|
|
1 | |
1 | /* |
2 | /* |
2 | * static char *rcsid_treasure_c = |
3 | * static char *rcsid_treasure_c = |
3 | * "$Id: treasure.C,v 1.2 2006/08/29 08:01:36 root Exp $"; |
4 | * "$Id: treasure.C,v 1.5 2006/09/14 21:16:12 root Exp $"; |
4 | */ |
5 | */ |
5 | |
6 | |
6 | /* |
7 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
8 | CrossFire, A Multiplayer game for X-windows |
8 | |
9 | |
… | |
… | |
34 | #include <random_map.h> |
35 | #include <random_map.h> |
35 | #include <rproto.h> |
36 | #include <rproto.h> |
36 | |
37 | |
37 | /* some defines for various options which can be set. */ |
38 | /* some defines for various options which can be set. */ |
38 | |
39 | |
39 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
40 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
40 | #define HIDDEN 2 /* doors to treasure are hidden. */ |
41 | #define HIDDEN 2 /* doors to treasure are hidden. */ |
41 | #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
42 | #define KEYREQUIRED 4 /* chest has a key, which is placed randomly in the map. */ |
42 | #define DOORED 8 /* treasure has doors around it. */ |
43 | #define DOORED 8 /* treasure has doors around it. */ |
43 | #define TRAPPED 16 /* trap dropped in same location as chest. */ |
44 | #define TRAPPED 16 /* trap dropped in same location as chest. */ |
44 | #define SPARSE 32 /* 1/2 as much treasure as default */ |
45 | #define SPARSE 32 /* 1/2 as much treasure as default */ |
45 | #define RICH 64 /* 2x as much treasure as default */ |
46 | #define RICH 64 /* 2x as much treasure as default */ |
46 | #define FILLED 128 /* Fill/tile the entire map with treasure */ |
47 | #define FILLED 128 /* Fill/tile the entire map with treasure */ |
47 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
48 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
48 | |
49 | |
49 | #define NO_PASS_DOORS 0 |
50 | #define NO_PASS_DOORS 0 |
50 | #define PASS_DOORS 1 |
51 | #define PASS_DOORS 1 |
51 | |
52 | |
52 | |
53 | |
53 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
54 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
54 | * and doors but not monsters. |
55 | * and doors but not monsters. |
55 | * This function is not map tile aware. |
56 | * This function is not map tile aware. |
56 | */ |
57 | */ |
57 | |
58 | |
|
|
59 | int |
58 | int wall_blocked(mapstruct *m, int x, int y) { |
60 | wall_blocked (mapstruct *m, int x, int y) |
|
|
61 | { |
59 | int r; |
62 | int r; |
60 | |
63 | |
61 | if(OUT_OF_REAL_MAP(m,x,y)) |
64 | if (OUT_OF_REAL_MAP (m, x, y)) |
62 | return 1; |
65 | return 1; |
63 | r = GET_MAP_MOVE_BLOCK(m,x,y) & ~MOVE_BLOCK_DEFAULT; |
66 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
64 | return r; |
67 | return r; |
65 | } |
68 | } |
66 | |
69 | |
67 | /* place treasures in the map, given the |
70 | /* place treasures in the map, given the |
68 | map, (required) |
71 | map, (required) |
69 | layout, (required) |
72 | layout, (required) |
70 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
73 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
71 | treasureoptions (may be 0 for random choices or positive) |
74 | treasureoptions (may be 0 for random choices or positive) |
72 | */ |
75 | */ |
73 | |
76 | |
|
|
77 | void |
74 | void place_treasure(mapstruct *map,char **layout, char *treasure_style,int treasureoptions,RMParms *RP) { |
78 | place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
|
|
79 | { |
75 | char styledirname[256]; |
80 | char styledirname[256]; |
76 | char stylefilepath[256]; |
81 | char stylefilepath[256]; |
77 | mapstruct *style_map=0; |
82 | mapstruct *style_map = 0; |
78 | int num_treasures; |
83 | int num_treasures; |
79 | |
84 | |
80 | /* bail out if treasure isn't wanted. */ |
85 | /* bail out if treasure isn't wanted. */ |
81 | if(treasure_style) if(!strcmp(treasure_style,"none")) return; |
86 | if (treasure_style) |
|
|
87 | if (!strcmp (treasure_style, "none")) |
|
|
88 | return; |
|
|
89 | if (treasureoptions <= 0) |
82 | if(treasureoptions<=0) treasureoptions=RANDOM() % (2*LAST_OPTION); |
90 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
83 | |
91 | |
84 | /* filter out the mutually exclusive options */ |
92 | /* filter out the mutually exclusive options */ |
85 | if((treasureoptions & RICH) &&(treasureoptions &SPARSE)) { |
93 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
86 | if(RANDOM()%2) treasureoptions -=1; |
94 | { |
|
|
95 | if (RANDOM () % 2) |
|
|
96 | treasureoptions -= 1; |
|
|
97 | else |
87 | else treasureoptions-=2;} |
98 | treasureoptions -= 2; |
|
|
99 | } |
88 | |
100 | |
89 | /* pick the number of treasures */ |
101 | /* pick the number of treasures */ |
90 | if(treasureoptions & SPARSE) |
102 | if (treasureoptions & SPARSE) |
91 | num_treasures = BC_RANDOM(RP->total_map_hp/600+RP->difficulty/2+1); |
103 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
92 | else if(treasureoptions & RICH) |
104 | else if (treasureoptions & RICH) |
93 | num_treasures = BC_RANDOM(RP->total_map_hp/150+2*RP->difficulty+1); |
105 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
|
|
106 | else |
94 | else num_treasures = BC_RANDOM(RP->total_map_hp/300+RP->difficulty+1); |
107 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
95 | |
108 | |
96 | if(num_treasures <= 0 ) return; |
109 | if (num_treasures <= 0) |
|
|
110 | return; |
97 | |
111 | |
98 | /* get the style map */ |
112 | /* get the style map */ |
99 | sprintf(styledirname,"%s","/styles/treasurestyles"); |
113 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
100 | sprintf(stylefilepath,"%s/%s",styledirname,treasure_style); |
114 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
101 | style_map = find_style(styledirname,treasure_style,-1); |
115 | style_map = find_style (styledirname, treasure_style, -1); |
102 | |
116 | |
103 | /* all the treasure at one spot in the map. */ |
117 | /* all the treasure at one spot in the map. */ |
104 | if(treasureoptions & CONCENTRATED) { |
118 | if (treasureoptions & CONCENTRATED) |
|
|
119 | { |
105 | |
120 | |
106 | /* map_layout_style global, and is previously set */ |
121 | /* map_layout_style global, and is previously set */ |
107 | switch(RP->map_layout_style) { |
122 | switch (RP->map_layout_style) |
|
|
123 | { |
108 | case ONION_LAYOUT: |
124 | case ONION_LAYOUT: |
109 | case SPIRAL_LAYOUT: |
125 | case SPIRAL_LAYOUT: |
110 | case SQUARE_SPIRAL_LAYOUT: |
126 | case SQUARE_SPIRAL_LAYOUT: |
111 | { |
127 | { |
112 | int i,j; |
128 | int i, j; |
|
|
129 | |
113 | /* search the onion for C's or '>', and put treasure there. */ |
130 | /* search the onion for C's or '>', and put treasure there. */ |
114 | for(i=0;i<RP->Xsize;i++) { |
131 | for (i = 0; i < RP->Xsize; i++) |
|
|
132 | { |
115 | for(j=0;j<RP->Ysize;j++) { |
133 | for (j = 0; j < RP->Ysize; j++) |
|
|
134 | { |
116 | if(layout[i][j]=='C' || layout[i][j]=='>') { |
135 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
|
|
136 | { |
117 | int tdiv = RP->symmetry_used; |
137 | int tdiv = RP->symmetry_used; |
118 | object **doorlist; |
138 | object **doorlist; |
119 | object *chest; |
139 | object *chest; |
|
|
140 | |
|
|
141 | if (tdiv == 3) |
120 | if(tdiv==3) tdiv = 2; /* this symmetry uses a divisor of 2*/ |
142 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
121 | /* don't put a chest on an exit. */ |
143 | /* don't put a chest on an exit. */ |
122 | chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures/tdiv,RP); |
144 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
|
|
145 | if (!chest) |
123 | if(!chest) continue; /* if no chest was placed NEXT */ |
146 | continue; /* if no chest was placed NEXT */ |
124 | if(treasureoptions & (DOORED|HIDDEN)) { |
147 | if (treasureoptions & (DOORED | HIDDEN)) |
|
|
148 | { |
125 | doorlist=find_doors_in_room(map,i,j,RP); |
149 | doorlist = find_doors_in_room (map, i, j, RP); |
126 | lock_and_hide_doors(doorlist,map,treasureoptions,RP); |
150 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
127 | free(doorlist); |
151 | free (doorlist); |
|
|
152 | } |
|
|
153 | } |
|
|
154 | } |
|
|
155 | } |
|
|
156 | break; |
128 | } |
157 | } |
|
|
158 | default: |
|
|
159 | { |
|
|
160 | int i, j, tries; |
|
|
161 | object *chest; |
|
|
162 | object **doorlist; |
|
|
163 | |
|
|
164 | i = j = -1; |
|
|
165 | tries = 0; |
|
|
166 | while (i == -1 && tries < 100) |
|
|
167 | { |
|
|
168 | i = RANDOM () % (RP->Xsize - 2) + 1; |
|
|
169 | j = RANDOM () % (RP->Ysize - 2) + 1; |
|
|
170 | find_enclosed_spot (map, &i, &j, RP); |
|
|
171 | if (wall_blocked (map, i, j)) |
|
|
172 | i = -1; |
|
|
173 | tries++; |
|
|
174 | } |
|
|
175 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
|
|
176 | if (!chest) |
|
|
177 | return; |
|
|
178 | i = chest->x; |
|
|
179 | j = chest->y; |
|
|
180 | if (treasureoptions & (DOORED | HIDDEN)) |
|
|
181 | { |
|
|
182 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
|
|
183 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
|
|
184 | free (doorlist); |
|
|
185 | } |
129 | } |
186 | } |
130 | } |
187 | } |
|
|
188 | } |
|
|
189 | else |
|
|
190 | { /* DIFFUSE treasure layout */ |
|
|
191 | int ti, i, j; |
|
|
192 | |
|
|
193 | for (ti = 0; ti < num_treasures; ti++) |
131 | } |
194 | { |
132 | break; |
|
|
133 | } |
|
|
134 | default: |
|
|
135 | { |
|
|
136 | int i,j,tries; |
|
|
137 | object *chest; |
|
|
138 | object **doorlist; |
|
|
139 | i=j=-1;tries=0; |
|
|
140 | while(i==-1&&tries<100) { |
|
|
141 | i = RANDOM()%(RP->Xsize-2)+1; |
195 | i = RANDOM () % (RP->Xsize - 2) + 1; |
142 | j = RANDOM()%(RP->Ysize-2)+1; |
196 | j = RANDOM () % (RP->Ysize - 2) + 1; |
143 | find_enclosed_spot(map,&i,&j,RP); |
|
|
144 | if(wall_blocked(map,i,j)) i=-1; |
|
|
145 | tries++; |
|
|
146 | } |
|
|
147 | chest=place_chest(treasureoptions,i,j,map,style_map,num_treasures,RP); |
|
|
148 | if(!chest) return; |
|
|
149 | i = chest->x; j = chest->y; |
|
|
150 | if(treasureoptions & (DOORED|HIDDEN)) { |
|
|
151 | doorlist=surround_by_doors(map,layout,i,j,treasureoptions); |
|
|
152 | lock_and_hide_doors(doorlist,map,treasureoptions,RP); |
|
|
153 | free(doorlist); |
|
|
154 | } |
|
|
155 | } |
|
|
156 | } |
|
|
157 | } |
|
|
158 | else { /* DIFFUSE treasure layout */ |
|
|
159 | int ti,i,j; |
|
|
160 | for(ti=0;ti<num_treasures;ti++) { |
|
|
161 | i = RANDOM()%(RP->Xsize-2)+1; |
|
|
162 | j = RANDOM()%(RP->Ysize-2)+1; |
|
|
163 | place_chest(treasureoptions,i,j,map,style_map,1,RP); |
197 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
164 | } |
198 | } |
165 | } |
199 | } |
166 | } |
200 | } |
167 | |
201 | |
168 | |
202 | |
169 | |
203 | |
170 | /* put a chest into the map, near x and y, with the treasure style |
204 | /* put a chest into the map, near x and y, with the treasure style |
171 | determined (may be null, or may be a treasure list from lib/treasures, |
205 | determined (may be null, or may be a treasure list from lib/treasures, |
172 | if the global variable "treasurestyle" is set to that treasure list's name */ |
206 | if the global variable "treasurestyle" is set to that treasure list's name */ |
173 | |
207 | |
|
|
208 | object * |
174 | object * place_chest(int treasureoptions,int x, int y,mapstruct *map, mapstruct *style_map,int n_treasures,RMParms *RP) { |
209 | place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) |
|
|
210 | { |
175 | object *the_chest; |
211 | object *the_chest; |
176 | int i,xl,yl; |
212 | int i, xl, yl; |
177 | |
213 | |
178 | the_chest = get_archetype("chest"); /* was "chest_2" */ |
214 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
179 | |
215 | |
180 | /* first, find a place to put the chest. */ |
216 | /* first, find a place to put the chest. */ |
181 | i = find_first_free_spot(the_chest,map,x,y); |
217 | i = find_first_free_spot (the_chest, map, x, y); |
182 | if (i == -1) { |
218 | if (i == -1) |
|
|
219 | { |
183 | free_object(the_chest); |
220 | free_object (the_chest); |
184 | return NULL; |
221 | return NULL; |
185 | } |
222 | } |
186 | xl = x + freearr_x[i]; yl = y + freearr_y[i]; |
223 | xl = x + freearr_x[i]; |
|
|
224 | yl = y + freearr_y[i]; |
187 | |
225 | |
188 | /* if the placement is blocked, return a fail. */ |
226 | /* if the placement is blocked, return a fail. */ |
189 | if(wall_blocked(map,xl,yl)) return 0; |
227 | if (wall_blocked (map, xl, yl)) |
190 | |
228 | return 0; |
191 | |
229 | |
|
|
230 | |
192 | /* put the treasures in the chest. */ |
231 | /* put the treasures in the chest. */ |
193 | /* if(style_map) { */ |
232 | /* if(style_map) { */ |
194 | #if 0 /* don't use treasure style maps for now! */ |
233 | #if 0 /* don't use treasure style maps for now! */ |
195 | int ti; |
234 | int ti; |
|
|
235 | |
196 | /* if treasurestyle lists a treasure list, use it. */ |
236 | /* if treasurestyle lists a treasure list, use it. */ |
197 | treasurelist *tlist=find_treasurelist(RP->treasurestyle); |
237 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
|
|
238 | |
198 | if(tlist!=NULL) |
239 | if (tlist != NULL) |
199 | for(ti=0;ti<n_treasures;ti++) { /* use the treasure list */ |
240 | for (ti = 0; ti < n_treasures; ti++) |
|
|
241 | { /* use the treasure list */ |
200 | object *new_treasure=pick_random_object(style_map); |
242 | object *new_treasure = pick_random_object (style_map); |
|
|
243 | |
201 | insert_ob_in_ob(arch_to_object(new_treasure->arch),the_chest); |
244 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
202 | } |
245 | } |
203 | else { /* use the style map */ |
246 | else |
|
|
247 | { /* use the style map */ |
|
|
248 | the_chest->randomitems = tlist; |
|
|
249 | the_chest->stats.hp = n_treasures; |
|
|
250 | } |
|
|
251 | #endif |
|
|
252 | else |
|
|
253 | { /* neither style_map no treasure list given */ |
|
|
254 | treasurelist *tlist = find_treasurelist ("chest"); |
|
|
255 | |
204 | the_chest->randomitems=tlist; |
256 | the_chest->randomitems = tlist; |
205 | the_chest->stats.hp = n_treasures; |
257 | the_chest->stats.hp = n_treasures; |
206 | } |
258 | } |
207 | #endif |
|
|
208 | else { /* neither style_map no treasure list given */ |
|
|
209 | treasurelist *tlist=find_treasurelist("chest"); |
|
|
210 | the_chest->randomitems=tlist; |
|
|
211 | the_chest->stats.hp = n_treasures; |
|
|
212 | } |
|
|
213 | |
259 | |
214 | /* stick a trap in the chest if required */ |
260 | /* stick a trap in the chest if required */ |
215 | if(treasureoptions & TRAPPED) { |
261 | if (treasureoptions & TRAPPED) |
|
|
262 | { |
216 | mapstruct *trap_map=find_style("/styles/trapstyles","traps",-1); |
263 | mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
217 | object *the_trap; |
264 | object *the_trap; |
|
|
265 | |
218 | if(trap_map) { |
266 | if (trap_map) |
|
|
267 | { |
219 | the_trap= pick_random_object(trap_map); |
268 | the_trap = pick_random_object (trap_map); |
220 | the_trap->stats.Cha = 10+RP->difficulty; |
269 | the_trap->stats.Cha = 10 + RP->difficulty; |
221 | the_trap->level = BC_RANDOM((3*RP->difficulty)/2); |
270 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
222 | if(the_trap) { |
271 | if (the_trap) |
|
|
272 | { |
223 | object *new_trap; |
273 | object *new_trap; |
|
|
274 | |
224 | new_trap = arch_to_object(the_trap->arch); |
275 | new_trap = arch_to_object (the_trap->arch); |
225 | copy_object(new_trap,the_trap); |
276 | copy_object (new_trap, the_trap); |
226 | new_trap->x = x; |
277 | new_trap->x = x; |
227 | new_trap->y = y; |
278 | new_trap->y = y; |
228 | insert_ob_in_ob(new_trap,the_chest); |
279 | insert_ob_in_ob (new_trap, the_chest); |
|
|
280 | } |
229 | } |
281 | } |
230 | } |
|
|
231 | } |
282 | } |
232 | |
283 | |
233 | /* set the chest lock code, and call the keyplacer routine with |
284 | /* set the chest lock code, and call the keyplacer routine with |
234 | 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 |
235 | there's only 1 treasure....*/ |
286 | there's only 1 treasure.... */ |
236 | |
287 | |
237 | if((treasureoptions & KEYREQUIRED)&&n_treasures>1) { |
288 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
|
|
289 | { |
238 | char keybuf[256]; |
290 | char keybuf[256]; |
|
|
291 | |
239 | sprintf(keybuf,"%d",(int)RANDOM()); |
292 | sprintf (keybuf, "%d", (int) RANDOM ()); |
240 | the_chest->slaying = add_string(keybuf); |
293 | the_chest->slaying = keybuf; |
241 | keyplace(map,x,y,keybuf,PASS_DOORS,1,RP); |
294 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
242 | } |
295 | } |
243 | |
296 | |
244 | /* actually place the chest. */ |
297 | /* actually place the chest. */ |
245 | the_chest->x = xl; the_chest->y = yl; |
298 | the_chest->x = xl; |
|
|
299 | the_chest->y = yl; |
246 | insert_ob_in_map(the_chest,map,NULL,0); |
300 | insert_ob_in_map (the_chest, map, NULL, 0); |
247 | return the_chest; |
301 | return the_chest; |
248 | } |
302 | } |
249 | |
303 | |
250 | |
304 | |
251 | /* finds the closest monster and returns him, regardless of doors |
305 | /* finds the closest monster and returns him, regardless of doors |
252 | or walls */ |
306 | or walls */ |
|
|
307 | object * |
253 | object *find_closest_monster(mapstruct *map,int x,int y,RMParms *RP) { |
308 | find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) |
|
|
309 | { |
254 | int i; |
310 | int i; |
|
|
311 | |
255 | for(i=0;i<SIZEOFFREE;i++) { |
312 | for (i = 0; i < SIZEOFFREE; i++) |
|
|
313 | { |
256 | int lx,ly; |
314 | int lx, ly; |
|
|
315 | |
257 | lx=x+freearr_x[i]; |
316 | lx = x + freearr_x[i]; |
258 | ly=y+freearr_y[i]; |
317 | ly = y + freearr_y[i]; |
259 | /* boundscheck */ |
318 | /* boundscheck */ |
260 | if(lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
319 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
261 | /* don't bother searching this square unless the map says life exists.*/ |
320 | /* don't bother searching this square unless the map says life exists. */ |
262 | if(GET_MAP_FLAGS(map,lx,ly) & P_IS_ALIVE) { |
321 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
|
|
322 | { |
263 | object *the_monster=get_map_ob(map,lx,ly); |
323 | object *the_monster = get_map_ob (map, lx, ly); |
|
|
324 | |
264 | for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_MONSTER));the_monster=the_monster->above); |
325 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
265 | if(the_monster && QUERY_FLAG(the_monster,FLAG_MONSTER)) |
326 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
266 | return the_monster; |
327 | return the_monster; |
|
|
328 | } |
267 | } |
329 | } |
268 | } |
|
|
269 | return NULL; |
330 | return NULL; |
270 | } |
331 | } |
271 | |
332 | |
272 | |
333 | |
273 | |
334 | |
274 | /* places keys in the map, preferably in something alive. |
335 | /* places keys in the map, preferably in something alive. |
275 | keycode is the key's code, |
336 | keycode is the key's code, |
276 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
337 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
… | |
… | |
279 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
340 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
280 | |
341 | |
281 | The idea is that you call keyplace on x,y where a door is, and it'll make |
342 | The idea is that you call keyplace on x,y where a door is, and it'll make |
282 | sure a key is placed on both sides of the door. |
343 | sure a key is placed on both sides of the door. |
283 | */ |
344 | */ |
284 | |
345 | |
|
|
346 | int |
285 | int keyplace(mapstruct *map,int x,int y,char *keycode,int door_flag,int n_keys,RMParms *RP) { |
347 | keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
|
|
348 | { |
286 | int i,j; |
349 | int i, j; |
287 | int kx,ky; |
350 | int kx, ky; |
288 | object *the_keymaster; /* the monster that gets the key. */ |
351 | object *the_keymaster; /* the monster that gets the key. */ |
289 | object *the_key; |
352 | object *the_key; |
290 | |
353 | |
291 | /* get a key and set its keycode */ |
354 | /* get a key and set its keycode */ |
292 | the_key = get_archetype("key2"); |
355 | the_key = get_archetype ("key2"); |
293 | the_key->slaying = add_string(keycode); |
356 | the_key->slaying = keycode; |
294 | |
357 | |
295 | |
|
|
296 | if(door_flag==PASS_DOORS) { |
358 | if (door_flag == PASS_DOORS) |
|
|
359 | { |
297 | int tries=0; |
360 | int tries = 0; |
|
|
361 | |
298 | the_keymaster=NULL; |
362 | the_keymaster = NULL; |
299 | while(tries<15&&the_keymaster==NULL) { |
363 | while (tries < 15 && the_keymaster == NULL) |
|
|
364 | { |
300 | i = (RANDOM()%(RP->Xsize-2))+1; |
365 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
301 | j = (RANDOM()%(RP->Ysize-2))+1; |
366 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
302 | tries++; |
367 | tries++; |
303 | the_keymaster=find_closest_monster(map,i,j,RP); |
368 | the_keymaster = find_closest_monster (map, i, j, RP); |
304 | } |
369 | } |
305 | /* if we don't find a good keymaster, drop the key on the ground. */ |
370 | /* if we don't find a good keymaster, drop the key on the ground. */ |
306 | if(the_keymaster==NULL) { |
371 | if (the_keymaster == NULL) |
|
|
372 | { |
307 | int freeindex; |
373 | int freeindex; |
308 | |
374 | |
309 | freeindex = -1; |
375 | freeindex = -1; |
310 | for(tries = 0; tries < 15 && freeindex == -1; tries++) { |
376 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
|
377 | { |
311 | kx = (RANDOM()%(RP->Xsize-2))+1; |
378 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
312 | ky = (RANDOM()%(RP->Ysize-2))+1; |
379 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
313 | freeindex = find_first_free_spot(the_key,map,kx,ky); |
380 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
314 | } |
381 | } |
315 | if(freeindex != -1) { |
382 | if (freeindex != -1) |
|
|
383 | { |
316 | kx += freearr_x[freeindex]; |
384 | kx += freearr_x[freeindex]; |
317 | ky += freearr_y[freeindex]; |
385 | ky += freearr_y[freeindex]; |
|
|
386 | } |
318 | } |
387 | } |
319 | } |
|
|
320 | } |
388 | } |
|
|
389 | else |
321 | else { /* NO_PASS_DOORS --we have to work harder.*/ |
390 | { /* NO_PASS_DOORS --we have to work harder. */ |
322 | /* don't try to keyplace if we're sitting on a blocked square and |
391 | /* don't try to keyplace if we're sitting on a blocked square and |
323 | NO_PASS_DOORS is set. */ |
392 | NO_PASS_DOORS is set. */ |
324 | if(n_keys==1) { |
393 | if (n_keys == 1) |
|
|
394 | { |
325 | if(wall_blocked(map,x,y)) return 0; |
395 | if (wall_blocked (map, x, y)) |
|
|
396 | return 0; |
326 | the_keymaster=find_monster_in_room(map,x,y,RP); |
397 | the_keymaster = find_monster_in_room (map, x, y, RP); |
327 | if(the_keymaster==NULL) /* if fail, find a spot to drop the key. */ |
398 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
328 | find_spot_in_room(map,x,y,&kx,&ky,RP); |
399 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
329 | } |
400 | } |
330 | else { |
401 | else |
|
|
402 | { |
331 | int sum=0; /* count how many keys we actually place */ |
403 | int sum = 0; /* count how many keys we actually place */ |
|
|
404 | |
332 | /* I'm lazy, so just try to place in all 4 directions. */ |
405 | /* I'm lazy, so just try to place in all 4 directions. */ |
333 | sum +=keyplace(map,x+1,y,keycode,NO_PASS_DOORS,1,RP); |
406 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
334 | sum +=keyplace(map,x,y+1,keycode,NO_PASS_DOORS,1,RP); |
407 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
335 | sum +=keyplace(map,x-1,y,keycode,NO_PASS_DOORS,1,RP); |
408 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
336 | sum +=keyplace(map,x,y-1,keycode,NO_PASS_DOORS,1,RP); |
409 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
337 | if(sum < 2) /* we might have made a disconnected map-place more keys. */ |
410 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
338 | { /* diagnoally this time. */ |
411 | { /* diagnoally this time. */ |
339 | keyplace(map,x+1,y+1,keycode,NO_PASS_DOORS,1,RP); |
412 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
340 | keyplace(map,x+1,y-1,keycode,NO_PASS_DOORS,1,RP); |
413 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
341 | keyplace(map,x-1,y+1,keycode,NO_PASS_DOORS,1,RP); |
414 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
342 | keyplace(map,x-1,y-1,keycode,NO_PASS_DOORS,1,RP); |
415 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
343 | } |
416 | } |
|
|
417 | return 1; |
|
|
418 | } |
|
|
419 | } |
|
|
420 | |
|
|
421 | if (the_keymaster == NULL) |
|
|
422 | { |
|
|
423 | the_key->x = kx; |
|
|
424 | the_key->y = ky; |
|
|
425 | insert_ob_in_map (the_key, map, NULL, 0); |
344 | return 1; |
426 | return 1; |
345 | } |
|
|
346 | } |
427 | } |
347 | |
428 | |
348 | if(the_keymaster==NULL) { |
|
|
349 | the_key->x = kx; |
|
|
350 | the_key->y = ky; |
|
|
351 | insert_ob_in_map(the_key,map,NULL,0); |
|
|
352 | return 1; |
|
|
353 | } |
|
|
354 | |
|
|
355 | insert_ob_in_ob(the_key,the_keymaster); |
429 | insert_ob_in_ob (the_key, the_keymaster); |
356 | return 1; |
430 | return 1; |
357 | } |
431 | } |
358 | |
432 | |
359 | |
433 | |
360 | |
434 | |
361 | /* both find_monster_in_room routines need to have access to this. */ |
435 | /* both find_monster_in_room routines need to have access to this. */ |
362 | |
436 | |
363 | object *theMonsterToFind; |
437 | object *theMonsterToFind; |
364 | |
438 | |
365 | /* a recursive routine which will return a monster, eventually,if there is one. |
439 | /* a recursive routine which will return a monster, eventually,if there is one. |
366 | it does a check-off on the layout, converting 0's to 1's */ |
440 | it does a check-off on the layout, converting 0's to 1's */ |
367 | |
441 | |
|
|
442 | object * |
368 | object *find_monster_in_room_recursive(char **layout, mapstruct *map, int x, int y, RMParms *RP) { |
443 | find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) |
|
|
444 | { |
369 | int i,j; |
445 | int i, j; |
|
|
446 | |
370 | /* if we've found a monster already, leave */ |
447 | /* if we've found a monster already, leave */ |
371 | if(theMonsterToFind!=NULL) return theMonsterToFind; |
448 | if (theMonsterToFind != NULL) |
|
|
449 | return theMonsterToFind; |
372 | |
450 | |
373 | /* bounds check x and y */ |
451 | /* bounds check x and y */ |
374 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return theMonsterToFind; |
452 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
|
|
453 | return theMonsterToFind; |
375 | |
454 | |
376 | /* if the square is blocked or searched already, leave */ |
455 | /* if the square is blocked or searched already, leave */ |
|
|
456 | if (layout[x][y] != 0) |
377 | if(layout[x][y]!=0) return theMonsterToFind; /* might be NULL, that's fine.*/ |
457 | return theMonsterToFind; /* might be NULL, that's fine. */ |
378 | |
458 | |
379 | /* check the current square for a monster. If there is one, |
459 | /* check the current square for a monster. If there is one, |
380 | set theMonsterToFind and return it. */ |
460 | set theMonsterToFind and return it. */ |
381 | layout[x][y]=1; |
461 | layout[x][y] = 1; |
382 | if(GET_MAP_FLAGS(map,x,y) & P_IS_ALIVE) { |
462 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
|
|
463 | { |
383 | object *the_monster = get_map_ob(map,x,y); |
464 | object *the_monster = get_map_ob (map, x, y); |
|
|
465 | |
384 | /* check off this point */ |
466 | /* check off this point */ |
385 | for(;the_monster!=NULL&&(!QUERY_FLAG(the_monster,FLAG_ALIVE));the_monster=the_monster->above); |
467 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
386 | if(the_monster && QUERY_FLAG(the_monster,FLAG_ALIVE)) { |
468 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
|
|
469 | { |
387 | theMonsterToFind=the_monster; |
470 | theMonsterToFind = the_monster; |
388 | return theMonsterToFind; |
471 | return theMonsterToFind; |
389 | } |
472 | } |
390 | } |
473 | } |
391 | |
474 | |
392 | /* now search all the 8 squares around recursively for a monster,in random order */ |
475 | /* now search all the 8 squares around recursively for a monster,in random order */ |
393 | for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { |
476 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
|
|
477 | { |
394 | theMonsterToFind = find_monster_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],RP); |
478 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
395 | if(theMonsterToFind!=NULL) return theMonsterToFind; |
479 | if (theMonsterToFind != NULL) |
|
|
480 | return theMonsterToFind; |
396 | } |
481 | } |
397 | return theMonsterToFind; |
482 | return theMonsterToFind; |
398 | } |
483 | } |
399 | |
484 | |
400 | |
485 | |
401 | /* sets up some data structures: the _recursive form does the |
486 | /* sets up some data structures: the _recursive form does the |
402 | real work. */ |
487 | real work. */ |
403 | |
488 | |
|
|
489 | object * |
404 | object *find_monster_in_room(mapstruct *map,int x,int y,RMParms *RP) { |
490 | find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) |
|
|
491 | { |
405 | char **layout2; |
492 | char **layout2; |
406 | int i,j; |
493 | int i, j; |
|
|
494 | |
407 | theMonsterToFind=0; |
495 | theMonsterToFind = 0; |
408 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
496 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
409 | /* allocate and copy the layout, converting C to 0. */ |
497 | /* allocate and copy the layout, converting C to 0. */ |
410 | for(i=0;i<RP->Xsize;i++) { |
498 | for (i = 0; i < RP->Xsize; i++) |
|
|
499 | { |
411 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
500 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
412 | for(j=0;j<RP->Ysize;j++) { |
501 | for (j = 0; j < RP->Ysize; j++) |
413 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
502 | { |
414 | } |
503 | if (wall_blocked (map, i, j)) |
|
|
504 | layout2[i][j] = '#'; |
|
|
505 | } |
415 | } |
506 | } |
416 | theMonsterToFind = find_monster_in_room_recursive(layout2,map,x,y,RP); |
507 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
417 | |
508 | |
418 | /* deallocate the temp. layout */ |
509 | /* deallocate the temp. layout */ |
419 | for(i=0;i<RP->Xsize;i++) { |
510 | for (i = 0; i < RP->Xsize; i++) |
|
|
511 | { |
420 | free(layout2[i]); |
512 | free (layout2[i]); |
421 | } |
513 | } |
422 | free(layout2); |
514 | free (layout2); |
423 | |
515 | |
424 | return theMonsterToFind; |
516 | return theMonsterToFind; |
425 | } |
517 | } |
426 | |
|
|
427 | |
518 | |
428 | |
|
|
429 | |
519 | |
|
|
520 | |
|
|
521 | |
430 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
522 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
431 | int *room_free_spots_x; |
523 | int *room_free_spots_x; |
432 | int *room_free_spots_y; |
524 | int *room_free_spots_y; |
433 | int number_of_free_spots_in_room; |
525 | int number_of_free_spots_in_room; |
434 | |
526 | |
435 | /* the workhorse routine, which finds the free spots in a room: |
527 | /* the workhorse routine, which finds the free spots in a room: |
436 | a datastructure of free points is set up, and a position chosen from |
528 | a datastructure of free points is set up, and a position chosen from |
437 | that datastructure. */ |
529 | that datastructure. */ |
438 | |
530 | |
|
|
531 | void |
439 | void find_spot_in_room_recursive(char **layout,int x,int y,RMParms *RP) { |
532 | find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
|
|
533 | { |
440 | int i,j; |
534 | int i, j; |
441 | |
535 | |
442 | /* bounds check x and y */ |
536 | /* bounds check x and y */ |
443 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; |
537 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
|
|
538 | return; |
444 | |
539 | |
445 | /* if the square is blocked or searched already, leave */ |
540 | /* if the square is blocked or searched already, leave */ |
446 | if(layout[x][y]!=0) return; |
541 | if (layout[x][y] != 0) |
|
|
542 | return; |
447 | |
543 | |
448 | /* set the current square as checked, and add it to the list. |
544 | /* set the current square as checked, and add it to the list. |
449 | set theMonsterToFind and return it. */ |
545 | set theMonsterToFind and return it. */ |
450 | /* check off this point */ |
546 | /* check off this point */ |
451 | layout[x][y]=1; |
547 | layout[x][y] = 1; |
452 | room_free_spots_x[number_of_free_spots_in_room]=x; |
548 | room_free_spots_x[number_of_free_spots_in_room] = x; |
453 | room_free_spots_y[number_of_free_spots_in_room]=y; |
549 | room_free_spots_y[number_of_free_spots_in_room] = y; |
454 | number_of_free_spots_in_room++; |
550 | number_of_free_spots_in_room++; |
455 | /* now search all the 8 squares around recursively for free spots,in random order */ |
551 | /* now search all the 8 squares around recursively for free spots,in random order */ |
456 | for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { |
552 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
|
|
553 | { |
457 | 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); |
458 | } |
555 | } |
459 | |
556 | |
460 | } |
557 | } |
461 | |
558 | |
462 | /* find a random non-blocked spot in this room to drop a key. */ |
559 | /* find a random non-blocked spot in this room to drop a key. */ |
|
|
560 | void |
463 | void find_spot_in_room(mapstruct *map,int x,int y,int *kx,int *ky,RMParms *RP) { |
561 | find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) |
|
|
562 | { |
464 | char **layout2; |
563 | char **layout2; |
465 | int i,j; |
564 | int i, j; |
|
|
565 | |
466 | number_of_free_spots_in_room=0; |
566 | number_of_free_spots_in_room = 0; |
467 | room_free_spots_x = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); |
567 | room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
468 | room_free_spots_y = (int *)calloc(sizeof(int),RP->Xsize * RP->Ysize); |
568 | room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
469 | |
569 | |
470 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
570 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
471 | /* allocate and copy the layout, converting C to 0. */ |
571 | /* allocate and copy the layout, converting C to 0. */ |
472 | for(i=0;i<RP->Xsize;i++) { |
572 | for (i = 0; i < RP->Xsize; i++) |
|
|
573 | { |
473 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
574 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
474 | for(j=0;j<RP->Ysize;j++) { |
575 | for (j = 0; j < RP->Ysize; j++) |
475 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
576 | { |
476 | } |
577 | if (wall_blocked (map, i, j)) |
|
|
578 | layout2[i][j] = '#'; |
|
|
579 | } |
477 | } |
580 | } |
478 | |
581 | |
479 | /* setup num_free_spots and room_free_spots */ |
582 | /* setup num_free_spots and room_free_spots */ |
480 | find_spot_in_room_recursive(layout2,x,y,RP); |
583 | find_spot_in_room_recursive (layout2, x, y, RP); |
481 | |
584 | |
482 | if(number_of_free_spots_in_room > 0) { |
585 | if (number_of_free_spots_in_room > 0) |
|
|
586 | { |
483 | i = RANDOM()%number_of_free_spots_in_room; |
587 | i = RANDOM () % number_of_free_spots_in_room; |
484 | *kx = room_free_spots_x[i]; |
588 | *kx = room_free_spots_x[i]; |
485 | *ky = room_free_spots_y[i]; |
589 | *ky = room_free_spots_y[i]; |
486 | } |
590 | } |
487 | |
591 | |
488 | /* deallocate the temp. layout */ |
592 | /* deallocate the temp. layout */ |
489 | for(i=0;i<RP->Xsize;i++) { |
593 | for (i = 0; i < RP->Xsize; i++) |
|
|
594 | { |
490 | free(layout2[i]); |
595 | free (layout2[i]); |
491 | } |
596 | } |
492 | free(layout2); |
597 | free (layout2); |
493 | free(room_free_spots_x); |
598 | free (room_free_spots_x); |
494 | free(room_free_spots_y); |
599 | free (room_free_spots_y); |
495 | } |
600 | } |
496 | |
601 | |
497 | |
602 | |
498 | /* searches the map for a spot with walls around it. The more |
603 | /* searches the map for a spot with walls around it. The more |
499 | walls the better, but it'll settle for 1 wall, or even 0, but |
604 | walls the better, but it'll settle for 1 wall, or even 0, but |
500 | it'll return 0 if no FREE spots are found.*/ |
605 | it'll return 0 if no FREE spots are found.*/ |
501 | |
606 | |
|
|
607 | void |
502 | void find_enclosed_spot(mapstruct *map, int *cx, int *cy,RMParms *RP) { |
608 | find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) |
|
|
609 | { |
503 | int x,y; |
610 | int x, y; |
504 | int i; |
611 | int i; |
|
|
612 | |
505 | x = *cx;y=*cy; |
613 | x = *cx; |
|
|
614 | y = *cy; |
506 | |
615 | |
507 | for(i=0;i<=SIZEOFFREE1;i++) { |
616 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
617 | { |
508 | int lx,ly,sindex; |
618 | int lx, ly, sindex; |
|
|
619 | |
509 | lx = x +freearr_x[i]; |
620 | lx = x + freearr_x[i]; |
510 | ly = y +freearr_y[i]; |
621 | ly = y + freearr_y[i]; |
511 | sindex = surround_flag3(map,lx,ly,RP); |
622 | sindex = surround_flag3 (map, lx, ly, RP); |
512 | /* if it's blocked on 3 sides, it's enclosed */ |
623 | /* if it's blocked on 3 sides, it's enclosed */ |
513 | if(sindex==7 || sindex == 11 || sindex == 13 || sindex == 14) { |
624 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
514 | *cx= lx;*cy= ly; |
625 | { |
|
|
626 | *cx = lx; |
|
|
627 | *cy = ly; |
515 | return; |
628 | return; |
516 | } |
629 | } |
517 | } |
630 | } |
518 | |
631 | |
519 | /* OK, if we got here, we're obviously someplace where there's no enclosed |
632 | /* OK, if we got here, we're obviously someplace where there's no enclosed |
520 | spots--try to find someplace which is 2x enclosed. */ |
633 | spots--try to find someplace which is 2x enclosed. */ |
521 | for(i=0;i<=SIZEOFFREE1;i++) { |
634 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
635 | { |
522 | int lx,ly,sindex; |
636 | int lx, ly, sindex; |
|
|
637 | |
523 | lx = x +freearr_x[i]; |
638 | lx = x + freearr_x[i]; |
524 | ly = y +freearr_y[i]; |
639 | ly = y + freearr_y[i]; |
525 | sindex = surround_flag3(map,lx,ly,RP); |
640 | sindex = surround_flag3 (map, lx, ly, RP); |
526 | /* if it's blocked on 3 sides, it's enclosed */ |
641 | /* if it's blocked on 3 sides, it's enclosed */ |
527 | if(sindex==3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex==10 || sindex==12) { |
642 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
528 | *cx= lx;*cy= ly; |
643 | { |
|
|
644 | *cx = lx; |
|
|
645 | *cy = ly; |
|
|
646 | return; |
|
|
647 | } |
|
|
648 | } |
|
|
649 | |
|
|
650 | /* settle for one surround point */ |
|
|
651 | for (i = 0; i <= SIZEOFFREE1; i++) |
|
|
652 | { |
|
|
653 | int lx, ly, sindex; |
|
|
654 | |
|
|
655 | lx = x + freearr_x[i]; |
|
|
656 | ly = y + freearr_y[i]; |
|
|
657 | sindex = surround_flag3 (map, lx, ly, RP); |
|
|
658 | /* if it's blocked on 3 sides, it's enclosed */ |
|
|
659 | if (sindex) |
|
|
660 | { |
|
|
661 | *cx = lx; |
|
|
662 | *cy = ly; |
|
|
663 | return; |
|
|
664 | } |
|
|
665 | } |
|
|
666 | /* give up and return the closest free spot. */ |
|
|
667 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
|
|
668 | if (i != -1 && i <= SIZEOFFREE1) |
|
|
669 | { |
|
|
670 | *cx = x + freearr_x[i]; |
|
|
671 | *cy = y + freearr_y[i]; |
529 | return; |
672 | return; |
530 | } |
673 | } |
531 | } |
|
|
532 | |
|
|
533 | /* settle for one surround point */ |
|
|
534 | for(i=0;i<=SIZEOFFREE1;i++) { |
|
|
535 | int lx,ly,sindex; |
|
|
536 | lx = x +freearr_x[i]; |
|
|
537 | ly = y +freearr_y[i]; |
|
|
538 | sindex = surround_flag3(map,lx,ly,RP); |
|
|
539 | /* if it's blocked on 3 sides, it's enclosed */ |
|
|
540 | if(sindex) { |
|
|
541 | *cx= lx;*cy= ly; |
|
|
542 | return; |
|
|
543 | } |
|
|
544 | } |
|
|
545 | /* give up and return the closest free spot. */ |
|
|
546 | i = find_first_free_spot(&find_archetype("chest")->clone,map,x,y); |
|
|
547 | if(i!=-1&&i<=SIZEOFFREE1) { |
|
|
548 | *cx = x +freearr_x[i]; |
|
|
549 | *cy = y +freearr_y[i]; |
|
|
550 | return; |
|
|
551 | } |
|
|
552 | /* indicate failure */ |
674 | /* indicate failure */ |
553 | *cx=*cy=-1; |
675 | *cx = *cy = -1; |
554 | } |
676 | } |
555 | |
677 | |
556 | |
678 | |
|
|
679 | void |
557 | void remove_monsters(int x,int y,mapstruct *map) { |
680 | remove_monsters (int x, int y, mapstruct *map) |
|
|
681 | { |
558 | object *tmp; |
682 | object *tmp; |
559 | |
683 | |
560 | for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) |
684 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
561 | if(QUERY_FLAG(tmp,FLAG_ALIVE)) { |
685 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
562 | if(tmp->head) tmp=tmp->head; |
686 | { |
|
|
687 | if (tmp->head) |
|
|
688 | tmp = tmp->head; |
563 | remove_ob(tmp); |
689 | remove_ob (tmp); |
564 | free_object(tmp); |
690 | free_object (tmp); |
565 | tmp=get_map_ob(map,x,y); |
691 | tmp = get_map_ob (map, x, y); |
566 | if(tmp==NULL) break; |
692 | if (tmp == NULL) |
|
|
693 | break; |
567 | }; |
694 | }; |
568 | } |
695 | } |
569 | |
696 | |
570 | |
697 | |
571 | /* surrounds the point x,y by doors, so as to enclose something, like |
698 | /* surrounds the point x,y by doors, so as to enclose something, like |
572 | a chest. It only goes as far as the 8 squares surrounding, and |
699 | a chest. It only goes as far as the 8 squares surrounding, and |
573 | it'll remove any monsters it finds.*/ |
700 | it'll remove any monsters it finds.*/ |
574 | |
701 | |
|
|
702 | object ** |
575 | object ** surround_by_doors(mapstruct *map,char **layout,int x,int y,int opts) { |
703 | surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) |
|
|
704 | { |
576 | int i; |
705 | int i; |
577 | char *doors[2]; |
706 | char *doors[2]; |
578 | object **doorlist; |
707 | object **doorlist; |
579 | int ndoors_made=0; |
708 | int ndoors_made = 0; |
580 | doorlist = (object **) calloc(9, sizeof(object *)); /* 9 doors so we can hold termination null */ |
709 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
581 | |
710 | |
582 | /* this is a list we pick from, for horizontal and vertical doors */ |
711 | /* this is a list we pick from, for horizontal and vertical doors */ |
583 | if(opts&DOORED) { |
712 | if (opts & DOORED) |
|
|
713 | { |
584 | doors[0]="locked_door2"; |
714 | doors[0] = "locked_door2"; |
585 | doors[1]="locked_door1"; |
715 | doors[1] = "locked_door1"; |
586 | } |
716 | } |
587 | else { |
717 | else |
|
|
718 | { |
588 | doors[0]="door_1"; |
719 | doors[0] = "door_1"; |
589 | doors[1]="door_2"; |
720 | doors[1] = "door_2"; |
590 | } |
721 | } |
591 | |
722 | |
592 | /* place doors in all the 8 adjacent unblocked squares. */ |
723 | /* place doors in all the 8 adjacent unblocked squares. */ |
593 | for(i=1;i<9;i++) { |
724 | for (i = 1; i < 9; i++) |
|
|
725 | { |
594 | int x1 = x + freearr_x[i], y1 = y+freearr_y[i]; |
726 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
595 | |
727 | |
596 | if(!wall_blocked(map,x1,y1) |
728 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
597 | || layout[x1][y1]=='>') {/* place a door */ |
729 | { /* place a door */ |
598 | object * new_door=get_archetype( (freearr_x[i]==0)?doors[1]:doors[0]); |
730 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
|
|
731 | |
599 | new_door->x = x + freearr_x[i]; |
732 | new_door->x = x + freearr_x[i]; |
600 | new_door->y = y + freearr_y[i]; |
733 | new_door->y = y + freearr_y[i]; |
601 | remove_monsters(new_door->x,new_door->y,map); |
734 | remove_monsters (new_door->x, new_door->y, map); |
602 | insert_ob_in_map(new_door,map,NULL,0); |
735 | insert_ob_in_map (new_door, map, NULL, 0); |
603 | doorlist[ndoors_made]=new_door; |
736 | doorlist[ndoors_made] = new_door; |
604 | ndoors_made++; |
737 | ndoors_made++; |
605 | } |
738 | } |
606 | } |
739 | } |
607 | return doorlist; |
740 | return doorlist; |
608 | } |
741 | } |
609 | |
742 | |
610 | |
743 | |
611 | /* returns the first door in this square, or NULL if there isn't a door. */ |
744 | /* returns the first door in this square, or NULL if there isn't a door. */ |
|
|
745 | object * |
612 | object *door_in_square(mapstruct *map,int x,int y) { |
746 | door_in_square (mapstruct *map, int x, int y) |
|
|
747 | { |
613 | object *tmp; |
748 | object *tmp; |
|
|
749 | |
614 | for(tmp=get_map_ob(map,x,y);tmp!=NULL;tmp=tmp->above) |
750 | for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) |
615 | if(tmp->type == DOOR || tmp->type== LOCKED_DOOR) return tmp; |
751 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
|
|
752 | return tmp; |
616 | return NULL; |
753 | return NULL; |
617 | } |
754 | } |
618 | |
755 | |
619 | |
756 | |
620 | /* the workhorse routine, which finds the doors in a room */ |
757 | /* the workhorse routine, which finds the doors in a room */ |
|
|
758 | void |
621 | void find_doors_in_room_recursive(char **layout,mapstruct *map,int x,int y,object **doorlist,int *ndoors,RMParms *RP) { |
759 | find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
|
|
760 | { |
622 | int i,j; |
761 | int i, j; |
623 | object *door; |
762 | object *door; |
624 | |
763 | |
625 | /* bounds check x and y */ |
764 | /* bounds check x and y */ |
626 | if(!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) return; |
765 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
|
|
766 | return; |
627 | |
767 | |
628 | /* if the square is blocked or searched already, leave */ |
768 | /* if the square is blocked or searched already, leave */ |
629 | if(layout[x][y]==1) return; |
769 | if (layout[x][y] == 1) |
|
|
770 | return; |
630 | |
771 | |
631 | /* check off this point */ |
772 | /* check off this point */ |
632 | if(layout[x][y]=='#') { /* there could be a door here */ |
773 | if (layout[x][y] == '#') |
|
|
774 | { /* there could be a door here */ |
633 | layout[x][y]=1; |
775 | layout[x][y] = 1; |
634 | door=door_in_square(map,x,y); |
776 | door = door_in_square (map, x, y); |
635 | if(door!=NULL) { |
777 | if (door != NULL) |
|
|
778 | { |
636 | doorlist[*ndoors]=door; |
779 | doorlist[*ndoors] = door; |
637 | if(*ndoors>254) /* eek! out of memory */ |
780 | if (*ndoors > 254) /* eek! out of memory */ |
638 | { |
781 | { |
639 | LOG(llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
782 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
640 | return; |
783 | return; |
641 | } |
784 | } |
642 | *ndoors=*ndoors+1; |
785 | *ndoors = *ndoors + 1; |
643 | } |
786 | } |
644 | } |
787 | } |
645 | else { |
788 | else |
|
|
789 | { |
646 | layout[x][y]=1; |
790 | layout[x][y] = 1; |
647 | /* now search all the 8 squares around recursively for free spots,in random order */ |
791 | /* now search all the 8 squares around recursively for free spots,in random order */ |
648 | for(i=RANDOM()%8,j=0; j<8 && theMonsterToFind==NULL;i++,j++) { |
792 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
|
|
793 | { |
649 | find_doors_in_room_recursive(layout,map,x+freearr_x[i%8+1],y+freearr_y[i%8+1],doorlist,ndoors,RP); |
794 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
650 | } |
795 | } |
651 | } |
796 | } |
652 | } |
797 | } |
653 | |
798 | |
654 | /* find a random non-blocked spot in this room to drop a key. */ |
799 | /* find a random non-blocked spot in this room to drop a key. */ |
|
|
800 | object ** |
655 | object** find_doors_in_room(mapstruct *map,int x,int y,RMParms *RP) { |
801 | find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) |
|
|
802 | { |
656 | char **layout2; |
803 | char **layout2; |
657 | object **doorlist; |
804 | object **doorlist; |
658 | int i,j; |
805 | int i, j; |
659 | int ndoors=0; |
806 | int ndoors = 0; |
660 | |
807 | |
661 | doorlist = (object **)calloc(sizeof(int),256); |
808 | doorlist = (object **) calloc (sizeof (int), 256); |
662 | |
809 | |
663 | |
810 | |
664 | layout2 = (char **) calloc(sizeof(char *),RP->Xsize); |
811 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
665 | /* allocate and copy the layout, converting C to 0. */ |
812 | /* allocate and copy the layout, converting C to 0. */ |
666 | for(i=0;i<RP->Xsize;i++) { |
813 | for (i = 0; i < RP->Xsize; i++) |
|
|
814 | { |
667 | layout2[i]=(char *)calloc(sizeof(char),RP->Ysize); |
815 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
668 | for(j=0;j<RP->Ysize;j++) { |
816 | for (j = 0; j < RP->Ysize; j++) |
669 | if(wall_blocked(map,i,j)) layout2[i][j] = '#'; |
817 | { |
670 | } |
818 | if (wall_blocked (map, i, j)) |
|
|
819 | layout2[i][j] = '#'; |
|
|
820 | } |
671 | } |
821 | } |
672 | |
822 | |
673 | /* setup num_free_spots and room_free_spots */ |
823 | /* setup num_free_spots and room_free_spots */ |
674 | find_doors_in_room_recursive(layout2,map,x,y,doorlist,&ndoors,RP); |
824 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
675 | |
825 | |
676 | /* deallocate the temp. layout */ |
826 | /* deallocate the temp. layout */ |
677 | for(i=0;i<RP->Xsize;i++) { |
827 | for (i = 0; i < RP->Xsize; i++) |
|
|
828 | { |
678 | free(layout2[i]); |
829 | free (layout2[i]); |
679 | } |
830 | } |
680 | free(layout2); |
831 | free (layout2); |
681 | return doorlist; |
832 | return doorlist; |
682 | } |
833 | } |
683 | |
834 | |
684 | |
835 | |
685 | |
836 | |
686 | /* locks and/or hides all the doors in doorlist, or does nothing if |
837 | /* locks and/or hides all the doors in doorlist, or does nothing if |
687 | opts doesn't say to lock/hide doors. */ |
838 | opts doesn't say to lock/hide doors. */ |
688 | |
839 | |
|
|
840 | void |
689 | void lock_and_hide_doors(object **doorlist,mapstruct *map,int opts,RMParms *RP) { |
841 | lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) |
|
|
842 | { |
690 | object *door; |
843 | object *door; |
691 | int i; |
844 | int i; |
|
|
845 | |
692 | /* lock the doors and hide the keys. */ |
846 | /* lock the doors and hide the keys. */ |
693 | |
847 | |
694 | if(opts & DOORED) { |
848 | if (opts & DOORED) |
|
|
849 | { |
695 | for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { |
850 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
|
|
851 | { |
696 | object *new_door=get_archetype("locked_door1"); |
852 | object *new_door = get_archetype ("locked_door1"); |
697 | char keybuf[256]; |
853 | char keybuf[256]; |
|
|
854 | |
698 | door=doorlist[i]; |
855 | door = doorlist[i]; |
699 | new_door->face = door->face; |
856 | new_door->face = door->face; |
700 | new_door->x = door->x; |
857 | new_door->x = door->x; |
701 | new_door->y = door->y; |
858 | new_door->y = door->y; |
702 | remove_ob(door); |
859 | remove_ob (door); |
703 | free_object(door); |
860 | free_object (door); |
704 | doorlist[i]=new_door; |
861 | doorlist[i] = new_door; |
705 | insert_ob_in_map(new_door,map,NULL,0); |
862 | insert_ob_in_map (new_door, map, NULL, 0); |
706 | sprintf(keybuf,"%d",(int)RANDOM()); |
863 | sprintf (keybuf, "%d", (int) RANDOM ()); |
707 | new_door->slaying = add_string(keybuf); |
864 | new_door->slaying = keybuf; |
708 | keyplace(map,new_door->x,new_door->y,keybuf,NO_PASS_DOORS,2,RP); |
865 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
709 | } |
866 | } |
710 | } |
867 | } |
711 | |
868 | |
712 | /* change the faces of the doors and surrounding walls to hide them. */ |
869 | /* change the faces of the doors and surrounding walls to hide them. */ |
713 | if(opts & HIDDEN) { |
870 | if (opts & HIDDEN) |
|
|
871 | { |
714 | for(i=0,door=doorlist[0];doorlist[i]!=NULL;i++) { |
872 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
|
|
873 | { |
715 | object *wallface; |
874 | object *wallface; |
|
|
875 | |
716 | door=doorlist[i]; |
876 | door = doorlist[i]; |
717 | wallface=retrofit_joined_wall(map,door->x,door->y,1,RP); |
877 | wallface = retrofit_joined_wall (map, door->x, door->y, 1, RP); |
718 | if(wallface!=NULL) { |
878 | if (wallface != NULL) |
|
|
879 | { |
719 | retrofit_joined_wall(map,door->x-1,door->y,0,RP); |
880 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
720 | retrofit_joined_wall(map,door->x+1,door->y,0,RP); |
881 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
721 | retrofit_joined_wall(map,door->x,door->y-1,0,RP); |
882 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
722 | retrofit_joined_wall(map,door->x,door->y+1,0,RP); |
883 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
723 | door->face = wallface->face; |
884 | door->face = wallface->face; |
724 | if(!QUERY_FLAG(wallface,FLAG_REMOVED)) remove_ob(wallface); |
885 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
|
|
886 | remove_ob (wallface); |
725 | free_object(wallface); |
887 | free_object (wallface); |
|
|
888 | } |
726 | } |
889 | } |
727 | } |
|
|
728 | } |
890 | } |
729 | } |
891 | } |