |
49 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
50 | * and doors but not monsters. |
54 | * and doors but not monsters. |
51 | * This function is not map tile aware. |
55 | * This function is not map tile aware. |
52 | */ |
56 | */ |
53 | |
|
|
54 | int |
57 | int |
55 | wall_blocked (maptile *m, int x, int y) |
58 | wall_blocked (maptile *m, int x, int y) |
56 | { |
59 | { |
57 | int r; |
|
|
58 | |
|
|
59 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | if (OUT_OF_REAL_MAP (m, x, y)) |
60 | return 1; |
61 | return 1; |
|
|
62 | |
|
|
63 | m->at (x, y).update (); |
61 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
62 | return r; |
|
|
63 | } |
65 | } |
64 | |
66 | |
65 | /* place treasures in the map, given the |
67 | /* place treasures in the map, given the |
66 | map, (required) |
68 | map, (required) |
67 | layout, (required) |
69 | layout, (required) |
68 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
70 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
69 | treasureoptions (may be 0 for random choices or positive) |
71 | treasureoptions (may be 0 for random choices or positive) |
70 | */ |
72 | */ |
71 | |
|
|
72 | void |
73 | void |
73 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
74 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
74 | { |
75 | { |
75 | char styledirname[256]; |
76 | char styledirname[1024]; |
76 | char stylefilepath[256]; |
77 | char stylefilepath[1024]; |
77 | maptile *style_map = 0; |
78 | maptile *style_map = 0; |
78 | int num_treasures; |
79 | int num_treasures; |
79 | |
80 | |
80 | /* bail out if treasure isn't wanted. */ |
81 | /* bail out if treasure isn't wanted. */ |
81 | if (treasure_style) |
82 | if (treasure_style) |
82 | if (!strcmp (treasure_style, "none")) |
83 | if (!strcmp (treasure_style, "none")) |
83 | return; |
84 | return; |
|
|
85 | |
84 | if (treasureoptions <= 0) |
86 | if (treasureoptions <= 0) |
85 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
87 | treasureoptions = rndm (2 * LAST_OPTION); |
86 | |
88 | |
87 | /* filter out the mutually exclusive options */ |
89 | /* filter out the mutually exclusive options */ |
88 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
90 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
89 | { |
91 | { |
90 | if (RANDOM () % 2) |
92 | if (rndm (2)) |
91 | treasureoptions -= 1; |
93 | treasureoptions -= 1; |
92 | else |
94 | else |
93 | treasureoptions -= 2; |
95 | treasureoptions -= 2; |
94 | } |
96 | } |
95 | |
97 | |
96 | /* pick the number of treasures */ |
98 | /* pick the number of treasures */ |
97 | if (treasureoptions & SPARSE) |
99 | if (treasureoptions & SPARSE) |
98 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
100 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
99 | else if (treasureoptions & RICH) |
101 | else if (treasureoptions & RICH) |
100 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
102 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
101 | else |
103 | else |
102 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
104 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
103 | |
105 | |
104 | if (num_treasures <= 0) |
106 | if (num_treasures <= 0) |
105 | return; |
107 | return; |
106 | |
108 | |
107 | /* get the style map */ |
109 | /* get the style map */ |
108 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
110 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
109 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
111 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
110 | style_map = find_style (styledirname, treasure_style, -1); |
112 | style_map = find_style (styledirname, treasure_style, -1); |
|
|
113 | |
|
|
114 | if (!style_map) |
|
|
115 | { |
|
|
116 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
|
|
117 | return; |
|
|
118 | } |
111 | |
119 | |
112 | /* all the treasure at one spot in the map. */ |
120 | /* all the treasure at one spot in the map. */ |
113 | if (treasureoptions & CONCENTRATED) |
121 | if (treasureoptions & CONCENTRATED) |
114 | { |
122 | { |
115 | |
123 | |
… | |
… | |
158 | |
166 | |
159 | i = j = -1; |
167 | i = j = -1; |
160 | tries = 0; |
168 | tries = 0; |
161 | while (i == -1 && tries < 100) |
169 | while (i == -1 && tries < 100) |
162 | { |
170 | { |
163 | i = RANDOM () % (RP->Xsize - 2) + 1; |
171 | i = rndm (RP->Xsize - 2) + 1; |
164 | j = RANDOM () % (RP->Ysize - 2) + 1; |
172 | j = rndm (RP->Ysize - 2) + 1; |
165 | find_enclosed_spot (map, &i, &j, RP); |
173 | find_enclosed_spot (map, &i, &j, RP); |
166 | if (wall_blocked (map, i, j)) |
174 | if (wall_blocked (map, i, j)) |
167 | i = -1; |
175 | i = -1; |
168 | tries++; |
176 | tries++; |
169 | } |
177 | } |
… | |
… | |
185 | { /* DIFFUSE treasure layout */ |
193 | { /* DIFFUSE treasure layout */ |
186 | int ti, i, j; |
194 | int ti, i, j; |
187 | |
195 | |
188 | for (ti = 0; ti < num_treasures; ti++) |
196 | for (ti = 0; ti < num_treasures; ti++) |
189 | { |
197 | { |
190 | i = RANDOM () % (RP->Xsize - 2) + 1; |
198 | i = rndm (RP->Xsize - 2) + 1; |
191 | j = RANDOM () % (RP->Ysize - 2) + 1; |
199 | j = rndm (RP->Ysize - 2) + 1; |
192 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
200 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
193 | } |
201 | } |
194 | } |
202 | } |
195 | } |
203 | } |
196 | |
204 | |
… | |
… | |
211 | if (i == -1) |
219 | if (i == -1) |
212 | { |
220 | { |
213 | the_chest->destroy (); |
221 | the_chest->destroy (); |
214 | return NULL; |
222 | return NULL; |
215 | } |
223 | } |
|
|
224 | |
216 | xl = x + freearr_x[i]; |
225 | xl = x + freearr_x[i]; |
217 | yl = y + freearr_y[i]; |
226 | yl = y + freearr_y[i]; |
218 | |
227 | |
219 | /* if the placement is blocked, return a fail. */ |
228 | /* if the placement is blocked, return a fail. */ |
220 | if (wall_blocked (map, xl, yl)) |
229 | if (wall_blocked (map, xl, yl)) |
… | |
… | |
229 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
238 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
230 | |
239 | |
231 | if (tlist != NULL) |
240 | if (tlist != NULL) |
232 | for (ti = 0; ti < n_treasures; ti++) |
241 | for (ti = 0; ti < n_treasures; ti++) |
233 | { /* use the treasure list */ |
242 | { /* use the treasure list */ |
234 | object *new_treasure = pick_random_object (style_map); |
243 | object *new_treasure = style_map->pick_random_object (); |
235 | |
244 | |
236 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
245 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
237 | } |
246 | } |
238 | else |
247 | else |
239 | { /* use the style map */ |
248 | { /* use the style map */ |
240 | the_chest->randomitems = tlist; |
249 | the_chest->randomitems = tlist; |
241 | the_chest->stats.hp = n_treasures; |
250 | the_chest->stats.hp = n_treasures; |
242 | } |
251 | } |
243 | #endif |
252 | #endif |
244 | { /* neither style_map no treasure list given */ |
253 | { /* neither style_map no treasure list given */ |
245 | treasurelist *tlist = find_treasurelist ("chest"); |
254 | treasurelist *tlist = treasurelist::find ("chest"); |
246 | |
255 | |
247 | the_chest->randomitems = tlist; |
256 | the_chest->randomitems = tlist; |
248 | the_chest->stats.hp = n_treasures; |
257 | the_chest->stats.hp = n_treasures; |
249 | } |
258 | } |
250 | |
259 | |
… | |
… | |
254 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
263 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
255 | object *the_trap; |
264 | object *the_trap; |
256 | |
265 | |
257 | if (trap_map) |
266 | if (trap_map) |
258 | { |
267 | { |
259 | the_trap = pick_random_object (trap_map); |
268 | the_trap = trap_map->pick_random_object (); |
260 | the_trap->stats.Cha = 10 + RP->difficulty; |
269 | the_trap->stats.Cha = 10 + RP->difficulty; |
261 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
270 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
262 | if (the_trap) |
271 | if (the_trap) |
263 | { |
272 | { |
264 | object *new_trap; |
273 | object *new_trap; |
265 | |
274 | |
266 | new_trap = arch_to_object (the_trap->arch); |
275 | new_trap = arch_to_object (the_trap->arch); |
… | |
… | |
273 | } |
282 | } |
274 | |
283 | |
275 | /* set the chest lock code, and call the keyplacer routine with |
284 | /* set the chest lock code, and call the keyplacer routine with |
276 | the lockcode. It's not worth bothering to lock the chest if |
285 | the lockcode. It's not worth bothering to lock the chest if |
277 | there's only 1 treasure.... */ |
286 | there's only 1 treasure.... */ |
278 | |
|
|
279 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
287 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
280 | { |
288 | { |
281 | char keybuf[256]; |
289 | char keybuf[1024]; |
282 | |
290 | |
283 | sprintf (keybuf, "%d", (int) RANDOM ()); |
291 | sprintf (keybuf, "%d", rndm (1000000000)); |
284 | the_chest->slaying = keybuf; |
292 | the_chest->slaying = keybuf; |
285 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
293 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
286 | } |
294 | } |
287 | |
295 | |
288 | /* actually place the chest. */ |
296 | /* actually place the chest. */ |
… | |
… | |
331 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
339 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
332 | |
340 | |
333 | The idea is that you call keyplace on x,y where a door is, and it'll make |
341 | 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. |
342 | sure a key is placed on both sides of the door. |
335 | */ |
343 | */ |
336 | |
|
|
337 | int |
344 | int |
338 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
345 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
339 | { |
346 | { |
340 | int i, j; |
347 | int i, j; |
341 | int kx, ky; |
348 | int kx = 0, ky = 0; |
342 | object *the_keymaster; /* the monster that gets the key. */ |
349 | object *the_keymaster; /* the monster that gets the key. */ |
343 | object *the_key; |
350 | object *the_key; |
344 | |
351 | |
345 | /* get a key and set its keycode */ |
352 | /* get a key and set its keycode */ |
346 | the_key = get_archetype ("key2"); |
353 | the_key = get_archetype ("key2"); |
… | |
… | |
348 | |
355 | |
349 | if (door_flag == PASS_DOORS) |
356 | if (door_flag == PASS_DOORS) |
350 | { |
357 | { |
351 | int tries = 0; |
358 | int tries = 0; |
352 | |
359 | |
353 | the_keymaster = NULL; |
360 | the_keymaster = 0; |
354 | while (tries < 15 && the_keymaster == NULL) |
361 | while (tries < 15 && !the_keymaster) |
355 | { |
362 | { |
356 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
363 | i = rndm (RP->Xsize - 2) + 1; |
357 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
364 | j = rndm (RP->Ysize - 2) + 1; |
358 | tries++; |
365 | tries++; |
359 | the_keymaster = find_closest_monster (map, i, j, RP); |
366 | the_keymaster = find_closest_monster (map, i, j, RP); |
360 | } |
367 | } |
|
|
368 | |
361 | /* if we don't find a good keymaster, drop the key on the ground. */ |
369 | /* if we don't find a good keymaster, drop the key on the ground. */ |
362 | if (the_keymaster == NULL) |
370 | if (!the_keymaster) |
363 | { |
371 | { |
364 | int freeindex; |
372 | int freeindex; |
365 | |
373 | |
366 | freeindex = -1; |
374 | freeindex = -1; |
367 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
375 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
368 | { |
376 | { |
369 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
377 | kx = rndm (RP->Xsize - 2) + 1; |
370 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
378 | ky = rndm (RP->Ysize - 2) + 1; |
371 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
379 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
372 | } |
380 | } |
|
|
381 | |
|
|
382 | // can freeindex ever be < 0? |
373 | if (freeindex != -1) |
383 | if (freeindex >= 0) |
374 | { |
384 | { |
375 | kx += freearr_x[freeindex]; |
385 | kx += freearr_x [freeindex]; |
376 | ky += freearr_y[freeindex]; |
386 | ky += freearr_y [freeindex]; |
377 | } |
387 | } |
378 | } |
388 | } |
379 | } |
389 | } |
380 | else |
390 | else |
381 | { /* NO_PASS_DOORS --we have to work harder. */ |
391 | { /* NO_PASS_DOORS --we have to work harder. */ |
… | |
… | |
383 | NO_PASS_DOORS is set. */ |
393 | NO_PASS_DOORS is set. */ |
384 | if (n_keys == 1) |
394 | if (n_keys == 1) |
385 | { |
395 | { |
386 | if (wall_blocked (map, x, y)) |
396 | if (wall_blocked (map, x, y)) |
387 | return 0; |
397 | return 0; |
|
|
398 | |
388 | the_keymaster = find_monster_in_room (map, x, y, RP); |
399 | the_keymaster = find_monster_in_room (map, x, y, RP); |
389 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
400 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
390 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
401 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
391 | } |
402 | } |
392 | else |
403 | else |
393 | { |
404 | { |
394 | int sum = 0; /* count how many keys we actually place */ |
405 | int sum = 0; /* count how many keys we actually place */ |
… | |
… | |
396 | /* I'm lazy, so just try to place in all 4 directions. */ |
407 | /* 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); |
408 | 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); |
409 | 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); |
410 | 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); |
411 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
412 | |
401 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
413 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
402 | { /* diagnoally this time. */ |
414 | { /* diagonally this time. */ |
403 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
415 | 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); |
416 | 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); |
417 | 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); |
418 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
407 | } |
419 | } |
|
|
420 | |
408 | return 1; |
421 | return 1; |
409 | } |
422 | } |
410 | } |
423 | } |
411 | |
424 | |
412 | if (the_keymaster == NULL) |
425 | if (!the_keymaster) |
413 | { |
426 | { |
414 | the_key->x = kx; |
427 | the_key->x = kx; |
415 | the_key->y = ky; |
428 | the_key->y = ky; |
416 | insert_ob_in_map (the_key, map, NULL, 0); |
429 | insert_ob_in_map (the_key, map, NULL, 0); |
417 | return 1; |
430 | return 1; |
… | |
… | |
462 | return theMonsterToFind; |
475 | return theMonsterToFind; |
463 | } |
476 | } |
464 | } |
477 | } |
465 | |
478 | |
466 | /* now search all the 8 squares around recursively for a monster,in random order */ |
479 | /* 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++) |
480 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
468 | { |
481 | { |
469 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
482 | 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) |
483 | if (theMonsterToFind != NULL) |
471 | return theMonsterToFind; |
484 | return theMonsterToFind; |
472 | } |
485 | } |
… | |
… | |
505 | free (layout2); |
518 | free (layout2); |
506 | |
519 | |
507 | return theMonsterToFind; |
520 | return theMonsterToFind; |
508 | } |
521 | } |
509 | |
522 | |
510 | |
|
|
511 | |
|
|
512 | |
|
|
513 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
523 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
514 | int *room_free_spots_x; |
524 | int *room_free_spots_x; |
515 | int *room_free_spots_y; |
525 | int *room_free_spots_y; |
516 | int number_of_free_spots_in_room; |
526 | int number_of_free_spots_in_room; |
517 | |
527 | |
518 | /* the workhorse routine, which finds the free spots in a room: |
528 | /* 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 |
529 | a datastructure of free points is set up, and a position chosen from |
520 | that datastructure. */ |
530 | that datastructure. */ |
521 | |
|
|
522 | void |
531 | void |
523 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
532 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
524 | { |
533 | { |
525 | int i, j; |
534 | int i, j; |
526 | |
535 | |
… | |
… | |
537 | /* check off this point */ |
546 | /* check off this point */ |
538 | layout[x][y] = 1; |
547 | layout[x][y] = 1; |
539 | room_free_spots_x[number_of_free_spots_in_room] = x; |
548 | room_free_spots_x[number_of_free_spots_in_room] = x; |
540 | room_free_spots_y[number_of_free_spots_in_room] = y; |
549 | room_free_spots_y[number_of_free_spots_in_room] = y; |
541 | number_of_free_spots_in_room++; |
550 | number_of_free_spots_in_room++; |
|
|
551 | |
542 | /* now search all the 8 squares around recursively for free spots,in random order */ |
552 | /* 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++) |
553 | 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); |
554 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
546 | } |
|
|
547 | |
555 | |
548 | } |
556 | } |
549 | |
557 | |
550 | /* find a random non-blocked spot in this room to drop a key. */ |
558 | /* find a random non-blocked spot in this room to drop a key. */ |
551 | void |
559 | void |
… | |
… | |
562 | /* allocate and copy the layout, converting C to 0. */ |
570 | /* allocate and copy the layout, converting C to 0. */ |
563 | for (i = 0; i < RP->Xsize; i++) |
571 | for (i = 0; i < RP->Xsize; i++) |
564 | { |
572 | { |
565 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
573 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
566 | for (j = 0; j < RP->Ysize; j++) |
574 | for (j = 0; j < RP->Ysize; j++) |
567 | { |
|
|
568 | if (wall_blocked (map, i, j)) |
575 | if (wall_blocked (map, i, j)) |
569 | layout2[i][j] = '#'; |
576 | layout2[i][j] = '#'; |
570 | } |
|
|
571 | } |
577 | } |
572 | |
578 | |
573 | /* setup num_free_spots and room_free_spots */ |
579 | /* setup num_free_spots and room_free_spots */ |
574 | find_spot_in_room_recursive (layout2, x, y, RP); |
580 | find_spot_in_room_recursive (layout2, x, y, RP); |
575 | |
581 | |
576 | if (number_of_free_spots_in_room > 0) |
582 | if (number_of_free_spots_in_room > 0) |
577 | { |
583 | { |
578 | i = RANDOM () % number_of_free_spots_in_room; |
584 | i = rndm (number_of_free_spots_in_room); |
579 | *kx = room_free_spots_x[i]; |
585 | *kx = room_free_spots_x[i]; |
580 | *ky = room_free_spots_y[i]; |
586 | *ky = room_free_spots_y[i]; |
581 | } |
587 | } |
582 | |
588 | |
583 | /* deallocate the temp. layout */ |
589 | /* deallocate the temp. layout */ |
584 | for (i = 0; i < RP->Xsize; i++) |
590 | for (i = 0; i < RP->Xsize; i++) |
585 | { |
|
|
586 | free (layout2[i]); |
591 | free (layout2[i]); |
587 | } |
592 | |
588 | free (layout2); |
593 | free (layout2); |
589 | free (room_free_spots_x); |
594 | free (room_free_spots_x); |
590 | free (room_free_spots_y); |
595 | free (room_free_spots_y); |
591 | } |
596 | } |
592 | |
597 | |
593 | |
598 | |
594 | /* searches the map for a spot with walls around it. The more |
599 | /* 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 |
600 | 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.*/ |
601 | it'll return 0 if no FREE spots are found.*/ |
597 | |
|
|
598 | void |
602 | void |
599 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
603 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
600 | { |
604 | { |
601 | int x, y; |
605 | int x, y; |
602 | int i; |
606 | int i; |
… | |
… | |
653 | *cy = ly; |
657 | *cy = ly; |
654 | return; |
658 | return; |
655 | } |
659 | } |
656 | } |
660 | } |
657 | /* give up and return the closest free spot. */ |
661 | /* give up and return the closest free spot. */ |
658 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
662 | i = find_free_spot (archetype::find ("chest"), map, x, y, 1, SIZEOFFREE1 + 1); |
659 | if (i != -1 && i <= SIZEOFFREE1) |
663 | |
|
|
664 | if (i != -1) |
660 | { |
665 | { |
661 | *cx = x + freearr_x[i]; |
666 | *cx = x + freearr_x[i]; |
662 | *cy = y + freearr_y[i]; |
667 | *cy = y + freearr_y[i]; |
663 | return; |
668 | } |
|
|
669 | else |
664 | } |
670 | { |
665 | /* indicate failure */ |
671 | /* indicate failure */ |
|
|
672 | *cx = -1; |
666 | *cx = *cy = -1; |
673 | *cy = -1; |
|
|
674 | } |
667 | } |
675 | } |
668 | |
|
|
669 | |
676 | |
670 | void |
677 | void |
671 | remove_monsters (int x, int y, maptile *map) |
678 | remove_monsters (int x, int y, maptile *map) |
672 | { |
679 | { |
673 | object *tmp; |
680 | object *tmp; |
674 | |
681 | |
675 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
682 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
676 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
683 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
677 | { |
684 | { |
678 | if (tmp->head) |
685 | if (tmp->head) |
679 | tmp = tmp->head; |
686 | tmp = tmp->head; |
680 | tmp->remove (); |
687 | tmp->remove (); |
… | |
… | |
683 | if (tmp == NULL) |
690 | if (tmp == NULL) |
684 | break; |
691 | break; |
685 | }; |
692 | }; |
686 | } |
693 | } |
687 | |
694 | |
688 | |
|
|
689 | /* surrounds the point x,y by doors, so as to enclose something, like |
695 | /* 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 |
696 | a chest. It only goes as far as the 8 squares surrounding, and |
691 | it'll remove any monsters it finds.*/ |
697 | it'll remove any monsters it finds.*/ |
692 | |
|
|
693 | object ** |
698 | object ** |
694 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
699 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
695 | { |
700 | { |
696 | int i; |
701 | int i; |
697 | char *doors[2]; |
702 | const char *doors[2]; |
698 | object **doorlist; |
703 | object **doorlist; |
699 | int ndoors_made = 0; |
704 | int ndoors_made = 0; |
700 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
705 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
701 | |
706 | |
702 | /* this is a list we pick from, for horizontal and vertical doors */ |
707 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
714 | /* place doors in all the 8 adjacent unblocked squares. */ |
719 | /* place doors in all the 8 adjacent unblocked squares. */ |
715 | for (i = 1; i < 9; i++) |
720 | for (i = 1; i < 9; i++) |
716 | { |
721 | { |
717 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
722 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
718 | |
723 | |
719 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
724 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
720 | { /* place a door */ |
725 | { /* place a door */ |
|
|
726 | remove_monsters (x1, y1, map); |
|
|
727 | |
721 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
728 | object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]); |
722 | |
729 | 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; |
730 | doorlist[ndoors_made] = new_door; |
728 | ndoors_made++; |
731 | ndoors_made++; |
729 | } |
732 | } |
730 | } |
733 | } |
|
|
734 | |
731 | return doorlist; |
735 | return doorlist; |
732 | } |
736 | } |
733 | |
737 | |
734 | |
738 | |
735 | /* returns the first door in this square, or NULL if there isn't a door. */ |
739 | /* returns the first door in this square, or NULL if there isn't a door. */ |
… | |
… | |
763 | /* check off this point */ |
767 | /* check off this point */ |
764 | if (layout[x][y] == '#') |
768 | if (layout[x][y] == '#') |
765 | { /* there could be a door here */ |
769 | { /* there could be a door here */ |
766 | layout[x][y] = 1; |
770 | layout[x][y] = 1; |
767 | door = door_in_square (map, x, y); |
771 | door = door_in_square (map, x, y); |
768 | if (door != NULL) |
772 | if (door) |
769 | { |
773 | { |
770 | doorlist[*ndoors] = door; |
774 | doorlist[*ndoors] = door; |
771 | if (*ndoors > 254) /* eek! out of memory */ |
775 | if (*ndoors > 1022) /* eek! out of memory */ |
772 | { |
776 | { |
773 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
777 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
774 | return; |
778 | return; |
775 | } |
779 | } |
|
|
780 | |
776 | *ndoors = *ndoors + 1; |
781 | *ndoors = *ndoors + 1; |
777 | } |
782 | } |
778 | } |
783 | } |
779 | else |
784 | else |
780 | { |
785 | { |
781 | layout[x][y] = 1; |
786 | layout[x][y] = 1; |
|
|
787 | |
782 | /* now search all the 8 squares around recursively for free spots,in random order */ |
788 | /* 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++) |
789 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
784 | { |
790 | 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); |
791 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
786 | } |
792 | doorlist, ndoors, RP); |
787 | } |
793 | } |
788 | } |
794 | } |
789 | |
795 | |
790 | /* find a random non-blocked spot in this room to drop a key. */ |
796 | /* find a random non-blocked spot in this room to drop a key. */ |
791 | object ** |
797 | object ** |
… | |
… | |
794 | char **layout2; |
800 | char **layout2; |
795 | object **doorlist; |
801 | object **doorlist; |
796 | int i, j; |
802 | int i, j; |
797 | int ndoors = 0; |
803 | int ndoors = 0; |
798 | |
804 | |
799 | doorlist = (object **) calloc (sizeof (int), 256); |
805 | doorlist = (object **) calloc (sizeof (int), 1024); |
800 | |
|
|
801 | |
806 | |
802 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
807 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
803 | /* allocate and copy the layout, converting C to 0. */ |
808 | /* allocate and copy the layout, converting C to 0. */ |
804 | for (i = 0; i < RP->Xsize; i++) |
809 | for (i = 0; i < RP->Xsize; i++) |
805 | { |
810 | { |
… | |
… | |
814 | /* setup num_free_spots and room_free_spots */ |
819 | /* setup num_free_spots and room_free_spots */ |
815 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
820 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
816 | |
821 | |
817 | /* deallocate the temp. layout */ |
822 | /* deallocate the temp. layout */ |
818 | for (i = 0; i < RP->Xsize; i++) |
823 | for (i = 0; i < RP->Xsize; i++) |
819 | { |
|
|
820 | free (layout2[i]); |
824 | free (layout2[i]); |
821 | } |
825 | |
822 | free (layout2); |
826 | free (layout2); |
823 | return doorlist; |
827 | return doorlist; |
824 | } |
828 | } |
825 | |
829 | |
826 | |
830 | |
… | |
… | |
839 | if (opts & DOORED) |
843 | if (opts & DOORED) |
840 | { |
844 | { |
841 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
845 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
842 | { |
846 | { |
843 | object *new_door = get_archetype ("locked_door1"); |
847 | object *new_door = get_archetype ("locked_door1"); |
844 | char keybuf[256]; |
848 | char keybuf[1024]; |
845 | |
849 | |
846 | door = doorlist[i]; |
850 | door = doorlist[i]; |
847 | new_door->face = door->face; |
851 | new_door->face = door->face; |
848 | new_door->x = door->x; |
852 | new_door->x = door->x; |
849 | new_door->y = door->y; |
853 | new_door->y = door->y; |
850 | door->remove (); |
854 | door->remove (); |
851 | door->destroy (); |
855 | door->destroy (); |
852 | doorlist[i] = new_door; |
856 | doorlist[i] = new_door; |
853 | insert_ob_in_map (new_door, map, NULL, 0); |
857 | insert_ob_in_map (new_door, map, NULL, 0); |
854 | sprintf (keybuf, "%d", (int) RANDOM ()); |
858 | sprintf (keybuf, "%d", rndm (1000000000)); |
855 | new_door->slaying = keybuf; |
859 | new_door->slaying = keybuf; |
856 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
860 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
857 | } |
861 | } |
858 | } |
862 | } |
859 | |
863 | |