1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
25 | |
26 | |
26 | |
|
|
27 | |
|
|
28 | #include <global.h> |
27 | #include <global.h> |
29 | #include <random_map.h> |
28 | #include <rmg.h> |
30 | #include <rproto.h> |
29 | #include <rproto.h> |
31 | |
30 | |
32 | /* some defines for various options which can be set. */ |
31 | /* some defines for various options which can be set. */ |
33 | |
32 | |
34 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
33 | #define CONCENTRATED 1 /* all the treasure is at the C's for onions. */ |
… | |
… | |
42 | #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 */ |
43 | |
42 | |
44 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
45 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
46 | |
45 | |
47 | |
46 | static object *find_closest_monster (maptile *map, int x, int y); |
48 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
47 | static object *find_monster_in_room (maptile *map, int x, int y); |
49 | * and doors but not monsters. |
48 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky); |
50 | * This function is not map tile aware. |
|
|
51 | */ |
|
|
52 | |
|
|
53 | int |
|
|
54 | wall_blocked (maptile *m, int x, int y) |
|
|
55 | { |
|
|
56 | int r; |
|
|
57 | |
|
|
58 | if (OUT_OF_REAL_MAP (m, x, y)) |
|
|
59 | return 1; |
|
|
60 | r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
|
|
61 | return r; |
|
|
62 | } |
|
|
63 | |
|
|
64 | /* place treasures in the map, given the |
|
|
65 | map, (required) |
|
|
66 | layout, (required) |
|
|
67 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
|
|
68 | treasureoptions (may be 0 for random choices or positive) |
|
|
69 | */ |
|
|
70 | |
|
|
71 | void |
|
|
72 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) |
|
|
73 | { |
|
|
74 | char styledirname[256]; |
|
|
75 | char stylefilepath[256]; |
|
|
76 | maptile *style_map = 0; |
|
|
77 | int num_treasures; |
|
|
78 | |
|
|
79 | /* bail out if treasure isn't wanted. */ |
|
|
80 | if (treasure_style) |
|
|
81 | if (!strcmp (treasure_style, "none")) |
|
|
82 | return; |
|
|
83 | if (treasureoptions <= 0) |
|
|
84 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
|
|
85 | |
|
|
86 | /* filter out the mutually exclusive options */ |
|
|
87 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
|
|
88 | { |
|
|
89 | if (RANDOM () % 2) |
|
|
90 | treasureoptions -= 1; |
|
|
91 | else |
|
|
92 | treasureoptions -= 2; |
|
|
93 | } |
|
|
94 | |
|
|
95 | /* pick the number of treasures */ |
|
|
96 | if (treasureoptions & SPARSE) |
|
|
97 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
|
|
98 | else if (treasureoptions & RICH) |
|
|
99 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
|
|
100 | else |
|
|
101 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
|
|
102 | |
|
|
103 | if (num_treasures <= 0) |
|
|
104 | return; |
|
|
105 | |
|
|
106 | /* get the style map */ |
|
|
107 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
|
|
108 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
|
|
109 | style_map = find_style (styledirname, treasure_style, -1); |
|
|
110 | |
|
|
111 | /* all the treasure at one spot in the map. */ |
|
|
112 | if (treasureoptions & CONCENTRATED) |
|
|
113 | { |
|
|
114 | |
|
|
115 | /* map_layout_style global, and is previously set */ |
|
|
116 | switch (RP->map_layout_style) |
|
|
117 | { |
|
|
118 | case ONION_LAYOUT: |
|
|
119 | case SPIRAL_LAYOUT: |
|
|
120 | case SQUARE_SPIRAL_LAYOUT: |
|
|
121 | { |
|
|
122 | int i, j; |
|
|
123 | |
|
|
124 | /* search the onion for C's or '>', and put treasure there. */ |
|
|
125 | for (i = 0; i < RP->Xsize; i++) |
|
|
126 | { |
|
|
127 | for (j = 0; j < RP->Ysize; j++) |
|
|
128 | { |
|
|
129 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
|
|
130 | { |
|
|
131 | int tdiv = RP->symmetry_used; |
|
|
132 | object **doorlist; |
|
|
133 | object *chest; |
|
|
134 | |
|
|
135 | if (tdiv == 3) |
|
|
136 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
|
|
137 | /* don't put a chest on an exit. */ |
|
|
138 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
|
|
139 | if (!chest) |
|
|
140 | continue; /* if no chest was placed NEXT */ |
|
|
141 | if (treasureoptions & (DOORED | HIDDEN)) |
|
|
142 | { |
|
|
143 | doorlist = find_doors_in_room (map, i, j, RP); |
|
|
144 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
|
|
145 | free (doorlist); |
|
|
146 | } |
|
|
147 | } |
|
|
148 | } |
|
|
149 | } |
|
|
150 | break; |
|
|
151 | } |
|
|
152 | default: |
|
|
153 | { |
|
|
154 | int i, j, tries; |
|
|
155 | object *chest; |
|
|
156 | object **doorlist; |
|
|
157 | |
|
|
158 | i = j = -1; |
|
|
159 | tries = 0; |
|
|
160 | while (i == -1 && tries < 100) |
|
|
161 | { |
|
|
162 | i = RANDOM () % (RP->Xsize - 2) + 1; |
|
|
163 | j = RANDOM () % (RP->Ysize - 2) + 1; |
|
|
164 | find_enclosed_spot (map, &i, &j, RP); |
|
|
165 | if (wall_blocked (map, i, j)) |
|
|
166 | i = -1; |
|
|
167 | tries++; |
|
|
168 | } |
|
|
169 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
|
|
170 | if (!chest) |
|
|
171 | return; |
|
|
172 | i = chest->x; |
|
|
173 | j = chest->y; |
|
|
174 | if (treasureoptions & (DOORED | HIDDEN)) |
|
|
175 | { |
|
|
176 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
|
|
177 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
|
|
178 | free (doorlist); |
|
|
179 | } |
|
|
180 | } |
|
|
181 | } |
|
|
182 | } |
|
|
183 | else |
|
|
184 | { /* DIFFUSE treasure layout */ |
|
|
185 | int ti, i, j; |
|
|
186 | |
|
|
187 | for (ti = 0; ti < num_treasures; ti++) |
|
|
188 | { |
|
|
189 | i = RANDOM () % (RP->Xsize - 2) + 1; |
|
|
190 | j = RANDOM () % (RP->Ysize - 2) + 1; |
|
|
191 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
|
|
192 | } |
|
|
193 | } |
|
|
194 | } |
|
|
195 | |
|
|
196 | |
|
|
197 | |
|
|
198 | /* put a chest into the map, near x and y, with the treasure style |
|
|
199 | determined (may be null, or may be a treasure list from lib/treasures, |
|
|
200 | if the global variable "treasurestyle" is set to that treasure list's name */ |
|
|
201 | |
|
|
202 | object * |
|
|
203 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, RMParms * RP) |
49 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
204 | { |
50 | static object **find_doors_in_room (maptile *map, int x, int y); |
205 | object *the_chest; |
51 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
206 | int i, xl, yl; |
52 | static void find_enclosed_spot (maptile *map, int *cx, int *cy); |
|
|
53 | static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts); |
207 | |
54 | |
208 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
55 | /* a macro to get a strongly centered random distribution, |
|
|
56 | from 0 to x, centered at x/2 */ |
|
|
57 | static int |
|
|
58 | bc_random (int x) |
|
|
59 | { |
|
|
60 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
|
|
61 | } |
209 | |
62 | |
210 | /* first, find a place to put the chest. */ |
63 | static object * |
211 | i = find_first_free_spot (the_chest, map, x, y); |
64 | gen_key (const shstr &keycode) |
212 | if (i == -1) |
65 | { |
213 | { |
66 | /* get a key and set its keycode */ |
214 | the_chest->destroy (); |
67 | object *key = archetype::get (shstr_key_random_map); |
215 | return NULL; |
68 | key->slaying = keycode; |
216 | } |
|
|
217 | xl = x + freearr_x[i]; |
|
|
218 | yl = y + freearr_y[i]; |
|
|
219 | |
|
|
220 | /* if the placement is blocked, return a fail. */ |
|
|
221 | if (wall_blocked (map, xl, yl)) |
|
|
222 | return 0; |
69 | return key; |
223 | |
|
|
224 | |
|
|
225 | /* put the treasures in the chest. */ |
|
|
226 | /* if(style_map) { */ |
|
|
227 | #if 0 /* don't use treasure style maps for now! */ |
|
|
228 | int ti; |
|
|
229 | |
|
|
230 | /* if treasurestyle lists a treasure list, use it. */ |
|
|
231 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
|
|
232 | |
|
|
233 | if (tlist != NULL) |
|
|
234 | for (ti = 0; ti < n_treasures; ti++) |
|
|
235 | { /* use the treasure list */ |
|
|
236 | object *new_treasure = pick_random_object (style_map); |
|
|
237 | |
|
|
238 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
|
|
239 | } |
|
|
240 | else |
|
|
241 | { /* use the style map */ |
|
|
242 | the_chest->randomitems = tlist; |
|
|
243 | the_chest->stats.hp = n_treasures; |
|
|
244 | } |
|
|
245 | #endif |
|
|
246 | else |
|
|
247 | { /* neither style_map no treasure list given */ |
|
|
248 | treasurelist *tlist = find_treasurelist ("chest"); |
|
|
249 | |
|
|
250 | the_chest->randomitems = tlist; |
|
|
251 | the_chest->stats.hp = n_treasures; |
|
|
252 | } |
|
|
253 | |
|
|
254 | /* stick a trap in the chest if required */ |
|
|
255 | if (treasureoptions & TRAPPED) |
|
|
256 | { |
|
|
257 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
|
|
258 | object *the_trap; |
|
|
259 | |
|
|
260 | if (trap_map) |
|
|
261 | { |
|
|
262 | the_trap = pick_random_object (trap_map); |
|
|
263 | the_trap->stats.Cha = 10 + RP->difficulty; |
|
|
264 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
|
|
265 | if (the_trap) |
|
|
266 | { |
|
|
267 | object *new_trap; |
|
|
268 | |
|
|
269 | new_trap = arch_to_object (the_trap->arch); |
|
|
270 | new_trap->copy_to (the_trap); |
|
|
271 | new_trap->x = x; |
|
|
272 | new_trap->y = y; |
|
|
273 | insert_ob_in_ob (new_trap, the_chest); |
|
|
274 | } |
|
|
275 | } |
|
|
276 | } |
|
|
277 | |
|
|
278 | /* set the chest lock code, and call the keyplacer routine with |
|
|
279 | the lockcode. It's not worth bothering to lock the chest if |
|
|
280 | there's only 1 treasure.... */ |
|
|
281 | |
|
|
282 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
|
|
283 | { |
|
|
284 | char keybuf[256]; |
|
|
285 | |
|
|
286 | sprintf (keybuf, "%d", (int) RANDOM ()); |
|
|
287 | the_chest->slaying = keybuf; |
|
|
288 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
|
|
289 | } |
|
|
290 | |
|
|
291 | /* actually place the chest. */ |
|
|
292 | the_chest->x = xl; |
|
|
293 | the_chest->y = yl; |
|
|
294 | insert_ob_in_map (the_chest, map, NULL, 0); |
|
|
295 | return the_chest; |
|
|
296 | } |
70 | } |
297 | |
|
|
298 | |
|
|
299 | /* finds the closest monster and returns him, regardless of doors |
|
|
300 | or walls */ |
|
|
301 | object * |
|
|
302 | find_closest_monster (maptile *map, int x, int y, RMParms * RP) |
|
|
303 | { |
|
|
304 | int i; |
|
|
305 | |
|
|
306 | for (i = 0; i < SIZEOFFREE; i++) |
|
|
307 | { |
|
|
308 | int lx, ly; |
|
|
309 | |
|
|
310 | lx = x + freearr_x[i]; |
|
|
311 | ly = y + freearr_y[i]; |
|
|
312 | /* boundscheck */ |
|
|
313 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
|
|
314 | /* don't bother searching this square unless the map says life exists. */ |
|
|
315 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
|
|
316 | { |
|
|
317 | object *the_monster = GET_MAP_OB (map, lx, ly); |
|
|
318 | |
|
|
319 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
|
|
320 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
|
|
321 | return the_monster; |
|
|
322 | } |
|
|
323 | } |
|
|
324 | return NULL; |
|
|
325 | } |
|
|
326 | |
|
|
327 | |
|
|
328 | |
71 | |
329 | /* places keys in the map, preferably in something alive. |
72 | /* places keys in the map, preferably in something alive. |
330 | keycode is the key's code, |
73 | keycode is the key's code, |
331 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
74 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
332 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
75 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
… | |
… | |
334 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
77 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
335 | |
78 | |
336 | The idea is that you call keyplace on x,y where a door is, and it'll make |
79 | The idea is that you call keyplace on x,y where a door is, and it'll make |
337 | sure a key is placed on both sides of the door. |
80 | sure a key is placed on both sides of the door. |
338 | */ |
81 | */ |
339 | |
82 | static int |
340 | int |
|
|
341 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP) |
83 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys) |
342 | { |
84 | { |
343 | int i, j; |
85 | int i, j; |
344 | int kx, ky; |
86 | int kx = 0, ky = 0; |
345 | object *the_keymaster; /* the monster that gets the key. */ |
87 | object *the_keymaster; /* the monster that gets the key. */ |
346 | object *the_key; |
88 | object *the_key = gen_key (keycode); |
347 | |
|
|
348 | /* get a key and set its keycode */ |
|
|
349 | the_key = get_archetype ("key2"); |
|
|
350 | the_key->slaying = keycode; |
|
|
351 | |
89 | |
352 | if (door_flag == PASS_DOORS) |
90 | if (door_flag == PASS_DOORS) |
353 | { |
91 | { |
354 | int tries = 0; |
92 | int tries = 0; |
355 | |
93 | |
356 | the_keymaster = NULL; |
94 | the_keymaster = 0; |
357 | while (tries < 15 && the_keymaster == NULL) |
95 | while (tries < 15 && !the_keymaster) |
358 | { |
96 | { |
359 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
97 | i = rmg_rndm (map->width - 2) + 1; |
360 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
98 | j = rmg_rndm (map->height - 2) + 1; |
361 | tries++; |
99 | tries++; |
362 | the_keymaster = find_closest_monster (map, i, j, RP); |
100 | the_keymaster = find_closest_monster (map, i, j); |
363 | } |
101 | } |
|
|
102 | |
364 | /* if we don't find a good keymaster, drop the key on the ground. */ |
103 | /* if we don't find a good keymaster, drop the key on the ground. */ |
365 | if (the_keymaster == NULL) |
104 | if (!the_keymaster) |
366 | { |
105 | { |
367 | int freeindex; |
106 | int freeindex; |
368 | |
107 | |
369 | freeindex = -1; |
108 | freeindex = -1; |
370 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
109 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
371 | { |
110 | { |
372 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
111 | kx = rmg_rndm (map->width - 2) + 1; |
373 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
112 | ky = rmg_rndm (map->height - 2) + 1; |
374 | freeindex = find_first_free_spot (the_key, map, kx, ky); |
113 | freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
375 | } |
114 | } |
|
|
115 | |
|
|
116 | // can freeindex ever be < 0? |
376 | if (freeindex != -1) |
117 | if (freeindex >= 0) |
377 | { |
118 | { |
378 | kx += freearr_x[freeindex]; |
119 | kx += freearr_x [freeindex]; |
379 | ky += freearr_y[freeindex]; |
120 | ky += freearr_y [freeindex]; |
380 | } |
121 | } |
381 | } |
122 | } |
382 | } |
123 | } |
383 | else |
124 | else |
384 | { /* NO_PASS_DOORS --we have to work harder. */ |
125 | { /* NO_PASS_DOORS --we have to work harder. */ |
385 | /* don't try to keyplace if we're sitting on a blocked square and |
126 | /* don't try to keyplace if we're sitting on a blocked square and |
386 | NO_PASS_DOORS is set. */ |
127 | NO_PASS_DOORS is set. */ |
387 | if (n_keys == 1) |
128 | if (n_keys == 1) |
388 | { |
129 | { |
389 | if (wall_blocked (map, x, y)) |
130 | if (wall_blocked (map, x, y)) |
|
|
131 | { |
|
|
132 | the_key->destroy (); |
390 | return 0; |
133 | return 0; |
|
|
134 | } |
|
|
135 | |
391 | the_keymaster = find_monster_in_room (map, x, y, RP); |
136 | the_keymaster = find_monster_in_room (map, x, y); |
392 | if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */ |
137 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
393 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
138 | find_spot_in_room (map, x, y, &kx, &ky); |
394 | } |
139 | } |
395 | else |
140 | else |
396 | { |
141 | { |
397 | int sum = 0; /* count how many keys we actually place */ |
142 | int sum = 0; /* count how many keys we actually place */ |
398 | |
143 | |
399 | /* I'm lazy, so just try to place in all 4 directions. */ |
144 | /* I'm lazy, so just try to place in all 4 directions. */ |
400 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
145 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1); |
401 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
146 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1); |
402 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
147 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1); |
403 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
148 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1); |
|
|
149 | |
404 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
150 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
405 | { /* diagnoally this time. */ |
151 | { /* diagonally this time. */ |
406 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
152 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1); |
407 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
153 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1); |
408 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
154 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1); |
409 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
155 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1); |
410 | } |
156 | } |
|
|
157 | |
|
|
158 | the_key->destroy (); |
411 | return 1; |
159 | return 1; |
412 | } |
160 | } |
413 | } |
161 | } |
414 | |
162 | |
415 | if (the_keymaster == NULL) |
163 | if (the_keymaster) |
|
|
164 | the_keymaster->head_ ()->insert (the_key); |
|
|
165 | else |
416 | { |
166 | { |
417 | the_key->x = kx; |
167 | the_key->x = kx; |
418 | the_key->y = ky; |
168 | the_key->y = ky; |
419 | insert_ob_in_map (the_key, map, NULL, 0); |
169 | insert_ob_in_map (the_key, map, NULL, 0); |
420 | return 1; |
|
|
421 | } |
170 | } |
422 | |
171 | |
423 | insert_ob_in_ob (the_key, the_keymaster); |
|
|
424 | return 1; |
172 | return 1; |
425 | } |
173 | } |
426 | |
174 | |
|
|
175 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
|
|
176 | * and doors but not monsters. |
|
|
177 | * This function is not map tile aware. |
|
|
178 | */ |
|
|
179 | int |
|
|
180 | wall_blocked (maptile *m, int x, int y) |
|
|
181 | { |
|
|
182 | if (OUT_OF_REAL_MAP (m, x, y)) |
|
|
183 | return 1; |
427 | |
184 | |
|
|
185 | m->at (x, y).update (); |
|
|
186 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
|
|
187 | } |
|
|
188 | |
|
|
189 | /* place treasures in the map, given the |
|
|
190 | map, (required) |
|
|
191 | maze, (required) |
|
|
192 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
|
|
193 | treasureoptions (may be 0 for random choices or positive) |
|
|
194 | */ |
|
|
195 | void |
|
|
196 | place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP) |
|
|
197 | { |
|
|
198 | int num_treasures; |
|
|
199 | |
|
|
200 | /* bail out if treasure isn't wanted. */ |
|
|
201 | if (treasure_style) |
|
|
202 | if (!strcmp (treasure_style, "none")) |
|
|
203 | return; |
|
|
204 | |
|
|
205 | if (treasureoptions <= 0) |
|
|
206 | treasureoptions = rmg_rndm (2 * LAST_OPTION); |
|
|
207 | |
|
|
208 | /* filter out the mutually exclusive options */ |
|
|
209 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
|
|
210 | { |
|
|
211 | if (rmg_rndm (2)) |
|
|
212 | treasureoptions -= 1; |
|
|
213 | else |
|
|
214 | treasureoptions -= 2; |
|
|
215 | } |
|
|
216 | |
|
|
217 | /* pick the number of treasures */ |
|
|
218 | if (treasureoptions & SPARSE) |
|
|
219 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
|
|
220 | else if (treasureoptions & RICH) |
|
|
221 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
|
|
222 | else |
|
|
223 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
|
|
224 | |
|
|
225 | if (num_treasures <= 0) |
|
|
226 | return; |
|
|
227 | |
|
|
228 | /* get the style map */ |
|
|
229 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); |
|
|
230 | |
|
|
231 | if (!style_map) |
|
|
232 | { |
|
|
233 | LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); |
|
|
234 | return; |
|
|
235 | } |
|
|
236 | |
|
|
237 | /* all the treasure at one spot in the map. */ |
|
|
238 | if (treasureoptions & CONCENTRATED) |
|
|
239 | { |
|
|
240 | /* map_layout_style global, and is previously set */ |
|
|
241 | switch (RP->map_layout_style) |
|
|
242 | { |
|
|
243 | case LAYOUT_ONION: |
|
|
244 | case LAYOUT_SPIRAL: |
|
|
245 | case LAYOUT_SQUARE_SPIRAL: |
|
|
246 | { |
|
|
247 | int i, j; |
|
|
248 | |
|
|
249 | /* search the onion for C's or '>', and put treasure there. */ |
|
|
250 | for (i = 0; i < RP->Xsize; i++) |
|
|
251 | { |
|
|
252 | for (j = 0; j < RP->Ysize; j++) |
|
|
253 | { |
|
|
254 | if (maze[i][j] == 'C' || maze[i][j] == '>') |
|
|
255 | { |
|
|
256 | int tdiv = RP->symmetry_used; |
|
|
257 | object *chest; |
|
|
258 | |
|
|
259 | if (tdiv == 3) |
|
|
260 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
|
|
261 | |
|
|
262 | /* don't put a chest on an exit. */ |
|
|
263 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
|
|
264 | |
|
|
265 | if (!chest) |
|
|
266 | continue; /* if no chest was placed NEXT */ |
|
|
267 | |
|
|
268 | if (treasureoptions & (DOORED | HIDDEN)) |
|
|
269 | { |
|
|
270 | object **doorlist = find_doors_in_room (map, i, j); |
|
|
271 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
|
|
272 | free (doorlist); |
|
|
273 | } |
|
|
274 | } |
|
|
275 | } |
|
|
276 | } |
|
|
277 | break; |
|
|
278 | } |
|
|
279 | |
|
|
280 | default: |
|
|
281 | { |
|
|
282 | int i, j, tries; |
|
|
283 | object *chest; |
|
|
284 | object **doorlist; |
|
|
285 | |
|
|
286 | i = j = -1; |
|
|
287 | tries = 0; |
|
|
288 | while (i == -1 && tries < 100) |
|
|
289 | { |
|
|
290 | i = rmg_rndm (RP->Xsize - 2) + 1; |
|
|
291 | j = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
292 | |
|
|
293 | find_enclosed_spot (map, &i, &j); |
|
|
294 | |
|
|
295 | if (wall_blocked (map, i, j)) |
|
|
296 | i = -1; |
|
|
297 | |
|
|
298 | tries++; |
|
|
299 | } |
|
|
300 | |
|
|
301 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
|
|
302 | |
|
|
303 | if (!chest) |
|
|
304 | return; |
|
|
305 | |
|
|
306 | i = chest->x; |
|
|
307 | j = chest->y; |
|
|
308 | if (treasureoptions & (DOORED | HIDDEN)) |
|
|
309 | { |
|
|
310 | doorlist = surround_by_doors (map, maze, i, j, treasureoptions); |
|
|
311 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
|
|
312 | free (doorlist); |
|
|
313 | } |
|
|
314 | } |
|
|
315 | } |
|
|
316 | } |
|
|
317 | else |
|
|
318 | { /* DIFFUSE treasure maze */ |
|
|
319 | int ti, i, j; |
|
|
320 | |
|
|
321 | for (ti = 0; ti < num_treasures; ti++) |
|
|
322 | { |
|
|
323 | i = rmg_rndm (RP->Xsize - 2) + 1; |
|
|
324 | j = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
325 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
|
|
326 | } |
|
|
327 | } |
|
|
328 | } |
|
|
329 | |
|
|
330 | /* put a chest into the map, near x and y, with the treasure style |
|
|
331 | determined (may be null, or may be a treasure list from lib/treasures, |
|
|
332 | if the global variable "treasurestyle" is set to that treasure list's name */ |
|
|
333 | static object * |
|
|
334 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
|
|
335 | { |
|
|
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
|
|
337 | |
|
|
338 | /* first, find a place to put the chest. */ |
|
|
339 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
|
|
340 | if (i == -1) |
|
|
341 | { |
|
|
342 | the_chest->destroy (); |
|
|
343 | return NULL; |
|
|
344 | } |
|
|
345 | |
|
|
346 | int xl = x + freearr_x[i]; |
|
|
347 | int yl = y + freearr_y[i]; |
|
|
348 | |
|
|
349 | /* if the placement is blocked, return a fail. */ |
|
|
350 | if (wall_blocked (map, xl, yl)) |
|
|
351 | return 0; |
|
|
352 | |
|
|
353 | /* put the treasures in the chest. */ |
|
|
354 | /* if(style_map) { */ |
|
|
355 | #if 0 /* don't use treasure style maps for now! */ |
|
|
356 | int ti; |
|
|
357 | |
|
|
358 | /* if treasurestyle lists a treasure list, use it. */ |
|
|
359 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
|
|
360 | |
|
|
361 | if (tlist != NULL) |
|
|
362 | for (ti = 0; ti < n_treasures; ti++) |
|
|
363 | { /* use the treasure list */ |
|
|
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
|
|
365 | |
|
|
366 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
|
|
367 | } |
|
|
368 | else |
|
|
369 | { /* use the style map */ |
|
|
370 | the_chest->randomitems = tlist; |
|
|
371 | the_chest->stats.hp = n_treasures; |
|
|
372 | } |
|
|
373 | #endif |
|
|
374 | { /* neither style_map no treasure list given */ |
|
|
375 | treasurelist *tlist = treasurelist::find ("chest"); |
|
|
376 | |
|
|
377 | the_chest->randomitems = tlist; |
|
|
378 | the_chest->stats.hp = n_treasures; |
|
|
379 | } |
|
|
380 | |
|
|
381 | /* stick a trap in the chest if required */ |
|
|
382 | if (treasureoptions & TRAPPED) |
|
|
383 | { |
|
|
384 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); |
|
|
385 | |
|
|
386 | if (trap_map) |
|
|
387 | { |
|
|
388 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
|
|
389 | |
|
|
390 | the_trap->stats.Cha = 10 + RP->difficulty; |
|
|
391 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
|
|
392 | |
|
|
393 | if (the_trap) |
|
|
394 | { |
|
|
395 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
|
|
396 | |
|
|
397 | new_trap->x = x; |
|
|
398 | new_trap->y = y; |
|
|
399 | insert_ob_in_ob (new_trap, the_chest); |
|
|
400 | } |
|
|
401 | } |
|
|
402 | } |
|
|
403 | |
|
|
404 | /* set the chest lock code, and call the keyplacer routine with |
|
|
405 | the lockcode. It's not worth bothering to lock the chest if |
|
|
406 | there's only 1 treasure.... */ |
|
|
407 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
|
|
408 | { |
|
|
409 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
|
|
410 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1); |
|
|
411 | } |
|
|
412 | |
|
|
413 | /* actually place the chest. */ |
|
|
414 | the_chest->x = xl; |
|
|
415 | the_chest->y = yl; |
|
|
416 | insert_ob_in_map (the_chest, map, NULL, 0); |
|
|
417 | return the_chest; |
|
|
418 | } |
|
|
419 | |
|
|
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
|
|
421 | static object * |
|
|
422 | find_closest_monster (maptile *map, int x, int y) |
|
|
423 | { |
|
|
424 | int i; |
|
|
425 | |
|
|
426 | for (i = 0; i < SIZEOFFREE; i++) |
|
|
427 | { |
|
|
428 | int lx, ly; |
|
|
429 | |
|
|
430 | lx = x + freearr_x[i]; |
|
|
431 | ly = y + freearr_y[i]; |
|
|
432 | /* boundscheck */ |
|
|
433 | if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height) |
|
|
434 | /* don't bother searching this square unless the map says life exists. */ |
|
|
435 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
|
|
436 | { |
|
|
437 | object *the_monster = GET_MAP_OB (map, lx, ly); |
|
|
438 | |
|
|
439 | for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above) |
|
|
440 | ; |
|
|
441 | |
|
|
442 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
|
|
443 | return the_monster; |
|
|
444 | } |
|
|
445 | } |
|
|
446 | return NULL; |
|
|
447 | } |
428 | |
448 | |
429 | /* both find_monster_in_room routines need to have access to this. */ |
449 | /* both find_monster_in_room routines need to have access to this. */ |
430 | |
450 | |
431 | object *theMonsterToFind; |
451 | static object *theMonsterToFind; |
432 | |
452 | |
433 | /* a recursive routine which will return a monster, eventually,if there is one. |
453 | /* a recursive routine which will return a monster, eventually,if there is one. |
434 | it does a check-off on the layout, converting 0's to 1's */ |
454 | it does a check-off on the maze, converting 0's to 1's */ |
435 | |
455 | static object * |
436 | object * |
|
|
437 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, RMParms * RP) |
456 | find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y) |
438 | { |
457 | { |
439 | int i, j; |
458 | int i, j; |
440 | |
459 | |
441 | /* if we've found a monster already, leave */ |
460 | /* if we've found a monster already, leave */ |
442 | if (theMonsterToFind != NULL) |
461 | if (theMonsterToFind != NULL) |
443 | return theMonsterToFind; |
462 | return theMonsterToFind; |
444 | |
463 | |
445 | /* bounds check x and y */ |
464 | /* bounds check x and y */ |
446 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
465 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
447 | return theMonsterToFind; |
466 | return theMonsterToFind; |
448 | |
467 | |
449 | /* if the square is blocked or searched already, leave */ |
468 | /* if the square is blocked or searched already, leave */ |
450 | if (layout[x][y] != 0) |
469 | if (maze[x][y] != 0) |
451 | return theMonsterToFind; /* might be NULL, that's fine. */ |
470 | return theMonsterToFind; /* might be NULL, that's fine. */ |
452 | |
471 | |
453 | /* check the current square for a monster. If there is one, |
472 | /* check the current square for a monster. If there is one, |
454 | set theMonsterToFind and return it. */ |
473 | set theMonsterToFind and return it. */ |
455 | layout[x][y] = 1; |
474 | maze[x][y] = 1; |
456 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
475 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
457 | { |
476 | { |
458 | object *the_monster = GET_MAP_OB (map, x, y); |
477 | object *the_monster = GET_MAP_OB (map, x, y); |
459 | |
478 | |
460 | /* check off this point */ |
479 | /* check off this point */ |
461 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); |
480 | for (; the_monster && (!the_monster->flag [FLAG_ALIVE]); the_monster = the_monster->above); |
462 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
481 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
463 | { |
482 | { |
464 | theMonsterToFind = the_monster; |
483 | theMonsterToFind = the_monster; |
465 | return theMonsterToFind; |
484 | return theMonsterToFind; |
466 | } |
485 | } |
467 | } |
486 | } |
468 | |
487 | |
469 | /* now search all the 8 squares around recursively for a monster,in random order */ |
488 | /* now search all the 8 squares around recursively for a monster,in random order */ |
470 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
489 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
471 | { |
490 | { |
472 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
491 | theMonsterToFind = find_monster_in_room_recursive (maze, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]); |
473 | if (theMonsterToFind != NULL) |
492 | if (theMonsterToFind) |
474 | return theMonsterToFind; |
493 | return theMonsterToFind; |
475 | } |
494 | } |
|
|
495 | |
476 | return theMonsterToFind; |
496 | return theMonsterToFind; |
477 | } |
497 | } |
478 | |
|
|
479 | |
498 | |
480 | /* sets up some data structures: the _recursive form does the |
499 | /* sets up some data structures: the _recursive form does the |
481 | real work. */ |
500 | real work. */ |
482 | |
501 | static object * |
483 | object * |
|
|
484 | find_monster_in_room (maptile *map, int x, int y, RMParms * RP) |
502 | find_monster_in_room (maptile *map, int x, int y) |
485 | { |
503 | { |
486 | char **layout2; |
504 | layout layout2 (map->width, map->height); |
487 | int i, j; |
505 | |
|
|
506 | // find walls |
|
|
507 | for (int i = 0; i < layout2.w; i++) |
|
|
508 | for (int j = 0; j < layout2.h; j++) |
|
|
509 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
488 | |
510 | |
489 | theMonsterToFind = 0; |
511 | theMonsterToFind = 0; |
490 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
491 | /* allocate and copy the layout, converting C to 0. */ |
|
|
492 | for (i = 0; i < RP->Xsize; i++) |
|
|
493 | { |
|
|
494 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
495 | for (j = 0; j < RP->Ysize; j++) |
|
|
496 | { |
|
|
497 | if (wall_blocked (map, i, j)) |
|
|
498 | layout2[i][j] = '#'; |
|
|
499 | } |
|
|
500 | } |
|
|
501 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
512 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y); |
502 | |
|
|
503 | /* deallocate the temp. layout */ |
|
|
504 | for (i = 0; i < RP->Xsize; i++) |
|
|
505 | { |
|
|
506 | free (layout2[i]); |
|
|
507 | } |
|
|
508 | free (layout2); |
|
|
509 | |
513 | |
510 | return theMonsterToFind; |
514 | return theMonsterToFind; |
511 | } |
515 | } |
512 | |
|
|
513 | |
|
|
514 | |
|
|
515 | |
|
|
516 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
|
|
517 | int *room_free_spots_x; |
|
|
518 | int *room_free_spots_y; |
|
|
519 | int number_of_free_spots_in_room; |
|
|
520 | |
516 | |
521 | /* the workhorse routine, which finds the free spots in a room: |
517 | /* the workhorse routine, which finds the free spots in a room: |
522 | a datastructure of free points is set up, and a position chosen from |
518 | a datastructure of free points is set up, and a position chosen from |
523 | that datastructure. */ |
519 | that datastructure. */ |
524 | |
520 | static void |
525 | void |
521 | find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y) |
526 | find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) |
|
|
527 | { |
522 | { |
528 | int i, j; |
|
|
529 | |
|
|
530 | /* bounds check x and y */ |
523 | /* bounds check x and y */ |
531 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
524 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
532 | return; |
525 | return; |
533 | |
526 | |
534 | /* if the square is blocked or searched already, leave */ |
527 | /* if the square is blocked or searched already, leave */ |
535 | if (layout[x][y] != 0) |
528 | if (maze[x][y] != 0) |
536 | return; |
529 | return; |
537 | |
530 | |
538 | /* set the current square as checked, and add it to the list. |
531 | /* set the current square as checked, and add it to the list. |
539 | set theMonsterToFind and return it. */ |
532 | set theMonsterToFind and return it. */ |
540 | /* check off this point */ |
533 | /* check off this point */ |
541 | layout[x][y] = 1; |
534 | maze[x][y] = 1; |
542 | room_free_spots_x[number_of_free_spots_in_room] = x; |
535 | spots.push (point (x, y)); |
543 | room_free_spots_y[number_of_free_spots_in_room] = y; |
536 | |
544 | number_of_free_spots_in_room++; |
|
|
545 | /* now search all the 8 squares around recursively for free spots,in random order */ |
537 | /* now search all the 8 squares around recursively for free spots,in random order */ |
546 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
538 | for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
547 | { |
|
|
548 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
539 | find_spot_in_room_recursive (maze, spots, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1]); |
549 | } |
|
|
550 | |
540 | |
551 | } |
541 | } |
552 | |
542 | |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
543 | /* find a random non-blocked spot in this room to drop a key. */ |
554 | void |
544 | static void |
555 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, RMParms * RP) |
545 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky) |
556 | { |
546 | { |
557 | char **layout2; |
547 | fixed_stack<point> spots (map->width * map->height); |
558 | int i, j; |
|
|
559 | |
548 | |
560 | number_of_free_spots_in_room = 0; |
549 | layout layout2 (map->width, map->height); |
561 | room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
|
|
562 | room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
|
|
563 | |
550 | |
564 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
565 | /* allocate and copy the layout, converting C to 0. */ |
551 | /* allocate and copy the maze, converting C to 0. */ |
566 | for (i = 0; i < RP->Xsize; i++) |
552 | for (int i = 0; i < map->width; i++) |
567 | { |
553 | for (int j = 0; j < map->height; j++) |
568 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
554 | layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0; |
569 | for (j = 0; j < RP->Ysize; j++) |
|
|
570 | { |
|
|
571 | if (wall_blocked (map, i, j)) |
|
|
572 | layout2[i][j] = '#'; |
|
|
573 | } |
|
|
574 | } |
|
|
575 | |
555 | |
576 | /* setup num_free_spots and room_free_spots */ |
556 | /* setup num_free_spots and room_free_spots */ |
577 | find_spot_in_room_recursive (layout2, x, y, RP); |
557 | find_spot_in_room_recursive (layout2, spots, x, y); |
578 | |
558 | |
579 | if (number_of_free_spots_in_room > 0) |
559 | if (spots.size) |
580 | { |
|
|
581 | i = RANDOM () % number_of_free_spots_in_room; |
|
|
582 | *kx = room_free_spots_x[i]; |
|
|
583 | *ky = room_free_spots_y[i]; |
|
|
584 | } |
560 | { |
|
|
561 | point p = spots [rmg_rndm (spots.size)]; |
585 | |
562 | |
586 | /* deallocate the temp. layout */ |
563 | *kx = p.x; |
587 | for (i = 0; i < RP->Xsize; i++) |
564 | *ky = p.y; |
588 | { |
565 | } |
589 | free (layout2[i]); |
|
|
590 | } |
|
|
591 | free (layout2); |
|
|
592 | free (room_free_spots_x); |
|
|
593 | free (room_free_spots_y); |
|
|
594 | } |
566 | } |
595 | |
|
|
596 | |
567 | |
597 | /* searches the map for a spot with walls around it. The more |
568 | /* searches the map for a spot with walls around it. The more |
598 | walls the better, but it'll settle for 1 wall, or even 0, but |
569 | walls the better, but it'll settle for 1 wall, or even 0, but |
599 | it'll return 0 if no FREE spots are found.*/ |
570 | it'll return 0 if no FREE spots are found.*/ |
600 | |
571 | static void |
601 | void |
|
|
602 | find_enclosed_spot (maptile *map, int *cx, int *cy, RMParms * RP) |
572 | find_enclosed_spot (maptile *map, int *cx, int *cy) |
603 | { |
573 | { |
604 | int x, y; |
574 | int x, y; |
605 | int i; |
575 | int i; |
606 | |
576 | |
607 | x = *cx; |
577 | x = *cx; |
… | |
… | |
611 | { |
581 | { |
612 | int lx, ly, sindex; |
582 | int lx, ly, sindex; |
613 | |
583 | |
614 | lx = x + freearr_x[i]; |
584 | lx = x + freearr_x[i]; |
615 | ly = y + freearr_y[i]; |
585 | ly = y + freearr_y[i]; |
616 | sindex = surround_flag3 (map, lx, ly, RP); |
586 | sindex = surround_flag3 (map, lx, ly); |
617 | /* if it's blocked on 3 sides, it's enclosed */ |
587 | /* if it's blocked on 3 sides, it's enclosed */ |
618 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
588 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
619 | { |
589 | { |
620 | *cx = lx; |
590 | *cx = lx; |
621 | *cy = ly; |
591 | *cy = ly; |
… | |
… | |
629 | { |
599 | { |
630 | int lx, ly, sindex; |
600 | int lx, ly, sindex; |
631 | |
601 | |
632 | lx = x + freearr_x[i]; |
602 | lx = x + freearr_x[i]; |
633 | ly = y + freearr_y[i]; |
603 | ly = y + freearr_y[i]; |
634 | sindex = surround_flag3 (map, lx, ly, RP); |
604 | sindex = surround_flag3 (map, lx, ly); |
635 | /* if it's blocked on 3 sides, it's enclosed */ |
605 | /* if it's blocked on 3 sides, it's enclosed */ |
636 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
606 | if (sindex == 3 || sindex == 5 || sindex == 9 || sindex == 6 || sindex == 10 || sindex == 12) |
637 | { |
607 | { |
638 | *cx = lx; |
608 | *cx = lx; |
639 | *cy = ly; |
609 | *cy = ly; |
… | |
… | |
646 | { |
616 | { |
647 | int lx, ly, sindex; |
617 | int lx, ly, sindex; |
648 | |
618 | |
649 | lx = x + freearr_x[i]; |
619 | lx = x + freearr_x[i]; |
650 | ly = y + freearr_y[i]; |
620 | ly = y + freearr_y[i]; |
651 | sindex = surround_flag3 (map, lx, ly, RP); |
621 | sindex = surround_flag3 (map, lx, ly); |
652 | /* if it's blocked on 3 sides, it's enclosed */ |
622 | /* if it's blocked on 3 sides, it's enclosed */ |
653 | if (sindex) |
623 | if (sindex) |
654 | { |
624 | { |
655 | *cx = lx; |
625 | *cx = lx; |
656 | *cy = ly; |
626 | *cy = ly; |
657 | return; |
627 | return; |
658 | } |
628 | } |
659 | } |
629 | } |
660 | /* give up and return the closest free spot. */ |
630 | /* give up and return the closest free spot. */ |
661 | i = find_first_free_spot (&archetype::find ("chest")->clone, map, x, y); |
631 | i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
662 | if (i != -1 && i <= SIZEOFFREE1) |
632 | |
|
|
633 | if (i != -1) |
663 | { |
634 | { |
664 | *cx = x + freearr_x[i]; |
635 | *cx = x + freearr_x[i]; |
665 | *cy = y + freearr_y[i]; |
636 | *cy = y + freearr_y[i]; |
666 | return; |
637 | } |
|
|
638 | else |
667 | } |
639 | { |
668 | /* indicate failure */ |
640 | /* indicate failure */ |
|
|
641 | *cx = -1; |
669 | *cx = *cy = -1; |
642 | *cy = -1; |
|
|
643 | } |
670 | } |
644 | } |
671 | |
645 | |
672 | |
646 | static void |
673 | void |
|
|
674 | remove_monsters (int x, int y, maptile *map) |
647 | remove_monsters (int x, int y, maptile *map) |
675 | { |
648 | { |
676 | object *tmp; |
649 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
677 | |
|
|
678 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
|
|
679 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
680 | { |
650 | { |
681 | if (tmp->head) |
651 | object *next = tmp->above; |
682 | tmp = tmp->head; |
652 | |
683 | tmp->remove (); |
653 | if (tmp->flag [FLAG_ALIVE]) |
684 | tmp->destroy (); |
654 | tmp->head_ ()->destroy (); |
685 | tmp = GET_MAP_OB (map, x, y); |
655 | |
686 | if (tmp == NULL) |
656 | tmp = next; |
687 | break; |
|
|
688 | }; |
657 | } |
689 | } |
658 | } |
690 | |
|
|
691 | |
659 | |
692 | /* surrounds the point x,y by doors, so as to enclose something, like |
660 | /* surrounds the point x,y by doors, so as to enclose something, like |
693 | a chest. It only goes as far as the 8 squares surrounding, and |
661 | a chest. It only goes as far as the 8 squares surrounding, and |
694 | it'll remove any monsters it finds.*/ |
662 | it'll remove any monsters it finds.*/ |
695 | |
663 | static object ** |
696 | object ** |
|
|
697 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
664 | surround_by_doors (maptile *map, char **maze, int x, int y, int opts) |
698 | { |
665 | { |
699 | int i; |
666 | int i; |
700 | char *doors[2]; |
667 | const char *doors[2]; |
701 | object **doorlist; |
668 | object **doorlist; |
702 | int ndoors_made = 0; |
669 | int ndoors_made = 0; |
703 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
670 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
704 | |
671 | |
705 | /* this is a list we pick from, for horizontal and vertical doors */ |
672 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
717 | /* place doors in all the 8 adjacent unblocked squares. */ |
684 | /* place doors in all the 8 adjacent unblocked squares. */ |
718 | for (i = 1; i < 9; i++) |
685 | for (i = 1; i < 9; i++) |
719 | { |
686 | { |
720 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
687 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
721 | |
688 | |
722 | if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') |
689 | if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>') |
723 | { /* place a door */ |
690 | { /* place a door */ |
|
|
691 | remove_monsters (x1, y1, map); |
|
|
692 | |
724 | object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); |
693 | object *new_door = archetype::get (freearr_x[i] == 0 ? doors[1] : doors[0]); |
725 | |
694 | map->insert (new_door, x1, y1); |
726 | new_door->x = x + freearr_x[i]; |
|
|
727 | new_door->y = y + freearr_y[i]; |
|
|
728 | remove_monsters (new_door->x, new_door->y, map); |
|
|
729 | insert_ob_in_map (new_door, map, NULL, 0); |
|
|
730 | doorlist[ndoors_made] = new_door; |
695 | doorlist[ndoors_made] = new_door; |
731 | ndoors_made++; |
696 | ndoors_made++; |
732 | } |
697 | } |
733 | } |
698 | } |
|
|
699 | |
734 | return doorlist; |
700 | return doorlist; |
735 | } |
701 | } |
736 | |
702 | |
737 | |
|
|
738 | /* returns the first door in this square, or NULL if there isn't a door. */ |
703 | /* returns the first door in this square, or NULL if there isn't a door. */ |
739 | object * |
704 | static object * |
740 | door_in_square (maptile *map, int x, int y) |
705 | door_in_square (maptile *map, int x, int y) |
741 | { |
706 | { |
742 | object *tmp; |
|
|
743 | |
|
|
744 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
707 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
745 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
708 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
746 | return tmp; |
709 | return tmp; |
|
|
710 | |
747 | return NULL; |
711 | return NULL; |
748 | } |
712 | } |
749 | |
713 | |
750 | |
|
|
751 | /* the workhorse routine, which finds the doors in a room */ |
714 | /* the workhorse routine, which finds the doors in a room */ |
752 | void |
715 | static void |
753 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) |
716 | find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors) |
754 | { |
717 | { |
755 | int i, j; |
718 | int i, j; |
756 | object *door; |
719 | object *door; |
757 | |
720 | |
758 | /* bounds check x and y */ |
721 | /* bounds check x and y */ |
759 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
722 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
760 | return; |
723 | return; |
761 | |
724 | |
762 | /* if the square is blocked or searched already, leave */ |
725 | /* if the square is blocked or searched already, leave */ |
763 | if (layout[x][y] == 1) |
726 | if (maze[x][y] == 1) |
764 | return; |
727 | return; |
765 | |
728 | |
766 | /* check off this point */ |
729 | /* check off this point */ |
767 | if (layout[x][y] == '#') |
730 | if (maze[x][y] == '#') |
768 | { /* there could be a door here */ |
731 | { /* there could be a door here */ |
769 | layout[x][y] = 1; |
732 | maze[x][y] = 1; |
770 | door = door_in_square (map, x, y); |
733 | door = door_in_square (map, x, y); |
771 | if (door != NULL) |
734 | if (door) |
772 | { |
735 | { |
773 | doorlist[*ndoors] = door; |
736 | doorlist[*ndoors] = door; |
|
|
737 | |
774 | if (*ndoors > 254) /* eek! out of memory */ |
738 | if (*ndoors > 1022) /* eek! out of memory */ |
775 | { |
739 | { |
776 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
740 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
777 | return; |
741 | return; |
778 | } |
742 | } |
|
|
743 | |
779 | *ndoors = *ndoors + 1; |
744 | *ndoors = *ndoors + 1; |
780 | } |
745 | } |
781 | } |
746 | } |
782 | else |
747 | else |
783 | { |
748 | { |
784 | layout[x][y] = 1; |
749 | maze[x][y] = 1; |
|
|
750 | |
785 | /* now search all the 8 squares around recursively for free spots,in random order */ |
751 | /* now search all the 8 squares around recursively for free spots,in random order */ |
786 | for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
752 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
787 | { |
753 | find_doors_in_room_recursive (maze, map, |
788 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
754 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
789 | } |
755 | doorlist, ndoors); |
790 | } |
756 | } |
791 | } |
757 | } |
792 | |
758 | |
793 | /* find a random non-blocked spot in this room to drop a key. */ |
759 | /* find a random non-blocked spot in this room to drop a key. */ |
794 | object ** |
760 | static object ** |
795 | find_doors_in_room (maptile *map, int x, int y, RMParms * RP) |
761 | find_doors_in_room (maptile *map, int x, int y) |
796 | { |
762 | { |
797 | char **layout2; |
|
|
798 | object **doorlist; |
|
|
799 | int i, j; |
763 | int i, j; |
800 | int ndoors = 0; |
764 | int ndoors = 0; |
801 | |
765 | |
802 | doorlist = (object **) calloc (sizeof (int), 256); |
766 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
803 | |
767 | |
|
|
768 | layout layout2 (map->width, map->height); |
|
|
769 | layout2.clear (); |
804 | |
770 | |
805 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
806 | /* allocate and copy the layout, converting C to 0. */ |
771 | /* allocate and copy the maze, converting C to 0. */ |
807 | for (i = 0; i < RP->Xsize; i++) |
772 | for (i = 0; i < map->width; i++) |
808 | { |
|
|
809 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
810 | for (j = 0; j < RP->Ysize; j++) |
773 | for (j = 0; j < map->height; j++) |
811 | { |
774 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
812 | if (wall_blocked (map, i, j)) |
|
|
813 | layout2[i][j] = '#'; |
|
|
814 | } |
|
|
815 | } |
|
|
816 | |
775 | |
817 | /* setup num_free_spots and room_free_spots */ |
776 | /* setup num_free_spots and room_free_spots */ |
818 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
777 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors); |
819 | |
778 | |
820 | /* deallocate the temp. layout */ |
|
|
821 | for (i = 0; i < RP->Xsize; i++) |
|
|
822 | { |
|
|
823 | free (layout2[i]); |
|
|
824 | } |
|
|
825 | free (layout2); |
|
|
826 | return doorlist; |
779 | return doorlist; |
827 | } |
780 | } |
828 | |
|
|
829 | |
|
|
830 | |
781 | |
831 | /* locks and/or hides all the doors in doorlist, or does nothing if |
782 | /* locks and/or hides all the doors in doorlist, or does nothing if |
832 | opts doesn't say to lock/hide doors. */ |
783 | opts doesn't say to lock/hide doors. */ |
833 | |
784 | static void |
834 | void |
|
|
835 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, RMParms * RP) |
785 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
836 | { |
786 | { |
837 | object *door; |
787 | object *door; |
838 | int i; |
788 | int i; |
839 | |
789 | |
840 | /* lock the doors and hide the keys. */ |
790 | /* lock the doors and hide the keys. */ |
841 | |
791 | |
842 | if (opts & DOORED) |
792 | if (opts & DOORED) |
843 | { |
793 | { |
844 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
794 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
845 | { |
795 | { |
846 | object *new_door = get_archetype ("locked_door1"); |
796 | object *new_door = archetype::get (shstr_locked_door1); |
847 | char keybuf[256]; |
|
|
848 | |
797 | |
849 | door = doorlist[i]; |
798 | door = doorlist[i]; |
850 | new_door->face = door->face; |
799 | new_door->face = door->face; |
851 | new_door->x = door->x; |
800 | new_door->x = door->x; |
852 | new_door->y = door->y; |
801 | new_door->y = door->y; |
853 | door->remove (); |
|
|
854 | door->destroy (); |
802 | door->destroy (); |
855 | doorlist[i] = new_door; |
803 | doorlist[i] = new_door; |
856 | insert_ob_in_map (new_door, map, NULL, 0); |
804 | insert_ob_in_map (new_door, map, NULL, 0); |
857 | sprintf (keybuf, "%d", (int) RANDOM ()); |
805 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
858 | new_door->slaying = keybuf; |
|
|
859 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
806 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2); |
860 | } |
807 | } |
861 | } |
808 | } |
862 | |
809 | |
863 | /* change the faces of the doors and surrounding walls to hide them. */ |
810 | /* change the faces of the doors and surrounding walls to hide them. */ |
864 | if (opts & HIDDEN) |
811 | if (opts & HIDDEN) |
… | |
… | |
873 | { |
820 | { |
874 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
821 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
875 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
822 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
876 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
823 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
877 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
824 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
|
|
825 | |
878 | door->face = wallface->face; |
826 | door->face = wallface->face; |
879 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
827 | |
880 | wallface->remove (); |
|
|
881 | wallface->destroy (); |
828 | wallface->destroy (); |
882 | } |
829 | } |
883 | } |
830 | } |
884 | } |
831 | } |
885 | } |
832 | } |