1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* placing treasure in maps, where appropriate. */ |
24 | /* placing treasure in maps, where appropriate. */ |
26 | |
25 | |
27 | #include <global.h> |
26 | #include <global.h> |
… | |
… | |
41 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
40 | #define LAST_OPTION 64 /* set this to the last real option, for random */ |
42 | |
41 | |
43 | #define NO_PASS_DOORS 0 |
42 | #define NO_PASS_DOORS 0 |
44 | #define PASS_DOORS 1 |
43 | #define PASS_DOORS 1 |
45 | |
44 | |
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45 | /* a macro to get a strongly centered random distribution, |
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46 | from 0 to x, centered at x/2 */ |
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47 | static int |
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48 | bc_random (int x) |
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49 | { |
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50 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
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51 | } |
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52 | |
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53 | static object * |
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54 | gen_key (const shstr &keycode) |
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55 | { |
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56 | /* get a key and set its keycode */ |
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57 | object *key = archetype::get (shstr_key_random_map); |
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58 | key->slaying = keycode; |
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59 | return key; |
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60 | } |
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61 | |
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62 | /* places keys in the map, preferably in something alive. |
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63 | keycode is the key's code, |
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64 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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65 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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66 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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67 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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68 | |
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69 | The idea is that you call keyplace on x,y where a door is, and it'll make |
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70 | sure a key is placed on both sides of the door. |
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71 | */ |
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72 | static int |
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73 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
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74 | { |
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75 | int i, j; |
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76 | int kx = 0, ky = 0; |
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77 | object *the_keymaster; /* the monster that gets the key. */ |
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78 | object *the_key = gen_key (keycode); |
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79 | |
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80 | if (door_flag == PASS_DOORS) |
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81 | { |
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82 | int tries = 0; |
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83 | |
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84 | the_keymaster = 0; |
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85 | while (tries < 15 && !the_keymaster) |
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86 | { |
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87 | i = rmg_rndm (RP->Xsize - 2) + 1; |
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88 | j = rmg_rndm (RP->Ysize - 2) + 1; |
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89 | tries++; |
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90 | the_keymaster = find_closest_monster (map, i, j, RP); |
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91 | } |
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92 | |
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93 | /* if we don't find a good keymaster, drop the key on the ground. */ |
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94 | if (!the_keymaster) |
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95 | { |
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96 | int freeindex; |
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97 | |
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98 | freeindex = -1; |
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99 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
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100 | { |
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101 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
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102 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
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103 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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104 | } |
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105 | |
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106 | // can freeindex ever be < 0? |
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107 | if (freeindex >= 0) |
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108 | { |
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109 | kx += freearr_x [freeindex]; |
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110 | ky += freearr_y [freeindex]; |
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111 | } |
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112 | } |
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113 | } |
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114 | else |
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115 | { /* NO_PASS_DOORS --we have to work harder. */ |
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116 | /* don't try to keyplace if we're sitting on a blocked square and |
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117 | NO_PASS_DOORS is set. */ |
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118 | if (n_keys == 1) |
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119 | { |
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120 | if (wall_blocked (map, x, y)) |
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121 | { |
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122 | the_key->destroy (true); |
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123 | return 0; |
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124 | } |
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125 | |
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126 | the_keymaster = find_monster_in_room (map, x, y, RP); |
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127 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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128 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
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129 | } |
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130 | else |
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131 | { |
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132 | int sum = 0; /* count how many keys we actually place */ |
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133 | |
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134 | /* I'm lazy, so just try to place in all 4 directions. */ |
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135 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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136 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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137 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
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138 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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139 | |
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140 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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141 | { /* diagonally this time. */ |
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142 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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143 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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144 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
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145 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
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146 | } |
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147 | |
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148 | the_key->destroy (true); |
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149 | return 1; |
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150 | } |
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151 | } |
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152 | |
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153 | if (the_keymaster) |
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154 | the_keymaster->head_ ()->insert (the_key); |
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155 | else |
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156 | { |
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157 | the_key->x = kx; |
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158 | the_key->y = ky; |
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159 | insert_ob_in_map (the_key, map, NULL, 0); |
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160 | } |
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161 | |
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162 | return 1; |
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163 | } |
46 | |
164 | |
47 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
165 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
48 | * and doors but not monsters. |
166 | * and doors but not monsters. |
49 | * This function is not map tile aware. |
167 | * This function is not map tile aware. |
50 | */ |
168 | */ |
… | |
… | |
52 | wall_blocked (maptile *m, int x, int y) |
170 | wall_blocked (maptile *m, int x, int y) |
53 | { |
171 | { |
54 | if (OUT_OF_REAL_MAP (m, x, y)) |
172 | if (OUT_OF_REAL_MAP (m, x, y)) |
55 | return 1; |
173 | return 1; |
56 | |
174 | |
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175 | m->at (x, y).update (); |
57 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
176 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
58 | return r; |
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59 | } |
177 | } |
60 | |
178 | |
61 | /* place treasures in the map, given the |
179 | /* place treasures in the map, given the |
62 | map, (required) |
180 | map, (required) |
63 | layout, (required) |
181 | layout, (required) |
… | |
… | |
76 | if (treasure_style) |
194 | if (treasure_style) |
77 | if (!strcmp (treasure_style, "none")) |
195 | if (!strcmp (treasure_style, "none")) |
78 | return; |
196 | return; |
79 | |
197 | |
80 | if (treasureoptions <= 0) |
198 | if (treasureoptions <= 0) |
81 | treasureoptions = RANDOM () % (2 * LAST_OPTION); |
199 | treasureoptions = rmg_rndm (2 * LAST_OPTION); |
82 | |
200 | |
83 | /* filter out the mutually exclusive options */ |
201 | /* filter out the mutually exclusive options */ |
84 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
202 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
85 | { |
203 | { |
86 | if (rndm (2)) |
204 | if (rmg_rndm (2)) |
87 | treasureoptions -= 1; |
205 | treasureoptions -= 1; |
88 | else |
206 | else |
89 | treasureoptions -= 2; |
207 | treasureoptions -= 2; |
90 | } |
208 | } |
91 | |
209 | |
92 | /* pick the number of treasures */ |
210 | /* pick the number of treasures */ |
93 | if (treasureoptions & SPARSE) |
211 | if (treasureoptions & SPARSE) |
94 | num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
212 | num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); |
95 | else if (treasureoptions & RICH) |
213 | else if (treasureoptions & RICH) |
96 | num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
214 | num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); |
97 | else |
215 | else |
98 | num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); |
216 | num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1); |
99 | |
217 | |
100 | if (num_treasures <= 0) |
218 | if (num_treasures <= 0) |
101 | return; |
219 | return; |
102 | |
220 | |
103 | /* get the style map */ |
221 | /* get the style map */ |
… | |
… | |
112 | } |
230 | } |
113 | |
231 | |
114 | /* all the treasure at one spot in the map. */ |
232 | /* all the treasure at one spot in the map. */ |
115 | if (treasureoptions & CONCENTRATED) |
233 | if (treasureoptions & CONCENTRATED) |
116 | { |
234 | { |
117 | |
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118 | /* map_layout_style global, and is previously set */ |
235 | /* map_layout_style global, and is previously set */ |
119 | switch (RP->map_layout_style) |
236 | switch (RP->map_layout_style) |
120 | { |
237 | { |
121 | case LAYOUT_ONION: |
238 | case LAYOUT_ONION: |
122 | case LAYOUT_SPIRAL: |
239 | case LAYOUT_SPIRAL: |
… | |
… | |
130 | for (j = 0; j < RP->Ysize; j++) |
247 | for (j = 0; j < RP->Ysize; j++) |
131 | { |
248 | { |
132 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
249 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
133 | { |
250 | { |
134 | int tdiv = RP->symmetry_used; |
251 | int tdiv = RP->symmetry_used; |
135 | object **doorlist; |
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136 | object *chest; |
252 | object *chest; |
137 | |
253 | |
138 | if (tdiv == 3) |
254 | if (tdiv == 3) |
139 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
255 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
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256 | |
140 | /* don't put a chest on an exit. */ |
257 | /* don't put a chest on an exit. */ |
141 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
258 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
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259 | |
142 | if (!chest) |
260 | if (!chest) |
143 | continue; /* if no chest was placed NEXT */ |
261 | continue; /* if no chest was placed NEXT */ |
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262 | |
144 | if (treasureoptions & (DOORED | HIDDEN)) |
263 | if (treasureoptions & (DOORED | HIDDEN)) |
145 | { |
264 | { |
146 | doorlist = find_doors_in_room (map, i, j, RP); |
265 | object **doorlist = find_doors_in_room (map, i, j, RP); |
147 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
266 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
148 | free (doorlist); |
267 | free (doorlist); |
149 | } |
268 | } |
150 | } |
269 | } |
151 | } |
270 | } |
152 | } |
271 | } |
153 | break; |
272 | break; |
154 | } |
273 | } |
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274 | |
155 | default: |
275 | default: |
156 | { |
276 | { |
157 | int i, j, tries; |
277 | int i, j, tries; |
158 | object *chest; |
278 | object *chest; |
159 | object **doorlist; |
279 | object **doorlist; |
160 | |
280 | |
161 | i = j = -1; |
281 | i = j = -1; |
162 | tries = 0; |
282 | tries = 0; |
163 | while (i == -1 && tries < 100) |
283 | while (i == -1 && tries < 100) |
164 | { |
284 | { |
165 | i = RANDOM () % (RP->Xsize - 2) + 1; |
285 | i = rmg_rndm (RP->Xsize - 2) + 1; |
166 | j = RANDOM () % (RP->Ysize - 2) + 1; |
286 | j = rmg_rndm (RP->Ysize - 2) + 1; |
167 | find_enclosed_spot (map, &i, &j, RP); |
287 | find_enclosed_spot (map, &i, &j, RP); |
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288 | |
168 | if (wall_blocked (map, i, j)) |
289 | if (wall_blocked (map, i, j)) |
169 | i = -1; |
290 | i = -1; |
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291 | |
170 | tries++; |
292 | tries++; |
171 | } |
293 | } |
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294 | |
172 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
295 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
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296 | |
173 | if (!chest) |
297 | if (!chest) |
174 | return; |
298 | return; |
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299 | |
175 | i = chest->x; |
300 | i = chest->x; |
176 | j = chest->y; |
301 | j = chest->y; |
177 | if (treasureoptions & (DOORED | HIDDEN)) |
302 | if (treasureoptions & (DOORED | HIDDEN)) |
178 | { |
303 | { |
179 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
304 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
… | |
… | |
187 | { /* DIFFUSE treasure layout */ |
312 | { /* DIFFUSE treasure layout */ |
188 | int ti, i, j; |
313 | int ti, i, j; |
189 | |
314 | |
190 | for (ti = 0; ti < num_treasures; ti++) |
315 | for (ti = 0; ti < num_treasures; ti++) |
191 | { |
316 | { |
192 | i = RANDOM () % (RP->Xsize - 2) + 1; |
317 | i = rmg_rndm (RP->Xsize - 2) + 1; |
193 | j = RANDOM () % (RP->Ysize - 2) + 1; |
318 | j = rmg_rndm (RP->Ysize - 2) + 1; |
194 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
319 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
195 | } |
320 | } |
196 | } |
321 | } |
197 | } |
322 | } |
198 | |
323 | |
199 | /* put a chest into the map, near x and y, with the treasure style |
324 | /* put a chest into the map, near x and y, with the treasure style |
200 | determined (may be null, or may be a treasure list from lib/treasures, |
325 | determined (may be null, or may be a treasure list from lib/treasures, |
201 | if the global variable "treasurestyle" is set to that treasure list's name */ |
326 | if the global variable "treasurestyle" is set to that treasure list's name */ |
202 | |
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203 | object * |
327 | object * |
204 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
328 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
205 | { |
329 | { |
206 | object *the_chest; |
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207 | int i, xl, yl; |
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208 | |
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209 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
330 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
210 | |
331 | |
211 | /* first, find a place to put the chest. */ |
332 | /* first, find a place to put the chest. */ |
212 | i = find_first_free_spot (the_chest, map, x, y); |
333 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
213 | if (i == -1) |
334 | if (i == -1) |
214 | { |
335 | { |
215 | the_chest->destroy (); |
336 | the_chest->destroy (true); |
216 | return NULL; |
337 | return NULL; |
217 | } |
338 | } |
218 | |
339 | |
219 | xl = x + freearr_x[i]; |
340 | int xl = x + freearr_x[i]; |
220 | yl = y + freearr_y[i]; |
341 | int yl = y + freearr_y[i]; |
221 | |
342 | |
222 | /* if the placement is blocked, return a fail. */ |
343 | /* if the placement is blocked, return a fail. */ |
223 | if (wall_blocked (map, xl, yl)) |
344 | if (wall_blocked (map, xl, yl)) |
224 | return 0; |
345 | return 0; |
225 | |
346 | |
… | |
… | |
232 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
353 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
233 | |
354 | |
234 | if (tlist != NULL) |
355 | if (tlist != NULL) |
235 | for (ti = 0; ti < n_treasures; ti++) |
356 | for (ti = 0; ti < n_treasures; ti++) |
236 | { /* use the treasure list */ |
357 | { /* use the treasure list */ |
237 | object *new_treasure = pick_random_object (style_map); |
358 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
238 | |
359 | |
239 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
360 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
240 | } |
361 | } |
241 | else |
362 | else |
242 | { /* use the style map */ |
363 | { /* use the style map */ |
243 | the_chest->randomitems = tlist; |
364 | the_chest->randomitems = tlist; |
244 | the_chest->stats.hp = n_treasures; |
365 | the_chest->stats.hp = n_treasures; |
245 | } |
366 | } |
246 | #endif |
367 | #endif |
247 | { /* neither style_map no treasure list given */ |
368 | { /* neither style_map no treasure list given */ |
248 | treasurelist *tlist = find_treasurelist ("chest"); |
369 | treasurelist *tlist = treasurelist::find ("chest"); |
249 | |
370 | |
250 | the_chest->randomitems = tlist; |
371 | the_chest->randomitems = tlist; |
251 | the_chest->stats.hp = n_treasures; |
372 | the_chest->stats.hp = n_treasures; |
252 | } |
373 | } |
253 | |
374 | |
254 | /* stick a trap in the chest if required */ |
375 | /* stick a trap in the chest if required */ |
255 | if (treasureoptions & TRAPPED) |
376 | if (treasureoptions & TRAPPED) |
256 | { |
377 | { |
257 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
378 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
258 | object *the_trap; |
|
|
259 | |
379 | |
260 | if (trap_map) |
380 | if (trap_map) |
261 | { |
381 | { |
262 | the_trap = pick_random_object (trap_map); |
382 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
|
|
383 | |
263 | the_trap->stats.Cha = 10 + RP->difficulty; |
384 | the_trap->stats.Cha = 10 + RP->difficulty; |
264 | the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); |
385 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
|
|
386 | |
265 | if (the_trap) |
387 | if (the_trap) |
266 | { |
388 | { |
267 | object *new_trap; |
389 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
268 | |
390 | |
269 | new_trap = arch_to_object (the_trap->arch); |
|
|
270 | new_trap->copy_to (the_trap); |
|
|
271 | new_trap->x = x; |
391 | new_trap->x = x; |
272 | new_trap->y = y; |
392 | new_trap->y = y; |
273 | insert_ob_in_ob (new_trap, the_chest); |
393 | insert_ob_in_ob (new_trap, the_chest); |
274 | } |
394 | } |
275 | } |
395 | } |
276 | } |
396 | } |
277 | |
397 | |
278 | /* set the chest lock code, and call the keyplacer routine with |
398 | /* set the chest lock code, and call the keyplacer routine with |
279 | the lockcode. It's not worth bothering to lock the chest if |
399 | the lockcode. It's not worth bothering to lock the chest if |
280 | there's only 1 treasure.... */ |
400 | there's only 1 treasure.... */ |
281 | |
|
|
282 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
401 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
283 | { |
402 | { |
284 | char keybuf[1024]; |
403 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
285 | |
|
|
286 | sprintf (keybuf, "%d", (int) RANDOM ()); |
|
|
287 | the_chest->slaying = keybuf; |
|
|
288 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
404 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
289 | } |
405 | } |
290 | |
406 | |
291 | /* actually place the chest. */ |
407 | /* actually place the chest. */ |
292 | the_chest->x = xl; |
408 | the_chest->x = xl; |
293 | the_chest->y = yl; |
409 | the_chest->y = yl; |
… | |
… | |
322 | } |
438 | } |
323 | } |
439 | } |
324 | return NULL; |
440 | return NULL; |
325 | } |
441 | } |
326 | |
442 | |
327 | |
|
|
328 | |
|
|
329 | /* places keys in the map, preferably in something alive. |
|
|
330 | keycode is the key's code, |
|
|
331 | 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. |
|
|
333 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
|
|
334 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
|
|
335 | |
|
|
336 | 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. |
|
|
338 | */ |
|
|
339 | int |
|
|
340 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
|
|
341 | { |
|
|
342 | int i, j; |
|
|
343 | int kx = 0, ky = 0; |
|
|
344 | object *the_keymaster; /* the monster that gets the key. */ |
|
|
345 | object *the_key; |
|
|
346 | |
|
|
347 | /* get a key and set its keycode */ |
|
|
348 | the_key = get_archetype ("key2"); |
|
|
349 | the_key->slaying = keycode; |
|
|
350 | |
|
|
351 | if (door_flag == PASS_DOORS) |
|
|
352 | { |
|
|
353 | int tries = 0; |
|
|
354 | |
|
|
355 | the_keymaster = 0; |
|
|
356 | while (tries < 15 && !the_keymaster) |
|
|
357 | { |
|
|
358 | i = (RANDOM () % (RP->Xsize - 2)) + 1; |
|
|
359 | j = (RANDOM () % (RP->Ysize - 2)) + 1; |
|
|
360 | tries++; |
|
|
361 | the_keymaster = find_closest_monster (map, i, j, RP); |
|
|
362 | } |
|
|
363 | |
|
|
364 | /* if we don't find a good keymaster, drop the key on the ground. */ |
|
|
365 | if (!the_keymaster) |
|
|
366 | { |
|
|
367 | int freeindex; |
|
|
368 | |
|
|
369 | freeindex = -1; |
|
|
370 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
|
371 | { |
|
|
372 | kx = (RANDOM () % (RP->Xsize - 2)) + 1; |
|
|
373 | ky = (RANDOM () % (RP->Ysize - 2)) + 1; |
|
|
374 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
|
|
375 | } |
|
|
376 | |
|
|
377 | // can freeindex ever be < 0? |
|
|
378 | if (freeindex >= 0) |
|
|
379 | { |
|
|
380 | kx += freearr_x [freeindex]; |
|
|
381 | ky += freearr_y [freeindex]; |
|
|
382 | } |
|
|
383 | } |
|
|
384 | } |
|
|
385 | else |
|
|
386 | { /* NO_PASS_DOORS --we have to work harder. */ |
|
|
387 | /* don't try to keyplace if we're sitting on a blocked square and |
|
|
388 | NO_PASS_DOORS is set. */ |
|
|
389 | if (n_keys == 1) |
|
|
390 | { |
|
|
391 | if (wall_blocked (map, x, y)) |
|
|
392 | return 0; |
|
|
393 | |
|
|
394 | the_keymaster = find_monster_in_room (map, x, y, RP); |
|
|
395 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
|
|
396 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
|
|
397 | } |
|
|
398 | else |
|
|
399 | { |
|
|
400 | int sum = 0; /* count how many keys we actually place */ |
|
|
401 | |
|
|
402 | /* I'm lazy, so just try to place in all 4 directions. */ |
|
|
403 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
404 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
405 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
406 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
407 | |
|
|
408 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
409 | { /* diagonally this time. */ |
|
|
410 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
411 | 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); |
|
|
413 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
414 | } |
|
|
415 | |
|
|
416 | return 1; |
|
|
417 | } |
|
|
418 | } |
|
|
419 | |
|
|
420 | if (!the_keymaster) |
|
|
421 | { |
|
|
422 | the_key->x = kx; |
|
|
423 | the_key->y = ky; |
|
|
424 | insert_ob_in_map (the_key, map, NULL, 0); |
|
|
425 | return 1; |
|
|
426 | } |
|
|
427 | |
|
|
428 | insert_ob_in_ob (the_key, the_keymaster); |
|
|
429 | return 1; |
|
|
430 | } |
|
|
431 | |
|
|
432 | |
|
|
433 | |
|
|
434 | /* both find_monster_in_room routines need to have access to this. */ |
443 | /* both find_monster_in_room routines need to have access to this. */ |
435 | |
444 | |
436 | object *theMonsterToFind; |
445 | object *theMonsterToFind; |
437 | |
446 | |
438 | /* a recursive routine which will return a monster, eventually,if there is one. |
447 | /* a recursive routine which will return a monster, eventually,if there is one. |
… | |
… | |
470 | return theMonsterToFind; |
479 | return theMonsterToFind; |
471 | } |
480 | } |
472 | } |
481 | } |
473 | |
482 | |
474 | /* now search all the 8 squares around recursively for a monster,in random order */ |
483 | /* now search all the 8 squares around recursively for a monster,in random order */ |
475 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
484 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
476 | { |
485 | { |
477 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
486 | theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
478 | if (theMonsterToFind != NULL) |
487 | if (theMonsterToFind != NULL) |
479 | return theMonsterToFind; |
488 | return theMonsterToFind; |
480 | } |
489 | } |
|
|
490 | |
481 | return theMonsterToFind; |
491 | return theMonsterToFind; |
482 | } |
492 | } |
483 | |
|
|
484 | |
493 | |
485 | /* sets up some data structures: the _recursive form does the |
494 | /* sets up some data structures: the _recursive form does the |
486 | real work. */ |
495 | real work. */ |
487 | |
|
|
488 | object * |
496 | object * |
489 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
497 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
490 | { |
498 | { |
491 | char **layout2; |
499 | Layout layout2 (RP); |
492 | int i, j; |
500 | |
|
|
501 | layout2->clear (); |
|
|
502 | |
|
|
503 | /* allocate and copy the layout, converting C to 0. */ |
|
|
504 | for (int i = 0; i < layout2->w; i++) |
|
|
505 | for (int j = 0; j < layout2->h; j++) |
|
|
506 | if (wall_blocked (map, i, j)) |
|
|
507 | layout2[i][j] = '#'; |
493 | |
508 | |
494 | theMonsterToFind = 0; |
509 | theMonsterToFind = 0; |
495 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
496 | /* allocate and copy the layout, converting C to 0. */ |
|
|
497 | for (i = 0; i < RP->Xsize; i++) |
|
|
498 | { |
|
|
499 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
500 | for (j = 0; j < RP->Ysize; j++) |
|
|
501 | { |
|
|
502 | if (wall_blocked (map, i, j)) |
|
|
503 | layout2[i][j] = '#'; |
|
|
504 | } |
|
|
505 | } |
|
|
506 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
510 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
507 | |
511 | |
508 | /* deallocate the temp. layout */ |
512 | layout2.free (); |
509 | for (i = 0; i < RP->Xsize; i++) |
|
|
510 | { |
|
|
511 | free (layout2[i]); |
|
|
512 | } |
|
|
513 | free (layout2); |
|
|
514 | |
513 | |
515 | return theMonsterToFind; |
514 | return theMonsterToFind; |
516 | } |
515 | } |
517 | |
516 | |
518 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
517 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
… | |
… | |
543 | room_free_spots_x[number_of_free_spots_in_room] = x; |
542 | room_free_spots_x[number_of_free_spots_in_room] = x; |
544 | room_free_spots_y[number_of_free_spots_in_room] = y; |
543 | room_free_spots_y[number_of_free_spots_in_room] = y; |
545 | number_of_free_spots_in_room++; |
544 | number_of_free_spots_in_room++; |
546 | |
545 | |
547 | /* now search all the 8 squares around recursively for free spots,in random order */ |
546 | /* now search all the 8 squares around recursively for free spots,in random order */ |
548 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
547 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
549 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
548 | find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); |
550 | |
549 | |
551 | } |
550 | } |
552 | |
551 | |
553 | /* find a random non-blocked spot in this room to drop a key. */ |
552 | /* find a random non-blocked spot in this room to drop a key. */ |
… | |
… | |
574 | /* setup num_free_spots and room_free_spots */ |
573 | /* setup num_free_spots and room_free_spots */ |
575 | find_spot_in_room_recursive (layout2, x, y, RP); |
574 | find_spot_in_room_recursive (layout2, x, y, RP); |
576 | |
575 | |
577 | if (number_of_free_spots_in_room > 0) |
576 | if (number_of_free_spots_in_room > 0) |
578 | { |
577 | { |
579 | i = RANDOM () % number_of_free_spots_in_room; |
578 | i = rmg_rndm (number_of_free_spots_in_room); |
580 | *kx = room_free_spots_x[i]; |
579 | *kx = room_free_spots_x[i]; |
581 | *ky = room_free_spots_y[i]; |
580 | *ky = room_free_spots_y[i]; |
582 | } |
581 | } |
583 | |
582 | |
584 | /* deallocate the temp. layout */ |
583 | /* deallocate the temp. layout */ |
… | |
… | |
652 | *cy = ly; |
651 | *cy = ly; |
653 | return; |
652 | return; |
654 | } |
653 | } |
655 | } |
654 | } |
656 | /* give up and return the closest free spot. */ |
655 | /* give up and return the closest free spot. */ |
657 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
656 | i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
658 | |
657 | |
659 | if (i != -1) |
658 | if (i != -1) |
660 | { |
659 | { |
661 | *cx = x + freearr_x[i]; |
660 | *cx = x + freearr_x[i]; |
662 | *cy = y + freearr_y[i]; |
661 | *cy = y + freearr_y[i]; |
… | |
… | |
670 | } |
669 | } |
671 | |
670 | |
672 | void |
671 | void |
673 | remove_monsters (int x, int y, maptile *map) |
672 | remove_monsters (int x, int y, maptile *map) |
674 | { |
673 | { |
675 | object *tmp; |
|
|
676 | |
|
|
677 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
674 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
678 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
679 | { |
675 | { |
680 | if (tmp->head) |
676 | object *next = tmp->above; |
681 | tmp = tmp->head; |
677 | |
682 | tmp->remove (); |
678 | if (tmp->flag [FLAG_ALIVE]) |
683 | tmp->destroy (); |
679 | tmp->head_ ()->destroy (true); |
684 | tmp = GET_MAP_OB (map, x, y); |
680 | |
685 | if (tmp == NULL) |
681 | tmp = next; |
686 | break; |
|
|
687 | }; |
682 | } |
688 | } |
683 | } |
689 | |
684 | |
690 | /* surrounds the point x,y by doors, so as to enclose something, like |
685 | /* surrounds the point x,y by doors, so as to enclose something, like |
691 | a chest. It only goes as far as the 8 squares surrounding, and |
686 | a chest. It only goes as far as the 8 squares surrounding, and |
692 | it'll remove any monsters it finds.*/ |
687 | it'll remove any monsters it finds.*/ |
693 | object ** |
688 | object ** |
694 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
689 | surround_by_doors (maptile *map, char **layout, int x, int y, int opts) |
695 | { |
690 | { |
696 | int i; |
691 | int i; |
697 | char *doors[2]; |
692 | const char *doors[2]; |
698 | object **doorlist; |
693 | object **doorlist; |
699 | int ndoors_made = 0; |
694 | int ndoors_made = 0; |
700 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
695 | doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ |
701 | |
696 | |
702 | /* this is a list we pick from, for horizontal and vertical doors */ |
697 | /* this is a list we pick from, for horizontal and vertical doors */ |
… | |
… | |
740 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
735 | for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above) |
741 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
736 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
742 | return tmp; |
737 | return tmp; |
743 | return NULL; |
738 | return NULL; |
744 | } |
739 | } |
745 | |
|
|
746 | |
740 | |
747 | /* the workhorse routine, which finds the doors in a room */ |
741 | /* the workhorse routine, which finds the doors in a room */ |
748 | void |
742 | void |
749 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
743 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
750 | { |
744 | { |
… | |
… | |
765 | layout[x][y] = 1; |
759 | layout[x][y] = 1; |
766 | door = door_in_square (map, x, y); |
760 | door = door_in_square (map, x, y); |
767 | if (door) |
761 | if (door) |
768 | { |
762 | { |
769 | doorlist[*ndoors] = door; |
763 | doorlist[*ndoors] = door; |
|
|
764 | |
770 | if (*ndoors > 1022) /* eek! out of memory */ |
765 | if (*ndoors > 1022) /* eek! out of memory */ |
771 | { |
766 | { |
772 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
767 | LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); |
773 | return; |
768 | return; |
774 | } |
769 | } |
… | |
… | |
777 | } |
772 | } |
778 | } |
773 | } |
779 | else |
774 | else |
780 | { |
775 | { |
781 | layout[x][y] = 1; |
776 | layout[x][y] = 1; |
|
|
777 | |
782 | /* now search all the 8 squares around recursively for free spots,in random order */ |
778 | /* now search all the 8 squares around recursively for free spots,in random order */ |
783 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
779 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
784 | find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); |
780 | find_doors_in_room_recursive (layout, map, |
|
|
781 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
|
|
782 | doorlist, ndoors, RP); |
785 | } |
783 | } |
786 | } |
784 | } |
787 | |
785 | |
788 | /* find a random non-blocked spot in this room to drop a key. */ |
786 | /* find a random non-blocked spot in this room to drop a key. */ |
789 | object ** |
787 | object ** |
790 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
788 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
791 | { |
789 | { |
792 | char **layout2; |
|
|
793 | object **doorlist; |
|
|
794 | int i, j; |
790 | int i, j; |
795 | int ndoors = 0; |
791 | int ndoors = 0; |
796 | |
792 | |
797 | doorlist = (object **) calloc (sizeof (int), 1024); |
793 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
798 | |
794 | |
799 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
795 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
|
|
796 | layout2.clear (); |
|
|
797 | |
800 | /* allocate and copy the layout, converting C to 0. */ |
798 | /* allocate and copy the layout, converting C to 0. */ |
801 | for (i = 0; i < RP->Xsize; i++) |
799 | for (i = 0; i < RP->Xsize; i++) |
802 | { |
|
|
803 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
804 | for (j = 0; j < RP->Ysize; j++) |
800 | for (j = 0; j < RP->Ysize; j++) |
805 | { |
801 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
806 | if (wall_blocked (map, i, j)) |
|
|
807 | layout2[i][j] = '#'; |
|
|
808 | } |
|
|
809 | } |
|
|
810 | |
802 | |
811 | /* setup num_free_spots and room_free_spots */ |
803 | /* setup num_free_spots and room_free_spots */ |
812 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
804 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
813 | |
805 | |
814 | /* deallocate the temp. layout */ |
|
|
815 | for (i = 0; i < RP->Xsize; i++) |
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|
816 | free (layout2[i]); |
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|
817 | |
|
|
818 | free (layout2); |
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|
819 | return doorlist; |
806 | return doorlist; |
820 | } |
807 | } |
821 | |
|
|
822 | |
|
|
823 | |
808 | |
824 | /* locks and/or hides all the doors in doorlist, or does nothing if |
809 | /* locks and/or hides all the doors in doorlist, or does nothing if |
825 | opts doesn't say to lock/hide doors. */ |
810 | opts doesn't say to lock/hide doors. */ |
826 | |
|
|
827 | void |
811 | void |
828 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
812 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
829 | { |
813 | { |
830 | object *door; |
814 | object *door; |
831 | int i; |
815 | int i; |
832 | |
816 | |
833 | /* lock the doors and hide the keys. */ |
817 | /* lock the doors and hide the keys. */ |
834 | |
818 | |
835 | if (opts & DOORED) |
819 | if (opts & DOORED) |
836 | { |
820 | { |
837 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
821 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
838 | { |
822 | { |
839 | object *new_door = get_archetype ("locked_door1"); |
823 | object *new_door = get_archetype (shstr_locked_door1); |
840 | char keybuf[1024]; |
|
|
841 | |
824 | |
842 | door = doorlist[i]; |
825 | door = doorlist[i]; |
843 | new_door->face = door->face; |
826 | new_door->face = door->face; |
844 | new_door->x = door->x; |
827 | new_door->x = door->x; |
845 | new_door->y = door->y; |
828 | new_door->y = door->y; |
846 | door->remove (); |
|
|
847 | door->destroy (); |
829 | door->destroy (true); |
848 | doorlist[i] = new_door; |
830 | doorlist[i] = new_door; |
849 | insert_ob_in_map (new_door, map, NULL, 0); |
831 | insert_ob_in_map (new_door, map, NULL, 0); |
850 | sprintf (keybuf, "%d", (int) RANDOM ()); |
832 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
851 | new_door->slaying = keybuf; |
|
|
852 | keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); |
833 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
853 | } |
834 | } |
854 | } |
835 | } |
855 | |
836 | |
856 | /* change the faces of the doors and surrounding walls to hide them. */ |
837 | /* change the faces of the doors and surrounding walls to hide them. */ |
857 | if (opts & HIDDEN) |
838 | if (opts & HIDDEN) |
… | |
… | |
866 | { |
847 | { |
867 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
848 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
868 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
849 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
869 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
850 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
870 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
851 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
|
|
852 | |
871 | door->face = wallface->face; |
853 | door->face = wallface->face; |
872 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
854 | |
873 | wallface->remove (); |
|
|
874 | wallface->destroy (); |
855 | wallface->destroy (true); |
875 | } |
856 | } |
876 | } |
857 | } |
877 | } |
858 | } |
878 | } |
859 | } |