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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 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 it under |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * 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 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * 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> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
26 | |
26 | |
27 | #include <global.h> |
27 | #include <global.h> |
28 | #include <random_map.h> |
28 | #include <rmg.h> |
29 | #include <rproto.h> |
29 | #include <rproto.h> |
30 | |
30 | |
31 | /* some defines for various options which can be set. */ |
31 | /* some defines for various options which can be set. */ |
32 | |
32 | |
33 | #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. */ |
… | |
… | |
41 | #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 */ |
42 | |
42 | |
43 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
44 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
45 | |
45 | |
|
|
46 | static object *find_closest_monster (maptile *map, int x, int y); |
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|
47 | static object *find_monster_in_room (maptile *map, int x, int y); |
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48 | static void find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky); |
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49 | static object *place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP); |
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|
50 | static object **find_doors_in_room (maptile *map, int x, int y); |
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51 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
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|
52 | static void find_enclosed_spot (maptile *map, int *cx, int *cy); |
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|
53 | static object **surround_by_doors (maptile *map, char **maze, int x, int y, int opts); |
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54 | |
46 | /* a macro to get a strongly centered random distribution, |
55 | /* a macro to get a strongly centered random distribution, |
47 | from 0 to x, centered at x/2 */ |
56 | from 0 to x, centered at x/2 */ |
48 | static int |
57 | static int |
49 | bc_random (int x) |
58 | bc_random (int x) |
50 | { |
59 | { |
51 | return (rndm (x) + rndm (x) + rndm (x)) / 3; |
60 | return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3; |
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61 | } |
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62 | |
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63 | static object * |
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64 | gen_key (const shstr &keycode) |
|
|
65 | { |
|
|
66 | /* get a key and set its keycode */ |
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67 | object *key = archetype::get (shstr_key_random_map); |
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68 | key->slaying = keycode; |
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69 | return key; |
|
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70 | } |
|
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71 | |
|
|
72 | /* places keys in the map, preferably in something alive. |
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73 | keycode is the key's code, |
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74 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
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75 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
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76 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
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77 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
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78 | |
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79 | The idea is that you call keyplace on x,y where a door is, and it'll make |
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80 | sure a key is placed on both sides of the door. |
|
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81 | */ |
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|
82 | static int |
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83 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys) |
|
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84 | { |
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85 | int i, j; |
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86 | int kx = 0, ky = 0; |
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87 | object *the_keymaster; /* the monster that gets the key. */ |
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88 | object *the_key = gen_key (keycode); |
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89 | |
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90 | if (door_flag == PASS_DOORS) |
|
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91 | { |
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92 | int tries = 0; |
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93 | |
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94 | the_keymaster = 0; |
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95 | while (tries < 15 && !the_keymaster) |
|
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96 | { |
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97 | i = rmg_rndm (map->width - 2) + 1; |
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98 | j = rmg_rndm (map->height - 2) + 1; |
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99 | tries++; |
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100 | the_keymaster = find_closest_monster (map, i, j); |
|
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101 | } |
|
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102 | |
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103 | /* if we don't find a good keymaster, drop the key on the ground. */ |
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104 | if (!the_keymaster) |
|
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105 | { |
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106 | int freeindex; |
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107 | |
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108 | freeindex = -1; |
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109 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
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110 | { |
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111 | kx = rmg_rndm (map->width - 2) + 1; |
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112 | ky = rmg_rndm (map->height - 2) + 1; |
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113 | freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
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114 | } |
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115 | |
|
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116 | // can freeindex ever be < 0? |
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117 | if (freeindex >= 0) |
|
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118 | { |
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119 | kx += freearr_x [freeindex]; |
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120 | ky += freearr_y [freeindex]; |
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121 | } |
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122 | } |
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123 | } |
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124 | else |
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125 | { /* NO_PASS_DOORS --we have to work harder. */ |
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126 | /* don't try to keyplace if we're sitting on a blocked square and |
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127 | NO_PASS_DOORS is set. */ |
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128 | if (n_keys == 1) |
|
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129 | { |
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130 | if (wall_blocked (map, x, y)) |
|
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131 | { |
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132 | the_key->destroy (); |
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133 | return 0; |
|
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134 | } |
|
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135 | |
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136 | the_keymaster = find_monster_in_room (map, x, y); |
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137 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
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138 | find_spot_in_room (map, x, y, &kx, &ky); |
|
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139 | } |
|
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140 | else |
|
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141 | { |
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142 | int sum = 0; /* count how many keys we actually place */ |
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143 | |
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144 | /* I'm lazy, so just try to place in all 4 directions. */ |
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145 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1); |
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146 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1); |
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147 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1); |
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148 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1); |
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149 | |
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150 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
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151 | { /* diagonally this time. */ |
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152 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1); |
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153 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1); |
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154 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1); |
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155 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1); |
|
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156 | } |
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157 | |
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158 | the_key->destroy (); |
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159 | return 1; |
|
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160 | } |
|
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161 | } |
|
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162 | |
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163 | if (the_keymaster) |
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164 | the_keymaster->head_ ()->insert (the_key); |
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165 | else |
|
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166 | { |
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167 | the_key->x = kx; |
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168 | the_key->y = ky; |
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169 | insert_ob_in_map (the_key, map, NULL, 0); |
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170 | } |
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171 | |
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172 | return 1; |
52 | } |
173 | } |
53 | |
174 | |
54 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
175 | /* returns true if square x,y has P_NO_PASS set, which is true for walls |
55 | * and doors but not monsters. |
176 | * and doors but not monsters. |
56 | * This function is not map tile aware. |
177 | * This function is not map tile aware. |
… | |
… | |
59 | wall_blocked (maptile *m, int x, int y) |
180 | wall_blocked (maptile *m, int x, int y) |
60 | { |
181 | { |
61 | if (OUT_OF_REAL_MAP (m, x, y)) |
182 | if (OUT_OF_REAL_MAP (m, x, y)) |
62 | return 1; |
183 | return 1; |
63 | |
184 | |
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|
185 | m->at (x, y).update (); |
64 | int r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; |
186 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
65 | return r; |
|
|
66 | } |
187 | } |
67 | |
188 | |
68 | /* place treasures in the map, given the |
189 | /* place treasures in the map, given the |
69 | map, (required) |
190 | map, (required) |
70 | layout, (required) |
191 | maze, (required) |
71 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
192 | treasure style (may be empty or NULL, or "none" to cause no treasure.) |
72 | treasureoptions (may be 0 for random choices or positive) |
193 | treasureoptions (may be 0 for random choices or positive) |
73 | */ |
194 | */ |
74 | void |
195 | void |
75 | place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP) |
196 | place_treasure (maptile *map, layout &maze, const char *treasure_style, int treasureoptions, random_map_params *RP) |
76 | { |
197 | { |
77 | char styledirname[1024]; |
|
|
78 | char stylefilepath[1024]; |
|
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79 | maptile *style_map = 0; |
|
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80 | int num_treasures; |
198 | int num_treasures; |
81 | |
199 | |
82 | /* bail out if treasure isn't wanted. */ |
200 | /* bail out if treasure isn't wanted. */ |
83 | if (treasure_style) |
201 | if (treasure_style) |
84 | if (!strcmp (treasure_style, "none")) |
202 | if (!strcmp (treasure_style, "none")) |
85 | return; |
203 | return; |
86 | |
204 | |
87 | if (treasureoptions <= 0) |
205 | if (treasureoptions <= 0) |
88 | treasureoptions = rndm (2 * LAST_OPTION); |
206 | treasureoptions = rmg_rndm (2 * LAST_OPTION); |
89 | |
207 | |
90 | /* filter out the mutually exclusive options */ |
208 | /* filter out the mutually exclusive options */ |
91 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
209 | if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) |
92 | { |
210 | { |
93 | if (rndm (2)) |
211 | if (rmg_rndm (2)) |
94 | treasureoptions -= 1; |
212 | treasureoptions -= 1; |
95 | else |
213 | else |
96 | treasureoptions -= 2; |
214 | treasureoptions -= 2; |
97 | } |
215 | } |
98 | |
216 | |
… | |
… | |
106 | |
224 | |
107 | if (num_treasures <= 0) |
225 | if (num_treasures <= 0) |
108 | return; |
226 | return; |
109 | |
227 | |
110 | /* get the style map */ |
228 | /* get the style map */ |
111 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
229 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); |
112 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
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113 | style_map = find_style (styledirname, treasure_style, -1); |
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114 | |
230 | |
115 | if (!style_map) |
231 | if (!style_map) |
116 | { |
232 | { |
117 | LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style); |
233 | LOG (llevError, "unable to load style map %s %s.\n", "/styles/treasurestyles", treasure_style); |
118 | return; |
234 | return; |
119 | } |
235 | } |
120 | |
236 | |
121 | /* all the treasure at one spot in the map. */ |
237 | /* all the treasure at one spot in the map. */ |
122 | if (treasureoptions & CONCENTRATED) |
238 | if (treasureoptions & CONCENTRATED) |
123 | { |
239 | { |
124 | |
|
|
125 | /* map_layout_style global, and is previously set */ |
240 | /* map_layout_style global, and is previously set */ |
126 | switch (RP->map_layout_style) |
241 | switch (RP->map_layout_style) |
127 | { |
242 | { |
128 | case LAYOUT_ONION: |
243 | case LAYOUT_ONION: |
129 | case LAYOUT_SPIRAL: |
244 | case LAYOUT_SPIRAL: |
… | |
… | |
134 | /* search the onion for C's or '>', and put treasure there. */ |
249 | /* search the onion for C's or '>', and put treasure there. */ |
135 | for (i = 0; i < RP->Xsize; i++) |
250 | for (i = 0; i < RP->Xsize; i++) |
136 | { |
251 | { |
137 | for (j = 0; j < RP->Ysize; j++) |
252 | for (j = 0; j < RP->Ysize; j++) |
138 | { |
253 | { |
139 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
254 | if (maze[i][j] == 'C' || maze[i][j] == '>') |
140 | { |
255 | { |
141 | int tdiv = RP->symmetry_used; |
256 | int tdiv = RP->symmetry_used; |
142 | object **doorlist; |
|
|
143 | object *chest; |
257 | object *chest; |
144 | |
258 | |
145 | if (tdiv == 3) |
259 | if (tdiv == 3) |
146 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
260 | tdiv = 2; /* this symmetry uses a divisor of 2 */ |
|
|
261 | |
147 | /* don't put a chest on an exit. */ |
262 | /* don't put a chest on an exit. */ |
148 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
263 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); |
|
|
264 | |
149 | if (!chest) |
265 | if (!chest) |
150 | continue; /* if no chest was placed NEXT */ |
266 | continue; /* if no chest was placed NEXT */ |
|
|
267 | |
151 | if (treasureoptions & (DOORED | HIDDEN)) |
268 | if (treasureoptions & (DOORED | HIDDEN)) |
152 | { |
269 | { |
153 | doorlist = find_doors_in_room (map, i, j, RP); |
270 | object **doorlist = find_doors_in_room (map, i, j); |
154 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
271 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
155 | free (doorlist); |
272 | free (doorlist); |
156 | } |
273 | } |
157 | } |
274 | } |
158 | } |
275 | } |
159 | } |
276 | } |
160 | break; |
277 | break; |
161 | } |
278 | } |
|
|
279 | |
162 | default: |
280 | default: |
163 | { |
281 | { |
164 | int i, j, tries; |
282 | int i, j, tries; |
165 | object *chest; |
283 | object *chest; |
166 | object **doorlist; |
284 | object **doorlist; |
167 | |
285 | |
168 | i = j = -1; |
286 | i = j = -1; |
169 | tries = 0; |
287 | tries = 0; |
170 | while (i == -1 && tries < 100) |
288 | while (i == -1 && tries < 100) |
171 | { |
289 | { |
172 | i = rndm (RP->Xsize - 2) + 1; |
290 | i = rmg_rndm (RP->Xsize - 2) + 1; |
173 | j = rndm (RP->Ysize - 2) + 1; |
291 | j = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
292 | |
174 | find_enclosed_spot (map, &i, &j, RP); |
293 | find_enclosed_spot (map, &i, &j); |
|
|
294 | |
175 | if (wall_blocked (map, i, j)) |
295 | if (wall_blocked (map, i, j)) |
176 | i = -1; |
296 | i = -1; |
|
|
297 | |
177 | tries++; |
298 | tries++; |
178 | } |
299 | } |
|
|
300 | |
179 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
301 | chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); |
|
|
302 | |
180 | if (!chest) |
303 | if (!chest) |
181 | return; |
304 | return; |
|
|
305 | |
182 | i = chest->x; |
306 | i = chest->x; |
183 | j = chest->y; |
307 | j = chest->y; |
184 | if (treasureoptions & (DOORED | HIDDEN)) |
308 | if (treasureoptions & (DOORED | HIDDEN)) |
185 | { |
309 | { |
186 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
310 | doorlist = surround_by_doors (map, maze, i, j, treasureoptions); |
187 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
311 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
188 | free (doorlist); |
312 | free (doorlist); |
189 | } |
313 | } |
190 | } |
314 | } |
191 | } |
315 | } |
192 | } |
316 | } |
193 | else |
317 | else |
194 | { /* DIFFUSE treasure layout */ |
318 | { /* DIFFUSE treasure maze */ |
195 | int ti, i, j; |
319 | int ti, i, j; |
196 | |
320 | |
197 | for (ti = 0; ti < num_treasures; ti++) |
321 | for (ti = 0; ti < num_treasures; ti++) |
198 | { |
322 | { |
199 | i = rndm (RP->Xsize - 2) + 1; |
323 | i = rmg_rndm (RP->Xsize - 2) + 1; |
200 | j = rndm (RP->Ysize - 2) + 1; |
324 | j = rmg_rndm (RP->Ysize - 2) + 1; |
201 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
325 | place_chest (treasureoptions, i, j, map, style_map, 1, RP); |
202 | } |
326 | } |
203 | } |
327 | } |
204 | } |
328 | } |
205 | |
329 | |
206 | /* put a chest into the map, near x and y, with the treasure style |
330 | /* put a chest into the map, near x and y, with the treasure style |
207 | determined (may be null, or may be a treasure list from lib/treasures, |
331 | determined (may be null, or may be a treasure list from lib/treasures, |
208 | if the global variable "treasurestyle" is set to that treasure list's name */ |
332 | if the global variable "treasurestyle" is set to that treasure list's name */ |
209 | |
333 | static object * |
210 | object * |
|
|
211 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
334 | place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP) |
212 | { |
335 | { |
213 | object *the_chest; |
|
|
214 | int i, xl, yl; |
|
|
215 | |
|
|
216 | the_chest = get_archetype ("chest"); /* was "chest_2" */ |
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
217 | |
337 | |
218 | /* first, find a place to put the chest. */ |
338 | /* first, find a place to put the chest. */ |
219 | i = find_first_free_spot (the_chest, map, x, y); |
339 | int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng |
220 | if (i == -1) |
340 | if (i == -1) |
221 | { |
341 | { |
222 | the_chest->destroy (); |
342 | the_chest->destroy (); |
223 | return NULL; |
343 | return NULL; |
224 | } |
344 | } |
225 | |
345 | |
226 | xl = x + freearr_x[i]; |
346 | int xl = x + freearr_x[i]; |
227 | yl = y + freearr_y[i]; |
347 | int yl = y + freearr_y[i]; |
228 | |
348 | |
229 | /* if the placement is blocked, return a fail. */ |
349 | /* if the placement is blocked, return a fail. */ |
230 | if (wall_blocked (map, xl, yl)) |
350 | if (wall_blocked (map, xl, yl)) |
231 | return 0; |
351 | return 0; |
232 | |
352 | |
… | |
… | |
239 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
359 | treasurelist *tlist = find_treasurelist (RP->treasurestyle); |
240 | |
360 | |
241 | if (tlist != NULL) |
361 | if (tlist != NULL) |
242 | for (ti = 0; ti < n_treasures; ti++) |
362 | for (ti = 0; ti < n_treasures; ti++) |
243 | { /* use the treasure list */ |
363 | { /* use the treasure list */ |
244 | object *new_treasure = pick_random_object (style_map); |
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
245 | |
365 | |
246 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
366 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
247 | } |
367 | } |
248 | else |
368 | else |
249 | { /* use the style map */ |
369 | { /* use the style map */ |
250 | the_chest->randomitems = tlist; |
370 | the_chest->randomitems = tlist; |
251 | the_chest->stats.hp = n_treasures; |
371 | the_chest->stats.hp = n_treasures; |
252 | } |
372 | } |
253 | #endif |
373 | #endif |
254 | { /* neither style_map no treasure list given */ |
374 | { /* neither style_map no treasure list given */ |
255 | treasurelist *tlist = find_treasurelist ("chest"); |
375 | treasurelist *tlist = treasurelist::find ("chest"); |
256 | |
376 | |
257 | the_chest->randomitems = tlist; |
377 | the_chest->randomitems = tlist; |
258 | the_chest->stats.hp = n_treasures; |
378 | the_chest->stats.hp = n_treasures; |
259 | } |
379 | } |
260 | |
380 | |
261 | /* stick a trap in the chest if required */ |
381 | /* stick a trap in the chest if required */ |
262 | if (treasureoptions & TRAPPED) |
382 | if (treasureoptions & TRAPPED) |
263 | { |
383 | { |
264 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
384 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); |
265 | object *the_trap; |
|
|
266 | |
385 | |
267 | if (trap_map) |
386 | if (trap_map) |
268 | { |
387 | { |
269 | the_trap = pick_random_object (trap_map); |
388 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
|
|
389 | |
270 | the_trap->stats.Cha = 10 + RP->difficulty; |
390 | the_trap->stats.Cha = 10 + RP->difficulty; |
271 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
391 | the_trap->level = bc_random ((3 * RP->difficulty) / 2); |
|
|
392 | |
272 | if (the_trap) |
393 | if (the_trap) |
273 | { |
394 | { |
274 | object *new_trap; |
395 | object *new_trap = the_trap->arch->instance ();//TODO: why not clone? |
275 | |
396 | |
276 | new_trap = arch_to_object (the_trap->arch); |
|
|
277 | new_trap->copy_to (the_trap); |
|
|
278 | new_trap->x = x; |
397 | new_trap->x = x; |
279 | new_trap->y = y; |
398 | new_trap->y = y; |
280 | insert_ob_in_ob (new_trap, the_chest); |
399 | insert_ob_in_ob (new_trap, the_chest); |
281 | } |
400 | } |
282 | } |
401 | } |
… | |
… | |
285 | /* set the chest lock code, and call the keyplacer routine with |
404 | /* set the chest lock code, and call the keyplacer routine with |
286 | the lockcode. It's not worth bothering to lock the chest if |
405 | the lockcode. It's not worth bothering to lock the chest if |
287 | there's only 1 treasure.... */ |
406 | there's only 1 treasure.... */ |
288 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
407 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
289 | { |
408 | { |
290 | char keybuf[1024]; |
409 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
291 | |
|
|
292 | sprintf (keybuf, "%d", rndm (1000000000)); |
|
|
293 | the_chest->slaying = keybuf; |
|
|
294 | keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); |
410 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1); |
295 | } |
411 | } |
296 | |
412 | |
297 | /* actually place the chest. */ |
413 | /* actually place the chest. */ |
298 | the_chest->x = xl; |
414 | the_chest->x = xl; |
299 | the_chest->y = yl; |
415 | the_chest->y = yl; |
300 | insert_ob_in_map (the_chest, map, NULL, 0); |
416 | insert_ob_in_map (the_chest, map, NULL, 0); |
301 | return the_chest; |
417 | return the_chest; |
302 | } |
418 | } |
303 | |
419 | |
304 | |
|
|
305 | /* finds the closest monster and returns him, regardless of doors |
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
306 | or walls */ |
421 | static object * |
307 | object * |
|
|
308 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
422 | find_closest_monster (maptile *map, int x, int y) |
309 | { |
423 | { |
310 | int i; |
424 | int i; |
311 | |
425 | |
312 | for (i = 0; i < SIZEOFFREE; i++) |
426 | for (i = 0; i < SIZEOFFREE; i++) |
313 | { |
427 | { |
314 | int lx, ly; |
428 | int lx, ly; |
315 | |
429 | |
316 | lx = x + freearr_x[i]; |
430 | lx = x + freearr_x[i]; |
317 | ly = y + freearr_y[i]; |
431 | ly = y + freearr_y[i]; |
318 | /* boundscheck */ |
432 | /* boundscheck */ |
319 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
433 | if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height) |
320 | /* don't bother searching this square unless the map says life exists. */ |
434 | /* don't bother searching this square unless the map says life exists. */ |
321 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
435 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
322 | { |
436 | { |
323 | object *the_monster = GET_MAP_OB (map, lx, ly); |
437 | object *the_monster = GET_MAP_OB (map, lx, ly); |
324 | |
438 | |
325 | for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); |
439 | for (; the_monster && !the_monster->flag [FLAG_MONSTER]; the_monster = the_monster->above) |
|
|
440 | ; |
|
|
441 | |
326 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
442 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
327 | return the_monster; |
443 | return the_monster; |
328 | } |
444 | } |
329 | } |
445 | } |
330 | return NULL; |
446 | return NULL; |
331 | } |
447 | } |
332 | |
448 | |
333 | |
|
|
334 | |
|
|
335 | /* places keys in the map, preferably in something alive. |
|
|
336 | keycode is the key's code, |
|
|
337 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
|
|
338 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
|
|
339 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
|
|
340 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
|
|
341 | |
|
|
342 | The idea is that you call keyplace on x,y where a door is, and it'll make |
|
|
343 | sure a key is placed on both sides of the door. |
|
|
344 | */ |
|
|
345 | int |
|
|
346 | keyplace (maptile *map, int x, int y, char *keycode, int door_flag, int n_keys, random_map_params *RP) |
|
|
347 | { |
|
|
348 | int i, j; |
|
|
349 | int kx = 0, ky = 0; |
|
|
350 | object *the_keymaster; /* the monster that gets the key. */ |
|
|
351 | object *the_key; |
|
|
352 | |
|
|
353 | /* get a key and set its keycode */ |
|
|
354 | the_key = get_archetype ("key2"); |
|
|
355 | the_key->slaying = keycode; |
|
|
356 | |
|
|
357 | if (door_flag == PASS_DOORS) |
|
|
358 | { |
|
|
359 | int tries = 0; |
|
|
360 | |
|
|
361 | the_keymaster = 0; |
|
|
362 | while (tries < 15 && !the_keymaster) |
|
|
363 | { |
|
|
364 | i = rndm (RP->Xsize - 2) + 1; |
|
|
365 | j = rndm (RP->Ysize - 2) + 1; |
|
|
366 | tries++; |
|
|
367 | the_keymaster = find_closest_monster (map, i, j, RP); |
|
|
368 | } |
|
|
369 | |
|
|
370 | /* if we don't find a good keymaster, drop the key on the ground. */ |
|
|
371 | if (!the_keymaster) |
|
|
372 | { |
|
|
373 | int freeindex; |
|
|
374 | |
|
|
375 | freeindex = -1; |
|
|
376 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
|
|
377 | { |
|
|
378 | kx = rndm (RP->Xsize - 2) + 1; |
|
|
379 | ky = rndm (RP->Ysize - 2) + 1; |
|
|
380 | freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
|
|
381 | } |
|
|
382 | |
|
|
383 | // can freeindex ever be < 0? |
|
|
384 | if (freeindex >= 0) |
|
|
385 | { |
|
|
386 | kx += freearr_x [freeindex]; |
|
|
387 | ky += freearr_y [freeindex]; |
|
|
388 | } |
|
|
389 | } |
|
|
390 | } |
|
|
391 | else |
|
|
392 | { /* NO_PASS_DOORS --we have to work harder. */ |
|
|
393 | /* don't try to keyplace if we're sitting on a blocked square and |
|
|
394 | NO_PASS_DOORS is set. */ |
|
|
395 | if (n_keys == 1) |
|
|
396 | { |
|
|
397 | if (wall_blocked (map, x, y)) |
|
|
398 | return 0; |
|
|
399 | |
|
|
400 | the_keymaster = find_monster_in_room (map, x, y, RP); |
|
|
401 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
|
|
402 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
|
|
403 | } |
|
|
404 | else |
|
|
405 | { |
|
|
406 | int sum = 0; /* count how many keys we actually place */ |
|
|
407 | |
|
|
408 | /* I'm lazy, so just try to place in all 4 directions. */ |
|
|
409 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
410 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
411 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
|
|
412 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
413 | |
|
|
414 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
|
|
415 | { /* diagonally this time. */ |
|
|
416 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
417 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
418 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
419 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
|
|
420 | } |
|
|
421 | |
|
|
422 | return 1; |
|
|
423 | } |
|
|
424 | } |
|
|
425 | |
|
|
426 | if (!the_keymaster) |
|
|
427 | { |
|
|
428 | the_key->x = kx; |
|
|
429 | the_key->y = ky; |
|
|
430 | insert_ob_in_map (the_key, map, NULL, 0); |
|
|
431 | return 1; |
|
|
432 | } |
|
|
433 | |
|
|
434 | insert_ob_in_ob (the_key, the_keymaster); |
|
|
435 | return 1; |
|
|
436 | } |
|
|
437 | |
|
|
438 | |
|
|
439 | |
|
|
440 | /* 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. */ |
441 | |
450 | |
442 | object *theMonsterToFind; |
451 | static object *theMonsterToFind; |
443 | |
452 | |
444 | /* 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. |
445 | 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 */ |
446 | |
455 | static object * |
447 | object * |
|
|
448 | find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP) |
456 | find_monster_in_room_recursive (layout &maze, maptile *map, int x, int y) |
449 | { |
457 | { |
450 | int i, j; |
458 | int i, j; |
451 | |
459 | |
452 | /* if we've found a monster already, leave */ |
460 | /* if we've found a monster already, leave */ |
453 | if (theMonsterToFind != NULL) |
461 | if (theMonsterToFind != NULL) |
454 | return theMonsterToFind; |
462 | return theMonsterToFind; |
455 | |
463 | |
456 | /* bounds check x and y */ |
464 | /* bounds check x and y */ |
457 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
465 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
458 | return theMonsterToFind; |
466 | return theMonsterToFind; |
459 | |
467 | |
460 | /* if the square is blocked or searched already, leave */ |
468 | /* if the square is blocked or searched already, leave */ |
461 | if (layout[x][y] != 0) |
469 | if (maze[x][y] != 0) |
462 | return theMonsterToFind; /* might be NULL, that's fine. */ |
470 | return theMonsterToFind; /* might be NULL, that's fine. */ |
463 | |
471 | |
464 | /* check the current square for a monster. If there is one, |
472 | /* check the current square for a monster. If there is one, |
465 | set theMonsterToFind and return it. */ |
473 | set theMonsterToFind and return it. */ |
466 | layout[x][y] = 1; |
474 | maze[x][y] = 1; |
467 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
475 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
468 | { |
476 | { |
469 | object *the_monster = GET_MAP_OB (map, x, y); |
477 | object *the_monster = GET_MAP_OB (map, x, y); |
470 | |
478 | |
471 | /* check off this point */ |
479 | /* check off this point */ |
472 | 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); |
473 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
481 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
474 | { |
482 | { |
475 | theMonsterToFind = the_monster; |
483 | theMonsterToFind = the_monster; |
476 | return theMonsterToFind; |
484 | return theMonsterToFind; |
477 | } |
485 | } |
478 | } |
486 | } |
479 | |
487 | |
480 | /* 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 */ |
481 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
489 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
482 | { |
490 | { |
483 | 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]); |
484 | if (theMonsterToFind != NULL) |
492 | if (theMonsterToFind) |
485 | return theMonsterToFind; |
493 | return theMonsterToFind; |
486 | } |
494 | } |
|
|
495 | |
487 | return theMonsterToFind; |
496 | return theMonsterToFind; |
488 | } |
497 | } |
489 | |
|
|
490 | |
498 | |
491 | /* sets up some data structures: the _recursive form does the |
499 | /* sets up some data structures: the _recursive form does the |
492 | real work. */ |
500 | real work. */ |
493 | |
501 | static object * |
494 | object * |
|
|
495 | find_monster_in_room (maptile *map, int x, int y, random_map_params *RP) |
502 | find_monster_in_room (maptile *map, int x, int y) |
496 | { |
503 | { |
497 | char **layout2; |
504 | layout layout2 (map->width, map->height); |
498 | 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; |
499 | |
510 | |
500 | theMonsterToFind = 0; |
511 | theMonsterToFind = 0; |
501 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
502 | /* allocate and copy the layout, converting C to 0. */ |
|
|
503 | for (i = 0; i < RP->Xsize; i++) |
|
|
504 | { |
|
|
505 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
506 | for (j = 0; j < RP->Ysize; j++) |
|
|
507 | { |
|
|
508 | if (wall_blocked (map, i, j)) |
|
|
509 | layout2[i][j] = '#'; |
|
|
510 | } |
|
|
511 | } |
|
|
512 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
512 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y); |
513 | |
|
|
514 | /* deallocate the temp. layout */ |
|
|
515 | for (i = 0; i < RP->Xsize; i++) |
|
|
516 | { |
|
|
517 | free (layout2[i]); |
|
|
518 | } |
|
|
519 | free (layout2); |
|
|
520 | |
513 | |
521 | return theMonsterToFind; |
514 | return theMonsterToFind; |
522 | } |
515 | } |
523 | |
|
|
524 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
|
|
525 | int *room_free_spots_x; |
|
|
526 | int *room_free_spots_y; |
|
|
527 | int number_of_free_spots_in_room; |
|
|
528 | |
516 | |
529 | /* the workhorse routine, which finds the free spots in a room: |
517 | /* the workhorse routine, which finds the free spots in a room: |
530 | 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 |
531 | that datastructure. */ |
519 | that datastructure. */ |
532 | void |
520 | static void |
533 | find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP) |
521 | find_spot_in_room_recursive (layout &maze, fixed_stack<point> &spots, int x, int y) |
534 | { |
522 | { |
535 | int i, j; |
|
|
536 | |
|
|
537 | /* bounds check x and y */ |
523 | /* bounds check x and y */ |
538 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
524 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
539 | return; |
525 | return; |
540 | |
526 | |
541 | /* if the square is blocked or searched already, leave */ |
527 | /* if the square is blocked or searched already, leave */ |
542 | if (layout[x][y] != 0) |
528 | if (maze[x][y] != 0) |
543 | return; |
529 | return; |
544 | |
530 | |
545 | /* 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. |
546 | set theMonsterToFind and return it. */ |
532 | set theMonsterToFind and return it. */ |
547 | /* check off this point */ |
533 | /* check off this point */ |
548 | layout[x][y] = 1; |
534 | maze[x][y] = 1; |
549 | room_free_spots_x[number_of_free_spots_in_room] = x; |
535 | spots.push (point (x, y)); |
550 | room_free_spots_y[number_of_free_spots_in_room] = y; |
|
|
551 | number_of_free_spots_in_room++; |
|
|
552 | |
536 | |
553 | /* 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 */ |
554 | for (i = rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
538 | for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
555 | 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]); |
556 | |
540 | |
557 | } |
541 | } |
558 | |
542 | |
559 | /* 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. */ |
560 | void |
544 | static void |
561 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP) |
545 | find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky) |
562 | { |
546 | { |
563 | char **layout2; |
547 | fixed_stack<point> spots (map->width * map->height); |
564 | int i, j; |
|
|
565 | |
548 | |
566 | number_of_free_spots_in_room = 0; |
549 | layout layout2 (map->width, map->height); |
567 | room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
|
|
568 | room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
|
|
569 | |
550 | |
570 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
571 | /* allocate and copy the layout, converting C to 0. */ |
551 | /* allocate and copy the maze, converting C to 0. */ |
572 | for (i = 0; i < RP->Xsize; i++) |
552 | for (int i = 0; i < map->width; i++) |
573 | { |
553 | for (int j = 0; j < map->height; j++) |
574 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
554 | layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0; |
575 | for (j = 0; j < RP->Ysize; j++) |
|
|
576 | if (wall_blocked (map, i, j)) |
|
|
577 | layout2[i][j] = '#'; |
|
|
578 | } |
|
|
579 | |
555 | |
580 | /* setup num_free_spots and room_free_spots */ |
556 | /* setup num_free_spots and room_free_spots */ |
581 | find_spot_in_room_recursive (layout2, x, y, RP); |
557 | find_spot_in_room_recursive (layout2, spots, x, y); |
582 | |
558 | |
583 | if (number_of_free_spots_in_room > 0) |
559 | if (spots.size) |
584 | { |
|
|
585 | i = rndm (number_of_free_spots_in_room); |
|
|
586 | *kx = room_free_spots_x[i]; |
|
|
587 | *ky = room_free_spots_y[i]; |
|
|
588 | } |
560 | { |
|
|
561 | point p = spots [rmg_rndm (spots.size)]; |
589 | |
562 | |
590 | /* deallocate the temp. layout */ |
563 | *kx = p.x; |
591 | for (i = 0; i < RP->Xsize; i++) |
564 | *ky = p.y; |
592 | free (layout2[i]); |
565 | } |
593 | |
|
|
594 | free (layout2); |
|
|
595 | free (room_free_spots_x); |
|
|
596 | free (room_free_spots_y); |
|
|
597 | } |
566 | } |
598 | |
|
|
599 | |
567 | |
600 | /* 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 |
601 | 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 |
602 | it'll return 0 if no FREE spots are found.*/ |
570 | it'll return 0 if no FREE spots are found.*/ |
603 | void |
571 | static void |
604 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
572 | find_enclosed_spot (maptile *map, int *cx, int *cy) |
605 | { |
573 | { |
606 | int x, y; |
574 | int x, y; |
607 | int i; |
575 | int i; |
608 | |
576 | |
609 | x = *cx; |
577 | x = *cx; |
… | |
… | |
613 | { |
581 | { |
614 | int lx, ly, sindex; |
582 | int lx, ly, sindex; |
615 | |
583 | |
616 | lx = x + freearr_x[i]; |
584 | lx = x + freearr_x[i]; |
617 | ly = y + freearr_y[i]; |
585 | ly = y + freearr_y[i]; |
618 | sindex = surround_flag3 (map, lx, ly, RP); |
586 | sindex = surround_flag3 (map, lx, ly); |
619 | /* if it's blocked on 3 sides, it's enclosed */ |
587 | /* if it's blocked on 3 sides, it's enclosed */ |
620 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
588 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
621 | { |
589 | { |
622 | *cx = lx; |
590 | *cx = lx; |
623 | *cy = ly; |
591 | *cy = ly; |
… | |
… | |
631 | { |
599 | { |
632 | int lx, ly, sindex; |
600 | int lx, ly, sindex; |
633 | |
601 | |
634 | lx = x + freearr_x[i]; |
602 | lx = x + freearr_x[i]; |
635 | ly = y + freearr_y[i]; |
603 | ly = y + freearr_y[i]; |
636 | sindex = surround_flag3 (map, lx, ly, RP); |
604 | sindex = surround_flag3 (map, lx, ly); |
637 | /* if it's blocked on 3 sides, it's enclosed */ |
605 | /* if it's blocked on 3 sides, it's enclosed */ |
638 | 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) |
639 | { |
607 | { |
640 | *cx = lx; |
608 | *cx = lx; |
641 | *cy = ly; |
609 | *cy = ly; |
… | |
… | |
648 | { |
616 | { |
649 | int lx, ly, sindex; |
617 | int lx, ly, sindex; |
650 | |
618 | |
651 | lx = x + freearr_x[i]; |
619 | lx = x + freearr_x[i]; |
652 | ly = y + freearr_y[i]; |
620 | ly = y + freearr_y[i]; |
653 | sindex = surround_flag3 (map, lx, ly, RP); |
621 | sindex = surround_flag3 (map, lx, ly); |
654 | /* if it's blocked on 3 sides, it's enclosed */ |
622 | /* if it's blocked on 3 sides, it's enclosed */ |
655 | if (sindex) |
623 | if (sindex) |
656 | { |
624 | { |
657 | *cx = lx; |
625 | *cx = lx; |
658 | *cy = ly; |
626 | *cy = ly; |
659 | return; |
627 | return; |
660 | } |
628 | } |
661 | } |
629 | } |
662 | /* give up and return the closest free spot. */ |
630 | /* give up and return the closest free spot. */ |
663 | i = find_free_spot (&archetype::find ("chest")->clone, map, x, y, 1, SIZEOFFREE1 + 1); |
631 | i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
664 | |
632 | |
665 | if (i != -1) |
633 | if (i != -1) |
666 | { |
634 | { |
667 | *cx = x + freearr_x[i]; |
635 | *cx = x + freearr_x[i]; |
668 | *cy = y + freearr_y[i]; |
636 | *cy = y + freearr_y[i]; |
… | |
… | |
673 | *cx = -1; |
641 | *cx = -1; |
674 | *cy = -1; |
642 | *cy = -1; |
675 | } |
643 | } |
676 | } |
644 | } |
677 | |
645 | |
678 | void |
646 | static void |
679 | remove_monsters (int x, int y, maptile *map) |
647 | remove_monsters (int x, int y, maptile *map) |
680 | { |
648 | { |
681 | object *tmp; |
|
|
682 | |
|
|
683 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
649 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
684 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
685 | { |
650 | { |
686 | if (tmp->head) |
651 | object *next = tmp->above; |
687 | tmp = tmp->head; |
652 | |
688 | tmp->remove (); |
653 | if (tmp->flag [FLAG_ALIVE]) |
689 | tmp->destroy (); |
654 | tmp->head_ ()->destroy (); |
690 | tmp = GET_MAP_OB (map, x, y); |
655 | |
691 | if (tmp == NULL) |
656 | tmp = next; |
692 | break; |
|
|
693 | }; |
657 | } |
694 | } |
658 | } |
695 | |
659 | |
696 | /* 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 |
697 | 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 |
698 | it'll remove any monsters it finds.*/ |
662 | it'll remove any monsters it finds.*/ |
699 | object ** |
663 | static object ** |
700 | 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) |
701 | { |
665 | { |
702 | int i; |
666 | int i; |
703 | char *doors[2]; |
667 | const char *doors[2]; |
704 | object **doorlist; |
668 | object **doorlist; |
705 | int ndoors_made = 0; |
669 | int ndoors_made = 0; |
706 | 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 */ |
707 | |
671 | |
708 | /* 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 */ |
… | |
… | |
720 | /* place doors in all the 8 adjacent unblocked squares. */ |
684 | /* place doors in all the 8 adjacent unblocked squares. */ |
721 | for (i = 1; i < 9; i++) |
685 | for (i = 1; i < 9; i++) |
722 | { |
686 | { |
723 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
687 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
724 | |
688 | |
725 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
689 | if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>') |
726 | { /* place a door */ |
690 | { /* place a door */ |
727 | remove_monsters (x1, y1, map); |
691 | remove_monsters (x1, y1, map); |
728 | |
692 | |
729 | 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]); |
730 | map->insert (new_door, x1, y1); |
694 | map->insert (new_door, x1, y1); |
731 | doorlist[ndoors_made] = new_door; |
695 | doorlist[ndoors_made] = new_door; |
732 | ndoors_made++; |
696 | ndoors_made++; |
733 | } |
697 | } |
734 | } |
698 | } |
735 | |
699 | |
736 | return doorlist; |
700 | return doorlist; |
737 | } |
701 | } |
738 | |
702 | |
739 | |
|
|
740 | /* 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. */ |
741 | object * |
704 | static object * |
742 | door_in_square (maptile *map, int x, int y) |
705 | door_in_square (maptile *map, int x, int y) |
743 | { |
706 | { |
744 | object *tmp; |
|
|
745 | |
|
|
746 | 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) |
747 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
708 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
748 | return tmp; |
709 | return tmp; |
|
|
710 | |
749 | return NULL; |
711 | return NULL; |
750 | } |
712 | } |
751 | |
713 | |
752 | |
|
|
753 | /* the workhorse routine, which finds the doors in a room */ |
714 | /* the workhorse routine, which finds the doors in a room */ |
754 | void |
715 | static void |
755 | find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP) |
716 | find_doors_in_room_recursive (layout &maze, maptile *map, int x, int y, object **doorlist, int *ndoors) |
756 | { |
717 | { |
757 | int i, j; |
718 | int i, j; |
758 | object *door; |
719 | object *door; |
759 | |
720 | |
760 | /* bounds check x and y */ |
721 | /* bounds check x and y */ |
761 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
722 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
762 | return; |
723 | return; |
763 | |
724 | |
764 | /* if the square is blocked or searched already, leave */ |
725 | /* if the square is blocked or searched already, leave */ |
765 | if (layout[x][y] == 1) |
726 | if (maze[x][y] == 1) |
766 | return; |
727 | return; |
767 | |
728 | |
768 | /* check off this point */ |
729 | /* check off this point */ |
769 | if (layout[x][y] == '#') |
730 | if (maze[x][y] == '#') |
770 | { /* there could be a door here */ |
731 | { /* there could be a door here */ |
771 | layout[x][y] = 1; |
732 | maze[x][y] = 1; |
772 | door = door_in_square (map, x, y); |
733 | door = door_in_square (map, x, y); |
773 | if (door) |
734 | if (door) |
774 | { |
735 | { |
775 | doorlist[*ndoors] = door; |
736 | doorlist[*ndoors] = door; |
|
|
737 | |
776 | if (*ndoors > 1022) /* eek! out of memory */ |
738 | if (*ndoors > 1022) /* eek! out of memory */ |
777 | { |
739 | { |
778 | 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"); |
779 | return; |
741 | return; |
780 | } |
742 | } |
… | |
… | |
782 | *ndoors = *ndoors + 1; |
744 | *ndoors = *ndoors + 1; |
783 | } |
745 | } |
784 | } |
746 | } |
785 | else |
747 | else |
786 | { |
748 | { |
787 | layout[x][y] = 1; |
749 | maze[x][y] = 1; |
788 | |
750 | |
789 | /* 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 */ |
790 | for (i = rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
752 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
791 | find_doors_in_room_recursive (layout, map, |
753 | find_doors_in_room_recursive (maze, map, |
792 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
754 | x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], |
793 | doorlist, ndoors, RP); |
755 | doorlist, ndoors); |
794 | } |
756 | } |
795 | } |
757 | } |
796 | |
758 | |
797 | /* 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. */ |
798 | object ** |
760 | static object ** |
799 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
761 | find_doors_in_room (maptile *map, int x, int y) |
800 | { |
762 | { |
801 | char **layout2; |
|
|
802 | object **doorlist; |
|
|
803 | int i, j; |
763 | int i, j; |
804 | int ndoors = 0; |
764 | int ndoors = 0; |
805 | |
765 | |
806 | doorlist = (object **) calloc (sizeof (int), 1024); |
766 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
807 | |
767 | |
808 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
768 | layout layout2 (map->width, map->height); |
|
|
769 | layout2.clear (); |
|
|
770 | |
809 | /* allocate and copy the layout, converting C to 0. */ |
771 | /* allocate and copy the maze, converting C to 0. */ |
810 | for (i = 0; i < RP->Xsize; i++) |
772 | for (i = 0; i < map->width; i++) |
811 | { |
|
|
812 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
|
|
813 | for (j = 0; j < RP->Ysize; j++) |
773 | for (j = 0; j < map->height; j++) |
814 | { |
774 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
815 | if (wall_blocked (map, i, j)) |
|
|
816 | layout2[i][j] = '#'; |
|
|
817 | } |
|
|
818 | } |
|
|
819 | |
775 | |
820 | /* setup num_free_spots and room_free_spots */ |
776 | /* setup num_free_spots and room_free_spots */ |
821 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
777 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors); |
822 | |
778 | |
823 | /* deallocate the temp. layout */ |
|
|
824 | for (i = 0; i < RP->Xsize; i++) |
|
|
825 | free (layout2[i]); |
|
|
826 | |
|
|
827 | free (layout2); |
|
|
828 | return doorlist; |
779 | return doorlist; |
829 | } |
780 | } |
830 | |
|
|
831 | |
|
|
832 | |
781 | |
833 | /* 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 |
834 | opts doesn't say to lock/hide doors. */ |
783 | opts doesn't say to lock/hide doors. */ |
835 | |
784 | static void |
836 | void |
|
|
837 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
785 | lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP) |
838 | { |
786 | { |
839 | object *door; |
787 | object *door; |
840 | int i; |
788 | int i; |
841 | |
789 | |
842 | /* lock the doors and hide the keys. */ |
790 | /* lock the doors and hide the keys. */ |
843 | |
791 | |
844 | if (opts & DOORED) |
792 | if (opts & DOORED) |
845 | { |
793 | { |
846 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
794 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
847 | { |
795 | { |
848 | object *new_door = get_archetype ("locked_door1"); |
796 | object *new_door = archetype::get (shstr_locked_door1); |
849 | char keybuf[1024]; |
|
|
850 | |
797 | |
851 | door = doorlist[i]; |
798 | door = doorlist[i]; |
852 | new_door->face = door->face; |
799 | new_door->face = door->face; |
853 | new_door->x = door->x; |
800 | new_door->x = door->x; |
854 | new_door->y = door->y; |
801 | new_door->y = door->y; |
855 | door->remove (); |
|
|
856 | door->destroy (); |
802 | door->destroy (); |
857 | doorlist[i] = new_door; |
803 | doorlist[i] = new_door; |
858 | insert_ob_in_map (new_door, map, NULL, 0); |
804 | insert_ob_in_map (new_door, map, NULL, 0); |
859 | sprintf (keybuf, "%d", rndm (1000000000)); |
805 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
860 | new_door->slaying = keybuf; |
|
|
861 | 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); |
862 | } |
807 | } |
863 | } |
808 | } |
864 | |
809 | |
865 | /* 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. */ |
866 | if (opts & HIDDEN) |
811 | if (opts & HIDDEN) |
… | |
… | |
875 | { |
820 | { |
876 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
821 | retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); |
877 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
822 | retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); |
878 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
823 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
879 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
824 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
|
|
825 | |
880 | door->face = wallface->face; |
826 | door->face = wallface->face; |
881 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
827 | |
882 | wallface->remove (); |
|
|
883 | wallface->destroy (); |
828 | wallface->destroy (); |
884 | } |
829 | } |
885 | } |
830 | } |
886 | } |
831 | } |
887 | } |
832 | } |