1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* placing treasure in maps, where appropriate. */ |
25 | /* placing treasure in maps, where appropriate. */ |
25 | |
26 | |
26 | #include <global.h> |
27 | #include <global.h> |
27 | #include <random_map.h> |
28 | #include <rmg.h> |
28 | #include <rproto.h> |
29 | #include <rproto.h> |
29 | |
30 | |
30 | /* some defines for various options which can be set. */ |
31 | /* some defines for various options which can be set. */ |
31 | |
32 | |
32 | #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. */ |
… | |
… | |
40 | #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 */ |
41 | |
42 | |
42 | #define NO_PASS_DOORS 0 |
43 | #define NO_PASS_DOORS 0 |
43 | #define PASS_DOORS 1 |
44 | #define PASS_DOORS 1 |
44 | |
45 | |
|
|
46 | static object *find_closest_monster (maptile *map, int x, int y); |
|
|
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); |
|
|
51 | static void lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP); |
|
|
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 | |
45 | /* a macro to get a strongly centered random distribution, |
55 | /* a macro to get a strongly centered random distribution, |
46 | from 0 to x, centered at x/2 */ |
56 | from 0 to x, centered at x/2 */ |
47 | static int |
57 | static int |
48 | bc_random (int x) |
58 | bc_random (int x) |
49 | { |
59 | { |
… | |
… | |
52 | |
62 | |
53 | static object * |
63 | static object * |
54 | gen_key (const shstr &keycode) |
64 | gen_key (const shstr &keycode) |
55 | { |
65 | { |
56 | /* get a key and set its keycode */ |
66 | /* get a key and set its keycode */ |
57 | object *key = archetype::get (shstr_key2); |
67 | object *key = archetype::get (shstr_key_random_map); |
58 | |
|
|
59 | key->slaying = keycode; |
68 | key->slaying = keycode; |
60 | key->stats.food = 100; |
|
|
61 | key->speed_left = -1.f; |
|
|
62 | key->flag [FLAG_IS_USED_UP] = true; |
|
|
63 | key->set_speed (1.f / 300.f); |
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|
64 | |
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|
65 | return key; |
69 | return key; |
66 | } |
70 | } |
67 | |
71 | |
68 | /* places keys in the map, preferably in something alive. |
72 | /* places keys in the map, preferably in something alive. |
69 | keycode is the key's code, |
73 | keycode is the key's code, |
70 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
74 | door_flag is either PASS_DOORS or NO_PASS_DOORS. |
71 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
75 | NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will. |
72 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
76 | if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys: |
73 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
77 | it will place 2-4 keys regardless of what nkeys is provided nkeys > 1. |
74 | |
78 | |
75 | The idea is that you call keyplace on x,y where a door is, and it'll make |
79 | The idea is that you call keyplace on x,y where a door is, and it'll make |
76 | sure a key is placed on both sides of the door. |
80 | sure a key is placed on both sides of the door. |
77 | */ |
81 | */ |
78 | static int |
82 | static int |
79 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP) |
83 | keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys) |
80 | { |
84 | { |
81 | int i, j; |
85 | int i, j; |
82 | int kx = 0, ky = 0; |
86 | int kx = 0, ky = 0; |
83 | object *the_keymaster; /* the monster that gets the key. */ |
87 | object *the_keymaster; /* the monster that gets the key. */ |
|
|
88 | object *the_key = gen_key (keycode); |
84 | |
89 | |
85 | if (door_flag == PASS_DOORS) |
90 | if (door_flag == PASS_DOORS) |
86 | { |
91 | { |
87 | int tries = 0; |
92 | int tries = 0; |
88 | |
93 | |
89 | the_keymaster = 0; |
94 | the_keymaster = 0; |
90 | while (tries < 15 && !the_keymaster) |
95 | while (tries < 15 && !the_keymaster) |
91 | { |
96 | { |
92 | i = rmg_rndm (RP->Xsize - 2) + 1; |
97 | i = rmg_rndm (map->width - 2) + 1; |
93 | j = rmg_rndm (RP->Ysize - 2) + 1; |
98 | j = rmg_rndm (map->height - 2) + 1; |
94 | tries++; |
99 | tries++; |
95 | the_keymaster = find_closest_monster (map, i, j, RP); |
100 | the_keymaster = find_closest_monster (map, i, j); |
96 | } |
101 | } |
97 | |
102 | |
98 | /* if we don't find a good keymaster, drop the key on the ground. */ |
103 | /* if we don't find a good keymaster, drop the key on the ground. */ |
99 | if (!the_keymaster) |
104 | if (!the_keymaster) |
100 | { |
105 | { |
101 | int freeindex; |
106 | int freeindex; |
102 | |
107 | |
103 | freeindex = -1; |
108 | freeindex = -1; |
104 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
109 | for (tries = 0; tries < 15 && freeindex == -1; tries++) |
105 | { |
110 | { |
106 | kx = rmg_rndm (RP->Xsize - 2) + 1; |
111 | kx = rmg_rndm (map->width - 2) + 1; |
107 | ky = rmg_rndm (RP->Ysize - 2) + 1; |
112 | ky = rmg_rndm (map->height - 2) + 1; |
108 | freeindex = find_free_spot (gen_key (keycode), map, kx, ky, 1, SIZEOFFREE1 + 1); |
113 | freeindex = rmg_find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1); |
109 | } |
114 | } |
110 | |
115 | |
111 | // can freeindex ever be < 0? |
116 | // can freeindex ever be < 0? |
112 | if (freeindex >= 0) |
117 | if (freeindex >= 0) |
113 | { |
118 | { |
… | |
… | |
121 | /* don't try to keyplace if we're sitting on a blocked square and |
126 | /* don't try to keyplace if we're sitting on a blocked square and |
122 | NO_PASS_DOORS is set. */ |
127 | NO_PASS_DOORS is set. */ |
123 | if (n_keys == 1) |
128 | if (n_keys == 1) |
124 | { |
129 | { |
125 | if (wall_blocked (map, x, y)) |
130 | if (wall_blocked (map, x, y)) |
|
|
131 | { |
|
|
132 | the_key->destroy (); |
126 | return 0; |
133 | return 0; |
|
|
134 | } |
127 | |
135 | |
128 | the_keymaster = find_monster_in_room (map, x, y, RP); |
136 | the_keymaster = find_monster_in_room (map, x, y); |
129 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
137 | if (!the_keymaster) /* if fail, find a spot to drop the key. */ |
130 | find_spot_in_room (map, x, y, &kx, &ky, RP); |
138 | find_spot_in_room (map, x, y, &kx, &ky); |
131 | } |
139 | } |
132 | else |
140 | else |
133 | { |
141 | { |
134 | int sum = 0; /* count how many keys we actually place */ |
142 | int sum = 0; /* count how many keys we actually place */ |
135 | |
143 | |
136 | /* I'm lazy, so just try to place in all 4 directions. */ |
144 | /* I'm lazy, so just try to place in all 4 directions. */ |
137 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP); |
145 | sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1); |
138 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
146 | sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1); |
139 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP); |
147 | sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1); |
140 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
148 | sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1); |
141 | |
149 | |
142 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
150 | if (sum < 2) /* we might have made a disconnected map-place more keys. */ |
143 | { /* diagonally this time. */ |
151 | { /* diagonally this time. */ |
144 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
152 | keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1); |
145 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
153 | keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1); |
146 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP); |
154 | keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1); |
147 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP); |
155 | keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1); |
148 | } |
156 | } |
149 | |
157 | |
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|
158 | the_key->destroy (); |
150 | return 1; |
159 | return 1; |
151 | } |
160 | } |
152 | } |
161 | } |
153 | |
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|
154 | object *the_key = gen_key (keycode); |
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|
155 | |
162 | |
156 | if (the_keymaster) |
163 | if (the_keymaster) |
157 | the_keymaster->head_ ()->insert (the_key); |
164 | the_keymaster->head_ ()->insert (the_key); |
158 | else |
165 | else |
159 | { |
166 | { |
… | |
… | |
177 | |
184 | |
178 | m->at (x, y).update (); |
185 | m->at (x, y).update (); |
179 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
186 | return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK; |
180 | } |
187 | } |
181 | |
188 | |
182 | /* place treasures in the map, given the |
189 | /* place treasures in the map, given the |
183 | map, (required) |
190 | map, (required) |
184 | layout, (required) |
191 | maze, (required) |
185 | 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.) |
186 | treasureoptions (may be 0 for random choices or positive) |
193 | treasureoptions (may be 0 for random choices or positive) |
187 | */ |
194 | */ |
188 | void |
195 | void |
189 | 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) |
190 | { |
197 | { |
191 | char styledirname[1024]; |
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|
192 | char stylefilepath[1024]; |
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|
193 | maptile *style_map = 0; |
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|
194 | int num_treasures; |
198 | int num_treasures; |
195 | |
199 | |
196 | /* bail out if treasure isn't wanted. */ |
200 | /* bail out if treasure isn't wanted. */ |
197 | if (treasure_style) |
201 | if (treasure_style) |
198 | if (!strcmp (treasure_style, "none")) |
202 | if (!strcmp (treasure_style, "none")) |
… | |
… | |
220 | |
224 | |
221 | if (num_treasures <= 0) |
225 | if (num_treasures <= 0) |
222 | return; |
226 | return; |
223 | |
227 | |
224 | /* get the style map */ |
228 | /* get the style map */ |
225 | sprintf (styledirname, "%s", "/styles/treasurestyles"); |
229 | maptile *style_map = find_style ("/styles/treasurestyles", treasure_style, RP->difficulty); |
226 | sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); |
|
|
227 | style_map = find_style (styledirname, treasure_style, -1); |
|
|
228 | |
230 | |
229 | if (!style_map) |
231 | if (!style_map) |
230 | { |
232 | { |
231 | 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); |
232 | return; |
234 | return; |
233 | } |
235 | } |
234 | |
236 | |
235 | /* all the treasure at one spot in the map. */ |
237 | /* all the treasure at one spot in the map. */ |
236 | if (treasureoptions & CONCENTRATED) |
238 | if (treasureoptions & CONCENTRATED) |
… | |
… | |
247 | /* search the onion for C's or '>', and put treasure there. */ |
249 | /* search the onion for C's or '>', and put treasure there. */ |
248 | for (i = 0; i < RP->Xsize; i++) |
250 | for (i = 0; i < RP->Xsize; i++) |
249 | { |
251 | { |
250 | for (j = 0; j < RP->Ysize; j++) |
252 | for (j = 0; j < RP->Ysize; j++) |
251 | { |
253 | { |
252 | if (layout[i][j] == 'C' || layout[i][j] == '>') |
254 | if (maze[i][j] == 'C' || maze[i][j] == '>') |
253 | { |
255 | { |
254 | int tdiv = RP->symmetry_used; |
256 | int tdiv = RP->symmetry_used; |
255 | object *chest; |
257 | object *chest; |
256 | |
258 | |
257 | if (tdiv == 3) |
259 | if (tdiv == 3) |
… | |
… | |
263 | if (!chest) |
265 | if (!chest) |
264 | continue; /* if no chest was placed NEXT */ |
266 | continue; /* if no chest was placed NEXT */ |
265 | |
267 | |
266 | if (treasureoptions & (DOORED | HIDDEN)) |
268 | if (treasureoptions & (DOORED | HIDDEN)) |
267 | { |
269 | { |
268 | object **doorlist = find_doors_in_room (map, i, j, RP); |
270 | object **doorlist = find_doors_in_room (map, i, j); |
269 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
271 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
270 | free (doorlist); |
272 | free (doorlist); |
271 | } |
273 | } |
272 | } |
274 | } |
273 | } |
275 | } |
… | |
… | |
285 | tries = 0; |
287 | tries = 0; |
286 | while (i == -1 && tries < 100) |
288 | while (i == -1 && tries < 100) |
287 | { |
289 | { |
288 | i = rmg_rndm (RP->Xsize - 2) + 1; |
290 | i = rmg_rndm (RP->Xsize - 2) + 1; |
289 | j = rmg_rndm (RP->Ysize - 2) + 1; |
291 | j = rmg_rndm (RP->Ysize - 2) + 1; |
|
|
292 | |
290 | find_enclosed_spot (map, &i, &j, RP); |
293 | find_enclosed_spot (map, &i, &j); |
291 | |
294 | |
292 | if (wall_blocked (map, i, j)) |
295 | if (wall_blocked (map, i, j)) |
293 | i = -1; |
296 | i = -1; |
294 | |
297 | |
295 | tries++; |
298 | tries++; |
… | |
… | |
302 | |
305 | |
303 | i = chest->x; |
306 | i = chest->x; |
304 | j = chest->y; |
307 | j = chest->y; |
305 | if (treasureoptions & (DOORED | HIDDEN)) |
308 | if (treasureoptions & (DOORED | HIDDEN)) |
306 | { |
309 | { |
307 | doorlist = surround_by_doors (map, layout, i, j, treasureoptions); |
310 | doorlist = surround_by_doors (map, maze, i, j, treasureoptions); |
308 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
311 | lock_and_hide_doors (doorlist, map, treasureoptions, RP); |
309 | free (doorlist); |
312 | free (doorlist); |
310 | } |
313 | } |
311 | } |
314 | } |
312 | } |
315 | } |
313 | } |
316 | } |
314 | else |
317 | else |
315 | { /* DIFFUSE treasure layout */ |
318 | { /* DIFFUSE treasure maze */ |
316 | int ti, i, j; |
319 | int ti, i, j; |
317 | |
320 | |
318 | for (ti = 0; ti < num_treasures; ti++) |
321 | for (ti = 0; ti < num_treasures; ti++) |
319 | { |
322 | { |
320 | i = rmg_rndm (RP->Xsize - 2) + 1; |
323 | i = rmg_rndm (RP->Xsize - 2) + 1; |
… | |
… | |
325 | } |
328 | } |
326 | |
329 | |
327 | /* 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 |
328 | 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, |
329 | 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 */ |
330 | object * |
333 | static object * |
331 | 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) |
332 | { |
335 | { |
333 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
336 | object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */ |
334 | |
337 | |
335 | /* first, find a place to put the chest. */ |
338 | /* first, find a place to put the chest. */ |
… | |
… | |
358 | if (tlist != NULL) |
361 | if (tlist != NULL) |
359 | for (ti = 0; ti < n_treasures; ti++) |
362 | for (ti = 0; ti < n_treasures; ti++) |
360 | { /* use the treasure list */ |
363 | { /* use the treasure list */ |
361 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
364 | object *new_treasure = style_map->pick_random_object (rmg_rndm); |
362 | |
365 | |
363 | insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); |
366 | insert_ob_in_ob (new_treasure->arch->instance (), the_chest); |
364 | } |
367 | } |
365 | else |
368 | else |
366 | { /* use the style map */ |
369 | { /* use the style map */ |
367 | the_chest->randomitems = tlist; |
370 | the_chest->randomitems = tlist; |
368 | the_chest->stats.hp = n_treasures; |
371 | the_chest->stats.hp = n_treasures; |
… | |
… | |
376 | } |
379 | } |
377 | |
380 | |
378 | /* stick a trap in the chest if required */ |
381 | /* stick a trap in the chest if required */ |
379 | if (treasureoptions & TRAPPED) |
382 | if (treasureoptions & TRAPPED) |
380 | { |
383 | { |
381 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1); |
384 | maptile *trap_map = find_style ("/styles/trapstyles", "traps", RP->difficulty); |
382 | |
385 | |
383 | if (trap_map) |
386 | if (trap_map) |
384 | { |
387 | { |
385 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
388 | object *the_trap = trap_map->pick_random_object (rmg_rndm); |
386 | |
389 | |
… | |
… | |
402 | 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 |
403 | there's only 1 treasure.... */ |
406 | there's only 1 treasure.... */ |
404 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
407 | if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) |
405 | { |
408 | { |
406 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
409 | the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
407 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP); |
410 | keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1); |
408 | } |
411 | } |
409 | |
412 | |
410 | /* actually place the chest. */ |
413 | /* actually place the chest. */ |
411 | the_chest->x = xl; |
414 | the_chest->x = xl; |
412 | the_chest->y = yl; |
415 | the_chest->y = yl; |
413 | insert_ob_in_map (the_chest, map, NULL, 0); |
416 | insert_ob_in_map (the_chest, map, NULL, 0); |
414 | return the_chest; |
417 | return the_chest; |
415 | } |
418 | } |
416 | |
419 | |
417 | |
|
|
418 | /* finds the closest monster and returns him, regardless of doors |
420 | /* finds the closest monster and returns him, regardless of doors or walls */ |
419 | or walls */ |
421 | static object * |
420 | object * |
|
|
421 | find_closest_monster (maptile *map, int x, int y, random_map_params *RP) |
422 | find_closest_monster (maptile *map, int x, int y) |
422 | { |
423 | { |
423 | int i; |
424 | int i; |
424 | |
425 | |
425 | for (i = 0; i < SIZEOFFREE; i++) |
426 | for (i = 0; i < SIZEOFFREE; i++) |
426 | { |
427 | { |
427 | int lx, ly; |
428 | int lx, ly; |
428 | |
429 | |
429 | lx = x + freearr_x[i]; |
430 | lx = x + freearr_x[i]; |
430 | ly = y + freearr_y[i]; |
431 | ly = y + freearr_y[i]; |
431 | /* boundscheck */ |
432 | /* boundscheck */ |
432 | if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) |
433 | if (lx >= 0 && ly >= 0 && lx < map->width && ly < map->height) |
433 | /* 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. */ |
434 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
435 | if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) |
435 | { |
436 | { |
436 | object *the_monster = GET_MAP_OB (map, lx, ly); |
437 | object *the_monster = GET_MAP_OB (map, lx, ly); |
437 | |
438 | |
438 | 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 | |
439 | if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) |
442 | if (the_monster && the_monster->flag [FLAG_MONSTER]) |
440 | return the_monster; |
443 | return the_monster; |
441 | } |
444 | } |
442 | } |
445 | } |
443 | return NULL; |
446 | return NULL; |
444 | } |
447 | } |
445 | |
448 | |
446 | /* 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. */ |
447 | |
450 | |
448 | object *theMonsterToFind; |
451 | static object *theMonsterToFind; |
449 | |
452 | |
450 | /* 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. |
451 | 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 */ |
452 | |
455 | static object * |
453 | object * |
|
|
454 | 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) |
455 | { |
457 | { |
456 | int i, j; |
458 | int i, j; |
457 | |
459 | |
458 | /* if we've found a monster already, leave */ |
460 | /* if we've found a monster already, leave */ |
459 | if (theMonsterToFind != NULL) |
461 | if (theMonsterToFind != NULL) |
460 | return theMonsterToFind; |
462 | return theMonsterToFind; |
461 | |
463 | |
462 | /* bounds check x and y */ |
464 | /* bounds check x and y */ |
463 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
465 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
464 | return theMonsterToFind; |
466 | return theMonsterToFind; |
465 | |
467 | |
466 | /* if the square is blocked or searched already, leave */ |
468 | /* if the square is blocked or searched already, leave */ |
467 | if (layout[x][y] != 0) |
469 | if (maze[x][y] != 0) |
468 | return theMonsterToFind; /* might be NULL, that's fine. */ |
470 | return theMonsterToFind; /* might be NULL, that's fine. */ |
469 | |
471 | |
470 | /* check the current square for a monster. If there is one, |
472 | /* check the current square for a monster. If there is one, |
471 | set theMonsterToFind and return it. */ |
473 | set theMonsterToFind and return it. */ |
472 | layout[x][y] = 1; |
474 | maze[x][y] = 1; |
473 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
475 | if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) |
474 | { |
476 | { |
475 | object *the_monster = GET_MAP_OB (map, x, y); |
477 | object *the_monster = GET_MAP_OB (map, x, y); |
476 | |
478 | |
477 | /* check off this point */ |
479 | /* check off this point */ |
478 | 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); |
479 | if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) |
481 | if (the_monster && the_monster->flag [FLAG_ALIVE]) |
480 | { |
482 | { |
481 | theMonsterToFind = the_monster; |
483 | theMonsterToFind = the_monster; |
482 | return theMonsterToFind; |
484 | return theMonsterToFind; |
483 | } |
485 | } |
484 | } |
486 | } |
485 | |
487 | |
486 | /* 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 */ |
487 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
489 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
488 | { |
490 | { |
489 | 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]); |
490 | if (theMonsterToFind != NULL) |
492 | if (theMonsterToFind) |
491 | return theMonsterToFind; |
493 | return theMonsterToFind; |
492 | } |
494 | } |
493 | |
495 | |
494 | return theMonsterToFind; |
496 | return theMonsterToFind; |
495 | } |
497 | } |
496 | |
498 | |
497 | /* sets up some data structures: the _recursive form does the |
499 | /* sets up some data structures: the _recursive form does the |
498 | real work. */ |
500 | real work. */ |
499 | object * |
501 | static object * |
500 | 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) |
501 | { |
503 | { |
502 | Layout layout2 (RP); |
504 | layout layout2 (map->width, map->height); |
503 | |
505 | |
504 | layout2->clear (); |
506 | // find walls |
505 | |
|
|
506 | /* allocate and copy the layout, converting C to 0. */ |
|
|
507 | for (int i = 0; i < layout2->w; i++) |
507 | for (int i = 0; i < layout2.w; i++) |
508 | for (int j = 0; j < layout2->h; j++) |
508 | for (int j = 0; j < layout2.h; j++) |
509 | if (wall_blocked (map, i, j)) |
509 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
510 | layout2[i][j] = '#'; |
|
|
511 | |
510 | |
512 | theMonsterToFind = 0; |
511 | theMonsterToFind = 0; |
513 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); |
512 | theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y); |
514 | |
|
|
515 | layout2.free (); |
|
|
516 | |
513 | |
517 | return theMonsterToFind; |
514 | return theMonsterToFind; |
518 | } |
515 | } |
519 | |
|
|
520 | /* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ |
|
|
521 | int *room_free_spots_x; |
|
|
522 | int *room_free_spots_y; |
|
|
523 | int number_of_free_spots_in_room; |
|
|
524 | |
516 | |
525 | /* the workhorse routine, which finds the free spots in a room: |
517 | /* the workhorse routine, which finds the free spots in a room: |
526 | 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 |
527 | that datastructure. */ |
519 | that datastructure. */ |
528 | void |
520 | static void |
529 | 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) |
530 | { |
522 | { |
531 | int i, j; |
|
|
532 | |
|
|
533 | /* bounds check x and y */ |
523 | /* bounds check x and y */ |
534 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
524 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
535 | return; |
525 | return; |
536 | |
526 | |
537 | /* if the square is blocked or searched already, leave */ |
527 | /* if the square is blocked or searched already, leave */ |
538 | if (layout[x][y] != 0) |
528 | if (maze[x][y] != 0) |
539 | return; |
529 | return; |
540 | |
530 | |
541 | /* 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. |
542 | set theMonsterToFind and return it. */ |
532 | set theMonsterToFind and return it. */ |
543 | /* check off this point */ |
533 | /* check off this point */ |
544 | layout[x][y] = 1; |
534 | maze[x][y] = 1; |
545 | room_free_spots_x[number_of_free_spots_in_room] = x; |
535 | spots.push (point (x, y)); |
546 | room_free_spots_y[number_of_free_spots_in_room] = y; |
|
|
547 | number_of_free_spots_in_room++; |
|
|
548 | |
536 | |
549 | /* 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 */ |
550 | for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) |
538 | for (int i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
551 | 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]); |
552 | |
540 | |
553 | } |
541 | } |
554 | |
542 | |
555 | /* 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. */ |
556 | void |
544 | static void |
557 | 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) |
558 | { |
546 | { |
559 | char **layout2; |
547 | fixed_stack<point> spots (map->width * map->height); |
560 | int i, j; |
|
|
561 | |
548 | |
562 | number_of_free_spots_in_room = 0; |
549 | layout layout2 (map->width, map->height); |
563 | room_free_spots_x = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
|
|
564 | room_free_spots_y = (int *) calloc (sizeof (int), RP->Xsize * RP->Ysize); |
|
|
565 | |
550 | |
566 | layout2 = (char **) calloc (sizeof (char *), RP->Xsize); |
|
|
567 | /* allocate and copy the layout, converting C to 0. */ |
551 | /* allocate and copy the maze, converting C to 0. */ |
568 | for (i = 0; i < RP->Xsize; i++) |
552 | for (int i = 0; i < map->width; i++) |
569 | { |
553 | for (int j = 0; j < map->height; j++) |
570 | layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); |
554 | layout2 [i][j] = wall_blocked (map, i, j) ? '#' : 0; |
571 | for (j = 0; j < RP->Ysize; j++) |
|
|
572 | if (wall_blocked (map, i, j)) |
|
|
573 | layout2[i][j] = '#'; |
|
|
574 | } |
|
|
575 | |
555 | |
576 | /* setup num_free_spots and room_free_spots */ |
556 | /* setup num_free_spots and room_free_spots */ |
577 | find_spot_in_room_recursive (layout2, x, y, RP); |
557 | find_spot_in_room_recursive (layout2, spots, x, y); |
578 | |
558 | |
579 | if (number_of_free_spots_in_room > 0) |
559 | if (spots.size) |
580 | { |
|
|
581 | i = rmg_rndm (number_of_free_spots_in_room); |
|
|
582 | *kx = room_free_spots_x[i]; |
|
|
583 | *ky = room_free_spots_y[i]; |
|
|
584 | } |
560 | { |
|
|
561 | point p = spots [rmg_rndm (spots.size)]; |
585 | |
562 | |
586 | /* deallocate the temp. layout */ |
563 | *kx = p.x; |
587 | for (i = 0; i < RP->Xsize; i++) |
564 | *ky = p.y; |
588 | free (layout2[i]); |
565 | } |
589 | |
|
|
590 | free (layout2); |
|
|
591 | free (room_free_spots_x); |
|
|
592 | free (room_free_spots_y); |
|
|
593 | } |
566 | } |
594 | |
|
|
595 | |
567 | |
596 | /* 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 |
597 | 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 |
598 | it'll return 0 if no FREE spots are found.*/ |
570 | it'll return 0 if no FREE spots are found.*/ |
599 | void |
571 | static void |
600 | find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP) |
572 | find_enclosed_spot (maptile *map, int *cx, int *cy) |
601 | { |
573 | { |
602 | int x, y; |
574 | int x, y; |
603 | int i; |
575 | int i; |
604 | |
576 | |
605 | x = *cx; |
577 | x = *cx; |
… | |
… | |
609 | { |
581 | { |
610 | int lx, ly, sindex; |
582 | int lx, ly, sindex; |
611 | |
583 | |
612 | lx = x + freearr_x[i]; |
584 | lx = x + freearr_x[i]; |
613 | ly = y + freearr_y[i]; |
585 | ly = y + freearr_y[i]; |
614 | sindex = surround_flag3 (map, lx, ly, RP); |
586 | sindex = surround_flag3 (map, lx, ly); |
615 | /* if it's blocked on 3 sides, it's enclosed */ |
587 | /* if it's blocked on 3 sides, it's enclosed */ |
616 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
588 | if (sindex == 7 || sindex == 11 || sindex == 13 || sindex == 14) |
617 | { |
589 | { |
618 | *cx = lx; |
590 | *cx = lx; |
619 | *cy = ly; |
591 | *cy = ly; |
… | |
… | |
627 | { |
599 | { |
628 | int lx, ly, sindex; |
600 | int lx, ly, sindex; |
629 | |
601 | |
630 | lx = x + freearr_x[i]; |
602 | lx = x + freearr_x[i]; |
631 | ly = y + freearr_y[i]; |
603 | ly = y + freearr_y[i]; |
632 | sindex = surround_flag3 (map, lx, ly, RP); |
604 | sindex = surround_flag3 (map, lx, ly); |
633 | /* if it's blocked on 3 sides, it's enclosed */ |
605 | /* if it's blocked on 3 sides, it's enclosed */ |
634 | 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) |
635 | { |
607 | { |
636 | *cx = lx; |
608 | *cx = lx; |
637 | *cy = ly; |
609 | *cy = ly; |
… | |
… | |
644 | { |
616 | { |
645 | int lx, ly, sindex; |
617 | int lx, ly, sindex; |
646 | |
618 | |
647 | lx = x + freearr_x[i]; |
619 | lx = x + freearr_x[i]; |
648 | ly = y + freearr_y[i]; |
620 | ly = y + freearr_y[i]; |
649 | sindex = surround_flag3 (map, lx, ly, RP); |
621 | sindex = surround_flag3 (map, lx, ly); |
650 | /* if it's blocked on 3 sides, it's enclosed */ |
622 | /* if it's blocked on 3 sides, it's enclosed */ |
651 | if (sindex) |
623 | if (sindex) |
652 | { |
624 | { |
653 | *cx = lx; |
625 | *cx = lx; |
654 | *cy = ly; |
626 | *cy = ly; |
655 | return; |
627 | return; |
656 | } |
628 | } |
657 | } |
629 | } |
658 | /* give up and return the closest free spot. */ |
630 | /* give up and return the closest free spot. */ |
659 | i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
631 | i = rmg_find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1); |
660 | |
632 | |
661 | if (i != -1) |
633 | if (i != -1) |
662 | { |
634 | { |
663 | *cx = x + freearr_x[i]; |
635 | *cx = x + freearr_x[i]; |
664 | *cy = y + freearr_y[i]; |
636 | *cy = y + freearr_y[i]; |
… | |
… | |
669 | *cx = -1; |
641 | *cx = -1; |
670 | *cy = -1; |
642 | *cy = -1; |
671 | } |
643 | } |
672 | } |
644 | } |
673 | |
645 | |
674 | void |
646 | static void |
675 | remove_monsters (int x, int y, maptile *map) |
647 | remove_monsters (int x, int y, maptile *map) |
676 | { |
648 | { |
677 | object *tmp; |
|
|
678 | |
|
|
679 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
649 | for (object *tmp = GET_MAP_OB (map, x, y); tmp; ) |
680 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
681 | { |
650 | { |
682 | if (tmp->head) |
651 | object *next = tmp->above; |
683 | tmp = tmp->head; |
652 | |
684 | tmp->remove (); |
653 | if (tmp->flag [FLAG_ALIVE]) |
685 | tmp->destroy (); |
654 | tmp->head_ ()->destroy (); |
686 | tmp = GET_MAP_OB (map, x, y); |
655 | |
687 | if (tmp == NULL) |
656 | tmp = next; |
688 | break; |
|
|
689 | }; |
657 | } |
690 | } |
658 | } |
691 | |
659 | |
692 | /* surrounds the point x,y by doors, so as to enclose something, like |
660 | /* surrounds the point x,y by doors, so as to enclose something, like |
693 | a chest. It only goes as far as the 8 squares surrounding, and |
661 | a chest. It only goes as far as the 8 squares surrounding, and |
694 | it'll remove any monsters it finds.*/ |
662 | it'll remove any monsters it finds.*/ |
695 | object ** |
663 | static object ** |
696 | 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) |
697 | { |
665 | { |
698 | int i; |
666 | int i; |
699 | const char *doors[2]; |
667 | const char *doors[2]; |
700 | object **doorlist; |
668 | object **doorlist; |
701 | int ndoors_made = 0; |
669 | int ndoors_made = 0; |
… | |
… | |
716 | /* place doors in all the 8 adjacent unblocked squares. */ |
684 | /* place doors in all the 8 adjacent unblocked squares. */ |
717 | for (i = 1; i < 9; i++) |
685 | for (i = 1; i < 9; i++) |
718 | { |
686 | { |
719 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
687 | int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; |
720 | |
688 | |
721 | if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>') |
689 | if (!wall_blocked (map, x1, y1) && maze[x1][y1] == '>') |
722 | { /* place a door */ |
690 | { /* place a door */ |
723 | remove_monsters (x1, y1, map); |
691 | remove_monsters (x1, y1, map); |
724 | |
692 | |
725 | 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]); |
726 | map->insert (new_door, x1, y1); |
694 | map->insert (new_door, x1, y1); |
727 | doorlist[ndoors_made] = new_door; |
695 | doorlist[ndoors_made] = new_door; |
728 | ndoors_made++; |
696 | ndoors_made++; |
729 | } |
697 | } |
730 | } |
698 | } |
731 | |
699 | |
732 | return doorlist; |
700 | return doorlist; |
733 | } |
701 | } |
734 | |
702 | |
735 | |
|
|
736 | /* 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. */ |
737 | object * |
704 | static object * |
738 | door_in_square (maptile *map, int x, int y) |
705 | door_in_square (maptile *map, int x, int y) |
739 | { |
706 | { |
740 | object *tmp; |
|
|
741 | |
|
|
742 | 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) |
743 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
708 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
744 | return tmp; |
709 | return tmp; |
|
|
710 | |
745 | return NULL; |
711 | return NULL; |
746 | } |
712 | } |
747 | |
713 | |
748 | /* the workhorse routine, which finds the doors in a room */ |
714 | /* the workhorse routine, which finds the doors in a room */ |
749 | void |
715 | static void |
750 | 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) |
751 | { |
717 | { |
752 | int i, j; |
718 | int i, j; |
753 | object *door; |
719 | object *door; |
754 | |
720 | |
755 | /* bounds check x and y */ |
721 | /* bounds check x and y */ |
756 | if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) |
722 | if (!(x >= 0 && y >= 0 && x < maze.w && y < maze.h)) |
757 | return; |
723 | return; |
758 | |
724 | |
759 | /* if the square is blocked or searched already, leave */ |
725 | /* if the square is blocked or searched already, leave */ |
760 | if (layout[x][y] == 1) |
726 | if (maze[x][y] == 1) |
761 | return; |
727 | return; |
762 | |
728 | |
763 | /* check off this point */ |
729 | /* check off this point */ |
764 | if (layout[x][y] == '#') |
730 | if (maze[x][y] == '#') |
765 | { /* there could be a door here */ |
731 | { /* there could be a door here */ |
766 | layout[x][y] = 1; |
732 | maze[x][y] = 1; |
767 | door = door_in_square (map, x, y); |
733 | door = door_in_square (map, x, y); |
768 | if (door) |
734 | if (door) |
769 | { |
735 | { |
770 | doorlist[*ndoors] = door; |
736 | doorlist[*ndoors] = door; |
771 | |
737 | |
… | |
… | |
778 | *ndoors = *ndoors + 1; |
744 | *ndoors = *ndoors + 1; |
779 | } |
745 | } |
780 | } |
746 | } |
781 | else |
747 | else |
782 | { |
748 | { |
783 | layout[x][y] = 1; |
749 | maze[x][y] = 1; |
784 | |
750 | |
785 | /* now search all the 8 squares around recursively for free spots,in random order */ |
751 | /* now search all the 8 squares around recursively for free spots,in random order */ |
786 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
752 | for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++) |
787 | find_doors_in_room_recursive (layout, map, |
753 | find_doors_in_room_recursive (maze, map, |
788 | 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], |
789 | doorlist, ndoors, RP); |
755 | doorlist, ndoors); |
790 | } |
756 | } |
791 | } |
757 | } |
792 | |
758 | |
793 | /* find a random non-blocked spot in this room to drop a key. */ |
759 | /* find a random non-blocked spot in this room to drop a key. */ |
794 | object ** |
760 | static object ** |
795 | find_doors_in_room (maptile *map, int x, int y, random_map_params *RP) |
761 | find_doors_in_room (maptile *map, int x, int y) |
796 | { |
762 | { |
797 | int i, j; |
763 | int i, j; |
798 | int ndoors = 0; |
764 | int ndoors = 0; |
799 | |
765 | |
800 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
766 | object **doorlist = (object **)calloc (sizeof (int), 1024); |
801 | |
767 | |
802 | LayoutData layout2 (RP->Xsize, RP->Ysize); |
768 | layout layout2 (map->width, map->height); |
803 | layout2.clear (); |
769 | layout2.clear (); |
804 | |
770 | |
805 | /* allocate and copy the layout, converting C to 0. */ |
771 | /* allocate and copy the maze, converting C to 0. */ |
806 | for (i = 0; i < RP->Xsize; i++) |
772 | for (i = 0; i < map->width; i++) |
807 | for (j = 0; j < RP->Ysize; j++) |
773 | for (j = 0; j < map->height; j++) |
808 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
774 | layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0; |
809 | |
775 | |
810 | /* setup num_free_spots and room_free_spots */ |
776 | /* setup num_free_spots and room_free_spots */ |
811 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); |
777 | find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors); |
812 | |
778 | |
813 | return doorlist; |
779 | return doorlist; |
814 | } |
780 | } |
815 | |
781 | |
816 | /* 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 |
817 | opts doesn't say to lock/hide doors. */ |
783 | opts doesn't say to lock/hide doors. */ |
818 | void |
784 | static void |
819 | 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) |
820 | { |
786 | { |
821 | object *door; |
787 | object *door; |
822 | int i; |
788 | int i; |
823 | |
789 | |
824 | /* lock the doors and hide the keys. */ |
790 | /* lock the doors and hide the keys. */ |
825 | |
791 | |
826 | if (opts & DOORED) |
792 | if (opts & DOORED) |
827 | { |
793 | { |
828 | for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) |
794 | for (i = 0, door = doorlist[0]; doorlist[i]; i++) |
829 | { |
795 | { |
830 | object *new_door = get_archetype ("locked_door1"); |
796 | object *new_door = archetype::get (shstr_locked_door1); |
831 | |
797 | |
832 | door = doorlist[i]; |
798 | door = doorlist[i]; |
833 | new_door->face = door->face; |
799 | new_door->face = door->face; |
834 | new_door->x = door->x; |
800 | new_door->x = door->x; |
835 | new_door->y = door->y; |
801 | new_door->y = door->y; |
836 | door->remove (); |
|
|
837 | door->destroy (); |
802 | door->destroy (); |
838 | doorlist[i] = new_door; |
803 | doorlist[i] = new_door; |
839 | insert_ob_in_map (new_door, map, NULL, 0); |
804 | insert_ob_in_map (new_door, map, NULL, 0); |
840 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
805 | new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000)); |
841 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP); |
806 | keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2); |
842 | } |
807 | } |
843 | } |
808 | } |
844 | |
809 | |
845 | /* 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. */ |
846 | if (opts & HIDDEN) |
811 | if (opts & HIDDEN) |
… | |
… | |
858 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
823 | retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); |
859 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
824 | retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); |
860 | |
825 | |
861 | door->face = wallface->face; |
826 | door->face = wallface->face; |
862 | |
827 | |
863 | if (!QUERY_FLAG (wallface, FLAG_REMOVED)) |
|
|
864 | wallface->remove (); |
|
|
865 | |
|
|
866 | wallface->destroy (); |
828 | wallface->destroy (); |
867 | } |
829 | } |
868 | } |
830 | } |
869 | } |
831 | } |
870 | } |
832 | } |